Make the interactive map an actual page and not an HTML file in the assets directory
authorLanius Trolling <lanius@laniustrolling.dev>
Mon, 4 Dec 2023 14:25:07 +0000 (09:25 -0500)
committerLanius Trolling <lanius@laniustrolling.dev>
Mon, 4 Dec 2023 14:25:07 +0000 (09:25 -0500)
src/main/kotlin/info/mechyrdia/Factbooks.kt
src/main/kotlin/info/mechyrdia/lore/view_map.kt [new file with mode: 0644]
src/main/kotlin/info/mechyrdia/lore/view_tpl.kt
src/main/resources/static/obj-viewer/three.js

index fbc99432f65338c3c9ec10f3ce8c201cf9ddf484..a3d56d3517bf985872aece907809313a894f111b 100644 (file)
@@ -149,6 +149,10 @@ fun Application.factbooks() {
                        enableAutoHeadResponse()
                }
                
+               get("/map") {
+                       call.respondHtml(HttpStatusCode.OK, call.galaxyMapPage())
+               }
+               
                // Client settings
                
                get("/change-theme") {
diff --git a/src/main/kotlin/info/mechyrdia/lore/view_map.kt b/src/main/kotlin/info/mechyrdia/lore/view_map.kt
new file mode 100644 (file)
index 0000000..247077c
--- /dev/null
@@ -0,0 +1,86 @@
+package info.mechyrdia.lore
+
+import io.ktor.server.application.*
+import kotlinx.html.*
+import kotlin.collections.set
+
+fun ApplicationCall.galaxyMapPage(): HTML.() -> Unit {
+       val theme = request.cookies["FACTBOOK_THEME"]
+       
+       val pageTitle = "The Milky Way Galaxy"
+       val ogData = OpenGraphData(
+               desc = "An interactive map of the Milky Way Galaxy in 256 UC (2896 AD)",
+               image = "https://mechyrdia.info/assets/images/map-galaxy.png"
+       )
+       
+       return {
+               when (theme) {
+                       "light" -> "light"
+                       "dark" -> "dark"
+                       else -> null
+               }?.let { attributes["data-theme"] = it }
+               
+               head {
+                       meta(charset = "utf-8")
+                       meta(name = "viewport", content = "width=device-width, initial-scale=1.0")
+                       
+                       meta(name = "theme-color", content = "#FFCC33")
+                       
+                       renderOgData(pageTitle, ogData)
+                       
+                       script(src = "/static/obj-viewer/three.js") {}
+                       script(src = "/static/obj-viewer/three-examples.js") {}
+                       
+                       link(rel = "icon", type = "image/svg+xml", href = "/static/images/icon.png")
+                       
+                       for (font in preloadFonts)
+                               link(
+                                       rel = "preload",
+                                       href = "/static/font/$font",
+                                       type = "font/woff"
+                               ) {
+                                       attributes["as"] = "font"
+                               }
+                       
+                       for (image in preloadImages)
+                               link(
+                                       rel = "preload",
+                                       href = "/static/images/$image",
+                                       type = "image/png"
+                               ) {
+                                       attributes["as"] = "image"
+                               }
+                       
+                       link(rel = "stylesheet", href = "/assets/map/style.css")
+                       
+                       script(src = "/static/init.js") {}
+                       
+                       title {
+                               +pageTitle
+                       }
+               }
+               body {
+                       div { id = "content" }
+                       
+                       div(classes = "panel") { id = "lore-bar" }
+                       
+                       div(classes = "panel") {
+                               id = "back-link"
+                               p {
+                                       a(href = "/lore/places/milky-way") {
+                                               +"Back to Factbook"
+                                       }
+                               }
+                       }
+                       
+                       div {
+                               id = "modal"
+                               div { id = "modal-bg" }
+                               div(classes = "panel") { id = "modal-box" }
+                       }
+                       
+                       script(src = "/assets/map/data.js") {}
+                       script(src = "/assets/map/main.js") {}
+               }
+       }
+}
index e79b50a4054e1790d2c734cc21998e7679765400..c8d6054f46d726b0cb0dc84b8e1ca6ea14da8cac 100644 (file)
@@ -6,7 +6,7 @@ import io.ktor.server.request.*
 import io.ktor.util.*
 import kotlinx.html.*
 
-private val fonts = listOf(
+val preloadFonts = listOf(
        "DejaVuSans-Bold.woff",
        "DejaVuSans-BoldOblique.woff",
        "DejaVuSans-Oblique.woff",
@@ -28,7 +28,7 @@ private val fonts = listOf(
        "tylan-language-alphabet-3.woff",
 )
 
-private val images = listOf(
+val preloadImages = listOf(
        "external-link-dark.png",
        "external-link.png",
        "icon.png",
@@ -61,7 +61,7 @@ fun ApplicationCall.page(pageTitle: String, navBar: List<NavItem>? = null, sideb
                        
                        link(rel = "icon", type = "image/svg+xml", href = "/static/images/icon.png")
                        
-                       for (font in fonts)
+                       for (font in preloadFonts)
                                link(
                                        rel = "preload",
                                        href = "/static/font/$font",
@@ -70,7 +70,7 @@ fun ApplicationCall.page(pageTitle: String, navBar: List<NavItem>? = null, sideb
                                        attributes["as"] = "font"
                                }
                        
-                       for (image in images)
+                       for (image in preloadImages)
                                link(
                                        rel = "preload",
                                        href = "/static/images/$image",
index 595636b2d477249cb2866c9e8bec772b63b34c15..c633728bbefd0137f82284fc21f57271fb2f1a0e 100644 (file)
-(function(){function r(e,n,t){function o(i,f){if(!n[i]){if(!e[i]){var c="function"==typeof require&&require;if(!f&&c)return c(i,!0);if(u)return u(i,!0);var a=new Error("Cannot find module '"+i+"'");throw a.code="MODULE_NOT_FOUND",a}var p=n[i]={exports:{}};e[i][0].call(p.exports,function(r){var n=e[i][1][r];return o(n||r)},p,p.exports,r,e,n,t)}return n[i].exports}for(var u="function"==typeof require&&require,i=0;i<t.length;i++)o(t[i]);return o}return r})()({1:[function(require,module,exports){
-window["THREE"] = require("three");
-},{"three":2}],2:[function(require,module,exports){
-/**
- * @license
- * Copyright 2010-2021 Three.js Authors
- * SPDX-License-Identifier: MIT
- */
-(function (global, factory) {
-       typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
-       typeof define === 'function' && define.amd ? define(['exports'], factory) :
-       (global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory(global.THREE = {}));
-}(this, (function (exports) { 'use strict';
-
-       const REVISION = '132';
-       const MOUSE = {
-               LEFT: 0,
-               MIDDLE: 1,
-               RIGHT: 2,
-               ROTATE: 0,
-               DOLLY: 1,
-               PAN: 2
-       };
-       const TOUCH = {
-               ROTATE: 0,
-               PAN: 1,
-               DOLLY_PAN: 2,
-               DOLLY_ROTATE: 3
-       };
-       const CullFaceNone = 0;
-       const CullFaceBack = 1;
-       const CullFaceFront = 2;
-       const CullFaceFrontBack = 3;
-       const BasicShadowMap = 0;
-       const PCFShadowMap = 1;
-       const PCFSoftShadowMap = 2;
-       const VSMShadowMap = 3;
-       const FrontSide = 0;
-       const BackSide = 1;
-       const DoubleSide = 2;
-       const FlatShading = 1;
-       const SmoothShading = 2;
-       const NoBlending = 0;
-       const NormalBlending = 1;
-       const AdditiveBlending = 2;
-       const SubtractiveBlending = 3;
-       const MultiplyBlending = 4;
-       const CustomBlending = 5;
-       const AddEquation = 100;
-       const SubtractEquation = 101;
-       const ReverseSubtractEquation = 102;
-       const MinEquation = 103;
-       const MaxEquation = 104;
-       const ZeroFactor = 200;
-       const OneFactor = 201;
-       const SrcColorFactor = 202;
-       const OneMinusSrcColorFactor = 203;
-       const SrcAlphaFactor = 204;
-       const OneMinusSrcAlphaFactor = 205;
-       const DstAlphaFactor = 206;
-       const OneMinusDstAlphaFactor = 207;
-       const DstColorFactor = 208;
-       const OneMinusDstColorFactor = 209;
-       const SrcAlphaSaturateFactor = 210;
-       const NeverDepth = 0;
-       const AlwaysDepth = 1;
-       const LessDepth = 2;
-       const LessEqualDepth = 3;
-       const EqualDepth = 4;
-       const GreaterEqualDepth = 5;
-       const GreaterDepth = 6;
-       const NotEqualDepth = 7;
-       const MultiplyOperation = 0;
-       const MixOperation = 1;
-       const AddOperation = 2;
-       const NoToneMapping = 0;
-       const LinearToneMapping = 1;
-       const ReinhardToneMapping = 2;
-       const CineonToneMapping = 3;
-       const ACESFilmicToneMapping = 4;
-       const CustomToneMapping = 5;
-       const UVMapping = 300;
-       const CubeReflectionMapping = 301;
-       const CubeRefractionMapping = 302;
-       const EquirectangularReflectionMapping = 303;
-       const EquirectangularRefractionMapping = 304;
-       const CubeUVReflectionMapping = 306;
-       const CubeUVRefractionMapping = 307;
-       const RepeatWrapping = 1000;
-       const ClampToEdgeWrapping = 1001;
-       const MirroredRepeatWrapping = 1002;
-       const NearestFilter = 1003;
-       const NearestMipmapNearestFilter = 1004;
-       const NearestMipMapNearestFilter = 1004;
-       const NearestMipmapLinearFilter = 1005;
-       const NearestMipMapLinearFilter = 1005;
-       const LinearFilter = 1006;
-       const LinearMipmapNearestFilter = 1007;
-       const LinearMipMapNearestFilter = 1007;
-       const LinearMipmapLinearFilter = 1008;
-       const LinearMipMapLinearFilter = 1008;
-       const UnsignedByteType = 1009;
-       const ByteType = 1010;
-       const ShortType = 1011;
-       const UnsignedShortType = 1012;
-       const IntType = 1013;
-       const UnsignedIntType = 1014;
-       const FloatType = 1015;
-       const HalfFloatType = 1016;
-       const UnsignedShort4444Type = 1017;
-       const UnsignedShort5551Type = 1018;
-       const UnsignedShort565Type = 1019;
-       const UnsignedInt248Type = 1020;
-       const AlphaFormat = 1021;
-       const RGBFormat = 1022;
-       const RGBAFormat = 1023;
-       const LuminanceFormat = 1024;
-       const LuminanceAlphaFormat = 1025;
-       const RGBEFormat = RGBAFormat;
-       const DepthFormat = 1026;
-       const DepthStencilFormat = 1027;
-       const RedFormat = 1028;
-       const RedIntegerFormat = 1029;
-       const RGFormat = 1030;
-       const RGIntegerFormat = 1031;
-       const RGBIntegerFormat = 1032;
-       const RGBAIntegerFormat = 1033;
-       const RGB_S3TC_DXT1_Format = 33776;
-       const RGBA_S3TC_DXT1_Format = 33777;
-       const RGBA_S3TC_DXT3_Format = 33778;
-       const RGBA_S3TC_DXT5_Format = 33779;
-       const RGB_PVRTC_4BPPV1_Format = 35840;
-       const RGB_PVRTC_2BPPV1_Format = 35841;
-       const RGBA_PVRTC_4BPPV1_Format = 35842;
-       const RGBA_PVRTC_2BPPV1_Format = 35843;
-       const RGB_ETC1_Format = 36196;
-       const RGB_ETC2_Format = 37492;
-       const RGBA_ETC2_EAC_Format = 37496;
-       const RGBA_ASTC_4x4_Format = 37808;
-       const RGBA_ASTC_5x4_Format = 37809;
-       const RGBA_ASTC_5x5_Format = 37810;
-       const RGBA_ASTC_6x5_Format = 37811;
-       const RGBA_ASTC_6x6_Format = 37812;
-       const RGBA_ASTC_8x5_Format = 37813;
-       const RGBA_ASTC_8x6_Format = 37814;
-       const RGBA_ASTC_8x8_Format = 37815;
-       const RGBA_ASTC_10x5_Format = 37816;
-       const RGBA_ASTC_10x6_Format = 37817;
-       const RGBA_ASTC_10x8_Format = 37818;
-       const RGBA_ASTC_10x10_Format = 37819;
-       const RGBA_ASTC_12x10_Format = 37820;
-       const RGBA_ASTC_12x12_Format = 37821;
-       const RGBA_BPTC_Format = 36492;
-       const SRGB8_ALPHA8_ASTC_4x4_Format = 37840;
-       const SRGB8_ALPHA8_ASTC_5x4_Format = 37841;
-       const SRGB8_ALPHA8_ASTC_5x5_Format = 37842;
-       const SRGB8_ALPHA8_ASTC_6x5_Format = 37843;
-       const SRGB8_ALPHA8_ASTC_6x6_Format = 37844;
-       const SRGB8_ALPHA8_ASTC_8x5_Format = 37845;
-       const SRGB8_ALPHA8_ASTC_8x6_Format = 37846;
-       const SRGB8_ALPHA8_ASTC_8x8_Format = 37847;
-       const SRGB8_ALPHA8_ASTC_10x5_Format = 37848;
-       const SRGB8_ALPHA8_ASTC_10x6_Format = 37849;
-       const SRGB8_ALPHA8_ASTC_10x8_Format = 37850;
-       const SRGB8_ALPHA8_ASTC_10x10_Format = 37851;
-       const SRGB8_ALPHA8_ASTC_12x10_Format = 37852;
-       const SRGB8_ALPHA8_ASTC_12x12_Format = 37853;
-       const LoopOnce = 2200;
-       const LoopRepeat = 2201;
-       const LoopPingPong = 2202;
-       const InterpolateDiscrete = 2300;
-       const InterpolateLinear = 2301;
-       const InterpolateSmooth = 2302;
-       const ZeroCurvatureEnding = 2400;
-       const ZeroSlopeEnding = 2401;
-       const WrapAroundEnding = 2402;
-       const NormalAnimationBlendMode = 2500;
-       const AdditiveAnimationBlendMode = 2501;
-       const TrianglesDrawMode = 0;
-       const TriangleStripDrawMode = 1;
-       const TriangleFanDrawMode = 2;
-       const LinearEncoding = 3000;
-       const sRGBEncoding = 3001;
-       const GammaEncoding = 3007;
-       const RGBEEncoding = 3002;
-       const LogLuvEncoding = 3003;
-       const RGBM7Encoding = 3004;
-       const RGBM16Encoding = 3005;
-       const RGBDEncoding = 3006;
-       const BasicDepthPacking = 3200;
-       const RGBADepthPacking = 3201;
-       const TangentSpaceNormalMap = 0;
-       const ObjectSpaceNormalMap = 1;
-       const ZeroStencilOp = 0;
-       const KeepStencilOp = 7680;
-       const ReplaceStencilOp = 7681;
-       const IncrementStencilOp = 7682;
-       const DecrementStencilOp = 7683;
-       const IncrementWrapStencilOp = 34055;
-       const DecrementWrapStencilOp = 34056;
-       const InvertStencilOp = 5386;
-       const NeverStencilFunc = 512;
-       const LessStencilFunc = 513;
-       const EqualStencilFunc = 514;
-       const LessEqualStencilFunc = 515;
-       const GreaterStencilFunc = 516;
-       const NotEqualStencilFunc = 517;
-       const GreaterEqualStencilFunc = 518;
-       const AlwaysStencilFunc = 519;
-       const StaticDrawUsage = 35044;
-       const DynamicDrawUsage = 35048;
-       const StreamDrawUsage = 35040;
-       const StaticReadUsage = 35045;
-       const DynamicReadUsage = 35049;
-       const StreamReadUsage = 35041;
-       const StaticCopyUsage = 35046;
-       const DynamicCopyUsage = 35050;
-       const StreamCopyUsage = 35042;
-       const GLSL1 = '100';
-       const GLSL3 = '300 es';
-
-       /**
-        * https://github.com/mrdoob/eventdispatcher.js/
-        */
-       class EventDispatcher {
-               addEventListener(type, listener) {
-                       if (this._listeners === undefined) this._listeners = {};
-                       const listeners = this._listeners;
-
-                       if (listeners[type] === undefined) {
-                               listeners[type] = [];
-                       }
-
-                       if (listeners[type].indexOf(listener) === -1) {
-                               listeners[type].push(listener);
-                       }
-               }
+(function () {
+       function r(e, n, t) {
+               function o(i, f) {
+                       if (!n[i]) {
+                               if (!e[i]) {
+                                       var c = "function" == typeof require && require;
+                                       if (!f && c) return c(i, !0);
+                                       if (u) return u(i, !0);
+                                       var a = new Error("Cannot find module '" + i + "'");
+                                       throw a.code = "MODULE_NOT_FOUND", a
+                               }
+                               var p = n[i] = {exports: {}};
+                               e[i][0].call(p.exports, function (r) {
+                                       var n = e[i][1][r];
+                                       return o(n || r)
+                               }, p, p.exports, r, e, n, t)
+                       }
+                       return n[i].exports
+               }
+
+               for (var u = "function" == typeof require && require, i = 0; i < t.length; i++) o(t[i]);
+               return o
+       }
+
+       return r
+})()({
+       1: [function (require, module, exports) {
+               window["THREE"] = require("three");
+       }, {"three": 2}], 2: [function (require, module, exports) {
+               /**
+                * @license
+                * Copyright 2010-2021 Three.js Authors
+                * SPDX-License-Identifier: MIT
+                */
+               (function (global, factory) {
+                       typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
+                               typeof define === 'function' && define.amd ? define(['exports'], factory) :
+                                       (global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory(global.THREE = {}));
+               }(this, (function (exports) {
+                       'use strict';
+
+                       const REVISION = '132';
+                       const MOUSE = {
+                               LEFT: 0,
+                               MIDDLE: 1,
+                               RIGHT: 2,
+                               ROTATE: 0,
+                               DOLLY: 1,
+                               PAN: 2
+                       };
+                       const TOUCH = {
+                               ROTATE: 0,
+                               PAN: 1,
+                               DOLLY_PAN: 2,
+                               DOLLY_ROTATE: 3
+                       };
+                       const CullFaceNone = 0;
+                       const CullFaceBack = 1;
+                       const CullFaceFront = 2;
+                       const CullFaceFrontBack = 3;
+                       const BasicShadowMap = 0;
+                       const PCFShadowMap = 1;
+                       const PCFSoftShadowMap = 2;
+                       const VSMShadowMap = 3;
+                       const FrontSide = 0;
+                       const BackSide = 1;
+                       const DoubleSide = 2;
+                       const FlatShading = 1;
+                       const SmoothShading = 2;
+                       const NoBlending = 0;
+                       const NormalBlending = 1;
+                       const AdditiveBlending = 2;
+                       const SubtractiveBlending = 3;
+                       const MultiplyBlending = 4;
+                       const CustomBlending = 5;
+                       const AddEquation = 100;
+                       const SubtractEquation = 101;
+                       const ReverseSubtractEquation = 102;
+                       const MinEquation = 103;
+                       const MaxEquation = 104;
+                       const ZeroFactor = 200;
+                       const OneFactor = 201;
+                       const SrcColorFactor = 202;
+                       const OneMinusSrcColorFactor = 203;
+                       const SrcAlphaFactor = 204;
+                       const OneMinusSrcAlphaFactor = 205;
+                       const DstAlphaFactor = 206;
+                       const OneMinusDstAlphaFactor = 207;
+                       const DstColorFactor = 208;
+                       const OneMinusDstColorFactor = 209;
+                       const SrcAlphaSaturateFactor = 210;
+                       const NeverDepth = 0;
+                       const AlwaysDepth = 1;
+                       const LessDepth = 2;
+                       const LessEqualDepth = 3;
+                       const EqualDepth = 4;
+                       const GreaterEqualDepth = 5;
+                       const GreaterDepth = 6;
+                       const NotEqualDepth = 7;
+                       const MultiplyOperation = 0;
+                       const MixOperation = 1;
+                       const AddOperation = 2;
+                       const NoToneMapping = 0;
+                       const LinearToneMapping = 1;
+                       const ReinhardToneMapping = 2;
+                       const CineonToneMapping = 3;
+                       const ACESFilmicToneMapping = 4;
+                       const CustomToneMapping = 5;
+                       const UVMapping = 300;
+                       const CubeReflectionMapping = 301;
+                       const CubeRefractionMapping = 302;
+                       const EquirectangularReflectionMapping = 303;
+                       const EquirectangularRefractionMapping = 304;
+                       const CubeUVReflectionMapping = 306;
+                       const CubeUVRefractionMapping = 307;
+                       const RepeatWrapping = 1000;
+                       const ClampToEdgeWrapping = 1001;
+                       const MirroredRepeatWrapping = 1002;
+                       const NearestFilter = 1003;
+                       const NearestMipmapNearestFilter = 1004;
+                       const NearestMipMapNearestFilter = 1004;
+                       const NearestMipmapLinearFilter = 1005;
+                       const NearestMipMapLinearFilter = 1005;
+                       const LinearFilter = 1006;
+                       const LinearMipmapNearestFilter = 1007;
+                       const LinearMipMapNearestFilter = 1007;
+                       const LinearMipmapLinearFilter = 1008;
+                       const LinearMipMapLinearFilter = 1008;
+                       const UnsignedByteType = 1009;
+                       const ByteType = 1010;
+                       const ShortType = 1011;
+                       const UnsignedShortType = 1012;
+                       const IntType = 1013;
+                       const UnsignedIntType = 1014;
+                       const FloatType = 1015;
+                       const HalfFloatType = 1016;
+                       const UnsignedShort4444Type = 1017;
+                       const UnsignedShort5551Type = 1018;
+                       const UnsignedShort565Type = 1019;
+                       const UnsignedInt248Type = 1020;
+                       const AlphaFormat = 1021;
+                       const RGBFormat = 1022;
+                       const RGBAFormat = 1023;
+                       const LuminanceFormat = 1024;
+                       const LuminanceAlphaFormat = 1025;
+                       const RGBEFormat = RGBAFormat;
+                       const DepthFormat = 1026;
+                       const DepthStencilFormat = 1027;
+                       const RedFormat = 1028;
+                       const RedIntegerFormat = 1029;
+                       const RGFormat = 1030;
+                       const RGIntegerFormat = 1031;
+                       const RGBIntegerFormat = 1032;
+                       const RGBAIntegerFormat = 1033;
+                       const RGB_S3TC_DXT1_Format = 33776;
+                       const RGBA_S3TC_DXT1_Format = 33777;
+                       const RGBA_S3TC_DXT3_Format = 33778;
+                       const RGBA_S3TC_DXT5_Format = 33779;
+                       const RGB_PVRTC_4BPPV1_Format = 35840;
+                       const RGB_PVRTC_2BPPV1_Format = 35841;
+                       const RGBA_PVRTC_4BPPV1_Format = 35842;
+                       const RGBA_PVRTC_2BPPV1_Format = 35843;
+                       const RGB_ETC1_Format = 36196;
+                       const RGB_ETC2_Format = 37492;
+                       const RGBA_ETC2_EAC_Format = 37496;
+                       const RGBA_ASTC_4x4_Format = 37808;
+                       const RGBA_ASTC_5x4_Format = 37809;
+                       const RGBA_ASTC_5x5_Format = 37810;
+                       const RGBA_ASTC_6x5_Format = 37811;
+                       const RGBA_ASTC_6x6_Format = 37812;
+                       const RGBA_ASTC_8x5_Format = 37813;
+                       const RGBA_ASTC_8x6_Format = 37814;
+                       const RGBA_ASTC_8x8_Format = 37815;
+                       const RGBA_ASTC_10x5_Format = 37816;
+                       const RGBA_ASTC_10x6_Format = 37817;
+                       const RGBA_ASTC_10x8_Format = 37818;
+                       const RGBA_ASTC_10x10_Format = 37819;
+                       const RGBA_ASTC_12x10_Format = 37820;
+                       const RGBA_ASTC_12x12_Format = 37821;
+                       const RGBA_BPTC_Format = 36492;
+                       const SRGB8_ALPHA8_ASTC_4x4_Format = 37840;
+                       const SRGB8_ALPHA8_ASTC_5x4_Format = 37841;
+                       const SRGB8_ALPHA8_ASTC_5x5_Format = 37842;
+                       const SRGB8_ALPHA8_ASTC_6x5_Format = 37843;
+                       const SRGB8_ALPHA8_ASTC_6x6_Format = 37844;
+                       const SRGB8_ALPHA8_ASTC_8x5_Format = 37845;
+                       const SRGB8_ALPHA8_ASTC_8x6_Format = 37846;
+                       const SRGB8_ALPHA8_ASTC_8x8_Format = 37847;
+                       const SRGB8_ALPHA8_ASTC_10x5_Format = 37848;
+                       const SRGB8_ALPHA8_ASTC_10x6_Format = 37849;
+                       const SRGB8_ALPHA8_ASTC_10x8_Format = 37850;
+                       const SRGB8_ALPHA8_ASTC_10x10_Format = 37851;
+                       const SRGB8_ALPHA8_ASTC_12x10_Format = 37852;
+                       const SRGB8_ALPHA8_ASTC_12x12_Format = 37853;
+                       const LoopOnce = 2200;
+                       const LoopRepeat = 2201;
+                       const LoopPingPong = 2202;
+                       const InterpolateDiscrete = 2300;
+                       const InterpolateLinear = 2301;
+                       const InterpolateSmooth = 2302;
+                       const ZeroCurvatureEnding = 2400;
+                       const ZeroSlopeEnding = 2401;
+                       const WrapAroundEnding = 2402;
+                       const NormalAnimationBlendMode = 2500;
+                       const AdditiveAnimationBlendMode = 2501;
+                       const TrianglesDrawMode = 0;
+                       const TriangleStripDrawMode = 1;
+                       const TriangleFanDrawMode = 2;
+                       const LinearEncoding = 3000;
+                       const sRGBEncoding = 3001;
+                       const GammaEncoding = 3007;
+                       const RGBEEncoding = 3002;
+                       const LogLuvEncoding = 3003;
+                       const RGBM7Encoding = 3004;
+                       const RGBM16Encoding = 3005;
+                       const RGBDEncoding = 3006;
+                       const BasicDepthPacking = 3200;
+                       const RGBADepthPacking = 3201;
+                       const TangentSpaceNormalMap = 0;
+                       const ObjectSpaceNormalMap = 1;
+                       const ZeroStencilOp = 0;
+                       const KeepStencilOp = 7680;
+                       const ReplaceStencilOp = 7681;
+                       const IncrementStencilOp = 7682;
+                       const DecrementStencilOp = 7683;
+                       const IncrementWrapStencilOp = 34055;
+                       const DecrementWrapStencilOp = 34056;
+                       const InvertStencilOp = 5386;
+                       const NeverStencilFunc = 512;
+                       const LessStencilFunc = 513;
+                       const EqualStencilFunc = 514;
+                       const LessEqualStencilFunc = 515;
+                       const GreaterStencilFunc = 516;
+                       const NotEqualStencilFunc = 517;
+                       const GreaterEqualStencilFunc = 518;
+                       const AlwaysStencilFunc = 519;
+                       const StaticDrawUsage = 35044;
+                       const DynamicDrawUsage = 35048;
+                       const StreamDrawUsage = 35040;
+                       const StaticReadUsage = 35045;
+                       const DynamicReadUsage = 35049;
+                       const StreamReadUsage = 35041;
+                       const StaticCopyUsage = 35046;
+                       const DynamicCopyUsage = 35050;
+                       const StreamCopyUsage = 35042;
+                       const GLSL1 = '100';
+                       const GLSL3 = '300 es';
 
-               hasEventListener(type, listener) {
-                       if (this._listeners === undefined) return false;
-                       const listeners = this._listeners;
-                       return listeners[type] !== undefined && listeners[type].indexOf(listener) !== -1;
-               }
+                       /**
+                        * https://github.com/mrdoob/eventdispatcher.js/
+                        */
+                       class EventDispatcher {
+                               addEventListener(type, listener) {
+                                       if (this._listeners === undefined) this._listeners = {};
+                                       const listeners = this._listeners;
 
-               removeEventListener(type, listener) {
-                       if (this._listeners === undefined) return;
-                       const listeners = this._listeners;
-                       const listenerArray = listeners[type];
+                                       if (listeners[type] === undefined) {
+                                               listeners[type] = [];
+                                       }
 
-                       if (listenerArray !== undefined) {
-                               const index = listenerArray.indexOf(listener);
+                                       if (listeners[type].indexOf(listener) === -1) {
+                                               listeners[type].push(listener);
+                                       }
+                               }
 
-                               if (index !== -1) {
-                                       listenerArray.splice(index, 1);
+                               hasEventListener(type, listener) {
+                                       if (this._listeners === undefined) return false;
+                                       const listeners = this._listeners;
+                                       return listeners[type] !== undefined && listeners[type].indexOf(listener) !== -1;
                                }
-                       }
-               }
 
-               dispatchEvent(event) {
-                       if (this._listeners === undefined) return;
-                       const listeners = this._listeners;
-                       const listenerArray = listeners[event.type];
+                               removeEventListener(type, listener) {
+                                       if (this._listeners === undefined) return;
+                                       const listeners = this._listeners;
+                                       const listenerArray = listeners[type];
+
+                                       if (listenerArray !== undefined) {
+                                               const index = listenerArray.indexOf(listener);
+
+                                               if (index !== -1) {
+                                                       listenerArray.splice(index, 1);
+                                               }
+                                       }
+                               }
+
+                               dispatchEvent(event) {
+                                       if (this._listeners === undefined) return;
+                                       const listeners = this._listeners;
+                                       const listenerArray = listeners[event.type];
 
-                       if (listenerArray !== undefined) {
-                               event.target = this; // Make a copy, in case listeners are removed while iterating.
+                                       if (listenerArray !== undefined) {
+                                               event.target = this; // Make a copy, in case listeners are removed while iterating.
 
-                               const array = listenerArray.slice(0);
+                                               const array = listenerArray.slice(0);
 
-                               for (let i = 0, l = array.length; i < l; i++) {
-                                       array[i].call(this, event);
+                                               for (let i = 0, l = array.length; i < l; i++) {
+                                                       array[i].call(this, event);
+                                               }
+
+                                               event.target = null;
+                                       }
                                }
 
-                               event.target = null;
                        }
-               }
 
-       }
-
-       const _lut = [];
+                       const _lut = [];
 
-       for (let i = 0; i < 256; i++) {
-               _lut[i] = (i < 16 ? '0' : '') + i.toString(16);
-       }
+                       for (let i = 0; i < 256; i++) {
+                               _lut[i] = (i < 16 ? '0' : '') + i.toString(16);
+                       }
 
-       let _seed = 1234567;
-       const DEG2RAD = Math.PI / 180;
-       const RAD2DEG = 180 / Math.PI; // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
+                       let _seed = 1234567;
+                       const DEG2RAD = Math.PI / 180;
+                       const RAD2DEG = 180 / Math.PI; // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
 
-       function generateUUID() {
-               const d0 = Math.random() * 0xffffffff | 0;
-               const d1 = Math.random() * 0xffffffff | 0;
-               const d2 = Math.random() * 0xffffffff | 0;
-               const d3 = Math.random() * 0xffffffff | 0;
-               const 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.
+                       function generateUUID() {
+                               const d0 = Math.random() * 0xffffffff | 0;
+                               const d1 = Math.random() * 0xffffffff | 0;
+                               const d2 = Math.random() * 0xffffffff | 0;
+                               const d3 = Math.random() * 0xffffffff | 0;
+                               const 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();
-       }
+                               return uuid.toUpperCase();
+                       }
 
-       function clamp(value, min, max) {
-               return Math.max(min, Math.min(max, value));
-       } // compute euclidian modulo of m % n
-       // https://en.wikipedia.org/wiki/Modulo_operation
+                       function clamp(value, min, max) {
+                               return Math.max(min, Math.min(max, value));
+                       } // compute euclidian modulo of m % n
+                       // https://en.wikipedia.org/wiki/Modulo_operation
 
 
-       function euclideanModulo(n, m) {
-               return (n % m + m) % m;
-       } // Linear mapping from range <a1, a2> to range <b1, b2>
+                       function euclideanModulo(n, m) {
+                               return (n % m + m) % m;
+                       } // Linear mapping from range <a1, a2> to range <b1, b2>
 
 
-       function mapLinear(x, a1, a2, b1, b2) {
-               return b1 + (x - a1) * (b2 - b1) / (a2 - a1);
-       } // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
+                       function mapLinear(x, a1, a2, b1, b2) {
+                               return b1 + (x - a1) * (b2 - b1) / (a2 - a1);
+                       } // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
 
 
-       function inverseLerp(x, y, value) {
-               if (x !== y) {
-                       return (value - x) / (y - x);
-               } else {
-                       return 0;
-               }
-       } // https://en.wikipedia.org/wiki/Linear_interpolation
+                       function inverseLerp(x, y, value) {
+                               if (x !== y) {
+                                       return (value - x) / (y - x);
+                               } else {
+                                       return 0;
+                               }
+                       } // https://en.wikipedia.org/wiki/Linear_interpolation
 
 
-       function lerp(x, y, t) {
-               return (1 - t) * x + t * y;
-       } // http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/
+                       function lerp(x, y, t) {
+                               return (1 - t) * x + t * y;
+                       } // http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/
 
 
-       function damp(x, y, lambda, dt) {
-               return lerp(x, y, 1 - Math.exp(-lambda * dt));
-       } // https://www.desmos.com/calculator/vcsjnyz7x4
+                       function damp(x, y, lambda, dt) {
+                               return lerp(x, y, 1 - Math.exp(-lambda * dt));
+                       } // https://www.desmos.com/calculator/vcsjnyz7x4
 
 
-       function pingpong(x, length = 1) {
-               return length - Math.abs(euclideanModulo(x, length * 2) - length);
-       } // http://en.wikipedia.org/wiki/Smoothstep
+                       function pingpong(x, length = 1) {
+                               return length - Math.abs(euclideanModulo(x, length * 2) - length);
+                       } // http://en.wikipedia.org/wiki/Smoothstep
 
 
-       function smoothstep(x, min, max) {
-               if (x <= min) return 0;
-               if (x >= max) return 1;
-               x = (x - min) / (max - min);
-               return x * x * (3 - 2 * x);
-       }
+                       function smoothstep(x, min, max) {
+                               if (x <= min) return 0;
+                               if (x >= max) return 1;
+                               x = (x - min) / (max - min);
+                               return x * x * (3 - 2 * x);
+                       }
 
-       function smootherstep(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
+                       function smootherstep(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
 
 
-       function randInt(low, high) {
-               return low + Math.floor(Math.random() * (high - low + 1));
-       } // Random float from <low, high> interval
+                       function randInt(low, high) {
+                               return low + Math.floor(Math.random() * (high - low + 1));
+                       } // Random float from <low, high> interval
 
 
-       function randFloat(low, high) {
-               return low + Math.random() * (high - low);
-       } // Random float from <-range/2, range/2> interval
+                       function randFloat(low, high) {
+                               return low + Math.random() * (high - low);
+                       } // Random float from <-range/2, range/2> interval
 
 
-       function randFloatSpread(range) {
-               return range * (0.5 - Math.random());
-       } // Deterministic pseudo-random float in the interval [ 0, 1 ]
+                       function randFloatSpread(range) {
+                               return range * (0.5 - Math.random());
+                       } // Deterministic pseudo-random float in the interval [ 0, 1 ]
 
 
-       function seededRandom(s) {
-               if (s !== undefined) _seed = s % 2147483647; // Park-Miller algorithm
+                       function seededRandom(s) {
+                               if (s !== undefined) _seed = s % 2147483647; // Park-Miller algorithm
 
-               _seed = _seed * 16807 % 2147483647;
-               return (_seed - 1) / 2147483646;
-       }
+                               _seed = _seed * 16807 % 2147483647;
+                               return (_seed - 1) / 2147483646;
+                       }
 
-       function degToRad(degrees) {
-               return degrees * DEG2RAD;
-       }
+                       function degToRad(degrees) {
+                               return degrees * DEG2RAD;
+                       }
 
-       function radToDeg(radians) {
-               return radians * RAD2DEG;
-       }
+                       function radToDeg(radians) {
+                               return radians * RAD2DEG;
+                       }
 
-       function isPowerOfTwo(value) {
-               return (value & value - 1) === 0 && value !== 0;
-       }
+                       function isPowerOfTwo(value) {
+                               return (value & value - 1) === 0 && value !== 0;
+                       }
 
-       function ceilPowerOfTwo(value) {
-               return Math.pow(2, Math.ceil(Math.log(value) / Math.LN2));
-       }
+                       function ceilPowerOfTwo(value) {
+                               return Math.pow(2, Math.ceil(Math.log(value) / Math.LN2));
+                       }
 
-       function floorPowerOfTwo(value) {
-               return Math.pow(2, Math.floor(Math.log(value) / Math.LN2));
-       }
+                       function floorPowerOfTwo(value) {
+                               return Math.pow(2, Math.floor(Math.log(value) / Math.LN2));
+                       }
 
-       function setQuaternionFromProperEuler(q, a, b, c, order) {
-               // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
-               // rotations are applied to the axes in the order specified by 'order'
-               // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
-               // angles are in radians
-               const cos = Math.cos;
-               const sin = Math.sin;
-               const c2 = cos(b / 2);
-               const s2 = sin(b / 2);
-               const c13 = cos((a + c) / 2);
-               const s13 = sin((a + c) / 2);
-               const c1_3 = cos((a - c) / 2);
-               const s1_3 = sin((a - c) / 2);
-               const c3_1 = cos((c - a) / 2);
-               const s3_1 = sin((c - a) / 2);
-
-               switch (order) {
-                       case 'XYX':
-                               q.set(c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13);
-                               break;
-
-                       case 'YZY':
-                               q.set(s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13);
-                               break;
-
-                       case 'ZXZ':
-                               q.set(s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13);
-                               break;
-
-                       case 'XZX':
-                               q.set(c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13);
-                               break;
-
-                       case 'YXY':
-                               q.set(s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13);
-                               break;
-
-                       case 'ZYZ':
-                               q.set(s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13);
-                               break;
-
-                       default:
-                               console.warn('THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order);
-               }
-       }
+                       function setQuaternionFromProperEuler(q, a, b, c, order) {
+                               // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
+                               // rotations are applied to the axes in the order specified by 'order'
+                               // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
+                               // angles are in radians
+                               const cos = Math.cos;
+                               const sin = Math.sin;
+                               const c2 = cos(b / 2);
+                               const s2 = sin(b / 2);
+                               const c13 = cos((a + c) / 2);
+                               const s13 = sin((a + c) / 2);
+                               const c1_3 = cos((a - c) / 2);
+                               const s1_3 = sin((a - c) / 2);
+                               const c3_1 = cos((c - a) / 2);
+                               const s3_1 = sin((c - a) / 2);
 
-       var MathUtils = /*#__PURE__*/Object.freeze({
-               __proto__: null,
-               DEG2RAD: DEG2RAD,
-               RAD2DEG: RAD2DEG,
-               generateUUID: generateUUID,
-               clamp: clamp,
-               euclideanModulo: euclideanModulo,
-               mapLinear: mapLinear,
-               inverseLerp: inverseLerp,
-               lerp: lerp,
-               damp: damp,
-               pingpong: pingpong,
-               smoothstep: smoothstep,
-               smootherstep: smootherstep,
-               randInt: randInt,
-               randFloat: randFloat,
-               randFloatSpread: randFloatSpread,
-               seededRandom: seededRandom,
-               degToRad: degToRad,
-               radToDeg: radToDeg,
-               isPowerOfTwo: isPowerOfTwo,
-               ceilPowerOfTwo: ceilPowerOfTwo,
-               floorPowerOfTwo: floorPowerOfTwo,
-               setQuaternionFromProperEuler: setQuaternionFromProperEuler
-       });
-
-       class Vector2 {
-               constructor(x = 0, y = 0) {
-                       this.x = x;
-                       this.y = y;
-               }
+                               switch (order) {
+                                       case 'XYX':
+                                               q.set(c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13);
+                                               break;
 
-               get width() {
-                       return this.x;
-               }
+                                       case 'YZY':
+                                               q.set(s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13);
+                                               break;
 
-               set width(value) {
-                       this.x = value;
-               }
+                                       case 'ZXZ':
+                                               q.set(s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13);
+                                               break;
 
-               get height() {
-                       return this.y;
-               }
+                                       case 'XZX':
+                                               q.set(c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13);
+                                               break;
 
-               set height(value) {
-                       this.y = value;
-               }
+                                       case 'YXY':
+                                               q.set(s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13);
+                                               break;
 
-               set(x, y) {
-                       this.x = x;
-                       this.y = y;
-                       return this;
-               }
+                                       case 'ZYZ':
+                                               q.set(s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13);
+                                               break;
 
-               setScalar(scalar) {
-                       this.x = scalar;
-                       this.y = scalar;
-                       return this;
-               }
+                                       default:
+                                               console.warn('THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order);
+                               }
+                       }
+
+                       var MathUtils = /*#__PURE__*/Object.freeze({
+                               __proto__: null,
+                               DEG2RAD: DEG2RAD,
+                               RAD2DEG: RAD2DEG,
+                               generateUUID: generateUUID,
+                               clamp: clamp,
+                               euclideanModulo: euclideanModulo,
+                               mapLinear: mapLinear,
+                               inverseLerp: inverseLerp,
+                               lerp: lerp,
+                               damp: damp,
+                               pingpong: pingpong,
+                               smoothstep: smoothstep,
+                               smootherstep: smootherstep,
+                               randInt: randInt,
+                               randFloat: randFloat,
+                               randFloatSpread: randFloatSpread,
+                               seededRandom: seededRandom,
+                               degToRad: degToRad,
+                               radToDeg: radToDeg,
+                               isPowerOfTwo: isPowerOfTwo,
+                               ceilPowerOfTwo: ceilPowerOfTwo,
+                               floorPowerOfTwo: floorPowerOfTwo,
+                               setQuaternionFromProperEuler: setQuaternionFromProperEuler
+                       });
 
-               setX(x) {
-                       this.x = x;
-                       return this;
-               }
+                       class Vector2 {
+                               constructor(x = 0, y = 0) {
+                                       this.x = x;
+                                       this.y = y;
+                               }
 
-               setY(y) {
-                       this.y = y;
-                       return this;
-               }
+                               get width() {
+                                       return this.x;
+                               }
 
-               setComponent(index, value) {
-                       switch (index) {
-                               case 0:
+                               set width(value) {
                                        this.x = value;
-                                       break;
+                               }
+
+                               get height() {
+                                       return this.y;
+                               }
 
-                               case 1:
+                               set height(value) {
                                        this.y = value;
-                                       break;
+                               }
 
-                               default:
-                                       throw new Error('index is out of range: ' + index);
-                       }
+                               set(x, y) {
+                                       this.x = x;
+                                       this.y = y;
+                                       return this;
+                               }
 
-                       return this;
-               }
+                               setScalar(scalar) {
+                                       this.x = scalar;
+                                       this.y = scalar;
+                                       return this;
+                               }
 
-               getComponent(index) {
-                       switch (index) {
-                               case 0:
-                                       return this.x;
+                               setX(x) {
+                                       this.x = x;
+                                       return this;
+                               }
 
-                               case 1:
-                                       return this.y;
+                               setY(y) {
+                                       this.y = y;
+                                       return this;
+                               }
 
-                               default:
-                                       throw new Error('index is out of range: ' + index);
-                       }
-               }
+                               setComponent(index, value) {
+                                       switch (index) {
+                                               case 0:
+                                                       this.x = value;
+                                                       break;
 
-               clone() {
-                       return new this.constructor(this.x, this.y);
-               }
+                                               case 1:
+                                                       this.y = value;
+                                                       break;
 
-               copy(v) {
-                       this.x = v.x;
-                       this.y = v.y;
-                       return this;
-               }
+                                               default:
+                                                       throw new Error('index is out of range: ' + index);
+                                       }
 
-               add(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);
-                       }
+                                       return this;
+                               }
 
-                       this.x += v.x;
-                       this.y += v.y;
-                       return this;
-               }
+                               getComponent(index) {
+                                       switch (index) {
+                                               case 0:
+                                                       return this.x;
 
-               addScalar(s) {
-                       this.x += s;
-                       this.y += s;
-                       return this;
-               }
+                                               case 1:
+                                                       return this.y;
 
-               addVectors(a, b) {
-                       this.x = a.x + b.x;
-                       this.y = a.y + b.y;
-                       return this;
-               }
+                                               default:
+                                                       throw new Error('index is out of range: ' + index);
+                                       }
+                               }
 
-               addScaledVector(v, s) {
-                       this.x += v.x * s;
-                       this.y += v.y * s;
-                       return this;
-               }
+                               clone() {
+                                       return new this.constructor(this.x, this.y);
+                               }
 
-               sub(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);
-                       }
+                               copy(v) {
+                                       this.x = v.x;
+                                       this.y = v.y;
+                                       return this;
+                               }
 
-                       this.x -= v.x;
-                       this.y -= v.y;
-                       return this;
-               }
+                               add(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);
+                                       }
 
-               subScalar(s) {
-                       this.x -= s;
-                       this.y -= s;
-                       return this;
-               }
+                                       this.x += v.x;
+                                       this.y += v.y;
+                                       return this;
+                               }
 
-               subVectors(a, b) {
-                       this.x = a.x - b.x;
-                       this.y = a.y - b.y;
-                       return this;
-               }
+                               addScalar(s) {
+                                       this.x += s;
+                                       this.y += s;
+                                       return this;
+                               }
 
-               multiply(v) {
-                       this.x *= v.x;
-                       this.y *= v.y;
-                       return this;
-               }
+                               addVectors(a, b) {
+                                       this.x = a.x + b.x;
+                                       this.y = a.y + b.y;
+                                       return this;
+                               }
 
-               multiplyScalar(scalar) {
-                       this.x *= scalar;
-                       this.y *= scalar;
-                       return this;
-               }
+                               addScaledVector(v, s) {
+                                       this.x += v.x * s;
+                                       this.y += v.y * s;
+                                       return this;
+                               }
 
-               divide(v) {
-                       this.x /= v.x;
-                       this.y /= v.y;
-                       return this;
-               }
+                               sub(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);
+                                       }
 
-               divideScalar(scalar) {
-                       return this.multiplyScalar(1 / scalar);
-               }
+                                       this.x -= v.x;
+                                       this.y -= v.y;
+                                       return this;
+                               }
 
-               applyMatrix3(m) {
-                       const x = this.x,
+                               subScalar(s) {
+                                       this.x -= s;
+                                       this.y -= s;
+                                       return this;
+                               }
+
+                               subVectors(a, b) {
+                                       this.x = a.x - b.x;
+                                       this.y = a.y - b.y;
+                                       return this;
+                               }
+
+                               multiply(v) {
+                                       this.x *= v.x;
+                                       this.y *= v.y;
+                                       return this;
+                               }
+
+                               multiplyScalar(scalar) {
+                                       this.x *= scalar;
+                                       this.y *= scalar;
+                                       return this;
+                               }
+
+                               divide(v) {
+                                       this.x /= v.x;
+                                       this.y /= v.y;
+                                       return this;
+                               }
+
+                               divideScalar(scalar) {
+                                       return this.multiplyScalar(1 / scalar);
+                               }
+
+                               applyMatrix3(m) {
+                                       const x = this.x,
                                                y = this.y;
-                       const 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;
-               }
+                                       const 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(v) {
-                       this.x = Math.min(this.x, v.x);
-                       this.y = Math.min(this.y, v.y);
-                       return this;
-               }
+                               min(v) {
+                                       this.x = Math.min(this.x, v.x);
+                                       this.y = Math.min(this.y, v.y);
+                                       return this;
+                               }
 
-               max(v) {
-                       this.x = Math.max(this.x, v.x);
-                       this.y = Math.max(this.y, v.y);
-                       return this;
-               }
+                               max(v) {
+                                       this.x = Math.max(this.x, v.x);
+                                       this.y = Math.max(this.y, v.y);
+                                       return this;
+                               }
 
-               clamp(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;
-               }
+                               clamp(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(minVal, maxVal) {
-                       this.x = Math.max(minVal, Math.min(maxVal, this.x));
-                       this.y = Math.max(minVal, Math.min(maxVal, this.y));
-                       return this;
-               }
+                               clampScalar(minVal, maxVal) {
+                                       this.x = Math.max(minVal, Math.min(maxVal, this.x));
+                                       this.y = Math.max(minVal, Math.min(maxVal, this.y));
+                                       return this;
+                               }
 
-               clampLength(min, max) {
-                       const length = this.length();
-                       return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
-               }
+                               clampLength(min, max) {
+                                       const length = this.length();
+                                       return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
+                               }
 
-               floor() {
-                       this.x = Math.floor(this.x);
-                       this.y = Math.floor(this.y);
-                       return this;
-               }
+                               floor() {
+                                       this.x = Math.floor(this.x);
+                                       this.y = Math.floor(this.y);
+                                       return this;
+                               }
 
-               ceil() {
-                       this.x = Math.ceil(this.x);
-                       this.y = Math.ceil(this.y);
-                       return this;
-               }
+                               ceil() {
+                                       this.x = Math.ceil(this.x);
+                                       this.y = Math.ceil(this.y);
+                                       return this;
+                               }
 
-               round() {
-                       this.x = Math.round(this.x);
-                       this.y = Math.round(this.y);
-                       return this;
-               }
+                               round() {
+                                       this.x = Math.round(this.x);
+                                       this.y = Math.round(this.y);
+                                       return this;
+                               }
 
-               roundToZero() {
-                       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;
-               }
+                               roundToZero() {
+                                       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() {
-                       this.x = -this.x;
-                       this.y = -this.y;
-                       return this;
-               }
+                               negate() {
+                                       this.x = -this.x;
+                                       this.y = -this.y;
+                                       return this;
+                               }
 
-               dot(v) {
-                       return this.x * v.x + this.y * v.y;
-               }
+                               dot(v) {
+                                       return this.x * v.x + this.y * v.y;
+                               }
 
-               cross(v) {
-                       return this.x * v.y - this.y * v.x;
-               }
+                               cross(v) {
+                                       return this.x * v.y - this.y * v.x;
+                               }
 
-               lengthSq() {
-                       return this.x * this.x + this.y * this.y;
-               }
+                               lengthSq() {
+                                       return this.x * this.x + this.y * this.y;
+                               }
 
-               length() {
-                       return Math.sqrt(this.x * this.x + this.y * this.y);
-               }
+                               length() {
+                                       return Math.sqrt(this.x * this.x + this.y * this.y);
+                               }
 
-               manhattanLength() {
-                       return Math.abs(this.x) + Math.abs(this.y);
-               }
+                               manhattanLength() {
+                                       return Math.abs(this.x) + Math.abs(this.y);
+                               }
 
-               normalize() {
-                       return this.divideScalar(this.length() || 1);
-               }
+                               normalize() {
+                                       return this.divideScalar(this.length() || 1);
+                               }
 
-               angle() {
-                       // computes the angle in radians with respect to the positive x-axis
-                       const angle = Math.atan2(-this.y, -this.x) + Math.PI;
-                       return angle;
-               }
+                               angle() {
+                                       // computes the angle in radians with respect to the positive x-axis
+                                       const angle = Math.atan2(-this.y, -this.x) + Math.PI;
+                                       return angle;
+                               }
 
-               distanceTo(v) {
-                       return Math.sqrt(this.distanceToSquared(v));
-               }
+                               distanceTo(v) {
+                                       return Math.sqrt(this.distanceToSquared(v));
+                               }
 
-               distanceToSquared(v) {
-                       const dx = this.x - v.x,
+                               distanceToSquared(v) {
+                                       const dx = this.x - v.x,
                                                dy = this.y - v.y;
-                       return dx * dx + dy * dy;
-               }
+                                       return dx * dx + dy * dy;
+                               }
 
-               manhattanDistanceTo(v) {
-                       return Math.abs(this.x - v.x) + Math.abs(this.y - v.y);
-               }
+                               manhattanDistanceTo(v) {
+                                       return Math.abs(this.x - v.x) + Math.abs(this.y - v.y);
+                               }
 
-               setLength(length) {
-                       return this.normalize().multiplyScalar(length);
-               }
+                               setLength(length) {
+                                       return this.normalize().multiplyScalar(length);
+                               }
 
-               lerp(v, alpha) {
-                       this.x += (v.x - this.x) * alpha;
-                       this.y += (v.y - this.y) * alpha;
-                       return this;
-               }
+                               lerp(v, alpha) {
+                                       this.x += (v.x - this.x) * alpha;
+                                       this.y += (v.y - this.y) * alpha;
+                                       return this;
+                               }
 
-               lerpVectors(v1, v2, alpha) {
-                       this.x = v1.x + (v2.x - v1.x) * alpha;
-                       this.y = v1.y + (v2.y - v1.y) * alpha;
-                       return this;
-               }
+                               lerpVectors(v1, v2, alpha) {
+                                       this.x = v1.x + (v2.x - v1.x) * alpha;
+                                       this.y = v1.y + (v2.y - v1.y) * alpha;
+                                       return this;
+                               }
 
-               equals(v) {
-                       return v.x === this.x && v.y === this.y;
-               }
+                               equals(v) {
+                                       return v.x === this.x && v.y === this.y;
+                               }
 
-               fromArray(array, offset = 0) {
-                       this.x = array[offset];
-                       this.y = array[offset + 1];
-                       return this;
-               }
+                               fromArray(array, offset = 0) {
+                                       this.x = array[offset];
+                                       this.y = array[offset + 1];
+                                       return this;
+                               }
 
-               toArray(array = [], offset = 0) {
-                       array[offset] = this.x;
-                       array[offset + 1] = this.y;
-                       return array;
-               }
+                               toArray(array = [], offset = 0) {
+                                       array[offset] = this.x;
+                                       array[offset + 1] = this.y;
+                                       return array;
+                               }
 
-               fromBufferAttribute(attribute, index, offset) {
-                       if (offset !== undefined) {
-                               console.warn('THREE.Vector2: offset has been removed from .fromBufferAttribute().');
-                       }
+                               fromBufferAttribute(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;
-               }
+                                       this.x = attribute.getX(index);
+                                       this.y = attribute.getY(index);
+                                       return this;
+                               }
 
-               rotateAround(center, angle) {
-                       const c = Math.cos(angle),
+                               rotateAround(center, angle) {
+                                       const c = Math.cos(angle),
                                                s = Math.sin(angle);
-                       const x = this.x - center.x;
-                       const y = this.y - center.y;
-                       this.x = x * c - y * s + center.x;
-                       this.y = x * s + y * c + center.y;
-                       return this;
-               }
+                                       const x = this.x - center.x;
+                                       const y = this.y - center.y;
+                                       this.x = x * c - y * s + center.x;
+                                       this.y = x * s + y * c + center.y;
+                                       return this;
+                               }
 
-               random() {
-                       this.x = Math.random();
-                       this.y = Math.random();
-                       return this;
-               }
+                               random() {
+                                       this.x = Math.random();
+                                       this.y = Math.random();
+                                       return this;
+                               }
 
-       }
+                       }
 
-       Vector2.prototype.isVector2 = true;
+                       Vector2.prototype.isVector2 = true;
 
-       class Matrix3 {
-               constructor() {
-                       this.elements = [1, 0, 0, 0, 1, 0, 0, 0, 1];
+                       class Matrix3 {
+                               constructor() {
+                                       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.');
-                       }
-               }
+                                       if (arguments.length > 0) {
+                                               console.error('THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.');
+                                       }
+                               }
 
-               set(n11, n12, n13, n21, n22, n23, n31, n32, n33) {
-                       const 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;
-               }
+                               set(n11, n12, n13, n21, n22, n23, n31, n32, n33) {
+                                       const 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() {
-                       this.set(1, 0, 0, 0, 1, 0, 0, 0, 1);
-                       return this;
-               }
+                               identity() {
+                                       this.set(1, 0, 0, 0, 1, 0, 0, 0, 1);
+                                       return this;
+                               }
 
-               copy(m) {
-                       const te = this.elements;
-                       const 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;
-               }
+                               copy(m) {
+                                       const te = this.elements;
+                                       const 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;
+                               }
 
-               extractBasis(xAxis, yAxis, zAxis) {
-                       xAxis.setFromMatrix3Column(this, 0);
-                       yAxis.setFromMatrix3Column(this, 1);
-                       zAxis.setFromMatrix3Column(this, 2);
-                       return this;
-               }
+                               extractBasis(xAxis, yAxis, zAxis) {
+                                       xAxis.setFromMatrix3Column(this, 0);
+                                       yAxis.setFromMatrix3Column(this, 1);
+                                       zAxis.setFromMatrix3Column(this, 2);
+                                       return this;
+                               }
 
-               setFromMatrix4(m) {
-                       const 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;
-               }
+                               setFromMatrix4(m) {
+                                       const 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;
+                               }
 
-               multiply(m) {
-                       return this.multiplyMatrices(this, m);
-               }
+                               multiply(m) {
+                                       return this.multiplyMatrices(this, m);
+                               }
 
-               premultiply(m) {
-                       return this.multiplyMatrices(m, this);
-               }
+                               premultiply(m) {
+                                       return this.multiplyMatrices(m, this);
+                               }
 
-               multiplyMatrices(a, b) {
-                       const ae = a.elements;
-                       const be = b.elements;
-                       const te = this.elements;
-                       const a11 = ae[0],
+                               multiplyMatrices(a, b) {
+                                       const ae = a.elements;
+                                       const be = b.elements;
+                                       const te = this.elements;
+                                       const a11 = ae[0],
                                                a12 = ae[3],
                                                a13 = ae[6];
-                       const a21 = ae[1],
+                                       const a21 = ae[1],
                                                a22 = ae[4],
                                                a23 = ae[7];
-                       const a31 = ae[2],
+                                       const a31 = ae[2],
                                                a32 = ae[5],
                                                a33 = ae[8];
-                       const b11 = be[0],
+                                       const b11 = be[0],
                                                b12 = be[3],
                                                b13 = be[6];
-                       const b21 = be[1],
+                                       const b21 = be[1],
                                                b22 = be[4],
                                                b23 = be[7];
-                       const b31 = be[2],
+                                       const 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;
-               }
+                                       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(s) {
-                       const 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;
-               }
+                               multiplyScalar(s) {
+                                       const 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() {
-                       const te = this.elements;
-                       const a = te[0],
+                               determinant() {
+                                       const te = this.elements;
+                                       const a = te[0],
                                                b = te[1],
                                                c = te[2],
                                                d = te[3],
@@ -921,11 +948,11 @@ window["THREE"] = require("three");
                                                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;
-               }
+                                       return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
+                               }
 
-               invert() {
-                       const te = this.elements,
+                               invert() {
+                                       const te = this.elements,
                                                n11 = te[0],
                                                n21 = te[1],
                                                n31 = te[2],
@@ -939,670 +966,670 @@ window["THREE"] = require("three");
                                                t12 = n32 * n13 - n33 * n12,
                                                t13 = n23 * n12 - n22 * n13,
                                                det = n11 * t11 + n21 * t12 + n31 * t13;
-                       if (det === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0);
-                       const 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;
-               }
+                                       if (det === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0);
+                                       const 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() {
-                       let tmp;
-                       const 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;
-               }
+                               transpose() {
+                                       let tmp;
+                                       const 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(matrix4) {
-                       return this.setFromMatrix4(matrix4).invert().transpose();
-               }
+                               getNormalMatrix(matrix4) {
+                                       return this.setFromMatrix4(matrix4).invert().transpose();
+                               }
 
-               transposeIntoArray(r) {
-                       const 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;
-               }
+                               transposeIntoArray(r) {
+                                       const 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(tx, ty, sx, sy, rotation, cx, cy) {
-                       const c = Math.cos(rotation);
-                       const 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);
-                       return this;
-               }
+                               setUvTransform(tx, ty, sx, sy, rotation, cx, cy) {
+                                       const c = Math.cos(rotation);
+                                       const 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);
+                                       return this;
+                               }
 
-               scale(sx, sy) {
-                       const te = this.elements;
-                       te[0] *= sx;
-                       te[3] *= sx;
-                       te[6] *= sx;
-                       te[1] *= sy;
-                       te[4] *= sy;
-                       te[7] *= sy;
-                       return this;
-               }
+                               scale(sx, sy) {
+                                       const te = this.elements;
+                                       te[0] *= sx;
+                                       te[3] *= sx;
+                                       te[6] *= sx;
+                                       te[1] *= sy;
+                                       te[4] *= sy;
+                                       te[7] *= sy;
+                                       return this;
+                               }
 
-               rotate(theta) {
-                       const c = Math.cos(theta);
-                       const s = Math.sin(theta);
-                       const te = this.elements;
-                       const a11 = te[0],
+                               rotate(theta) {
+                                       const c = Math.cos(theta);
+                                       const s = Math.sin(theta);
+                                       const te = this.elements;
+                                       const a11 = te[0],
                                                a12 = te[3],
                                                a13 = te[6];
-                       const a21 = te[1],
+                                       const 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(tx, ty) {
-                       const 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(matrix) {
-                       const te = this.elements;
-                       const me = matrix.elements;
-
-                       for (let i = 0; i < 9; i++) {
-                               if (te[i] !== me[i]) return false;
-                       }
-
-                       return true;
-               }
+                                       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;
+                               }
 
-               fromArray(array, offset = 0) {
-                       for (let i = 0; i < 9; i++) {
-                               this.elements[i] = array[i + offset];
-                       }
+                               translate(tx, ty) {
+                                       const 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;
+                               }
 
-                       return this;
-               }
+                               equals(matrix) {
+                                       const te = this.elements;
+                                       const me = matrix.elements;
 
-               toArray(array = [], offset = 0) {
-                       const 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;
-               }
+                                       for (let i = 0; i < 9; i++) {
+                                               if (te[i] !== me[i]) return false;
+                                       }
 
-               clone() {
-                       return new this.constructor().fromArray(this.elements);
-               }
+                                       return true;
+                               }
 
-       }
+                               fromArray(array, offset = 0) {
+                                       for (let i = 0; i < 9; i++) {
+                                               this.elements[i] = array[i + offset];
+                                       }
 
-       Matrix3.prototype.isMatrix3 = true;
+                                       return this;
+                               }
 
-       let _canvas;
+                               toArray(array = [], offset = 0) {
+                                       const 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;
+                               }
 
-       class ImageUtils {
-               static getDataURL(image) {
-                       if (/^data:/i.test(image.src)) {
-                               return image.src;
-                       }
+                               clone() {
+                                       return new this.constructor().fromArray(this.elements);
+                               }
 
-                       if (typeof HTMLCanvasElement == 'undefined') {
-                               return image.src;
                        }
 
-                       let canvas;
+                       Matrix3.prototype.isMatrix3 = true;
 
-                       if (image instanceof HTMLCanvasElement) {
-                               canvas = image;
-                       } else {
-                               if (_canvas === undefined) _canvas = document.createElementNS('http://www.w3.org/1999/xhtml', 'canvas');
-                               _canvas.width = image.width;
-                               _canvas.height = image.height;
+                       let _canvas;
 
-                               const context = _canvas.getContext('2d');
+                       class ImageUtils {
+                               static getDataURL(image) {
+                                       if (/^data:/i.test(image.src)) {
+                                               return image.src;
+                                       }
 
-                               if (image instanceof ImageData) {
-                                       context.putImageData(image, 0, 0);
-                               } else {
-                                       context.drawImage(image, 0, 0, image.width, image.height);
-                               }
+                                       if (typeof HTMLCanvasElement == 'undefined') {
+                                               return image.src;
+                                       }
 
-                               canvas = _canvas;
-                       }
+                                       let canvas;
 
-                       if (canvas.width > 2048 || canvas.height > 2048) {
-                               console.warn('THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image);
-                               return canvas.toDataURL('image/jpeg', 0.6);
-                       } else {
-                               return canvas.toDataURL('image/png');
-                       }
-               }
+                                       if (image instanceof HTMLCanvasElement) {
+                                               canvas = image;
+                                       } else {
+                                               if (_canvas === undefined) _canvas = document.createElementNS('http://www.w3.org/1999/xhtml', 'canvas');
+                                               _canvas.width = image.width;
+                                               _canvas.height = image.height;
 
-       }
+                                               const context = _canvas.getContext('2d');
 
-       let textureId = 0;
+                                               if (image instanceof ImageData) {
+                                                       context.putImageData(image, 0, 0);
+                                               } else {
+                                                       context.drawImage(image, 0, 0, image.width, image.height);
+                                               }
 
-       class Texture extends EventDispatcher {
-               constructor(image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = 1, encoding = LinearEncoding) {
-                       super();
-                       Object.defineProperty(this, 'id', {
-                               value: textureId++
-                       });
-                       this.uuid = generateUUID();
-                       this.name = '';
-                       this.image = image;
-                       this.mipmaps = [];
-                       this.mapping = mapping;
-                       this.wrapS = wrapS;
-                       this.wrapT = wrapT;
-                       this.magFilter = magFilter;
-                       this.minFilter = minFilter;
-                       this.anisotropy = anisotropy;
-                       this.format = format;
-                       this.internalFormat = null;
-                       this.type = type;
-                       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.
+                                               canvas = _canvas;
+                                       }
 
-                       this.encoding = encoding;
-                       this.version = 0;
-                       this.onUpdate = null;
-                       this.isRenderTargetTexture = false;
-               }
+                                       if (canvas.width > 2048 || canvas.height > 2048) {
+                                               console.warn('THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image);
+                                               return canvas.toDataURL('image/jpeg', 0.6);
+                                       } else {
+                                               return canvas.toDataURL('image/png');
+                                       }
+                               }
 
-               updateMatrix() {
-                       this.matrix.setUvTransform(this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y);
-               }
+                       }
 
-               clone() {
-                       return new this.constructor().copy(this);
-               }
+                       let textureId = 0;
 
-               copy(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.internalFormat = source.internalFormat;
-                       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;
-               }
+                       class Texture extends EventDispatcher {
+                               constructor(image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = 1, encoding = LinearEncoding) {
+                                       super();
+                                       Object.defineProperty(this, 'id', {
+                                               value: textureId++
+                                       });
+                                       this.uuid = generateUUID();
+                                       this.name = '';
+                                       this.image = image;
+                                       this.mipmaps = [];
+                                       this.mapping = mapping;
+                                       this.wrapS = wrapS;
+                                       this.wrapT = wrapT;
+                                       this.magFilter = magFilter;
+                                       this.minFilter = minFilter;
+                                       this.anisotropy = anisotropy;
+                                       this.format = format;
+                                       this.internalFormat = null;
+                                       this.type = type;
+                                       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;
+                                       this.version = 0;
+                                       this.onUpdate = null;
+                                       this.isRenderTargetTexture = false;
+                               }
+
+                               updateMatrix() {
+                                       this.matrix.setUvTransform(this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y);
+                               }
+
+                               clone() {
+                                       return new this.constructor().copy(this);
+                               }
+
+                               copy(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.internalFormat = source.internalFormat;
+                                       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(meta) {
-                       const isRootObject = meta === undefined || typeof meta === 'string';
+                               toJSON(meta) {
+                                       const isRootObject = meta === undefined || typeof meta === 'string';
 
-                       if (!isRootObject && meta.textures[this.uuid] !== undefined) {
-                               return meta.textures[this.uuid];
-                       }
+                                       if (!isRootObject && meta.textures[this.uuid] !== undefined) {
+                                               return meta.textures[this.uuid];
+                                       }
 
-                       const 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,
-                               type: this.type,
-                               encoding: this.encoding,
-                               minFilter: this.minFilter,
-                               magFilter: this.magFilter,
-                               anisotropy: this.anisotropy,
-                               flipY: this.flipY,
-                               premultiplyAlpha: this.premultiplyAlpha,
-                               unpackAlignment: this.unpackAlignment
-                       };
+                                       const 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,
+                                               type: this.type,
+                                               encoding: this.encoding,
+                                               minFilter: this.minFilter,
+                                               magFilter: this.magFilter,
+                                               anisotropy: this.anisotropy,
+                                               flipY: this.flipY,
+                                               premultiplyAlpha: this.premultiplyAlpha,
+                                               unpackAlignment: this.unpackAlignment
+                                       };
 
-                       if (this.image !== undefined) {
-                               // TODO: Move to THREE.Image
-                               const image = this.image;
+                                       if (this.image !== undefined) {
+                                               // TODO: Move to THREE.Image
+                                               const image = this.image;
 
-                               if (image.uuid === undefined) {
-                                       image.uuid = generateUUID(); // UGH
-                               }
+                                               if (image.uuid === undefined) {
+                                                       image.uuid = generateUUID(); // UGH
+                                               }
 
-                               if (!isRootObject && meta.images[image.uuid] === undefined) {
-                                       let url;
+                                               if (!isRootObject && meta.images[image.uuid] === undefined) {
+                                                       let url;
 
-                                       if (Array.isArray(image)) {
-                                               // process array of images e.g. CubeTexture
-                                               url = [];
+                                                       if (Array.isArray(image)) {
+                                                               // process array of images e.g. CubeTexture
+                                                               url = [];
 
-                                               for (let i = 0, l = image.length; i < l; i++) {
-                                                       // check cube texture with data textures
-                                                       if (image[i].isDataTexture) {
-                                                               url.push(serializeImage(image[i].image));
+                                                               for (let i = 0, l = image.length; i < l; i++) {
+                                                                       // check cube texture with data textures
+                                                                       if (image[i].isDataTexture) {
+                                                                               url.push(serializeImage(image[i].image));
+                                                                       } else {
+                                                                               url.push(serializeImage(image[i]));
+                                                                       }
+                                                               }
                                                        } else {
-                                                               url.push(serializeImage(image[i]));
+                                                               // process single image
+                                                               url = serializeImage(image);
                                                        }
+
+                                                       meta.images[image.uuid] = {
+                                                               uuid: image.uuid,
+                                                               url: url
+                                                       };
                                                }
-                                       } else {
-                                               // process single image
-                                               url = serializeImage(image);
-                                       }
 
-                                       meta.images[image.uuid] = {
-                                               uuid: image.uuid,
-                                               url: url
-                                       };
-                               }
+                                               output.image = image.uuid;
+                                       }
 
-                               output.image = image.uuid;
-                       }
+                                       if (!isRootObject) {
+                                               meta.textures[this.uuid] = output;
+                                       }
 
-                       if (!isRootObject) {
-                               meta.textures[this.uuid] = output;
-                       }
+                                       return output;
+                               }
 
-                       return output;
-               }
+                               dispose() {
+                                       this.dispatchEvent({
+                                               type: 'dispose'
+                                       });
+                               }
 
-               dispose() {
-                       this.dispatchEvent({
-                               type: 'dispose'
-                       });
-               }
+                               transformUv(uv) {
+                                       if (this.mapping !== UVMapping) return uv;
+                                       uv.applyMatrix3(this.matrix);
 
-               transformUv(uv) {
-                       if (this.mapping !== UVMapping) return uv;
-                       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;
 
-                       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 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);
+                                                               }
 
-                                       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;
                                                }
+                                       }
 
-                                               break;
-                               }
-                       }
+                                       if (uv.y < 0 || uv.y > 1) {
+                                               switch (this.wrapT) {
+                                                       case RepeatWrapping:
+                                                               uv.y = uv.y - Math.floor(uv.y);
+                                                               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 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);
+                                                               }
 
-                                       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;
                                                }
+                                       }
 
-                                               break;
-                               }
-                       }
+                                       if (this.flipY) {
+                                               uv.y = 1 - uv.y;
+                                       }
 
-                       if (this.flipY) {
-                               uv.y = 1 - uv.y;
-                       }
+                                       return uv;
+                               }
 
-                       return uv;
-               }
+                               set needsUpdate(value) {
+                                       if (value === true) this.version++;
+                               }
 
-               set needsUpdate(value) {
-                       if (value === true) this.version++;
-               }
+                       }
 
-       }
+                       Texture.DEFAULT_IMAGE = undefined;
+                       Texture.DEFAULT_MAPPING = UVMapping;
+                       Texture.prototype.isTexture = true;
 
-       Texture.DEFAULT_IMAGE = undefined;
-       Texture.DEFAULT_MAPPING = UVMapping;
-       Texture.prototype.isTexture = true;
-
-       function serializeImage(image) {
-               if (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement || typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap) {
-                       // default images
-                       return ImageUtils.getDataURL(image);
-               } else {
-                       if (image.data) {
-                               // images of DataTexture
-                               return {
-                                       data: Array.prototype.slice.call(image.data),
-                                       width: image.width,
-                                       height: image.height,
-                                       type: image.data.constructor.name
-                               };
-                       } else {
-                               console.warn('THREE.Texture: Unable to serialize Texture.');
-                               return {};
+                       function serializeImage(image) {
+                               if (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement || typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap) {
+                                       // default images
+                                       return ImageUtils.getDataURL(image);
+                               } else {
+                                       if (image.data) {
+                                               // images of DataTexture
+                                               return {
+                                                       data: Array.prototype.slice.call(image.data),
+                                                       width: image.width,
+                                                       height: image.height,
+                                                       type: image.data.constructor.name
+                                               };
+                                       } else {
+                                               console.warn('THREE.Texture: Unable to serialize Texture.');
+                                               return {};
+                                       }
+                               }
                        }
-               }
-       }
 
-       class Vector4 {
-               constructor(x = 0, y = 0, z = 0, w = 1) {
-                       this.x = x;
-                       this.y = y;
-                       this.z = z;
-                       this.w = w;
-               }
+                       class Vector4 {
+                               constructor(x = 0, y = 0, z = 0, w = 1) {
+                                       this.x = x;
+                                       this.y = y;
+                                       this.z = z;
+                                       this.w = w;
+                               }
 
-               get width() {
-                       return this.z;
-               }
+                               get width() {
+                                       return this.z;
+                               }
 
-               set width(value) {
-                       this.z = value;
-               }
+                               set width(value) {
+                                       this.z = value;
+                               }
 
-               get height() {
-                       return this.w;
-               }
+                               get height() {
+                                       return this.w;
+                               }
 
-               set height(value) {
-                       this.w = value;
-               }
+                               set height(value) {
+                                       this.w = value;
+                               }
 
-               set(x, y, z, w) {
-                       this.x = x;
-                       this.y = y;
-                       this.z = z;
-                       this.w = w;
-                       return this;
-               }
+                               set(x, y, z, w) {
+                                       this.x = x;
+                                       this.y = y;
+                                       this.z = z;
+                                       this.w = w;
+                                       return this;
+                               }
 
-               setScalar(scalar) {
-                       this.x = scalar;
-                       this.y = scalar;
-                       this.z = scalar;
-                       this.w = scalar;
-                       return this;
-               }
+                               setScalar(scalar) {
+                                       this.x = scalar;
+                                       this.y = scalar;
+                                       this.z = scalar;
+                                       this.w = scalar;
+                                       return this;
+                               }
 
-               setX(x) {
-                       this.x = x;
-                       return this;
-               }
+                               setX(x) {
+                                       this.x = x;
+                                       return this;
+                               }
 
-               setY(y) {
-                       this.y = y;
-                       return this;
-               }
+                               setY(y) {
+                                       this.y = y;
+                                       return this;
+                               }
 
-               setZ(z) {
-                       this.z = z;
-                       return this;
-               }
+                               setZ(z) {
+                                       this.z = z;
+                                       return this;
+                               }
 
-               setW(w) {
-                       this.w = w;
-                       return this;
-               }
+                               setW(w) {
+                                       this.w = w;
+                                       return this;
+                               }
 
-               setComponent(index, value) {
-                       switch (index) {
-                               case 0:
-                                       this.x = value;
-                                       break;
+                               setComponent(index, value) {
+                                       switch (index) {
+                                               case 0:
+                                                       this.x = value;
+                                                       break;
 
-                               case 1:
-                                       this.y = value;
-                                       break;
+                                               case 1:
+                                                       this.y = value;
+                                                       break;
 
-                               case 2:
-                                       this.z = value;
-                                       break;
+                                               case 2:
+                                                       this.z = value;
+                                                       break;
 
-                               case 3:
-                                       this.w = value;
-                                       break;
+                                               case 3:
+                                                       this.w = value;
+                                                       break;
 
-                               default:
-                                       throw new Error('index is out of range: ' + index);
-                       }
+                                               default:
+                                                       throw new Error('index is out of range: ' + index);
+                                       }
 
-                       return this;
-               }
+                                       return this;
+                               }
 
-               getComponent(index) {
-                       switch (index) {
-                               case 0:
-                                       return this.x;
+                               getComponent(index) {
+                                       switch (index) {
+                                               case 0:
+                                                       return this.x;
 
-                               case 1:
-                                       return this.y;
+                                               case 1:
+                                                       return this.y;
 
-                               case 2:
-                                       return this.z;
+                                               case 2:
+                                                       return this.z;
 
-                               case 3:
-                                       return this.w;
+                                               case 3:
+                                                       return this.w;
 
-                               default:
-                                       throw new Error('index is out of range: ' + index);
-                       }
-               }
+                                               default:
+                                                       throw new Error('index is out of range: ' + index);
+                                       }
+                               }
 
-               clone() {
-                       return new this.constructor(this.x, this.y, this.z, this.w);
-               }
+                               clone() {
+                                       return new this.constructor(this.x, this.y, this.z, this.w);
+                               }
 
-               copy(v) {
-                       this.x = v.x;
-                       this.y = v.y;
-                       this.z = v.z;
-                       this.w = v.w !== undefined ? v.w : 1;
-                       return this;
-               }
+                               copy(v) {
+                                       this.x = v.x;
+                                       this.y = v.y;
+                                       this.z = v.z;
+                                       this.w = v.w !== undefined ? v.w : 1;
+                                       return this;
+                               }
 
-               add(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);
-                       }
+                               add(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;
-               }
+                                       this.x += v.x;
+                                       this.y += v.y;
+                                       this.z += v.z;
+                                       this.w += v.w;
+                                       return this;
+                               }
 
-               addScalar(s) {
-                       this.x += s;
-                       this.y += s;
-                       this.z += s;
-                       this.w += s;
-                       return this;
-               }
+                               addScalar(s) {
+                                       this.x += s;
+                                       this.y += s;
+                                       this.z += s;
+                                       this.w += s;
+                                       return this;
+                               }
 
-               addVectors(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;
-               }
+                               addVectors(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(v, s) {
-                       this.x += v.x * s;
-                       this.y += v.y * s;
-                       this.z += v.z * s;
-                       this.w += v.w * s;
-                       return this;
-               }
+                               addScaledVector(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(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);
-                       }
+                               sub(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;
-               }
+                                       this.x -= v.x;
+                                       this.y -= v.y;
+                                       this.z -= v.z;
+                                       this.w -= v.w;
+                                       return this;
+                               }
 
-               subScalar(s) {
-                       this.x -= s;
-                       this.y -= s;
-                       this.z -= s;
-                       this.w -= s;
-                       return this;
-               }
+                               subScalar(s) {
+                                       this.x -= s;
+                                       this.y -= s;
+                                       this.z -= s;
+                                       this.w -= s;
+                                       return this;
+                               }
 
-               subVectors(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;
-               }
+                               subVectors(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;
+                               }
 
-               multiply(v) {
-                       this.x *= v.x;
-                       this.y *= v.y;
-                       this.z *= v.z;
-                       this.w *= v.w;
-                       return this;
-               }
+                               multiply(v) {
+                                       this.x *= v.x;
+                                       this.y *= v.y;
+                                       this.z *= v.z;
+                                       this.w *= v.w;
+                                       return this;
+                               }
 
-               multiplyScalar(scalar) {
-                       this.x *= scalar;
-                       this.y *= scalar;
-                       this.z *= scalar;
-                       this.w *= scalar;
-                       return this;
-               }
+                               multiplyScalar(scalar) {
+                                       this.x *= scalar;
+                                       this.y *= scalar;
+                                       this.z *= scalar;
+                                       this.w *= scalar;
+                                       return this;
+                               }
 
-               applyMatrix4(m) {
-                       const x = this.x,
+                               applyMatrix4(m) {
+                                       const x = this.x,
                                                y = this.y,
                                                z = this.z,
                                                w = this.w;
-                       const 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;
-               }
+                                       const 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(scalar) {
-                       return this.multiplyScalar(1 / scalar);
-               }
+                               divideScalar(scalar) {
+                                       return this.multiplyScalar(1 / scalar);
+                               }
 
-               setAxisAngleFromQuaternion(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);
-                       const s = Math.sqrt(1 - q.w * q.w);
+                               setAxisAngleFromQuaternion(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);
+                                       const 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;
-                       }
+                                       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;
-               }
+                                       return this;
+                               }
 
-               setAxisAngleFromRotationMatrix(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)
-                       let angle, x, y, z; // variables for result
+                               setAxisAngleFromRotationMatrix(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)
+                                       let angle, x, y, z; // variables for result
 
-                       const epsilon = 0.01,
+                                       const epsilon = 0.01,
                                                // margin to allow for rounding errors
-                       epsilon2 = 0.1,
+                                               epsilon2 = 0.1,
                                                // margin to distinguish between 0 and 180 degrees
-                       te = m.elements,
+                                               te = m.elements,
                                                m11 = te[0],
                                                m12 = te[4],
                                                m13 = te[8],
@@ -1613,639 +1640,640 @@ window["THREE"] = require("three");
                                                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;
-                               const xx = (m11 + 1) / 2;
-                               const yy = (m22 + 1) / 2;
-                               const zz = (m33 + 1) / 2;
-                               const xy = (m12 + m21) / 4;
-                               const xz = (m13 + m31) / 4;
-                               const 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
-
-
-                       let 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
+                                       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;
+                                               const xx = (m11 + 1) / 2;
+                                               const yy = (m22 + 1) / 2;
+                                               const zz = (m33 + 1) / 2;
+                                               const xy = (m12 + m21) / 4;
+                                               const xz = (m13 + m31) / 4;
+                                               const 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.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;
-               }
+                                               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
 
-               min(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(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;
-               }
+                                       let s = Math.sqrt((m32 - m23) * (m32 - m23) + (m13 - m31) * (m13 - m31) + (m21 - m12) * (m21 - m12)); // used to normalize
 
-               clamp(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;
-               }
+                                       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
 
-               clampScalar(minVal, maxVal) {
-                       this.x = Math.max(minVal, Math.min(maxVal, this.x));
-                       this.y = Math.max(minVal, Math.min(maxVal, this.y));
-                       this.z = Math.max(minVal, Math.min(maxVal, this.z));
-                       this.w = Math.max(minVal, Math.min(maxVal, this.w));
-                       return this;
-               }
+                                       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;
+                               }
 
-               clampLength(min, max) {
-                       const length = this.length();
-                       return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
-               }
+                               min(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;
+                               }
 
-               floor() {
-                       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;
-               }
+                               max(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;
+                               }
 
-               ceil() {
-                       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;
-               }
+                               clamp(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;
+                               }
 
-               round() {
-                       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;
-               }
+                               clampScalar(minVal, maxVal) {
+                                       this.x = Math.max(minVal, Math.min(maxVal, this.x));
+                                       this.y = Math.max(minVal, Math.min(maxVal, this.y));
+                                       this.z = Math.max(minVal, Math.min(maxVal, this.z));
+                                       this.w = Math.max(minVal, Math.min(maxVal, this.w));
+                                       return this;
+                               }
 
-               roundToZero() {
-                       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;
-               }
+                               clampLength(min, max) {
+                                       const length = this.length();
+                                       return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
+                               }
 
-               negate() {
-                       this.x = -this.x;
-                       this.y = -this.y;
-                       this.z = -this.z;
-                       this.w = -this.w;
-                       return this;
-               }
+                               floor() {
+                                       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;
+                               }
 
-               dot(v) {
-                       return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
-               }
+                               ceil() {
+                                       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;
+                               }
 
-               lengthSq() {
-                       return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
-               }
+                               round() {
+                                       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;
+                               }
 
-               length() {
-                       return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
-               }
+                               roundToZero() {
+                                       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;
+                               }
 
-               manhattanLength() {
-                       return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z) + Math.abs(this.w);
-               }
+                               negate() {
+                                       this.x = -this.x;
+                                       this.y = -this.y;
+                                       this.z = -this.z;
+                                       this.w = -this.w;
+                                       return this;
+                               }
 
-               normalize() {
-                       return this.divideScalar(this.length() || 1);
-               }
+                               dot(v) {
+                                       return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
+                               }
 
-               setLength(length) {
-                       return this.normalize().multiplyScalar(length);
-               }
+                               lengthSq() {
+                                       return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
+                               }
 
-               lerp(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;
-               }
+                               length() {
+                                       return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
+                               }
 
-               lerpVectors(v1, v2, alpha) {
-                       this.x = v1.x + (v2.x - v1.x) * alpha;
-                       this.y = v1.y + (v2.y - v1.y) * alpha;
-                       this.z = v1.z + (v2.z - v1.z) * alpha;
-                       this.w = v1.w + (v2.w - v1.w) * alpha;
-                       return this;
-               }
+                               manhattanLength() {
+                                       return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z) + Math.abs(this.w);
+                               }
 
-               equals(v) {
-                       return v.x === this.x && v.y === this.y && v.z === this.z && v.w === this.w;
-               }
+                               normalize() {
+                                       return this.divideScalar(this.length() || 1);
+                               }
 
-               fromArray(array, offset = 0) {
-                       this.x = array[offset];
-                       this.y = array[offset + 1];
-                       this.z = array[offset + 2];
-                       this.w = array[offset + 3];
-                       return this;
-               }
+                               setLength(length) {
+                                       return this.normalize().multiplyScalar(length);
+                               }
 
-               toArray(array = [], offset = 0) {
-                       array[offset] = this.x;
-                       array[offset + 1] = this.y;
-                       array[offset + 2] = this.z;
-                       array[offset + 3] = this.w;
-                       return array;
-               }
+                               lerp(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;
+                               }
 
-               fromBufferAttribute(attribute, index, offset) {
-                       if (offset !== undefined) {
-                               console.warn('THREE.Vector4: offset has been removed from .fromBufferAttribute().');
-                       }
+                               lerpVectors(v1, v2, alpha) {
+                                       this.x = v1.x + (v2.x - v1.x) * alpha;
+                                       this.y = v1.y + (v2.y - v1.y) * alpha;
+                                       this.z = v1.z + (v2.z - v1.z) * alpha;
+                                       this.w = v1.w + (v2.w - v1.w) * alpha;
+                                       return this;
+                               }
 
-                       this.x = attribute.getX(index);
-                       this.y = attribute.getY(index);
-                       this.z = attribute.getZ(index);
-                       this.w = attribute.getW(index);
-                       return this;
-               }
+                               equals(v) {
+                                       return v.x === this.x && v.y === this.y && v.z === this.z && v.w === this.w;
+                               }
 
-               random() {
-                       this.x = Math.random();
-                       this.y = Math.random();
-                       this.z = Math.random();
-                       this.w = Math.random();
-                       return this;
-               }
+                               fromArray(array, offset = 0) {
+                                       this.x = array[offset];
+                                       this.y = array[offset + 1];
+                                       this.z = array[offset + 2];
+                                       this.w = array[offset + 3];
+                                       return this;
+                               }
 
-       }
+                               toArray(array = [], offset = 0) {
+                                       array[offset] = this.x;
+                                       array[offset + 1] = this.y;
+                                       array[offset + 2] = this.z;
+                                       array[offset + 3] = this.w;
+                                       return array;
+                               }
+
+                               fromBufferAttribute(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;
+                               }
+
+                               random() {
+                                       this.x = Math.random();
+                                       this.y = Math.random();
+                                       this.z = Math.random();
+                                       this.w = Math.random();
+                                       return this;
+                               }
+
+                       }
 
-       Vector4.prototype.isVector4 = true;
+                       Vector4.prototype.isVector4 = true;
 
-       /*
+                       /*
         In options, we can specify:
         * Texture parameters for an auto-generated target texture
         * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
        */
 
-       class WebGLRenderTarget extends EventDispatcher {
-               constructor(width, height, options = {}) {
-                       super();
-                       this.width = width;
-                       this.height = height;
-                       this.depth = 1;
-                       this.scissor = new Vector4(0, 0, width, height);
-                       this.scissorTest = false;
-                       this.viewport = new Vector4(0, 0, width, height);
-                       this.texture = new Texture(undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding);
-                       this.texture.isRenderTargetTexture = true;
-                       this.texture.image = {
-                               width: width,
-                               height: height,
-                               depth: 1
-                       };
-                       this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
-                       this.texture.internalFormat = options.internalFormat !== undefined ? options.internalFormat : null;
-                       this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
-                       this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
-                       this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false;
-                       this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
-               }
+                       class WebGLRenderTarget extends EventDispatcher {
+                               constructor(width, height, options = {}) {
+                                       super();
+                                       this.width = width;
+                                       this.height = height;
+                                       this.depth = 1;
+                                       this.scissor = new Vector4(0, 0, width, height);
+                                       this.scissorTest = false;
+                                       this.viewport = new Vector4(0, 0, width, height);
+                                       this.texture = new Texture(undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding);
+                                       this.texture.isRenderTargetTexture = true;
+                                       this.texture.image = {
+                                               width: width,
+                                               height: height,
+                                               depth: 1
+                                       };
+                                       this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
+                                       this.texture.internalFormat = options.internalFormat !== undefined ? options.internalFormat : null;
+                                       this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
+                                       this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
+                                       this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false;
+                                       this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
+                               }
+
+                               setTexture(texture) {
+                                       texture.image = {
+                                               width: this.width,
+                                               height: this.height,
+                                               depth: this.depth
+                                       };
+                                       this.texture = texture;
+                               }
+
+                               setSize(width, height, depth = 1) {
+                                       if (this.width !== width || this.height !== height || this.depth !== depth) {
+                                               this.width = width;
+                                               this.height = height;
+                                               this.depth = depth;
+                                               this.texture.image.width = width;
+                                               this.texture.image.height = height;
+                                               this.texture.image.depth = depth;
+                                               this.dispose();
+                                       }
 
-               setTexture(texture) {
-                       texture.image = {
-                               width: this.width,
-                               height: this.height,
-                               depth: this.depth
-                       };
-                       this.texture = texture;
-               }
+                                       this.viewport.set(0, 0, width, height);
+                                       this.scissor.set(0, 0, width, height);
+                               }
 
-               setSize(width, height, depth = 1) {
-                       if (this.width !== width || this.height !== height || this.depth !== depth) {
-                               this.width = width;
-                               this.height = height;
-                               this.depth = depth;
-                               this.texture.image.width = width;
-                               this.texture.image.height = height;
-                               this.texture.image.depth = depth;
-                               this.dispose();
-                       }
+                               clone() {
+                                       return new this.constructor().copy(this);
+                               }
 
-                       this.viewport.set(0, 0, width, height);
-                       this.scissor.set(0, 0, width, height);
-               }
+                               copy(source) {
+                                       this.width = source.width;
+                                       this.height = source.height;
+                                       this.depth = source.depth;
+                                       this.viewport.copy(source.viewport);
+                                       this.texture = source.texture.clone();
+                                       this.texture.image = {
+                                               ...this.texture.image
+                                       }; // See #20328.
 
-               clone() {
-                       return new this.constructor().copy(this);
-               }
+                                       this.depthBuffer = source.depthBuffer;
+                                       this.stencilBuffer = source.stencilBuffer;
+                                       this.depthTexture = source.depthTexture;
+                                       return this;
+                               }
 
-               copy(source) {
-                       this.width = source.width;
-                       this.height = source.height;
-                       this.depth = source.depth;
-                       this.viewport.copy(source.viewport);
-                       this.texture = source.texture.clone();
-                       this.texture.image = { ...this.texture.image
-                       }; // See #20328.
-
-                       this.depthBuffer = source.depthBuffer;
-                       this.stencilBuffer = source.stencilBuffer;
-                       this.depthTexture = source.depthTexture;
-                       return this;
-               }
+                               dispose() {
+                                       this.dispatchEvent({
+                                               type: 'dispose'
+                                       });
+                               }
 
-               dispose() {
-                       this.dispatchEvent({
-                               type: 'dispose'
-                       });
-               }
+                       }
 
-       }
+                       WebGLRenderTarget.prototype.isWebGLRenderTarget = true;
 
-       WebGLRenderTarget.prototype.isWebGLRenderTarget = true;
+                       class WebGLMultipleRenderTargets extends WebGLRenderTarget {
+                               constructor(width, height, count) {
+                                       super(width, height);
+                                       const texture = this.texture;
+                                       this.texture = [];
+
+                                       for (let i = 0; i < count; i++) {
+                                               this.texture[i] = texture.clone();
+                                       }
+                               }
 
-       class WebGLMultipleRenderTargets extends WebGLRenderTarget {
-               constructor(width, height, count) {
-                       super(width, height);
-                       const texture = this.texture;
-                       this.texture = [];
+                               setSize(width, height, depth = 1) {
+                                       if (this.width !== width || this.height !== height || this.depth !== depth) {
+                                               this.width = width;
+                                               this.height = height;
+                                               this.depth = depth;
 
-                       for (let i = 0; i < count; i++) {
-                               this.texture[i] = texture.clone();
-                       }
-               }
+                                               for (let i = 0, il = this.texture.length; i < il; i++) {
+                                                       this.texture[i].image.width = width;
+                                                       this.texture[i].image.height = height;
+                                                       this.texture[i].image.depth = depth;
+                                               }
 
-               setSize(width, height, depth = 1) {
-                       if (this.width !== width || this.height !== height || this.depth !== depth) {
-                               this.width = width;
-                               this.height = height;
-                               this.depth = depth;
+                                               this.dispose();
+                                       }
 
-                               for (let i = 0, il = this.texture.length; i < il; i++) {
-                                       this.texture[i].image.width = width;
-                                       this.texture[i].image.height = height;
-                                       this.texture[i].image.depth = depth;
+                                       this.viewport.set(0, 0, width, height);
+                                       this.scissor.set(0, 0, width, height);
+                                       return this;
                                }
 
-                               this.dispose();
-                       }
-
-                       this.viewport.set(0, 0, width, height);
-                       this.scissor.set(0, 0, width, height);
-                       return this;
-               }
+                               copy(source) {
+                                       this.dispose();
+                                       this.width = source.width;
+                                       this.height = source.height;
+                                       this.depth = source.depth;
+                                       this.viewport.set(0, 0, this.width, this.height);
+                                       this.scissor.set(0, 0, this.width, this.height);
+                                       this.depthBuffer = source.depthBuffer;
+                                       this.stencilBuffer = source.stencilBuffer;
+                                       this.depthTexture = source.depthTexture;
+                                       this.texture.length = 0;
+
+                                       for (let i = 0, il = source.texture.length; i < il; i++) {
+                                               this.texture[i] = source.texture[i].clone();
+                                       }
 
-               copy(source) {
-                       this.dispose();
-                       this.width = source.width;
-                       this.height = source.height;
-                       this.depth = source.depth;
-                       this.viewport.set(0, 0, this.width, this.height);
-                       this.scissor.set(0, 0, this.width, this.height);
-                       this.depthBuffer = source.depthBuffer;
-                       this.stencilBuffer = source.stencilBuffer;
-                       this.depthTexture = source.depthTexture;
-                       this.texture.length = 0;
+                                       return this;
+                               }
 
-                       for (let i = 0, il = source.texture.length; i < il; i++) {
-                               this.texture[i] = source.texture[i].clone();
                        }
 
-                       return this;
-               }
-
-       }
-
-       WebGLMultipleRenderTargets.prototype.isWebGLMultipleRenderTargets = true;
+                       WebGLMultipleRenderTargets.prototype.isWebGLMultipleRenderTargets = true;
 
-       class WebGLMultisampleRenderTarget extends WebGLRenderTarget {
-               constructor(width, height, options) {
-                       super(width, height, options);
-                       this.samples = 4;
-               }
+                       class WebGLMultisampleRenderTarget extends WebGLRenderTarget {
+                               constructor(width, height, options) {
+                                       super(width, height, options);
+                                       this.samples = 4;
+                               }
 
-               copy(source) {
-                       super.copy.call(this, source);
-                       this.samples = source.samples;
-                       return this;
-               }
+                               copy(source) {
+                                       super.copy.call(this, source);
+                                       this.samples = source.samples;
+                                       return this;
+                               }
 
-       }
+                       }
 
-       WebGLMultisampleRenderTarget.prototype.isWebGLMultisampleRenderTarget = true;
+                       WebGLMultisampleRenderTarget.prototype.isWebGLMultisampleRenderTarget = true;
 
-       class Quaternion {
-               constructor(x = 0, y = 0, z = 0, w = 1) {
-                       this._x = x;
-                       this._y = y;
-                       this._z = z;
-                       this._w = w;
-               }
+                       class Quaternion {
+                               constructor(x = 0, y = 0, z = 0, w = 1) {
+                                       this._x = x;
+                                       this._y = y;
+                                       this._z = z;
+                                       this._w = w;
+                               }
 
-               static slerp(qa, qb, qm, t) {
-                       console.warn('THREE.Quaternion: Static .slerp() has been deprecated. Use qm.slerpQuaternions( qa, qb, t ) instead.');
-                       return qm.slerpQuaternions(qa, qb, t);
-               }
+                               static slerp(qa, qb, qm, t) {
+                                       console.warn('THREE.Quaternion: Static .slerp() has been deprecated. Use qm.slerpQuaternions( qa, qb, t ) instead.');
+                                       return qm.slerpQuaternions(qa, qb, t);
+                               }
 
-               static slerpFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t) {
-                       // fuzz-free, array-based Quaternion SLERP operation
-                       let x0 = src0[srcOffset0 + 0],
-                                       y0 = src0[srcOffset0 + 1],
-                                       z0 = src0[srcOffset0 + 2],
-                                       w0 = src0[srcOffset0 + 3];
-                       const x1 = src1[srcOffset1 + 0],
+                               static slerpFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t) {
+                                       // fuzz-free, array-based Quaternion SLERP operation
+                                       let x0 = src0[srcOffset0 + 0],
+                                               y0 = src0[srcOffset0 + 1],
+                                               z0 = src0[srcOffset0 + 2],
+                                               w0 = src0[srcOffset0 + 3];
+                                       const x1 = src1[srcOffset1 + 0],
                                                y1 = src1[srcOffset1 + 1],
                                                z1 = src1[srcOffset1 + 2],
                                                w1 = src1[srcOffset1 + 3];
 
-                       if (t === 0) {
-                               dst[dstOffset + 0] = x0;
-                               dst[dstOffset + 1] = y0;
-                               dst[dstOffset + 2] = z0;
-                               dst[dstOffset + 3] = w0;
-                               return;
-                       }
+                                       if (t === 0) {
+                                               dst[dstOffset + 0] = x0;
+                                               dst[dstOffset + 1] = y0;
+                                               dst[dstOffset + 2] = z0;
+                                               dst[dstOffset + 3] = w0;
+                                               return;
+                                       }
 
-                       if (t === 1) {
-                               dst[dstOffset + 0] = x1;
-                               dst[dstOffset + 1] = y1;
-                               dst[dstOffset + 2] = z1;
-                               dst[dstOffset + 3] = w1;
-                               return;
-                       }
+                                       if (t === 1) {
+                                               dst[dstOffset + 0] = x1;
+                                               dst[dstOffset + 1] = y1;
+                                               dst[dstOffset + 2] = z1;
+                                               dst[dstOffset + 3] = w1;
+                                               return;
+                                       }
 
-                       if (w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1) {
-                               let s = 1 - t;
-                               const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
+                                       if (w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1) {
+                                               let s = 1 - t;
+                                               const 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) {
-                                       const sin = Math.sqrt(sqrSin),
+                                               if (sqrSin > Number.EPSILON) {
+                                                       const sin = Math.sqrt(sqrSin),
                                                                len = Math.atan2(sin, cos * dir);
-                                       s = Math.sin(s * len) / sin;
-                                       t = Math.sin(t * len) / sin;
-                               }
+                                                       s = Math.sin(s * len) / sin;
+                                                       t = Math.sin(t * len) / sin;
+                                               }
 
-                               const 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:
+                                               const 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) {
+                                                       const f = 1 / Math.sqrt(x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0);
+                                                       x0 *= f;
+                                                       y0 *= f;
+                                                       z0 *= f;
+                                                       w0 *= f;
+                                               }
+                                       }
 
-                               if (s === 1 - t) {
-                                       const 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;
                                }
-                       }
-
-                       dst[dstOffset] = x0;
-                       dst[dstOffset + 1] = y0;
-                       dst[dstOffset + 2] = z0;
-                       dst[dstOffset + 3] = w0;
-               }
 
-               static multiplyQuaternionsFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1) {
-                       const x0 = src0[srcOffset0];
-                       const y0 = src0[srcOffset0 + 1];
-                       const z0 = src0[srcOffset0 + 2];
-                       const w0 = src0[srcOffset0 + 3];
-                       const x1 = src1[srcOffset1];
-                       const y1 = src1[srcOffset1 + 1];
-                       const z1 = src1[srcOffset1 + 2];
-                       const w1 = src1[srcOffset1 + 3];
-                       dst[dstOffset] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
-                       dst[dstOffset + 1] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
-                       dst[dstOffset + 2] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
-                       dst[dstOffset + 3] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
-                       return dst;
-               }
+                               static multiplyQuaternionsFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1) {
+                                       const x0 = src0[srcOffset0];
+                                       const y0 = src0[srcOffset0 + 1];
+                                       const z0 = src0[srcOffset0 + 2];
+                                       const w0 = src0[srcOffset0 + 3];
+                                       const x1 = src1[srcOffset1];
+                                       const y1 = src1[srcOffset1 + 1];
+                                       const z1 = src1[srcOffset1 + 2];
+                                       const w1 = src1[srcOffset1 + 3];
+                                       dst[dstOffset] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
+                                       dst[dstOffset + 1] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
+                                       dst[dstOffset + 2] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
+                                       dst[dstOffset + 3] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
+                                       return dst;
+                               }
 
-               get x() {
-                       return this._x;
-               }
+                               get x() {
+                                       return this._x;
+                               }
 
-               set x(value) {
-                       this._x = value;
+                               set x(value) {
+                                       this._x = value;
 
-                       this._onChangeCallback();
-               }
+                                       this._onChangeCallback();
+                               }
 
-               get y() {
-                       return this._y;
-               }
+                               get y() {
+                                       return this._y;
+                               }
 
-               set y(value) {
-                       this._y = value;
+                               set y(value) {
+                                       this._y = value;
 
-                       this._onChangeCallback();
-               }
+                                       this._onChangeCallback();
+                               }
 
-               get z() {
-                       return this._z;
-               }
+                               get z() {
+                                       return this._z;
+                               }
 
-               set z(value) {
-                       this._z = value;
+                               set z(value) {
+                                       this._z = value;
 
-                       this._onChangeCallback();
-               }
+                                       this._onChangeCallback();
+                               }
 
-               get w() {
-                       return this._w;
-               }
+                               get w() {
+                                       return this._w;
+                               }
 
-               set w(value) {
-                       this._w = value;
+                               set w(value) {
+                                       this._w = value;
 
-                       this._onChangeCallback();
-               }
+                                       this._onChangeCallback();
+                               }
 
-               set(x, y, z, w) {
-                       this._x = x;
-                       this._y = y;
-                       this._z = z;
-                       this._w = w;
+                               set(x, y, z, w) {
+                                       this._x = x;
+                                       this._y = y;
+                                       this._z = z;
+                                       this._w = w;
 
-                       this._onChangeCallback();
+                                       this._onChangeCallback();
 
-                       return this;
-               }
+                                       return this;
+                               }
 
-               clone() {
-                       return new this.constructor(this._x, this._y, this._z, this._w);
-               }
+                               clone() {
+                                       return new this.constructor(this._x, this._y, this._z, this._w);
+                               }
 
-               copy(quaternion) {
-                       this._x = quaternion.x;
-                       this._y = quaternion.y;
-                       this._z = quaternion.z;
-                       this._w = quaternion.w;
+                               copy(quaternion) {
+                                       this._x = quaternion.x;
+                                       this._y = quaternion.y;
+                                       this._z = quaternion.z;
+                                       this._w = quaternion.w;
 
-                       this._onChangeCallback();
+                                       this._onChangeCallback();
 
-                       return this;
-               }
+                                       return this;
+                               }
 
-               setFromEuler(euler, update) {
-                       if (!(euler && euler.isEuler)) {
-                               throw new Error('THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.');
-                       }
+                               setFromEuler(euler, update) {
+                                       if (!(euler && euler.isEuler)) {
+                                               throw new Error('THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.');
+                                       }
 
-                       const x = euler._x,
+                                       const 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
-
-                       const cos = Math.cos;
-                       const sin = Math.sin;
-                       const c1 = cos(x / 2);
-                       const c2 = cos(y / 2);
-                       const c3 = cos(z / 2);
-                       const s1 = sin(x / 2);
-                       const s2 = sin(y / 2);
-                       const s3 = sin(z / 2);
-
-                       switch (order) {
-                               case '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;
-                                       break;
-
-                               case '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;
-                                       break;
-
-                               case '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;
-                                       break;
-
-                               case '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;
-                                       break;
-
-                               case '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;
-                                       break;
-
-                               case '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;
-                                       break;
-
-                               default:
-                                       console.warn('THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order);
-                       }
-
-                       if (update !== false) this._onChangeCallback();
-                       return this;
-               }
+                                       //      20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
+                                       //      content/SpinCalc.m
+
+                                       const cos = Math.cos;
+                                       const sin = Math.sin;
+                                       const c1 = cos(x / 2);
+                                       const c2 = cos(y / 2);
+                                       const c3 = cos(z / 2);
+                                       const s1 = sin(x / 2);
+                                       const s2 = sin(y / 2);
+                                       const s3 = sin(z / 2);
+
+                                       switch (order) {
+                                               case '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;
+                                                       break;
+
+                                               case '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;
+                                                       break;
 
-               setFromAxisAngle(axis, angle) {
-                       // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
-                       // assumes axis is normalized
-                       const halfAngle = angle / 2,
+                                               case '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;
+                                                       break;
+
+                                               case '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;
+                                                       break;
+
+                                               case '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;
+                                                       break;
+
+                                               case '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;
+                                                       break;
+
+                                               default:
+                                                       console.warn('THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order);
+                                       }
+
+                                       if (update !== false) this._onChangeCallback();
+                                       return this;
+                               }
+
+                               setFromAxisAngle(axis, angle) {
+                                       // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
+                                       // assumes axis is normalized
+                                       const 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._x = axis.x * s;
+                                       this._y = axis.y * s;
+                                       this._z = axis.z * s;
+                                       this._w = Math.cos(halfAngle);
 
-                       this._onChangeCallback();
+                                       this._onChangeCallback();
 
-                       return this;
-               }
+                                       return this;
+                               }
 
-               setFromRotationMatrix(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)
-                       const te = m.elements,
+                               setFromRotationMatrix(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)
+                                       const te = m.elements,
                                                m11 = te[0],
                                                m12 = te[4],
                                                m13 = te[8],
@@ -2257,2127 +2285,2128 @@ window["THREE"] = require("three");
                                                m33 = te[10],
                                                trace = m11 + m22 + m33;
 
-                       if (trace > 0) {
-                               const 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) {
-                               const 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) {
-                               const 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 {
-                               const 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;
-                       }
+                                       if (trace > 0) {
+                                               const 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) {
+                                               const 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) {
+                                               const 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 {
+                                               const 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();
+                                       this._onChangeCallback();
 
-                       return this;
-               }
+                                       return this;
+                               }
 
-               setFromUnitVectors(vFrom, vTo) {
-                       // assumes direction vectors vFrom and vTo are normalized
-                       let r = vFrom.dot(vTo) + 1;
+                               setFromUnitVectors(vFrom, vTo) {
+                                       // assumes direction vectors vFrom and vTo are normalized
+                                       let r = vFrom.dot(vTo) + 1;
 
-                       if (r < Number.EPSILON) {
-                               // vFrom and vTo point in opposite directions
-                               r = 0;
+                                       if (r < Number.EPSILON) {
+                                               // vFrom and vTo point in opposite directions
+                                               r = 0;
 
-                               if (Math.abs(vFrom.x) > Math.abs(vFrom.z)) {
-                                       this._x = -vFrom.y;
-                                       this._y = vFrom.x;
-                                       this._z = 0;
-                                       this._w = r;
-                               } else {
-                                       this._x = 0;
-                                       this._y = -vFrom.z;
-                                       this._z = vFrom.y;
-                                       this._w = r;
-                               }
-                       } else {
-                               // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
-                               this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
-                               this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
-                               this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
-                               this._w = r;
-                       }
+                                               if (Math.abs(vFrom.x) > Math.abs(vFrom.z)) {
+                                                       this._x = -vFrom.y;
+                                                       this._y = vFrom.x;
+                                                       this._z = 0;
+                                                       this._w = r;
+                                               } else {
+                                                       this._x = 0;
+                                                       this._y = -vFrom.z;
+                                                       this._z = vFrom.y;
+                                                       this._w = r;
+                                               }
+                                       } else {
+                                               // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
+                                               this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
+                                               this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
+                                               this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
+                                               this._w = r;
+                                       }
 
-                       return this.normalize();
-               }
+                                       return this.normalize();
+                               }
 
-               angleTo(q) {
-                       return 2 * Math.acos(Math.abs(clamp(this.dot(q), -1, 1)));
-               }
+                               angleTo(q) {
+                                       return 2 * Math.acos(Math.abs(clamp(this.dot(q), -1, 1)));
+                               }
 
-               rotateTowards(q, step) {
-                       const angle = this.angleTo(q);
-                       if (angle === 0) return this;
-                       const t = Math.min(1, step / angle);
-                       this.slerp(q, t);
-                       return this;
-               }
+                               rotateTowards(q, step) {
+                                       const angle = this.angleTo(q);
+                                       if (angle === 0) return this;
+                                       const t = Math.min(1, step / angle);
+                                       this.slerp(q, t);
+                                       return this;
+                               }
 
-               identity() {
-                       return this.set(0, 0, 0, 1);
-               }
+                               identity() {
+                                       return this.set(0, 0, 0, 1);
+                               }
 
-               invert() {
-                       // quaternion is assumed to have unit length
-                       return this.conjugate();
-               }
+                               invert() {
+                                       // quaternion is assumed to have unit length
+                                       return this.conjugate();
+                               }
 
-               conjugate() {
-                       this._x *= -1;
-                       this._y *= -1;
-                       this._z *= -1;
+                               conjugate() {
+                                       this._x *= -1;
+                                       this._y *= -1;
+                                       this._z *= -1;
 
-                       this._onChangeCallback();
+                                       this._onChangeCallback();
 
-                       return this;
-               }
+                                       return this;
+                               }
 
-               dot(v) {
-                       return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
-               }
+                               dot(v) {
+                                       return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
+                               }
 
-               lengthSq() {
-                       return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
-               }
+                               lengthSq() {
+                                       return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
+                               }
 
-               length() {
-                       return Math.sqrt(this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w);
-               }
+                               length() {
+                                       return Math.sqrt(this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w);
+                               }
 
-               normalize() {
-                       let l = this.length();
+                               normalize() {
+                                       let 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;
-                       }
+                                       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();
+                                       this._onChangeCallback();
 
-                       return this;
-               }
+                                       return this;
+                               }
 
-               multiply(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);
-                       }
+                               multiply(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);
-               }
+                                       return this.multiplyQuaternions(this, q);
+                               }
 
-               premultiply(q) {
-                       return this.multiplyQuaternions(q, this);
-               }
+                               premultiply(q) {
+                                       return this.multiplyQuaternions(q, this);
+                               }
 
-               multiplyQuaternions(a, b) {
-                       // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
-                       const qax = a._x,
+                               multiplyQuaternions(a, b) {
+                                       // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
+                                       const qax = a._x,
                                                qay = a._y,
                                                qaz = a._z,
                                                qaw = a._w;
-                       const qbx = b._x,
+                                       const 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._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();
+                                       this._onChangeCallback();
 
-                       return this;
-               }
+                                       return this;
+                               }
 
-               slerp(qb, t) {
-                       if (t === 0) return this;
-                       if (t === 1) return this.copy(qb);
-                       const x = this._x,
+                               slerp(qb, t) {
+                                       if (t === 0) return this;
+                                       if (t === 1) return this.copy(qb);
+                                       const x = this._x,
                                                y = this._y,
                                                z = this._z,
                                                w = this._w; // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
 
-                       let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
+                                       let 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 < 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;
-                       }
+                                       if (cosHalfTheta >= 1.0) {
+                                               this._w = w;
+                                               this._x = x;
+                                               this._y = y;
+                                               this._z = z;
+                                               return this;
+                                       }
 
-                       const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
+                                       const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
 
-                       if (sqrSinHalfTheta <= Number.EPSILON) {
-                               const 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;
-                               this.normalize();
+                                       if (sqrSinHalfTheta <= Number.EPSILON) {
+                                               const 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;
+                                               this.normalize();
 
-                               this._onChangeCallback();
+                                               this._onChangeCallback();
 
-                               return this;
-                       }
+                                               return this;
+                                       }
 
-                       const sinHalfTheta = Math.sqrt(sqrSinHalfTheta);
-                       const halfTheta = Math.atan2(sinHalfTheta, cosHalfTheta);
-                       const ratioA = Math.sin((1 - t) * halfTheta) / sinHalfTheta,
+                                       const sinHalfTheta = Math.sqrt(sqrSinHalfTheta);
+                                       const halfTheta = Math.atan2(sinHalfTheta, cosHalfTheta);
+                                       const 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._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();
+                                       this._onChangeCallback();
 
-                       return this;
-               }
+                                       return this;
+                               }
 
-               slerpQuaternions(qa, qb, t) {
-                       this.copy(qa).slerp(qb, t);
-               }
+                               slerpQuaternions(qa, qb, t) {
+                                       this.copy(qa).slerp(qb, t);
+                               }
 
-               equals(quaternion) {
-                       return quaternion._x === this._x && quaternion._y === this._y && quaternion._z === this._z && quaternion._w === this._w;
-               }
+                               equals(quaternion) {
+                                       return quaternion._x === this._x && quaternion._y === this._y && quaternion._z === this._z && quaternion._w === this._w;
+                               }
 
-               fromArray(array, offset = 0) {
-                       this._x = array[offset];
-                       this._y = array[offset + 1];
-                       this._z = array[offset + 2];
-                       this._w = array[offset + 3];
+                               fromArray(array, offset = 0) {
+                                       this._x = array[offset];
+                                       this._y = array[offset + 1];
+                                       this._z = array[offset + 2];
+                                       this._w = array[offset + 3];
 
-                       this._onChangeCallback();
+                                       this._onChangeCallback();
 
-                       return this;
-               }
+                                       return this;
+                               }
 
-               toArray(array = [], offset = 0) {
-                       array[offset] = this._x;
-                       array[offset + 1] = this._y;
-                       array[offset + 2] = this._z;
-                       array[offset + 3] = this._w;
-                       return array;
-               }
+                               toArray(array = [], offset = 0) {
+                                       array[offset] = this._x;
+                                       array[offset + 1] = this._y;
+                                       array[offset + 2] = this._z;
+                                       array[offset + 3] = this._w;
+                                       return array;
+                               }
 
-               fromBufferAttribute(attribute, index) {
-                       this._x = attribute.getX(index);
-                       this._y = attribute.getY(index);
-                       this._z = attribute.getZ(index);
-                       this._w = attribute.getW(index);
-                       return this;
-               }
+                               fromBufferAttribute(attribute, index) {
+                                       this._x = attribute.getX(index);
+                                       this._y = attribute.getY(index);
+                                       this._z = attribute.getZ(index);
+                                       this._w = attribute.getW(index);
+                                       return this;
+                               }
 
-               _onChange(callback) {
-                       this._onChangeCallback = callback;
-                       return this;
-               }
+                               _onChange(callback) {
+                                       this._onChangeCallback = callback;
+                                       return this;
+                               }
 
-               _onChangeCallback() {}
+                               _onChangeCallback() {
+                               }
 
-       }
+                       }
 
-       Quaternion.prototype.isQuaternion = true;
+                       Quaternion.prototype.isQuaternion = true;
 
-       class Vector3 {
-               constructor(x = 0, y = 0, z = 0) {
-                       this.x = x;
-                       this.y = y;
-                       this.z = z;
-               }
+                       class Vector3 {
+                               constructor(x = 0, y = 0, z = 0) {
+                                       this.x = x;
+                                       this.y = y;
+                                       this.z = z;
+                               }
 
-               set(x, y, z) {
-                       if (z === undefined) z = this.z; // sprite.scale.set(x,y)
+                               set(x, y, z) {
+                                       if (z === undefined) z = this.z; // sprite.scale.set(x,y)
 
-                       this.x = x;
-                       this.y = y;
-                       this.z = z;
-                       return this;
-               }
+                                       this.x = x;
+                                       this.y = y;
+                                       this.z = z;
+                                       return this;
+                               }
 
-               setScalar(scalar) {
-                       this.x = scalar;
-                       this.y = scalar;
-                       this.z = scalar;
-                       return this;
-               }
+                               setScalar(scalar) {
+                                       this.x = scalar;
+                                       this.y = scalar;
+                                       this.z = scalar;
+                                       return this;
+                               }
 
-               setX(x) {
-                       this.x = x;
-                       return this;
-               }
+                               setX(x) {
+                                       this.x = x;
+                                       return this;
+                               }
 
-               setY(y) {
-                       this.y = y;
-                       return this;
-               }
+                               setY(y) {
+                                       this.y = y;
+                                       return this;
+                               }
 
-               setZ(z) {
-                       this.z = z;
-                       return this;
-               }
+                               setZ(z) {
+                                       this.z = z;
+                                       return this;
+                               }
 
-               setComponent(index, value) {
-                       switch (index) {
-                               case 0:
-                                       this.x = value;
-                                       break;
+                               setComponent(index, value) {
+                                       switch (index) {
+                                               case 0:
+                                                       this.x = value;
+                                                       break;
 
-                               case 1:
-                                       this.y = value;
-                                       break;
+                                               case 1:
+                                                       this.y = value;
+                                                       break;
 
-                               case 2:
-                                       this.z = value;
-                                       break;
+                                               case 2:
+                                                       this.z = value;
+                                                       break;
 
-                               default:
-                                       throw new Error('index is out of range: ' + index);
-                       }
+                                               default:
+                                                       throw new Error('index is out of range: ' + index);
+                                       }
 
-                       return this;
-               }
+                                       return this;
+                               }
 
-               getComponent(index) {
-                       switch (index) {
-                               case 0:
-                                       return this.x;
+                               getComponent(index) {
+                                       switch (index) {
+                                               case 0:
+                                                       return this.x;
 
-                               case 1:
-                                       return this.y;
+                                               case 1:
+                                                       return this.y;
 
-                               case 2:
-                                       return this.z;
+                                               case 2:
+                                                       return this.z;
 
-                               default:
-                                       throw new Error('index is out of range: ' + index);
-                       }
-               }
+                                               default:
+                                                       throw new Error('index is out of range: ' + index);
+                                       }
+                               }
 
-               clone() {
-                       return new this.constructor(this.x, this.y, this.z);
-               }
+                               clone() {
+                                       return new this.constructor(this.x, this.y, this.z);
+                               }
 
-               copy(v) {
-                       this.x = v.x;
-                       this.y = v.y;
-                       this.z = v.z;
-                       return this;
-               }
+                               copy(v) {
+                                       this.x = v.x;
+                                       this.y = v.y;
+                                       this.z = v.z;
+                                       return this;
+                               }
 
-               add(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);
-                       }
+                               add(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;
-               }
+                                       this.x += v.x;
+                                       this.y += v.y;
+                                       this.z += v.z;
+                                       return this;
+                               }
 
-               addScalar(s) {
-                       this.x += s;
-                       this.y += s;
-                       this.z += s;
-                       return this;
-               }
+                               addScalar(s) {
+                                       this.x += s;
+                                       this.y += s;
+                                       this.z += s;
+                                       return this;
+                               }
 
-               addVectors(a, b) {
-                       this.x = a.x + b.x;
-                       this.y = a.y + b.y;
-                       this.z = a.z + b.z;
-                       return this;
-               }
+                               addVectors(a, b) {
+                                       this.x = a.x + b.x;
+                                       this.y = a.y + b.y;
+                                       this.z = a.z + b.z;
+                                       return this;
+                               }
 
-               addScaledVector(v, s) {
-                       this.x += v.x * s;
-                       this.y += v.y * s;
-                       this.z += v.z * s;
-                       return this;
-               }
+                               addScaledVector(v, s) {
+                                       this.x += v.x * s;
+                                       this.y += v.y * s;
+                                       this.z += v.z * s;
+                                       return this;
+                               }
 
-               sub(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);
-                       }
+                               sub(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;
-               }
+                                       this.x -= v.x;
+                                       this.y -= v.y;
+                                       this.z -= v.z;
+                                       return this;
+                               }
 
-               subScalar(s) {
-                       this.x -= s;
-                       this.y -= s;
-                       this.z -= s;
-                       return this;
-               }
+                               subScalar(s) {
+                                       this.x -= s;
+                                       this.y -= s;
+                                       this.z -= s;
+                                       return this;
+                               }
 
-               subVectors(a, b) {
-                       this.x = a.x - b.x;
-                       this.y = a.y - b.y;
-                       this.z = a.z - b.z;
-                       return this;
-               }
+                               subVectors(a, b) {
+                                       this.x = a.x - b.x;
+                                       this.y = a.y - b.y;
+                                       this.z = a.z - b.z;
+                                       return this;
+                               }
 
-               multiply(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);
-                       }
+                               multiply(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;
-               }
+                                       this.x *= v.x;
+                                       this.y *= v.y;
+                                       this.z *= v.z;
+                                       return this;
+                               }
 
-               multiplyScalar(scalar) {
-                       this.x *= scalar;
-                       this.y *= scalar;
-                       this.z *= scalar;
-                       return this;
-               }
+                               multiplyScalar(scalar) {
+                                       this.x *= scalar;
+                                       this.y *= scalar;
+                                       this.z *= scalar;
+                                       return this;
+                               }
 
-               multiplyVectors(a, b) {
-                       this.x = a.x * b.x;
-                       this.y = a.y * b.y;
-                       this.z = a.z * b.z;
-                       return this;
-               }
+                               multiplyVectors(a, b) {
+                                       this.x = a.x * b.x;
+                                       this.y = a.y * b.y;
+                                       this.z = a.z * b.z;
+                                       return this;
+                               }
 
-               applyEuler(euler) {
-                       if (!(euler && euler.isEuler)) {
-                               console.error('THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.');
-                       }
+                               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$4.setFromEuler(euler));
-               }
+                                       return this.applyQuaternion(_quaternion$4.setFromEuler(euler));
+                               }
 
-               applyAxisAngle(axis, angle) {
-                       return this.applyQuaternion(_quaternion$4.setFromAxisAngle(axis, angle));
-               }
+                               applyAxisAngle(axis, angle) {
+                                       return this.applyQuaternion(_quaternion$4.setFromAxisAngle(axis, angle));
+                               }
 
-               applyMatrix3(m) {
-                       const x = this.x,
+                               applyMatrix3(m) {
+                                       const x = this.x,
                                                y = this.y,
                                                z = this.z;
-                       const 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;
-               }
+                                       const 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;
+                               }
 
-               applyNormalMatrix(m) {
-                       return this.applyMatrix3(m).normalize();
-               }
+                               applyNormalMatrix(m) {
+                                       return this.applyMatrix3(m).normalize();
+                               }
 
-               applyMatrix4(m) {
-                       const x = this.x,
+                               applyMatrix4(m) {
+                                       const x = this.x,
                                                y = this.y,
                                                z = this.z;
-                       const e = m.elements;
-                       const 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;
-               }
+                                       const e = m.elements;
+                                       const 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(q) {
-                       const x = this.x,
+                               applyQuaternion(q) {
+                                       const x = this.x,
                                                y = this.y,
                                                z = this.z;
-                       const qx = q.x,
+                                       const qx = q.x,
                                                qy = q.y,
                                                qz = q.z,
                                                qw = q.w; // calculate quat * vector
 
-                       const ix = qw * x + qy * z - qz * y;
-                       const iy = qw * y + qz * x - qx * z;
-                       const iz = qw * z + qx * y - qy * x;
-                       const iw = -qx * x - qy * y - qz * z; // calculate result * inverse quat
+                                       const ix = qw * x + qy * z - qz * y;
+                                       const iy = qw * y + qz * x - qx * z;
+                                       const iz = qw * z + qx * y - qy * x;
+                                       const 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;
-               }
+                                       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(camera) {
-                       return this.applyMatrix4(camera.matrixWorldInverse).applyMatrix4(camera.projectionMatrix);
-               }
+                               project(camera) {
+                                       return this.applyMatrix4(camera.matrixWorldInverse).applyMatrix4(camera.projectionMatrix);
+                               }
 
-               unproject(camera) {
-                       return this.applyMatrix4(camera.projectionMatrixInverse).applyMatrix4(camera.matrixWorld);
-               }
+                               unproject(camera) {
+                                       return this.applyMatrix4(camera.projectionMatrixInverse).applyMatrix4(camera.matrixWorld);
+                               }
 
-               transformDirection(m) {
-                       // input: THREE.Matrix4 affine matrix
-                       // vector interpreted as a direction
-                       const x = this.x,
+                               transformDirection(m) {
+                                       // input: THREE.Matrix4 affine matrix
+                                       // vector interpreted as a direction
+                                       const x = this.x,
                                                y = this.y,
                                                z = this.z;
-                       const 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();
-               }
+                                       const 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(v) {
-                       this.x /= v.x;
-                       this.y /= v.y;
-                       this.z /= v.z;
-                       return this;
-               }
+                               divide(v) {
+                                       this.x /= v.x;
+                                       this.y /= v.y;
+                                       this.z /= v.z;
+                                       return this;
+                               }
 
-               divideScalar(scalar) {
-                       return this.multiplyScalar(1 / scalar);
-               }
+                               divideScalar(scalar) {
+                                       return this.multiplyScalar(1 / scalar);
+                               }
 
-               min(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;
-               }
+                               min(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(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;
-               }
+                               max(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(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;
-               }
+                               clamp(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(minVal, maxVal) {
-                       this.x = Math.max(minVal, Math.min(maxVal, this.x));
-                       this.y = Math.max(minVal, Math.min(maxVal, this.y));
-                       this.z = Math.max(minVal, Math.min(maxVal, this.z));
-                       return this;
-               }
+                               clampScalar(minVal, maxVal) {
+                                       this.x = Math.max(minVal, Math.min(maxVal, this.x));
+                                       this.y = Math.max(minVal, Math.min(maxVal, this.y));
+                                       this.z = Math.max(minVal, Math.min(maxVal, this.z));
+                                       return this;
+                               }
 
-               clampLength(min, max) {
-                       const length = this.length();
-                       return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
-               }
+                               clampLength(min, max) {
+                                       const length = this.length();
+                                       return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
+                               }
 
-               floor() {
-                       this.x = Math.floor(this.x);
-                       this.y = Math.floor(this.y);
-                       this.z = Math.floor(this.z);
-                       return this;
-               }
+                               floor() {
+                                       this.x = Math.floor(this.x);
+                                       this.y = Math.floor(this.y);
+                                       this.z = Math.floor(this.z);
+                                       return this;
+                               }
 
-               ceil() {
-                       this.x = Math.ceil(this.x);
-                       this.y = Math.ceil(this.y);
-                       this.z = Math.ceil(this.z);
-                       return this;
-               }
+                               ceil() {
+                                       this.x = Math.ceil(this.x);
+                                       this.y = Math.ceil(this.y);
+                                       this.z = Math.ceil(this.z);
+                                       return this;
+                               }
 
-               round() {
-                       this.x = Math.round(this.x);
-                       this.y = Math.round(this.y);
-                       this.z = Math.round(this.z);
-                       return this;
-               }
+                               round() {
+                                       this.x = Math.round(this.x);
+                                       this.y = Math.round(this.y);
+                                       this.z = Math.round(this.z);
+                                       return this;
+                               }
 
-               roundToZero() {
-                       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;
-               }
+                               roundToZero() {
+                                       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() {
-                       this.x = -this.x;
-                       this.y = -this.y;
-                       this.z = -this.z;
-                       return this;
-               }
+                               negate() {
+                                       this.x = -this.x;
+                                       this.y = -this.y;
+                                       this.z = -this.z;
+                                       return this;
+                               }
 
-               dot(v) {
-                       return this.x * v.x + this.y * v.y + this.z * v.z;
-               } // TODO lengthSquared?
+                               dot(v) {
+                                       return this.x * v.x + this.y * v.y + this.z * v.z;
+                               } // TODO lengthSquared?
 
 
-               lengthSq() {
-                       return this.x * this.x + this.y * this.y + this.z * this.z;
-               }
+                               lengthSq() {
+                                       return this.x * this.x + this.y * this.y + this.z * this.z;
+                               }
 
-               length() {
-                       return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
-               }
+                               length() {
+                                       return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
+                               }
 
-               manhattanLength() {
-                       return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z);
-               }
+                               manhattanLength() {
+                                       return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z);
+                               }
 
-               normalize() {
-                       return this.divideScalar(this.length() || 1);
-               }
+                               normalize() {
+                                       return this.divideScalar(this.length() || 1);
+                               }
 
-               setLength(length) {
-                       return this.normalize().multiplyScalar(length);
-               }
+                               setLength(length) {
+                                       return this.normalize().multiplyScalar(length);
+                               }
 
-               lerp(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;
-               }
+                               lerp(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(v1, v2, alpha) {
-                       this.x = v1.x + (v2.x - v1.x) * alpha;
-                       this.y = v1.y + (v2.y - v1.y) * alpha;
-                       this.z = v1.z + (v2.z - v1.z) * alpha;
-                       return this;
-               }
+                               lerpVectors(v1, v2, alpha) {
+                                       this.x = v1.x + (v2.x - v1.x) * alpha;
+                                       this.y = v1.y + (v2.y - v1.y) * alpha;
+                                       this.z = v1.z + (v2.z - v1.z) * alpha;
+                                       return this;
+                               }
 
-               cross(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);
-                       }
+                               cross(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);
-               }
+                                       return this.crossVectors(this, v);
+                               }
 
-               crossVectors(a, b) {
-                       const ax = a.x,
+                               crossVectors(a, b) {
+                                       const ax = a.x,
                                                ay = a.y,
                                                az = a.z;
-                       const bx = b.x,
+                                       const 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;
-               }
+                                       this.x = ay * bz - az * by;
+                                       this.y = az * bx - ax * bz;
+                                       this.z = ax * by - ay * bx;
+                                       return this;
+                               }
 
-               projectOnVector(v) {
-                       const denominator = v.lengthSq();
-                       if (denominator === 0) return this.set(0, 0, 0);
-                       const scalar = v.dot(this) / denominator;
-                       return this.copy(v).multiplyScalar(scalar);
-               }
+                               projectOnVector(v) {
+                                       const denominator = v.lengthSq();
+                                       if (denominator === 0) return this.set(0, 0, 0);
+                                       const scalar = v.dot(this) / denominator;
+                                       return this.copy(v).multiplyScalar(scalar);
+                               }
 
-               projectOnPlane(planeNormal) {
-                       _vector$c.copy(this).projectOnVector(planeNormal);
+                               projectOnPlane(planeNormal) {
+                                       _vector$c.copy(this).projectOnVector(planeNormal);
 
-                       return this.sub(_vector$c);
-               }
+                                       return this.sub(_vector$c);
+                               }
 
-               reflect(normal) {
-                       // reflect incident vector off plane orthogonal to normal
-                       // normal is assumed to have unit length
-                       return this.sub(_vector$c.copy(normal).multiplyScalar(2 * this.dot(normal)));
-               }
+                               reflect(normal) {
+                                       // reflect incident vector off plane orthogonal to normal
+                                       // normal is assumed to have unit length
+                                       return this.sub(_vector$c.copy(normal).multiplyScalar(2 * this.dot(normal)));
+                               }
 
-               angleTo(v) {
-                       const denominator = Math.sqrt(this.lengthSq() * v.lengthSq());
-                       if (denominator === 0) return Math.PI / 2;
-                       const theta = this.dot(v) / denominator; // clamp, to handle numerical problems
+                               angleTo(v) {
+                                       const denominator = Math.sqrt(this.lengthSq() * v.lengthSq());
+                                       if (denominator === 0) return Math.PI / 2;
+                                       const theta = this.dot(v) / denominator; // clamp, to handle numerical problems
 
-                       return Math.acos(clamp(theta, -1, 1));
-               }
+                                       return Math.acos(clamp(theta, -1, 1));
+                               }
 
-               distanceTo(v) {
-                       return Math.sqrt(this.distanceToSquared(v));
-               }
+                               distanceTo(v) {
+                                       return Math.sqrt(this.distanceToSquared(v));
+                               }
 
-               distanceToSquared(v) {
-                       const dx = this.x - v.x,
+                               distanceToSquared(v) {
+                                       const dx = this.x - v.x,
                                                dy = this.y - v.y,
                                                dz = this.z - v.z;
-                       return dx * dx + dy * dy + dz * dz;
-               }
+                                       return dx * dx + dy * dy + dz * dz;
+                               }
 
-               manhattanDistanceTo(v) {
-                       return Math.abs(this.x - v.x) + Math.abs(this.y - v.y) + Math.abs(this.z - v.z);
-               }
+                               manhattanDistanceTo(v) {
+                                       return Math.abs(this.x - v.x) + Math.abs(this.y - v.y) + Math.abs(this.z - v.z);
+                               }
 
-               setFromSpherical(s) {
-                       return this.setFromSphericalCoords(s.radius, s.phi, s.theta);
-               }
+                               setFromSpherical(s) {
+                                       return this.setFromSphericalCoords(s.radius, s.phi, s.theta);
+                               }
 
-               setFromSphericalCoords(radius, phi, theta) {
-                       const sinPhiRadius = Math.sin(phi) * radius;
-                       this.x = sinPhiRadius * Math.sin(theta);
-                       this.y = Math.cos(phi) * radius;
-                       this.z = sinPhiRadius * Math.cos(theta);
-                       return this;
-               }
+                               setFromSphericalCoords(radius, phi, theta) {
+                                       const sinPhiRadius = Math.sin(phi) * radius;
+                                       this.x = sinPhiRadius * Math.sin(theta);
+                                       this.y = Math.cos(phi) * radius;
+                                       this.z = sinPhiRadius * Math.cos(theta);
+                                       return this;
+                               }
 
-               setFromCylindrical(c) {
-                       return this.setFromCylindricalCoords(c.radius, c.theta, c.y);
-               }
+                               setFromCylindrical(c) {
+                                       return this.setFromCylindricalCoords(c.radius, c.theta, c.y);
+                               }
 
-               setFromCylindricalCoords(radius, theta, y) {
-                       this.x = radius * Math.sin(theta);
-                       this.y = y;
-                       this.z = radius * Math.cos(theta);
-                       return this;
-               }
+                               setFromCylindricalCoords(radius, theta, y) {
+                                       this.x = radius * Math.sin(theta);
+                                       this.y = y;
+                                       this.z = radius * Math.cos(theta);
+                                       return this;
+                               }
 
-               setFromMatrixPosition(m) {
-                       const e = m.elements;
-                       this.x = e[12];
-                       this.y = e[13];
-                       this.z = e[14];
-                       return this;
-               }
+                               setFromMatrixPosition(m) {
+                                       const e = m.elements;
+                                       this.x = e[12];
+                                       this.y = e[13];
+                                       this.z = e[14];
+                                       return this;
+                               }
 
-               setFromMatrixScale(m) {
-                       const sx = this.setFromMatrixColumn(m, 0).length();
-                       const sy = this.setFromMatrixColumn(m, 1).length();
-                       const sz = this.setFromMatrixColumn(m, 2).length();
-                       this.x = sx;
-                       this.y = sy;
-                       this.z = sz;
-                       return this;
-               }
+                               setFromMatrixScale(m) {
+                                       const sx = this.setFromMatrixColumn(m, 0).length();
+                                       const sy = this.setFromMatrixColumn(m, 1).length();
+                                       const sz = this.setFromMatrixColumn(m, 2).length();
+                                       this.x = sx;
+                                       this.y = sy;
+                                       this.z = sz;
+                                       return this;
+                               }
 
-               setFromMatrixColumn(m, index) {
-                       return this.fromArray(m.elements, index * 4);
-               }
+                               setFromMatrixColumn(m, index) {
+                                       return this.fromArray(m.elements, index * 4);
+                               }
 
-               setFromMatrix3Column(m, index) {
-                       return this.fromArray(m.elements, index * 3);
-               }
+                               setFromMatrix3Column(m, index) {
+                                       return this.fromArray(m.elements, index * 3);
+                               }
 
-               equals(v) {
-                       return v.x === this.x && v.y === this.y && v.z === this.z;
-               }
+                               equals(v) {
+                                       return v.x === this.x && v.y === this.y && v.z === this.z;
+                               }
 
-               fromArray(array, offset = 0) {
-                       this.x = array[offset];
-                       this.y = array[offset + 1];
-                       this.z = array[offset + 2];
-                       return this;
-               }
+                               fromArray(array, offset = 0) {
+                                       this.x = array[offset];
+                                       this.y = array[offset + 1];
+                                       this.z = array[offset + 2];
+                                       return this;
+                               }
 
-               toArray(array = [], offset = 0) {
-                       array[offset] = this.x;
-                       array[offset + 1] = this.y;
-                       array[offset + 2] = this.z;
-                       return array;
-               }
+                               toArray(array = [], offset = 0) {
+                                       array[offset] = this.x;
+                                       array[offset + 1] = this.y;
+                                       array[offset + 2] = this.z;
+                                       return array;
+                               }
 
-               fromBufferAttribute(attribute, index, offset) {
-                       if (offset !== undefined) {
-                               console.warn('THREE.Vector3: offset has been removed from .fromBufferAttribute().');
-                       }
+                               fromBufferAttribute(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;
-               }
+                                       this.x = attribute.getX(index);
+                                       this.y = attribute.getY(index);
+                                       this.z = attribute.getZ(index);
+                                       return this;
+                               }
 
-               random() {
-                       this.x = Math.random();
-                       this.y = Math.random();
-                       this.z = Math.random();
-                       return this;
-               }
+                               random() {
+                                       this.x = Math.random();
+                                       this.y = Math.random();
+                                       this.z = Math.random();
+                                       return this;
+                               }
 
-       }
+                       }
 
-       Vector3.prototype.isVector3 = true;
+                       Vector3.prototype.isVector3 = true;
 
-       const _vector$c = /*@__PURE__*/new Vector3();
+                       const _vector$c = /*@__PURE__*/new Vector3();
 
-       const _quaternion$4 = /*@__PURE__*/new Quaternion();
+                       const _quaternion$4 = /*@__PURE__*/new Quaternion();
 
-       class Box3 {
-               constructor(min = new Vector3(+Infinity, +Infinity, +Infinity), max = new Vector3(-Infinity, -Infinity, -Infinity)) {
-                       this.min = min;
-                       this.max = max;
-               }
+                       class Box3 {
+                               constructor(min = new Vector3(+Infinity, +Infinity, +Infinity), max = new Vector3(-Infinity, -Infinity, -Infinity)) {
+                                       this.min = min;
+                                       this.max = max;
+                               }
 
-               set(min, max) {
-                       this.min.copy(min);
-                       this.max.copy(max);
-                       return this;
-               }
+                               set(min, max) {
+                                       this.min.copy(min);
+                                       this.max.copy(max);
+                                       return this;
+                               }
 
-               setFromArray(array) {
-                       let minX = +Infinity;
-                       let minY = +Infinity;
-                       let minZ = +Infinity;
-                       let maxX = -Infinity;
-                       let maxY = -Infinity;
-                       let maxZ = -Infinity;
-
-                       for (let i = 0, l = array.length; i < l; i += 3) {
-                               const x = array[i];
-                               const y = array[i + 1];
-                               const 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;
-               }
+                               setFromArray(array) {
+                                       let minX = +Infinity;
+                                       let minY = +Infinity;
+                                       let minZ = +Infinity;
+                                       let maxX = -Infinity;
+                                       let maxY = -Infinity;
+                                       let maxZ = -Infinity;
+
+                                       for (let i = 0, l = array.length; i < l; i += 3) {
+                                               const x = array[i];
+                                               const y = array[i + 1];
+                                               const 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;
+                                       }
 
-               setFromBufferAttribute(attribute) {
-                       let minX = +Infinity;
-                       let minY = +Infinity;
-                       let minZ = +Infinity;
-                       let maxX = -Infinity;
-                       let maxY = -Infinity;
-                       let maxZ = -Infinity;
-
-                       for (let i = 0, l = attribute.count; i < l; i++) {
-                               const x = attribute.getX(i);
-                               const y = attribute.getY(i);
-                               const 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;
-               }
+                                       this.min.set(minX, minY, minZ);
+                                       this.max.set(maxX, maxY, maxZ);
+                                       return this;
+                               }
 
-               setFromPoints(points) {
-                       this.makeEmpty();
+                               setFromBufferAttribute(attribute) {
+                                       let minX = +Infinity;
+                                       let minY = +Infinity;
+                                       let minZ = +Infinity;
+                                       let maxX = -Infinity;
+                                       let maxY = -Infinity;
+                                       let maxZ = -Infinity;
+
+                                       for (let i = 0, l = attribute.count; i < l; i++) {
+                                               const x = attribute.getX(i);
+                                               const y = attribute.getY(i);
+                                               const 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;
+                                       }
 
-                       for (let i = 0, il = points.length; i < il; i++) {
-                               this.expandByPoint(points[i]);
-                       }
+                                       this.min.set(minX, minY, minZ);
+                                       this.max.set(maxX, maxY, maxZ);
+                                       return this;
+                               }
 
-                       return this;
-               }
+                               setFromPoints(points) {
+                                       this.makeEmpty();
 
-               setFromCenterAndSize(center, size) {
-                       const halfSize = _vector$b.copy(size).multiplyScalar(0.5);
+                                       for (let i = 0, il = points.length; i < il; i++) {
+                                               this.expandByPoint(points[i]);
+                                       }
 
-                       this.min.copy(center).sub(halfSize);
-                       this.max.copy(center).add(halfSize);
-                       return this;
-               }
+                                       return this;
+                               }
 
-               setFromObject(object) {
-                       this.makeEmpty();
-                       return this.expandByObject(object);
-               }
+                               setFromCenterAndSize(center, size) {
+                                       const halfSize = _vector$b.copy(size).multiplyScalar(0.5);
 
-               clone() {
-                       return new this.constructor().copy(this);
-               }
+                                       this.min.copy(center).sub(halfSize);
+                                       this.max.copy(center).add(halfSize);
+                                       return this;
+                               }
 
-               copy(box) {
-                       this.min.copy(box.min);
-                       this.max.copy(box.max);
-                       return this;
-               }
+                               setFromObject(object) {
+                                       this.makeEmpty();
+                                       return this.expandByObject(object);
+                               }
 
-               makeEmpty() {
-                       this.min.x = this.min.y = this.min.z = +Infinity;
-                       this.max.x = this.max.y = this.max.z = -Infinity;
-                       return this;
-               }
+                               clone() {
+                                       return new this.constructor().copy(this);
+                               }
 
-               isEmpty() {
-                       // 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;
-               }
+                               copy(box) {
+                                       this.min.copy(box.min);
+                                       this.max.copy(box.max);
+                                       return this;
+                               }
 
-               getCenter(target) {
-                       return this.isEmpty() ? target.set(0, 0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5);
-               }
+                               makeEmpty() {
+                                       this.min.x = this.min.y = this.min.z = +Infinity;
+                                       this.max.x = this.max.y = this.max.z = -Infinity;
+                                       return this;
+                               }
 
-               getSize(target) {
-                       return this.isEmpty() ? target.set(0, 0, 0) : target.subVectors(this.max, this.min);
-               }
+                               isEmpty() {
+                                       // 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;
+                               }
 
-               expandByPoint(point) {
-                       this.min.min(point);
-                       this.max.max(point);
-                       return this;
-               }
+                               getCenter(target) {
+                                       return this.isEmpty() ? target.set(0, 0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5);
+                               }
 
-               expandByVector(vector) {
-                       this.min.sub(vector);
-                       this.max.add(vector);
-                       return this;
-               }
+                               getSize(target) {
+                                       return this.isEmpty() ? target.set(0, 0, 0) : target.subVectors(this.max, this.min);
+                               }
 
-               expandByScalar(scalar) {
-                       this.min.addScalar(-scalar);
-                       this.max.addScalar(scalar);
-                       return this;
-               }
+                               expandByPoint(point) {
+                                       this.min.min(point);
+                                       this.max.max(point);
+                                       return this;
+                               }
 
-               expandByObject(object) {
-                       // Computes the world-axis-aligned bounding box of an object (including its children),
-                       // accounting for both the object's, and children's, world transforms
-                       object.updateWorldMatrix(false, false);
-                       const geometry = object.geometry;
+                               expandByVector(vector) {
+                                       this.min.sub(vector);
+                                       this.max.add(vector);
+                                       return this;
+                               }
 
-                       if (geometry !== undefined) {
-                               if (geometry.boundingBox === null) {
-                                       geometry.computeBoundingBox();
+                               expandByScalar(scalar) {
+                                       this.min.addScalar(-scalar);
+                                       this.max.addScalar(scalar);
+                                       return this;
                                }
 
-                               _box$3.copy(geometry.boundingBox);
+                               expandByObject(object) {
+                                       // Computes the world-axis-aligned bounding box of an object (including its children),
+                                       // accounting for both the object's, and children's, world transforms
+                                       object.updateWorldMatrix(false, false);
+                                       const geometry = object.geometry;
 
-                               _box$3.applyMatrix4(object.matrixWorld);
+                                       if (geometry !== undefined) {
+                                               if (geometry.boundingBox === null) {
+                                                       geometry.computeBoundingBox();
+                                               }
 
-                               this.union(_box$3);
-                       }
+                                               _box$3.copy(geometry.boundingBox);
 
-                       const children = object.children;
+                                               _box$3.applyMatrix4(object.matrixWorld);
 
-                       for (let i = 0, l = children.length; i < l; i++) {
-                               this.expandByObject(children[i]);
-                       }
+                                               this.union(_box$3);
+                                       }
 
-                       return this;
-               }
+                                       const children = object.children;
 
-               containsPoint(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;
-               }
+                                       for (let i = 0, l = children.length; i < l; i++) {
+                                               this.expandByObject(children[i]);
+                                       }
 
-               containsBox(box) {
-                       return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y && this.min.z <= box.min.z && box.max.z <= this.max.z;
-               }
+                                       return this;
+                               }
 
-               getParameter(point, target) {
-                       // This can potentially have a divide by zero if the box
-                       // has a size dimension of 0.
-                       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));
-               }
+                               containsPoint(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;
+                               }
 
-               intersectsBox(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;
-               }
+                               containsBox(box) {
+                                       return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y && this.min.z <= box.min.z && box.max.z <= this.max.z;
+                               }
 
-               intersectsSphere(sphere) {
-                       // Find the point on the AABB closest to the sphere center.
-                       this.clampPoint(sphere.center, _vector$b); // If that point is inside the sphere, the AABB and sphere intersect.
+                               getParameter(point, target) {
+                                       // This can potentially have a divide by zero if the box
+                                       // has a size dimension of 0.
+                                       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));
+                               }
 
-                       return _vector$b.distanceToSquared(sphere.center) <= sphere.radius * sphere.radius;
-               }
+                               intersectsBox(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;
+                               }
 
-               intersectsPlane(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.
-                       let min, max;
+                               intersectsSphere(sphere) {
+                                       // Find the point on the AABB closest to the sphere center.
+                                       this.clampPoint(sphere.center, _vector$b); // If that point is inside the sphere, the AABB and sphere intersect.
 
-                       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;
-                       }
+                                       return _vector$b.distanceToSquared(sphere.center) <= sphere.radius * sphere.radius;
+                               }
 
-                       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;
-                       }
+                               intersectsPlane(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.
+                                       let min, max;
 
-                       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;
-                       }
+                                       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;
+                                       }
 
-                       return min <= -plane.constant && max >= -plane.constant;
-               }
+                                       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;
+                                       }
 
-               intersectsTriangle(triangle) {
-                       if (this.isEmpty()) {
-                               return false;
-                       } // compute box center and extents
+                                       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;
+                               }
 
-                       this.getCenter(_center);
+                               intersectsTriangle(triangle) {
+                                       if (this.isEmpty()) {
+                                               return false;
+                                       } // compute box center and extents
 
-                       _extents.subVectors(this.max, _center); // translate triangle to aabb origin
 
+                                       this.getCenter(_center);
 
-                       _v0$2.subVectors(triangle.a, _center);
+                                       _extents.subVectors(this.max, _center); // translate triangle to aabb origin
 
-                       _v1$7.subVectors(triangle.b, _center);
 
-                       _v2$3.subVectors(triangle.c, _center); // compute edge vectors for triangle
+                                       _v0$2.subVectors(triangle.a, _center);
 
+                                       _v1$7.subVectors(triangle.b, _center);
 
-                       _f0.subVectors(_v1$7, _v0$2);
+                                       _v2$3.subVectors(triangle.c, _center); // compute edge vectors for triangle
 
-                       _f1.subVectors(_v2$3, _v1$7);
 
-                       _f2.subVectors(_v0$2, _v2$3); // 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)
+                                       _f0.subVectors(_v1$7, _v0$2);
 
+                                       _f1.subVectors(_v2$3, _v1$7);
 
-                       let 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];
+                                       _f2.subVectors(_v0$2, _v2$3); // 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)
 
-                       if (!satForAxes(axes, _v0$2, _v1$7, _v2$3, _extents)) {
-                               return false;
-                       } // test 3 face normals from the aabb
 
+                                       let 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];
 
-                       axes = [1, 0, 0, 0, 1, 0, 0, 0, 1];
+                                       if (!satForAxes(axes, _v0$2, _v1$7, _v2$3, _extents)) {
+                                               return false;
+                                       } // test 3 face normals from the aabb
 
-                       if (!satForAxes(axes, _v0$2, _v1$7, _v2$3, _extents)) {
-                               return false;
-                       } // finally testing the face normal of the triangle
-                       // use already existing triangle edge vectors here
 
+                                       axes = [1, 0, 0, 0, 1, 0, 0, 0, 1];
 
-                       _triangleNormal.crossVectors(_f0, _f1);
+                                       if (!satForAxes(axes, _v0$2, _v1$7, _v2$3, _extents)) {
+                                               return false;
+                                       } // finally testing the face normal of the triangle
+                                       // use already existing triangle edge vectors here
 
-                       axes = [_triangleNormal.x, _triangleNormal.y, _triangleNormal.z];
-                       return satForAxes(axes, _v0$2, _v1$7, _v2$3, _extents);
-               }
 
-               clampPoint(point, target) {
-                       return target.copy(point).clamp(this.min, this.max);
-               }
+                                       _triangleNormal.crossVectors(_f0, _f1);
 
-               distanceToPoint(point) {
-                       const clampedPoint = _vector$b.copy(point).clamp(this.min, this.max);
+                                       axes = [_triangleNormal.x, _triangleNormal.y, _triangleNormal.z];
+                                       return satForAxes(axes, _v0$2, _v1$7, _v2$3, _extents);
+                               }
 
-                       return clampedPoint.sub(point).length();
-               }
+                               clampPoint(point, target) {
+                                       return target.copy(point).clamp(this.min, this.max);
+                               }
 
-               getBoundingSphere(target) {
-                       this.getCenter(target.center);
-                       target.radius = this.getSize(_vector$b).length() * 0.5;
-                       return target;
-               }
+                               distanceToPoint(point) {
+                                       const clampedPoint = _vector$b.copy(point).clamp(this.min, this.max);
 
-               intersect(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.
+                                       return clampedPoint.sub(point).length();
+                               }
 
-                       if (this.isEmpty()) this.makeEmpty();
-                       return this;
-               }
+                               getBoundingSphere(target) {
+                                       this.getCenter(target.center);
+                                       target.radius = this.getSize(_vector$b).length() * 0.5;
+                                       return target;
+                               }
 
-               union(box) {
-                       this.min.min(box.min);
-                       this.max.max(box.max);
-                       return this;
-               }
+                               intersect(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.
 
-               applyMatrix4(matrix) {
-                       // transform of empty box is an empty box.
-                       if (this.isEmpty()) return this; // NOTE: I am using a binary pattern to specify all 2^3 combinations below
+                                       if (this.isEmpty()) this.makeEmpty();
+                                       return this;
+                               }
 
-                       _points[0].set(this.min.x, this.min.y, this.min.z).applyMatrix4(matrix); // 000
+                               union(box) {
+                                       this.min.min(box.min);
+                                       this.max.max(box.max);
+                                       return this;
+                               }
 
+                               applyMatrix4(matrix) {
+                                       // transform of empty box is an empty box.
+                                       if (this.isEmpty()) return this; // NOTE: I am using a binary pattern to specify all 2^3 combinations below
 
-                       _points[1].set(this.min.x, this.min.y, this.max.z).applyMatrix4(matrix); // 001
+                                       _points[0].set(this.min.x, this.min.y, this.min.z).applyMatrix4(matrix); // 000
 
 
-                       _points[2].set(this.min.x, this.max.y, this.min.z).applyMatrix4(matrix); // 010
+                                       _points[1].set(this.min.x, this.min.y, this.max.z).applyMatrix4(matrix); // 001
 
 
-                       _points[3].set(this.min.x, this.max.y, this.max.z).applyMatrix4(matrix); // 011
+                                       _points[2].set(this.min.x, this.max.y, this.min.z).applyMatrix4(matrix); // 010
 
 
-                       _points[4].set(this.max.x, this.min.y, this.min.z).applyMatrix4(matrix); // 100
+                                       _points[3].set(this.min.x, this.max.y, this.max.z).applyMatrix4(matrix); // 011
 
 
-                       _points[5].set(this.max.x, this.min.y, this.max.z).applyMatrix4(matrix); // 101
+                                       _points[4].set(this.max.x, this.min.y, this.min.z).applyMatrix4(matrix); // 100
 
 
-                       _points[6].set(this.max.x, this.max.y, this.min.z).applyMatrix4(matrix); // 110
+                                       _points[5].set(this.max.x, this.min.y, this.max.z).applyMatrix4(matrix); // 101
 
 
-                       _points[7].set(this.max.x, this.max.y, this.max.z).applyMatrix4(matrix); // 111
+                                       _points[6].set(this.max.x, this.max.y, this.min.z).applyMatrix4(matrix); // 110
 
 
-                       this.setFromPoints(_points);
-                       return this;
-               }
+                                       _points[7].set(this.max.x, this.max.y, this.max.z).applyMatrix4(matrix); // 111
 
-               translate(offset) {
-                       this.min.add(offset);
-                       this.max.add(offset);
-                       return this;
-               }
 
-               equals(box) {
-                       return box.min.equals(this.min) && box.max.equals(this.max);
-               }
+                                       this.setFromPoints(_points);
+                                       return this;
+                               }
 
-       }
+                               translate(offset) {
+                                       this.min.add(offset);
+                                       this.max.add(offset);
+                                       return this;
+                               }
 
-       Box3.prototype.isBox3 = true;
-       const _points = [/*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3()];
+                               equals(box) {
+                                       return box.min.equals(this.min) && box.max.equals(this.max);
+                               }
 
-       const _vector$b = /*@__PURE__*/new Vector3();
+                       }
 
-       const _box$3 = /*@__PURE__*/new Box3(); // triangle centered vertices
+                       Box3.prototype.isBox3 = true;
+                       const _points = [/*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3()];
 
+                       const _vector$b = /*@__PURE__*/new Vector3();
 
-       const _v0$2 = /*@__PURE__*/new Vector3();
+                       const _box$3 = /*@__PURE__*/new Box3(); // triangle centered vertices
 
-       const _v1$7 = /*@__PURE__*/new Vector3();
 
-       const _v2$3 = /*@__PURE__*/new Vector3(); // triangle edge vectors
+                       const _v0$2 = /*@__PURE__*/new Vector3();
 
+                       const _v1$7 = /*@__PURE__*/new Vector3();
 
-       const _f0 = /*@__PURE__*/new Vector3();
+                       const _v2$3 = /*@__PURE__*/new Vector3(); // triangle edge vectors
 
-       const _f1 = /*@__PURE__*/new Vector3();
 
-       const _f2 = /*@__PURE__*/new Vector3();
+                       const _f0 = /*@__PURE__*/new Vector3();
 
-       const _center = /*@__PURE__*/new Vector3();
+                       const _f1 = /*@__PURE__*/new Vector3();
 
-       const _extents = /*@__PURE__*/new Vector3();
+                       const _f2 = /*@__PURE__*/new Vector3();
 
-       const _triangleNormal = /*@__PURE__*/new Vector3();
+                       const _center = /*@__PURE__*/new Vector3();
 
-       const _testAxis = /*@__PURE__*/new Vector3();
+                       const _extents = /*@__PURE__*/new Vector3();
 
-       function satForAxes(axes, v0, v1, v2, extents) {
-               for (let i = 0, j = axes.length - 3; i <= j; i += 3) {
-                       _testAxis.fromArray(axes, i); // project the aabb onto the seperating axis
+                       const _triangleNormal = /*@__PURE__*/new Vector3();
 
+                       const _testAxis = /*@__PURE__*/new Vector3();
 
-                       const 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
+                       function satForAxes(axes, v0, v1, v2, extents) {
+                               for (let i = 0, j = axes.length - 3; i <= j; i += 3) {
+                                       _testAxis.fromArray(axes, i); // project the aabb onto the seperating axis
 
-                       const p0 = v0.dot(_testAxis);
-                       const p1 = v1.dot(_testAxis);
-                       const 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;
-                       }
-               }
+                                       const 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
 
-               return true;
-       }
+                                       const p0 = v0.dot(_testAxis);
+                                       const p1 = v1.dot(_testAxis);
+                                       const p2 = v2.dot(_testAxis); // actual test, basically see if either of the most extreme of the triangle points intersects r
 
-       const _box$2 = /*@__PURE__*/new Box3();
+                                       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;
+                                       }
+                               }
 
-       const _v1$6 = /*@__PURE__*/new Vector3();
+                               return true;
+                       }
 
-       const _toFarthestPoint = /*@__PURE__*/new Vector3();
+                       const _box$2 = /*@__PURE__*/new Box3();
 
-       const _toPoint = /*@__PURE__*/new Vector3();
+                       const _v1$6 = /*@__PURE__*/new Vector3();
 
-       class Sphere {
-               constructor(center = new Vector3(), radius = -1) {
-                       this.center = center;
-                       this.radius = radius;
-               }
+                       const _toFarthestPoint = /*@__PURE__*/new Vector3();
 
-               set(center, radius) {
-                       this.center.copy(center);
-                       this.radius = radius;
-                       return this;
-               }
+                       const _toPoint = /*@__PURE__*/new Vector3();
 
-               setFromPoints(points, optionalCenter) {
-                       const center = this.center;
+                       class Sphere {
+                               constructor(center = new Vector3(), radius = -1) {
+                                       this.center = center;
+                                       this.radius = radius;
+                               }
 
-                       if (optionalCenter !== undefined) {
-                               center.copy(optionalCenter);
-                       } else {
-                               _box$2.setFromPoints(points).getCenter(center);
-                       }
+                               set(center, radius) {
+                                       this.center.copy(center);
+                                       this.radius = radius;
+                                       return this;
+                               }
 
-                       let maxRadiusSq = 0;
+                               setFromPoints(points, optionalCenter) {
+                                       const center = this.center;
 
-                       for (let i = 0, il = points.length; i < il; i++) {
-                               maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(points[i]));
-                       }
+                                       if (optionalCenter !== undefined) {
+                                               center.copy(optionalCenter);
+                                       } else {
+                                               _box$2.setFromPoints(points).getCenter(center);
+                                       }
 
-                       this.radius = Math.sqrt(maxRadiusSq);
-                       return this;
-               }
+                                       let maxRadiusSq = 0;
 
-               copy(sphere) {
-                       this.center.copy(sphere.center);
-                       this.radius = sphere.radius;
-                       return this;
-               }
+                                       for (let i = 0, il = points.length; i < il; i++) {
+                                               maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(points[i]));
+                                       }
 
-               isEmpty() {
-                       return this.radius < 0;
-               }
+                                       this.radius = Math.sqrt(maxRadiusSq);
+                                       return this;
+                               }
 
-               makeEmpty() {
-                       this.center.set(0, 0, 0);
-                       this.radius = -1;
-                       return this;
-               }
+                               copy(sphere) {
+                                       this.center.copy(sphere.center);
+                                       this.radius = sphere.radius;
+                                       return this;
+                               }
 
-               containsPoint(point) {
-                       return point.distanceToSquared(this.center) <= this.radius * this.radius;
-               }
+                               isEmpty() {
+                                       return this.radius < 0;
+                               }
 
-               distanceToPoint(point) {
-                       return point.distanceTo(this.center) - this.radius;
-               }
+                               makeEmpty() {
+                                       this.center.set(0, 0, 0);
+                                       this.radius = -1;
+                                       return this;
+                               }
 
-               intersectsSphere(sphere) {
-                       const radiusSum = this.radius + sphere.radius;
-                       return sphere.center.distanceToSquared(this.center) <= radiusSum * radiusSum;
-               }
+                               containsPoint(point) {
+                                       return point.distanceToSquared(this.center) <= this.radius * this.radius;
+                               }
 
-               intersectsBox(box) {
-                       return box.intersectsSphere(this);
-               }
+                               distanceToPoint(point) {
+                                       return point.distanceTo(this.center) - this.radius;
+                               }
 
-               intersectsPlane(plane) {
-                       return Math.abs(plane.distanceToPoint(this.center)) <= this.radius;
-               }
+                               intersectsSphere(sphere) {
+                                       const radiusSum = this.radius + sphere.radius;
+                                       return sphere.center.distanceToSquared(this.center) <= radiusSum * radiusSum;
+                               }
 
-               clampPoint(point, target) {
-                       const deltaLengthSq = this.center.distanceToSquared(point);
-                       target.copy(point);
+                               intersectsBox(box) {
+                                       return box.intersectsSphere(this);
+                               }
 
-                       if (deltaLengthSq > this.radius * this.radius) {
-                               target.sub(this.center).normalize();
-                               target.multiplyScalar(this.radius).add(this.center);
-                       }
+                               intersectsPlane(plane) {
+                                       return Math.abs(plane.distanceToPoint(this.center)) <= this.radius;
+                               }
 
-                       return target;
-               }
+                               clampPoint(point, target) {
+                                       const deltaLengthSq = this.center.distanceToSquared(point);
+                                       target.copy(point);
 
-               getBoundingBox(target) {
-                       if (this.isEmpty()) {
-                               // Empty sphere produces empty bounding box
-                               target.makeEmpty();
-                               return target;
-                       }
+                                       if (deltaLengthSq > this.radius * this.radius) {
+                                               target.sub(this.center).normalize();
+                                               target.multiplyScalar(this.radius).add(this.center);
+                                       }
 
-                       target.set(this.center, this.center);
-                       target.expandByScalar(this.radius);
-                       return target;
-               }
+                                       return target;
+                               }
 
-               applyMatrix4(matrix) {
-                       this.center.applyMatrix4(matrix);
-                       this.radius = this.radius * matrix.getMaxScaleOnAxis();
-                       return this;
-               }
+                               getBoundingBox(target) {
+                                       if (this.isEmpty()) {
+                                               // Empty sphere produces empty bounding box
+                                               target.makeEmpty();
+                                               return target;
+                                       }
 
-               translate(offset) {
-                       this.center.add(offset);
-                       return this;
-               }
+                                       target.set(this.center, this.center);
+                                       target.expandByScalar(this.radius);
+                                       return target;
+                               }
 
-               expandByPoint(point) {
-                       // from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L649-L671
-                       _toPoint.subVectors(point, this.center);
+                               applyMatrix4(matrix) {
+                                       this.center.applyMatrix4(matrix);
+                                       this.radius = this.radius * matrix.getMaxScaleOnAxis();
+                                       return this;
+                               }
 
-                       const lengthSq = _toPoint.lengthSq();
+                               translate(offset) {
+                                       this.center.add(offset);
+                                       return this;
+                               }
 
-                       if (lengthSq > this.radius * this.radius) {
-                               const length = Math.sqrt(lengthSq);
-                               const missingRadiusHalf = (length - this.radius) * 0.5; // Nudge this sphere towards the target point. Add half the missing distance to radius,
-                               // and the other half to position. This gives a tighter enclosure, instead of if
-                               // the whole missing distance were just added to radius.
+                               expandByPoint(point) {
+                                       // from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L649-L671
+                                       _toPoint.subVectors(point, this.center);
 
-                               this.center.add(_toPoint.multiplyScalar(missingRadiusHalf / length));
-                               this.radius += missingRadiusHalf;
-                       }
+                                       const lengthSq = _toPoint.lengthSq();
 
-                       return this;
-               }
+                                       if (lengthSq > this.radius * this.radius) {
+                                               const length = Math.sqrt(lengthSq);
+                                               const missingRadiusHalf = (length - this.radius) * 0.5; // Nudge this sphere towards the target point. Add half the missing distance to radius,
+                                               // and the other half to position. This gives a tighter enclosure, instead of if
+                                               // the whole missing distance were just added to radius.
 
-               union(sphere) {
-                       // from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L759-L769
-                       // To enclose another sphere into this sphere, we only need to enclose two points:
-                       // 1) Enclose the farthest point on the other sphere into this sphere.
-                       // 2) Enclose the opposite point of the farthest point into this sphere.
-                       _toFarthestPoint.subVectors(sphere.center, this.center).normalize().multiplyScalar(sphere.radius);
+                                               this.center.add(_toPoint.multiplyScalar(missingRadiusHalf / length));
+                                               this.radius += missingRadiusHalf;
+                                       }
 
-                       this.expandByPoint(_v1$6.copy(sphere.center).add(_toFarthestPoint));
-                       this.expandByPoint(_v1$6.copy(sphere.center).sub(_toFarthestPoint));
-                       return this;
-               }
+                                       return this;
+                               }
 
-               equals(sphere) {
-                       return sphere.center.equals(this.center) && sphere.radius === this.radius;
-               }
+                               union(sphere) {
+                                       // from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L759-L769
+                                       // To enclose another sphere into this sphere, we only need to enclose two points:
+                                       // 1) Enclose the farthest point on the other sphere into this sphere.
+                                       // 2) Enclose the opposite point of the farthest point into this sphere.
+                                       _toFarthestPoint.subVectors(sphere.center, this.center).normalize().multiplyScalar(sphere.radius);
 
-               clone() {
-                       return new this.constructor().copy(this);
-               }
+                                       this.expandByPoint(_v1$6.copy(sphere.center).add(_toFarthestPoint));
+                                       this.expandByPoint(_v1$6.copy(sphere.center).sub(_toFarthestPoint));
+                                       return this;
+                               }
 
-       }
+                               equals(sphere) {
+                                       return sphere.center.equals(this.center) && sphere.radius === this.radius;
+                               }
 
-       const _vector$a = /*@__PURE__*/new Vector3();
+                               clone() {
+                                       return new this.constructor().copy(this);
+                               }
 
-       const _segCenter = /*@__PURE__*/new Vector3();
+                       }
 
-       const _segDir = /*@__PURE__*/new Vector3();
+                       const _vector$a = /*@__PURE__*/new Vector3();
 
-       const _diff = /*@__PURE__*/new Vector3();
+                       const _segCenter = /*@__PURE__*/new Vector3();
 
-       const _edge1 = /*@__PURE__*/new Vector3();
+                       const _segDir = /*@__PURE__*/new Vector3();
 
-       const _edge2 = /*@__PURE__*/new Vector3();
+                       const _diff = /*@__PURE__*/new Vector3();
 
-       const _normal$1 = /*@__PURE__*/new Vector3();
+                       const _edge1 = /*@__PURE__*/new Vector3();
 
-       class Ray {
-               constructor(origin = new Vector3(), direction = new Vector3(0, 0, -1)) {
-                       this.origin = origin;
-                       this.direction = direction;
-               }
+                       const _edge2 = /*@__PURE__*/new Vector3();
 
-               set(origin, direction) {
-                       this.origin.copy(origin);
-                       this.direction.copy(direction);
-                       return this;
-               }
+                       const _normal$1 = /*@__PURE__*/new Vector3();
 
-               copy(ray) {
-                       this.origin.copy(ray.origin);
-                       this.direction.copy(ray.direction);
-                       return this;
-               }
+                       class Ray {
+                               constructor(origin = new Vector3(), direction = new Vector3(0, 0, -1)) {
+                                       this.origin = origin;
+                                       this.direction = direction;
+                               }
 
-               at(t, target) {
-                       return target.copy(this.direction).multiplyScalar(t).add(this.origin);
-               }
+                               set(origin, direction) {
+                                       this.origin.copy(origin);
+                                       this.direction.copy(direction);
+                                       return this;
+                               }
 
-               lookAt(v) {
-                       this.direction.copy(v).sub(this.origin).normalize();
-                       return this;
-               }
+                               copy(ray) {
+                                       this.origin.copy(ray.origin);
+                                       this.direction.copy(ray.direction);
+                                       return this;
+                               }
 
-               recast(t) {
-                       this.origin.copy(this.at(t, _vector$a));
-                       return this;
-               }
+                               at(t, target) {
+                                       return target.copy(this.direction).multiplyScalar(t).add(this.origin);
+                               }
 
-               closestPointToPoint(point, target) {
-                       target.subVectors(point, this.origin);
-                       const directionDistance = target.dot(this.direction);
+                               lookAt(v) {
+                                       this.direction.copy(v).sub(this.origin).normalize();
+                                       return this;
+                               }
 
-                       if (directionDistance < 0) {
-                               return target.copy(this.origin);
-                       }
+                               recast(t) {
+                                       this.origin.copy(this.at(t, _vector$a));
+                                       return this;
+                               }
 
-                       return target.copy(this.direction).multiplyScalar(directionDistance).add(this.origin);
-               }
+                               closestPointToPoint(point, target) {
+                                       target.subVectors(point, this.origin);
+                                       const directionDistance = target.dot(this.direction);
 
-               distanceToPoint(point) {
-                       return Math.sqrt(this.distanceSqToPoint(point));
-               }
+                                       if (directionDistance < 0) {
+                                               return target.copy(this.origin);
+                                       }
 
-               distanceSqToPoint(point) {
-                       const directionDistance = _vector$a.subVectors(point, this.origin).dot(this.direction); // point behind the ray
+                                       return target.copy(this.direction).multiplyScalar(directionDistance).add(this.origin);
+                               }
 
+                               distanceToPoint(point) {
+                                       return Math.sqrt(this.distanceSqToPoint(point));
+                               }
 
-                       if (directionDistance < 0) {
-                               return this.origin.distanceToSquared(point);
-                       }
+                               distanceSqToPoint(point) {
+                                       const directionDistance = _vector$a.subVectors(point, this.origin).dot(this.direction); // point behind the ray
 
-                       _vector$a.copy(this.direction).multiplyScalar(directionDistance).add(this.origin);
 
-                       return _vector$a.distanceToSquared(point);
-               }
+                                       if (directionDistance < 0) {
+                                               return this.origin.distanceToSquared(point);
+                                       }
+
+                                       _vector$a.copy(this.direction).multiplyScalar(directionDistance).add(this.origin);
+
+                                       return _vector$a.distanceToSquared(point);
+                               }
 
-               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);
+                               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();
+                                       _segDir.copy(v1).sub(v0).normalize();
 
-                       _diff.copy(this.origin).sub(_segCenter);
+                                       _diff.copy(this.origin).sub(_segCenter);
 
-                       const segExtent = v0.distanceTo(v1) * 0.5;
-                       const a01 = -this.direction.dot(_segDir);
+                                       const segExtent = v0.distanceTo(v1) * 0.5;
+                                       const a01 = -this.direction.dot(_segDir);
 
-                       const b0 = _diff.dot(this.direction);
+                                       const b0 = _diff.dot(this.direction);
 
-                       const b1 = -_diff.dot(_segDir);
+                                       const b1 = -_diff.dot(_segDir);
 
-                       const c = _diff.lengthSq();
+                                       const c = _diff.lengthSq();
 
-                       const det = Math.abs(1 - a01 * a01);
-                       let s0, s1, sqrDist, extDet;
+                                       const det = Math.abs(1 - a01 * a01);
+                                       let 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 (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.
-                                                       const invDet = 1 / det;
-                                                       s0 *= invDet;
-                                                       s1 *= invDet;
-                                                       sqrDist = s0 * (s0 + a01 * s1 + 2 * b0) + s1 * (a01 * s0 + s1 + 2 * b1) + c;
+                                               if (s0 >= 0) {
+                                                       if (s1 >= -extDet) {
+                                                               if (s1 <= extDet) {
+                                                                       // region 0
+                                                                       // Minimum at interior points of ray and segment.
+                                                                       const 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 {
-                                                       // region 1
-                                                       s1 = segExtent;
-                                                       s0 = Math.max(0, -(a01 * s1 + b0));
-                                                       sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
+                                                       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 {
-                                               // region 5
-                                               s1 = -segExtent;
+                                               // 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;
                                        }
-                               } 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 (optionalPointOnRay) {
+                                               optionalPointOnRay.copy(this.direction).multiplyScalar(s0).add(this.origin);
+                                       }
 
-                       if (optionalPointOnSegment) {
-                               optionalPointOnSegment.copy(_segDir).multiplyScalar(s1).add(_segCenter);
-                       }
+                                       if (optionalPointOnSegment) {
+                                               optionalPointOnSegment.copy(_segDir).multiplyScalar(s1).add(_segCenter);
+                                       }
 
-                       return sqrDist;
-               }
+                                       return sqrDist;
+                               }
 
-               intersectSphere(sphere, target) {
-                       _vector$a.subVectors(sphere.center, this.origin);
+                               intersectSphere(sphere, target) {
+                                       _vector$a.subVectors(sphere.center, this.origin);
 
-                       const tca = _vector$a.dot(this.direction);
+                                       const tca = _vector$a.dot(this.direction);
 
-                       const d2 = _vector$a.dot(_vector$a) - tca * tca;
-                       const radius2 = sphere.radius * sphere.radius;
-                       if (d2 > radius2) return null;
-                       const thc = Math.sqrt(radius2 - d2); // t0 = first intersect point - entrance on front of sphere
+                                       const d2 = _vector$a.dot(_vector$a) - tca * tca;
+                                       const radius2 = sphere.radius * sphere.radius;
+                                       if (d2 > radius2) return null;
+                                       const thc = Math.sqrt(radius2 - d2); // t0 = first intersect point - entrance on front of sphere
 
-                       const t0 = tca - thc; // t1 = second intersect point - exit point on back of sphere
+                                       const t0 = tca - thc; // t1 = second intersect point - exit point on back of sphere
 
-                       const t1 = tca + thc; // test to see if both t0 and t1 are behind the ray - if so, return null
+                                       const 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 && 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
+                                       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);
-               }
+                                       return this.at(t0, target);
+                               }
 
-               intersectsSphere(sphere) {
-                       return this.distanceSqToPoint(sphere.center) <= sphere.radius * sphere.radius;
-               }
+                               intersectsSphere(sphere) {
+                                       return this.distanceSqToPoint(sphere.center) <= sphere.radius * sphere.radius;
+                               }
 
-               distanceToPlane(plane) {
-                       const denominator = plane.normal.dot(this.direction);
+                               distanceToPlane(plane) {
+                                       const 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
+                                       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;
-                       }
+                                               return null;
+                                       }
 
-                       const t = -(this.origin.dot(plane.normal) + plane.constant) / denominator; // Return if the ray never intersects the plane
+                                       const t = -(this.origin.dot(plane.normal) + plane.constant) / denominator; // Return if the ray never intersects the plane
 
-                       return t >= 0 ? t : null;
-               }
+                                       return t >= 0 ? t : null;
+                               }
 
-               intersectPlane(plane, target) {
-                       const t = this.distanceToPlane(plane);
+                               intersectPlane(plane, target) {
+                                       const t = this.distanceToPlane(plane);
 
-                       if (t === null) {
-                               return null;
-                       }
+                                       if (t === null) {
+                                               return null;
+                                       }
 
-                       return this.at(t, target);
-               }
+                                       return this.at(t, target);
+                               }
 
-               intersectsPlane(plane) {
-                       // check if the ray lies on the plane first
-                       const distToPoint = plane.distanceToPoint(this.origin);
+                               intersectsPlane(plane) {
+                                       // check if the ray lies on the plane first
+                                       const distToPoint = plane.distanceToPoint(this.origin);
 
-                       if (distToPoint === 0) {
-                               return true;
-                       }
+                                       if (distToPoint === 0) {
+                                               return true;
+                                       }
 
-                       const denominator = plane.normal.dot(this.direction);
+                                       const denominator = plane.normal.dot(this.direction);
 
-                       if (denominator * distToPoint < 0) {
-                               return true;
-                       } // ray origin is behind the plane (and is pointing behind it)
+                                       if (denominator * distToPoint < 0) {
+                                               return true;
+                                       } // ray origin is behind the plane (and is pointing behind it)
 
 
-                       return false;
-               }
+                                       return false;
+                               }
 
-               intersectBox(box, target) {
-                       let tmin, tmax, tymin, tymax, tzmin, tzmax;
-                       const invdirx = 1 / this.direction.x,
+                               intersectBox(box, target) {
+                                       let tmin, tmax, tymin, tymax, tzmin, tzmax;
+                                       const invdirx = 1 / this.direction.x,
                                                invdiry = 1 / this.direction.y,
                                                invdirz = 1 / this.direction.z;
-                       const origin = this.origin;
+                                       const 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 (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 (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 (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 (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 (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 (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);
-               }
+                                       if (tmax < 0) return null;
+                                       return this.at(tmin >= 0 ? tmin : tmax, target);
+                               }
 
-               intersectsBox(box) {
-                       return this.intersectBox(box, _vector$a) !== null;
-               }
+                               intersectsBox(box) {
+                                       return this.intersectBox(box, _vector$a) !== null;
+                               }
 
-               intersectTriangle(a, b, c, backfaceCulling, target) {
-                       // Compute the offset origin, edges, and normal.
-                       // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
-                       _edge1.subVectors(b, a);
+                               intersectTriangle(a, b, c, backfaceCulling, target) {
+                                       // Compute the offset origin, edges, and normal.
+                                       // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
+                                       _edge1.subVectors(b, a);
 
-                       _edge2.subVectors(c, a);
+                                       _edge2.subVectors(c, a);
 
-                       _normal$1.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)
+                                       _normal$1.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)
 
 
-                       let DdN = this.direction.dot(_normal$1);
-                       let sign;
+                                       let DdN = this.direction.dot(_normal$1);
+                                       let sign;
 
-                       if (DdN > 0) {
-                               if (backfaceCulling) return null;
-                               sign = 1;
-                       } else if (DdN < 0) {
-                               sign = -1;
-                               DdN = -DdN;
-                       } else {
-                               return null;
-                       }
+                                       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);
+                                       _diff.subVectors(this.origin, a);
 
-                       const DdQxE2 = sign * this.direction.dot(_edge2.crossVectors(_diff, _edge2)); // b1 < 0, no intersection
+                                       const DdQxE2 = sign * this.direction.dot(_edge2.crossVectors(_diff, _edge2)); // b1 < 0, no intersection
 
-                       if (DdQxE2 < 0) {
-                               return null;
-                       }
+                                       if (DdQxE2 < 0) {
+                                               return null;
+                                       }
 
-                       const DdE1xQ = sign * this.direction.dot(_edge1.cross(_diff)); // b2 < 0, no intersection
+                                       const DdE1xQ = sign * this.direction.dot(_edge1.cross(_diff)); // b2 < 0, no intersection
 
-                       if (DdE1xQ < 0) {
-                               return null;
-                       } // b1+b2 > 1, 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.
+                                       if (DdQxE2 + DdE1xQ > DdN) {
+                                               return null;
+                                       } // Line intersects triangle, check if ray does.
 
 
-                       const QdN = -sign * _diff.dot(_normal$1); // t < 0, no intersection
+                                       const QdN = -sign * _diff.dot(_normal$1); // t < 0, no intersection
 
 
-                       if (QdN < 0) {
-                               return null;
-                       } // Ray intersects triangle.
+                                       if (QdN < 0) {
+                                               return null;
+                                       } // Ray intersects triangle.
 
 
-                       return this.at(QdN / DdN, target);
-               }
+                                       return this.at(QdN / DdN, target);
+                               }
 
-               applyMatrix4(matrix4) {
-                       this.origin.applyMatrix4(matrix4);
-                       this.direction.transformDirection(matrix4);
-                       return this;
-               }
+                               applyMatrix4(matrix4) {
+                                       this.origin.applyMatrix4(matrix4);
+                                       this.direction.transformDirection(matrix4);
+                                       return this;
+                               }
 
-               equals(ray) {
-                       return ray.origin.equals(this.origin) && ray.direction.equals(this.direction);
-               }
+                               equals(ray) {
+                                       return ray.origin.equals(this.origin) && ray.direction.equals(this.direction);
+                               }
 
-               clone() {
-                       return new this.constructor().copy(this);
-               }
+                               clone() {
+                                       return new this.constructor().copy(this);
+                               }
 
-       }
-
-       class Matrix4 {
-               constructor() {
-                       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.');
                        }
-               }
 
-               set(n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44) {
-                       const 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;
-               }
+                       class Matrix4 {
+                               constructor() {
+                                       this.elements = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
 
-               identity() {
-                       this.set(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
-                       return this;
-               }
+                                       if (arguments.length > 0) {
+                                               console.error('THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.');
+                                       }
+                               }
 
-               clone() {
-                       return new Matrix4().fromArray(this.elements);
-               }
+                               set(n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44) {
+                                       const 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;
+                               }
 
-               copy(m) {
-                       const te = this.elements;
-                       const 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;
-               }
+                               identity() {
+                                       this.set(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
+                                       return this;
+                               }
+
+                               clone() {
+                                       return new Matrix4().fromArray(this.elements);
+                               }
+
+                               copy(m) {
+                                       const te = this.elements;
+                                       const 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(m) {
-                       const te = this.elements,
+                               copyPosition(m) {
+                                       const te = this.elements,
                                                me = m.elements;
-                       te[12] = me[12];
-                       te[13] = me[13];
-                       te[14] = me[14];
-                       return this;
-               }
+                                       te[12] = me[12];
+                                       te[13] = me[13];
+                                       te[14] = me[14];
+                                       return this;
+                               }
 
-               setFromMatrix3(m) {
-                       const me = m.elements;
-                       this.set(me[0], me[3], me[6], 0, me[1], me[4], me[7], 0, me[2], me[5], me[8], 0, 0, 0, 0, 1);
-                       return this;
-               }
+                               setFromMatrix3(m) {
+                                       const me = m.elements;
+                                       this.set(me[0], me[3], me[6], 0, me[1], me[4], me[7], 0, me[2], me[5], me[8], 0, 0, 0, 0, 1);
+                                       return this;
+                               }
 
-               extractBasis(xAxis, yAxis, zAxis) {
-                       xAxis.setFromMatrixColumn(this, 0);
-                       yAxis.setFromMatrixColumn(this, 1);
-                       zAxis.setFromMatrixColumn(this, 2);
-                       return this;
-               }
+                               extractBasis(xAxis, yAxis, zAxis) {
+                                       xAxis.setFromMatrixColumn(this, 0);
+                                       yAxis.setFromMatrixColumn(this, 1);
+                                       zAxis.setFromMatrixColumn(this, 2);
+                                       return this;
+                               }
 
-               makeBasis(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;
-               }
+                               makeBasis(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(m) {
-                       // this method does not support reflection matrices
-                       const te = this.elements;
-                       const me = m.elements;
-
-                       const scaleX = 1 / _v1$5.setFromMatrixColumn(m, 0).length();
-
-                       const scaleY = 1 / _v1$5.setFromMatrixColumn(m, 1).length();
-
-                       const scaleZ = 1 / _v1$5.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;
-               }
+                               extractRotation(m) {
+                                       // this method does not support reflection matrices
+                                       const te = this.elements;
+                                       const me = m.elements;
+
+                                       const scaleX = 1 / _v1$5.setFromMatrixColumn(m, 0).length();
+
+                                       const scaleY = 1 / _v1$5.setFromMatrixColumn(m, 1).length();
+
+                                       const scaleZ = 1 / _v1$5.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(euler) {
-                       if (!(euler && euler.isEuler)) {
-                               console.error('THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.');
-                       }
+                               makeRotationFromEuler(euler) {
+                                       if (!(euler && euler.isEuler)) {
+                                               console.error('THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.');
+                                       }
 
-                       const te = this.elements;
-                       const x = euler.x,
+                                       const te = this.elements;
+                                       const x = euler.x,
                                                y = euler.y,
                                                z = euler.z;
-                       const a = Math.cos(x),
+                                       const a = Math.cos(x),
                                                b = Math.sin(x);
-                       const c = Math.cos(y),
+                                       const c = Math.cos(y),
                                                d = Math.sin(y);
-                       const e = Math.cos(z),
+                                       const e = Math.cos(z),
                                                f = Math.sin(z);
 
-                       if (euler.order === 'XYZ') {
-                               const ae = a * e,
+                                       if (euler.order === 'XYZ') {
+                                               const 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') {
-                               const ce = c * e,
+                                               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') {
+                                               const 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') {
-                               const ce = c * e,
+                                               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') {
+                                               const 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') {
-                               const ae = a * e,
+                                               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') {
+                                               const 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') {
-                               const ac = a * c,
+                                               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') {
+                                               const 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') {
-                               const ac = a * c,
+                                               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') {
+                                               const 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;
-               }
+                                               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(q) {
-                       return this.compose(_zero, q, _one);
-               }
+                               makeRotationFromQuaternion(q) {
+                                       return this.compose(_zero, q, _one);
+                               }
 
-               lookAt(eye, target, up) {
-                       const te = this.elements;
+                               lookAt(eye, target, up) {
+                                       const te = this.elements;
 
-                       _z.subVectors(eye, target);
+                                       _z.subVectors(eye, target);
 
-                       if (_z.lengthSq() === 0) {
-                               // eye and target are in the same position
-                               _z.z = 1;
-                       }
+                                       if (_z.lengthSq() === 0) {
+                                               // eye and target are in the same position
+                                               _z.z = 1;
+                                       }
 
-                       _z.normalize();
+                                       _z.normalize();
 
-                       _x.crossVectors(up, _z);
+                                       _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;
-                               }
+                                       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();
+                                               _z.normalize();
 
-                               _x.crossVectors(up, _z);
-                       }
+                                               _x.crossVectors(up, _z);
+                                       }
 
-                       _x.normalize();
+                                       _x.normalize();
 
-                       _y.crossVectors(_z, _x);
+                                       _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;
-               }
+                                       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(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);
-                       }
+                               multiply(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);
-               }
+                                       return this.multiplyMatrices(this, m);
+                               }
 
-               premultiply(m) {
-                       return this.multiplyMatrices(m, this);
-               }
+                               premultiply(m) {
+                                       return this.multiplyMatrices(m, this);
+                               }
 
-               multiplyMatrices(a, b) {
-                       const ae = a.elements;
-                       const be = b.elements;
-                       const te = this.elements;
-                       const a11 = ae[0],
+                               multiplyMatrices(a, b) {
+                                       const ae = a.elements;
+                                       const be = b.elements;
+                                       const te = this.elements;
+                                       const a11 = ae[0],
                                                a12 = ae[4],
                                                a13 = ae[8],
                                                a14 = ae[12];
-                       const a21 = ae[1],
+                                       const a21 = ae[1],
                                                a22 = ae[5],
                                                a23 = ae[9],
                                                a24 = ae[13];
-                       const a31 = ae[2],
+                                       const a31 = ae[2],
                                                a32 = ae[6],
                                                a33 = ae[10],
                                                a34 = ae[14];
-                       const a41 = ae[3],
+                                       const a41 = ae[3],
                                                a42 = ae[7],
                                                a43 = ae[11],
                                                a44 = ae[15];
-                       const b11 = be[0],
+                                       const b11 = be[0],
                                                b12 = be[4],
                                                b13 = be[8],
                                                b14 = be[12];
-                       const b21 = be[1],
+                                       const b21 = be[1],
                                                b22 = be[5],
                                                b23 = be[9],
                                                b24 = be[13];
-                       const b31 = be[2],
+                                       const b31 = be[2],
                                                b32 = be[6],
                                                b33 = be[10],
                                                b34 = be[14];
-                       const b41 = be[3],
+                                       const 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;
-               }
+                                       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(s) {
-                       const 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;
-               }
+                               multiplyScalar(s) {
+                                       const 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;
+                               }
 
-               determinant() {
-                       const te = this.elements;
-                       const n11 = te[0],
+                               determinant() {
+                                       const te = this.elements;
+                                       const n11 = te[0],
                                                n12 = te[4],
                                                n13 = te[8],
                                                n14 = te[12];
-                       const n21 = te[1],
+                                       const n21 = te[1],
                                                n22 = te[5],
                                                n23 = te[9],
                                                n24 = te[13];
-                       const n31 = te[2],
+                                       const n31 = te[2],
                                                n32 = te[6],
                                                n33 = te[10],
                                                n34 = te[14];
-                       const n41 = te[3],
+                                       const 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() {
-                       const te = this.elements;
-                       let 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;
-               }
+                                       //( 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() {
+                                       const te = this.elements;
+                                       let 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(x, y, z) {
-                       const te = this.elements;
+                               setPosition(x, y, z) {
+                                       const te = this.elements;
 
-                       if (x.isVector3) {
-                               te[12] = x.x;
-                               te[13] = x.y;
-                               te[14] = x.z;
-                       } else {
-                               te[12] = x;
-                               te[13] = y;
-                               te[14] = z;
-                       }
+                                       if (x.isVector3) {
+                                               te[12] = x.x;
+                                               te[13] = x.y;
+                                               te[14] = x.z;
+                                       } else {
+                                               te[12] = x;
+                                               te[13] = y;
+                                               te[14] = z;
+                                       }
 
-                       return this;
-               }
+                                       return this;
+                               }
 
-               invert() {
-                       // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
-                       const te = this.elements,
+                               invert() {
+                                       // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
+                                       const te = this.elements,
                                                n11 = te[0],
                                                n21 = te[1],
                                                n31 = te[2],
@@ -4398,3566 +4427,3573 @@ window["THREE"] = require("three");
                                                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;
-                       const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
-                       if (det === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
-                       const 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;
-               }
+                                       const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
+                                       if (det === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
+                                       const 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(v) {
-                       const te = this.elements;
-                       const x = v.x,
+                               scale(v) {
+                                       const te = this.elements;
+                                       const 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;
-               }
+                                       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() {
-                       const te = this.elements;
-                       const scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
-                       const scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
-                       const scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
-                       return Math.sqrt(Math.max(scaleXSq, scaleYSq, scaleZSq));
-               }
+                               getMaxScaleOnAxis() {
+                                       const te = this.elements;
+                                       const scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
+                                       const scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
+                                       const scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
+                                       return Math.sqrt(Math.max(scaleXSq, scaleYSq, scaleZSq));
+                               }
 
-               makeTranslation(x, y, z) {
-                       this.set(1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1);
-                       return this;
-               }
+                               makeTranslation(x, y, z) {
+                                       this.set(1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1);
+                                       return this;
+                               }
 
-               makeRotationX(theta) {
-                       const c = Math.cos(theta),
+                               makeRotationX(theta) {
+                                       const 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;
-               }
+                                       this.set(1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1);
+                                       return this;
+                               }
 
-               makeRotationY(theta) {
-                       const c = Math.cos(theta),
+                               makeRotationY(theta) {
+                                       const 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;
-               }
+                                       this.set(c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1);
+                                       return this;
+                               }
 
-               makeRotationZ(theta) {
-                       const c = Math.cos(theta),
+                               makeRotationZ(theta) {
+                                       const 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;
-               }
+                                       this.set(c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
+                                       return this;
+                               }
 
-               makeRotationAxis(axis, angle) {
-                       // Based on http://www.gamedev.net/reference/articles/article1199.asp
-                       const c = Math.cos(angle);
-                       const s = Math.sin(angle);
-                       const t = 1 - c;
-                       const x = axis.x,
+                               makeRotationAxis(axis, angle) {
+                                       // Based on http://www.gamedev.net/reference/articles/article1199.asp
+                                       const c = Math.cos(angle);
+                                       const s = Math.sin(angle);
+                                       const t = 1 - c;
+                                       const x = axis.x,
                                                y = axis.y,
                                                z = axis.z;
-                       const tx = t * x,
+                                       const 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;
-               }
+                                       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(x, y, z) {
-                       this.set(x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1);
-                       return this;
-               }
+                               makeScale(x, y, z) {
+                                       this.set(x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1);
+                                       return this;
+                               }
 
-               makeShear(xy, xz, yx, yz, zx, zy) {
-                       this.set(1, yx, zx, 0, xy, 1, zy, 0, xz, yz, 1, 0, 0, 0, 0, 1);
-                       return this;
-               }
+                               makeShear(xy, xz, yx, yz, zx, zy) {
+                                       this.set(1, yx, zx, 0, xy, 1, zy, 0, xz, yz, 1, 0, 0, 0, 0, 1);
+                                       return this;
+                               }
 
-               compose(position, quaternion, scale) {
-                       const te = this.elements;
-                       const x = quaternion._x,
+                               compose(position, quaternion, scale) {
+                                       const te = this.elements;
+                                       const x = quaternion._x,
                                                y = quaternion._y,
                                                z = quaternion._z,
                                                w = quaternion._w;
-                       const x2 = x + x,
+                                       const x2 = x + x,
                                                y2 = y + y,
                                                z2 = z + z;
-                       const xx = x * x2,
+                                       const xx = x * x2,
                                                xy = x * y2,
                                                xz = x * z2;
-                       const yy = y * y2,
+                                       const yy = y * y2,
                                                yz = y * z2,
                                                zz = z * z2;
-                       const wx = w * x2,
+                                       const wx = w * x2,
                                                wy = w * y2,
                                                wz = w * z2;
-                       const sx = scale.x,
+                                       const 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;
-               }
+                                       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(position, quaternion, scale) {
-                       const te = this.elements;
-
-                       let sx = _v1$5.set(te[0], te[1], te[2]).length();
-
-                       const sy = _v1$5.set(te[4], te[5], te[6]).length();
-
-                       const sz = _v1$5.set(te[8], te[9], te[10]).length(); // if determine is negative, we need to invert one scale
-
-
-                       const det = this.determinant();
-                       if (det < 0) sx = -sx;
-                       position.x = te[12];
-                       position.y = te[13];
-                       position.z = te[14]; // scale the rotation part
-
-                       _m1$2.copy(this);
-
-                       const invSX = 1 / sx;
-                       const invSY = 1 / sy;
-                       const invSZ = 1 / sz;
-                       _m1$2.elements[0] *= invSX;
-                       _m1$2.elements[1] *= invSX;
-                       _m1$2.elements[2] *= invSX;
-                       _m1$2.elements[4] *= invSY;
-                       _m1$2.elements[5] *= invSY;
-                       _m1$2.elements[6] *= invSY;
-                       _m1$2.elements[8] *= invSZ;
-                       _m1$2.elements[9] *= invSZ;
-                       _m1$2.elements[10] *= invSZ;
-                       quaternion.setFromRotationMatrix(_m1$2);
-                       scale.x = sx;
-                       scale.y = sy;
-                       scale.z = sz;
-                       return this;
-               }
+                               decompose(position, quaternion, scale) {
+                                       const te = this.elements;
 
-               makePerspective(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.');
-                       }
-
-                       const te = this.elements;
-                       const x = 2 * near / (right - left);
-                       const y = 2 * near / (top - bottom);
-                       const a = (right + left) / (right - left);
-                       const b = (top + bottom) / (top - bottom);
-                       const c = -(far + near) / (far - near);
-                       const 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;
-               }
+                                       let sx = _v1$5.set(te[0], te[1], te[2]).length();
 
-               makeOrthographic(left, right, top, bottom, near, far) {
-                       const te = this.elements;
-                       const w = 1.0 / (right - left);
-                       const h = 1.0 / (top - bottom);
-                       const p = 1.0 / (far - near);
-                       const x = (right + left) * w;
-                       const y = (top + bottom) * h;
-                       const 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;
-               }
+                                       const sy = _v1$5.set(te[4], te[5], te[6]).length();
 
-               equals(matrix) {
-                       const te = this.elements;
-                       const me = matrix.elements;
+                                       const sz = _v1$5.set(te[8], te[9], te[10]).length(); // if determine is negative, we need to invert one scale
 
-                       for (let i = 0; i < 16; i++) {
-                               if (te[i] !== me[i]) return false;
-                       }
 
-                       return true;
-               }
+                                       const det = this.determinant();
+                                       if (det < 0) sx = -sx;
+                                       position.x = te[12];
+                                       position.y = te[13];
+                                       position.z = te[14]; // scale the rotation part
 
-               fromArray(array, offset = 0) {
-                       for (let i = 0; i < 16; i++) {
-                               this.elements[i] = array[i + offset];
-                       }
+                                       _m1$2.copy(this);
 
-                       return this;
-               }
+                                       const invSX = 1 / sx;
+                                       const invSY = 1 / sy;
+                                       const invSZ = 1 / sz;
+                                       _m1$2.elements[0] *= invSX;
+                                       _m1$2.elements[1] *= invSX;
+                                       _m1$2.elements[2] *= invSX;
+                                       _m1$2.elements[4] *= invSY;
+                                       _m1$2.elements[5] *= invSY;
+                                       _m1$2.elements[6] *= invSY;
+                                       _m1$2.elements[8] *= invSZ;
+                                       _m1$2.elements[9] *= invSZ;
+                                       _m1$2.elements[10] *= invSZ;
+                                       quaternion.setFromRotationMatrix(_m1$2);
+                                       scale.x = sx;
+                                       scale.y = sy;
+                                       scale.z = sz;
+                                       return this;
+                               }
 
-               toArray(array = [], offset = 0) {
-                       const 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;
-               }
+                               makePerspective(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.');
+                                       }
 
-       }
+                                       const te = this.elements;
+                                       const x = 2 * near / (right - left);
+                                       const y = 2 * near / (top - bottom);
+                                       const a = (right + left) / (right - left);
+                                       const b = (top + bottom) / (top - bottom);
+                                       const c = -(far + near) / (far - near);
+                                       const 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(left, right, top, bottom, near, far) {
+                                       const te = this.elements;
+                                       const w = 1.0 / (right - left);
+                                       const h = 1.0 / (top - bottom);
+                                       const p = 1.0 / (far - near);
+                                       const x = (right + left) * w;
+                                       const y = (top + bottom) * h;
+                                       const 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(matrix) {
+                                       const te = this.elements;
+                                       const me = matrix.elements;
+
+                                       for (let i = 0; i < 16; i++) {
+                                               if (te[i] !== me[i]) return false;
+                                       }
+
+                                       return true;
+                               }
 
-       Matrix4.prototype.isMatrix4 = true;
+                               fromArray(array, offset = 0) {
+                                       for (let i = 0; i < 16; i++) {
+                                               this.elements[i] = array[i + offset];
+                                       }
 
-       const _v1$5 = /*@__PURE__*/new Vector3();
+                                       return this;
+                               }
 
-       const _m1$2 = /*@__PURE__*/new Matrix4();
+                               toArray(array = [], offset = 0) {
+                                       const 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;
+                               }
 
-       const _zero = /*@__PURE__*/new Vector3(0, 0, 0);
+                       }
 
-       const _one = /*@__PURE__*/new Vector3(1, 1, 1);
+                       Matrix4.prototype.isMatrix4 = true;
 
-       const _x = /*@__PURE__*/new Vector3();
+                       const _v1$5 = /*@__PURE__*/new Vector3();
 
-       const _y = /*@__PURE__*/new Vector3();
+                       const _m1$2 = /*@__PURE__*/new Matrix4();
 
-       const _z = /*@__PURE__*/new Vector3();
+                       const _zero = /*@__PURE__*/new Vector3(0, 0, 0);
 
-       const _matrix$1 = /*@__PURE__*/new Matrix4();
+                       const _one = /*@__PURE__*/new Vector3(1, 1, 1);
 
-       const _quaternion$3 = /*@__PURE__*/new Quaternion();
+                       const _x = /*@__PURE__*/new Vector3();
 
-       class Euler {
-               constructor(x = 0, y = 0, z = 0, order = Euler.DefaultOrder) {
-                       this._x = x;
-                       this._y = y;
-                       this._z = z;
-                       this._order = order;
-               }
+                       const _y = /*@__PURE__*/new Vector3();
 
-               get x() {
-                       return this._x;
-               }
+                       const _z = /*@__PURE__*/new Vector3();
 
-               set x(value) {
-                       this._x = value;
+                       const _matrix$1 = /*@__PURE__*/new Matrix4();
 
-                       this._onChangeCallback();
-               }
+                       const _quaternion$3 = /*@__PURE__*/new Quaternion();
 
-               get y() {
-                       return this._y;
-               }
+                       class Euler {
+                               constructor(x = 0, y = 0, z = 0, order = Euler.DefaultOrder) {
+                                       this._x = x;
+                                       this._y = y;
+                                       this._z = z;
+                                       this._order = order;
+                               }
+
+                               get x() {
+                                       return this._x;
+                               }
 
-               set y(value) {
-                       this._y = value;
+                               set x(value) {
+                                       this._x = value;
 
-                       this._onChangeCallback();
-               }
+                                       this._onChangeCallback();
+                               }
 
-               get z() {
-                       return this._z;
-               }
+                               get y() {
+                                       return this._y;
+                               }
 
-               set z(value) {
-                       this._z = value;
+                               set y(value) {
+                                       this._y = value;
 
-                       this._onChangeCallback();
-               }
+                                       this._onChangeCallback();
+                               }
 
-               get order() {
-                       return this._order;
-               }
+                               get z() {
+                                       return this._z;
+                               }
 
-               set order(value) {
-                       this._order = value;
+                               set z(value) {
+                                       this._z = value;
 
-                       this._onChangeCallback();
-               }
+                                       this._onChangeCallback();
+                               }
+
+                               get order() {
+                                       return this._order;
+                               }
 
-               set(x, y, z, order = this._order) {
-                       this._x = x;
-                       this._y = y;
-                       this._z = z;
-                       this._order = order;
+                               set order(value) {
+                                       this._order = value;
 
-                       this._onChangeCallback();
+                                       this._onChangeCallback();
+                               }
 
-                       return this;
-               }
+                               set(x, y, z, order = this._order) {
+                                       this._x = x;
+                                       this._y = y;
+                                       this._z = z;
+                                       this._order = order;
 
-               clone() {
-                       return new this.constructor(this._x, this._y, this._z, this._order);
-               }
+                                       this._onChangeCallback();
 
-               copy(euler) {
-                       this._x = euler._x;
-                       this._y = euler._y;
-                       this._z = euler._z;
-                       this._order = euler._order;
+                                       return this;
+                               }
 
-                       this._onChangeCallback();
+                               clone() {
+                                       return new this.constructor(this._x, this._y, this._z, this._order);
+                               }
 
-                       return this;
-               }
+                               copy(euler) {
+                                       this._x = euler._x;
+                                       this._y = euler._y;
+                                       this._z = euler._z;
+                                       this._order = euler._order;
 
-               setFromRotationMatrix(m, order = this._order, update = true) {
-                       // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
-                       const te = m.elements;
-                       const m11 = te[0],
+                                       this._onChangeCallback();
+
+                                       return this;
+                               }
+
+                               setFromRotationMatrix(m, order = this._order, update = true) {
+                                       // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+                                       const te = m.elements;
+                                       const m11 = te[0],
                                                m12 = te[4],
                                                m13 = te[8];
-                       const m21 = te[1],
+                                       const m21 = te[1],
                                                m22 = te[5],
                                                m23 = te[9];
-                       const m31 = te[2],
+                                       const m31 = te[2],
                                                m32 = te[6],
                                                m33 = te[10];
 
-                       switch (order) {
-                               case 'XYZ':
-                                       this._y = Math.asin(clamp(m13, -1, 1));
+                                       switch (order) {
+                                               case 'XYZ':
+                                                       this._y = Math.asin(clamp(m13, -1, 1));
 
-                                       if (Math.abs(m13) < 0.9999999) {
-                                               this._x = Math.atan2(-m23, m33);
-                                               this._z = Math.atan2(-m12, m11);
-                                       } else {
-                                               this._x = Math.atan2(m32, m22);
-                                               this._z = 0;
-                                       }
+                                                       if (Math.abs(m13) < 0.9999999) {
+                                                               this._x = Math.atan2(-m23, m33);
+                                                               this._z = Math.atan2(-m12, m11);
+                                                       } else {
+                                                               this._x = Math.atan2(m32, m22);
+                                                               this._z = 0;
+                                                       }
 
-                                       break;
+                                                       break;
 
-                               case 'YXZ':
-                                       this._x = Math.asin(-clamp(m23, -1, 1));
+                                               case 'YXZ':
+                                                       this._x = Math.asin(-clamp(m23, -1, 1));
 
-                                       if (Math.abs(m23) < 0.9999999) {
-                                               this._y = Math.atan2(m13, m33);
-                                               this._z = Math.atan2(m21, m22);
-                                       } else {
-                                               this._y = Math.atan2(-m31, m11);
-                                               this._z = 0;
-                                       }
+                                                       if (Math.abs(m23) < 0.9999999) {
+                                                               this._y = Math.atan2(m13, m33);
+                                                               this._z = Math.atan2(m21, m22);
+                                                       } else {
+                                                               this._y = Math.atan2(-m31, m11);
+                                                               this._z = 0;
+                                                       }
 
-                                       break;
+                                                       break;
 
-                               case 'ZXY':
-                                       this._x = Math.asin(clamp(m32, -1, 1));
+                                               case 'ZXY':
+                                                       this._x = Math.asin(clamp(m32, -1, 1));
 
-                                       if (Math.abs(m32) < 0.9999999) {
-                                               this._y = Math.atan2(-m31, m33);
-                                               this._z = Math.atan2(-m12, m22);
-                                       } else {
-                                               this._y = 0;
-                                               this._z = Math.atan2(m21, m11);
-                                       }
+                                                       if (Math.abs(m32) < 0.9999999) {
+                                                               this._y = Math.atan2(-m31, m33);
+                                                               this._z = Math.atan2(-m12, m22);
+                                                       } else {
+                                                               this._y = 0;
+                                                               this._z = Math.atan2(m21, m11);
+                                                       }
 
-                                       break;
+                                                       break;
 
-                               case 'ZYX':
-                                       this._y = Math.asin(-clamp(m31, -1, 1));
+                                               case 'ZYX':
+                                                       this._y = Math.asin(-clamp(m31, -1, 1));
 
-                                       if (Math.abs(m31) < 0.9999999) {
-                                               this._x = Math.atan2(m32, m33);
-                                               this._z = Math.atan2(m21, m11);
-                                       } else {
-                                               this._x = 0;
-                                               this._z = Math.atan2(-m12, m22);
-                                       }
+                                                       if (Math.abs(m31) < 0.9999999) {
+                                                               this._x = Math.atan2(m32, m33);
+                                                               this._z = Math.atan2(m21, m11);
+                                                       } else {
+                                                               this._x = 0;
+                                                               this._z = Math.atan2(-m12, m22);
+                                                       }
 
-                                       break;
+                                                       break;
 
-                               case 'YZX':
-                                       this._z = Math.asin(clamp(m21, -1, 1));
+                                               case 'YZX':
+                                                       this._z = Math.asin(clamp(m21, -1, 1));
 
-                                       if (Math.abs(m21) < 0.9999999) {
-                                               this._x = Math.atan2(-m23, m22);
-                                               this._y = Math.atan2(-m31, m11);
-                                       } else {
-                                               this._x = 0;
-                                               this._y = Math.atan2(m13, m33);
-                                       }
+                                                       if (Math.abs(m21) < 0.9999999) {
+                                                               this._x = Math.atan2(-m23, m22);
+                                                               this._y = Math.atan2(-m31, m11);
+                                                       } else {
+                                                               this._x = 0;
+                                                               this._y = Math.atan2(m13, m33);
+                                                       }
 
-                                       break;
+                                                       break;
 
-                               case 'XZY':
-                                       this._z = Math.asin(-clamp(m12, -1, 1));
+                                               case 'XZY':
+                                                       this._z = Math.asin(-clamp(m12, -1, 1));
 
-                                       if (Math.abs(m12) < 0.9999999) {
-                                               this._x = Math.atan2(m32, m22);
-                                               this._y = Math.atan2(m13, m11);
-                                       } else {
-                                               this._x = Math.atan2(-m23, m33);
-                                               this._y = 0;
-                                       }
+                                                       if (Math.abs(m12) < 0.9999999) {
+                                                               this._x = Math.atan2(m32, m22);
+                                                               this._y = Math.atan2(m13, m11);
+                                                       } else {
+                                                               this._x = Math.atan2(-m23, m33);
+                                                               this._y = 0;
+                                                       }
 
-                                       break;
+                                                       break;
 
-                               default:
-                                       console.warn('THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order);
-                       }
+                                               default:
+                                                       console.warn('THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order);
+                                       }
 
-                       this._order = order;
-                       if (update === true) this._onChangeCallback();
-                       return this;
-               }
+                                       this._order = order;
+                                       if (update === true) this._onChangeCallback();
+                                       return this;
+                               }
 
-               setFromQuaternion(q, order, update) {
-                       _matrix$1.makeRotationFromQuaternion(q);
+                               setFromQuaternion(q, order, update) {
+                                       _matrix$1.makeRotationFromQuaternion(q);
 
-                       return this.setFromRotationMatrix(_matrix$1, order, update);
-               }
+                                       return this.setFromRotationMatrix(_matrix$1, order, update);
+                               }
 
-               setFromVector3(v, order = this._order) {
-                       return this.set(v.x, v.y, v.z, order);
-               }
+                               setFromVector3(v, order = this._order) {
+                                       return this.set(v.x, v.y, v.z, order);
+                               }
 
-               reorder(newOrder) {
-                       // WARNING: this discards revolution information -bhouston
-                       _quaternion$3.setFromEuler(this);
+                               reorder(newOrder) {
+                                       // WARNING: this discards revolution information -bhouston
+                                       _quaternion$3.setFromEuler(this);
 
-                       return this.setFromQuaternion(_quaternion$3, newOrder);
-               }
+                                       return this.setFromQuaternion(_quaternion$3, newOrder);
+                               }
 
-               equals(euler) {
-                       return euler._x === this._x && euler._y === this._y && euler._z === this._z && euler._order === this._order;
-               }
+                               equals(euler) {
+                                       return euler._x === this._x && euler._y === this._y && euler._z === this._z && euler._order === this._order;
+                               }
 
-               fromArray(array) {
-                       this._x = array[0];
-                       this._y = array[1];
-                       this._z = array[2];
-                       if (array[3] !== undefined) this._order = array[3];
+                               fromArray(array) {
+                                       this._x = array[0];
+                                       this._y = array[1];
+                                       this._z = array[2];
+                                       if (array[3] !== undefined) this._order = array[3];
 
-                       this._onChangeCallback();
+                                       this._onChangeCallback();
 
-                       return this;
-               }
+                                       return this;
+                               }
 
-               toArray(array = [], offset = 0) {
-                       array[offset] = this._x;
-                       array[offset + 1] = this._y;
-                       array[offset + 2] = this._z;
-                       array[offset + 3] = this._order;
-                       return array;
-               }
+                               toArray(array = [], offset = 0) {
+                                       array[offset] = this._x;
+                                       array[offset + 1] = this._y;
+                                       array[offset + 2] = this._z;
+                                       array[offset + 3] = this._order;
+                                       return array;
+                               }
 
-               toVector3(optionalResult) {
-                       if (optionalResult) {
-                               return optionalResult.set(this._x, this._y, this._z);
-                       } else {
-                               return new Vector3(this._x, this._y, this._z);
-                       }
-               }
+                               toVector3(optionalResult) {
+                                       if (optionalResult) {
+                                               return optionalResult.set(this._x, this._y, this._z);
+                                       } else {
+                                               return new Vector3(this._x, this._y, this._z);
+                                       }
+                               }
 
-               _onChange(callback) {
-                       this._onChangeCallback = callback;
-                       return this;
-               }
+                               _onChange(callback) {
+                                       this._onChangeCallback = callback;
+                                       return this;
+                               }
 
-               _onChangeCallback() {}
+                               _onChangeCallback() {
+                               }
 
-       }
+                       }
 
-       Euler.prototype.isEuler = true;
-       Euler.DefaultOrder = 'XYZ';
-       Euler.RotationOrders = ['XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX'];
+                       Euler.prototype.isEuler = true;
+                       Euler.DefaultOrder = 'XYZ';
+                       Euler.RotationOrders = ['XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX'];
 
-       class Layers {
-               constructor() {
-                       this.mask = 1 | 0;
-               }
+                       class Layers {
+                               constructor() {
+                                       this.mask = 1 | 0;
+                               }
 
-               set(channel) {
-                       this.mask = 1 << channel | 0;
-               }
+                               set(channel) {
+                                       this.mask = 1 << channel | 0;
+                               }
 
-               enable(channel) {
-                       this.mask |= 1 << channel | 0;
-               }
+                               enable(channel) {
+                                       this.mask |= 1 << channel | 0;
+                               }
 
-               enableAll() {
-                       this.mask = 0xffffffff | 0;
-               }
+                               enableAll() {
+                                       this.mask = 0xffffffff | 0;
+                               }
 
-               toggle(channel) {
-                       this.mask ^= 1 << channel | 0;
-               }
+                               toggle(channel) {
+                                       this.mask ^= 1 << channel | 0;
+                               }
 
-               disable(channel) {
-                       this.mask &= ~(1 << channel | 0);
-               }
+                               disable(channel) {
+                                       this.mask &= ~(1 << channel | 0);
+                               }
 
-               disableAll() {
-                       this.mask = 0;
-               }
+                               disableAll() {
+                                       this.mask = 0;
+                               }
 
-               test(layers) {
-                       return (this.mask & layers.mask) !== 0;
-               }
+                               test(layers) {
+                                       return (this.mask & layers.mask) !== 0;
+                               }
 
-       }
+                       }
 
-       let _object3DId = 0;
+                       let _object3DId = 0;
 
-       const _v1$4 = /*@__PURE__*/new Vector3();
+                       const _v1$4 = /*@__PURE__*/new Vector3();
 
-       const _q1 = /*@__PURE__*/new Quaternion();
+                       const _q1 = /*@__PURE__*/new Quaternion();
 
-       const _m1$1 = /*@__PURE__*/new Matrix4();
+                       const _m1$1 = /*@__PURE__*/new Matrix4();
 
-       const _target = /*@__PURE__*/new Vector3();
+                       const _target = /*@__PURE__*/new Vector3();
 
-       const _position$3 = /*@__PURE__*/new Vector3();
+                       const _position$3 = /*@__PURE__*/new Vector3();
 
-       const _scale$2 = /*@__PURE__*/new Vector3();
+                       const _scale$2 = /*@__PURE__*/new Vector3();
 
-       const _quaternion$2 = /*@__PURE__*/new Quaternion();
+                       const _quaternion$2 = /*@__PURE__*/new Quaternion();
 
-       const _xAxis = /*@__PURE__*/new Vector3(1, 0, 0);
+                       const _xAxis = /*@__PURE__*/new Vector3(1, 0, 0);
 
-       const _yAxis = /*@__PURE__*/new Vector3(0, 1, 0);
+                       const _yAxis = /*@__PURE__*/new Vector3(0, 1, 0);
 
-       const _zAxis = /*@__PURE__*/new Vector3(0, 0, 1);
+                       const _zAxis = /*@__PURE__*/new Vector3(0, 0, 1);
 
-       const _addedEvent = {
-               type: 'added'
-       };
-       const _removedEvent = {
-               type: 'removed'
-       };
+                       const _addedEvent = {
+                               type: 'added'
+                       };
+                       const _removedEvent = {
+                               type: 'removed'
+                       };
 
-       class Object3D extends EventDispatcher {
-               constructor() {
-                       super();
-                       Object.defineProperty(this, 'id', {
-                               value: _object3DId++
-                       });
-                       this.uuid = generateUUID();
-                       this.name = '';
-                       this.type = 'Object3D';
-                       this.parent = null;
-                       this.children = [];
-                       this.up = Object3D.DefaultUp.clone();
-                       const position = new Vector3();
-                       const rotation = new Euler();
-                       const quaternion = new Quaternion();
-                       const scale = new Vector3(1, 1, 1);
+                       class Object3D extends EventDispatcher {
+                               constructor() {
+                                       super();
+                                       Object.defineProperty(this, 'id', {
+                                               value: _object3DId++
+                                       });
+                                       this.uuid = generateUUID();
+                                       this.name = '';
+                                       this.type = 'Object3D';
+                                       this.parent = null;
+                                       this.children = [];
+                                       this.up = Object3D.DefaultUp.clone();
+                                       const position = new Vector3();
+                                       const rotation = new Euler();
+                                       const quaternion = new Quaternion();
+                                       const scale = new Vector3(1, 1, 1);
+
+                                       function onRotationChange() {
+                                               quaternion.setFromEuler(rotation, false);
+                                       }
 
-                       function onRotationChange() {
-                               quaternion.setFromEuler(rotation, false);
-                       }
-
-                       function onQuaternionChange() {
-                               rotation.setFromQuaternion(quaternion, undefined, false);
-                       }
-
-                       rotation._onChange(onRotationChange);
-
-                       quaternion._onChange(onQuaternionChange);
+                                       function onQuaternionChange() {
+                                               rotation.setFromQuaternion(quaternion, undefined, false);
+                                       }
 
-                       Object.defineProperties(this, {
-                               position: {
-                                       configurable: true,
-                                       enumerable: true,
-                                       value: position
-                               },
-                               rotation: {
-                                       configurable: true,
-                                       enumerable: true,
-                                       value: rotation
-                               },
-                               quaternion: {
-                                       configurable: true,
-                                       enumerable: true,
-                                       value: quaternion
-                               },
-                               scale: {
-                                       configurable: true,
-                                       enumerable: true,
-                                       value: scale
-                               },
-                               modelViewMatrix: {
-                                       value: new Matrix4()
-                               },
-                               normalMatrix: {
-                                       value: new Matrix3()
+                                       rotation._onChange(onRotationChange);
+
+                                       quaternion._onChange(onQuaternionChange);
+
+                                       Object.defineProperties(this, {
+                                               position: {
+                                                       configurable: true,
+                                                       enumerable: true,
+                                                       value: position
+                                               },
+                                               rotation: {
+                                                       configurable: true,
+                                                       enumerable: true,
+                                                       value: rotation
+                                               },
+                                               quaternion: {
+                                                       configurable: true,
+                                                       enumerable: true,
+                                                       value: quaternion
+                                               },
+                                               scale: {
+                                                       configurable: true,
+                                                       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.animations = [];
+                                       this.userData = {};
                                }
-                       });
-                       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.animations = [];
-                       this.userData = {};
-               }
 
-               onBeforeRender() {}
-
-               onAfterRender() {}
+                               onBeforeRender() {
+                               }
 
-               applyMatrix4(matrix) {
-                       if (this.matrixAutoUpdate) this.updateMatrix();
-                       this.matrix.premultiply(matrix);
-                       this.matrix.decompose(this.position, this.quaternion, this.scale);
-               }
+                               onAfterRender() {
+                               }
 
-               applyQuaternion(q) {
-                       this.quaternion.premultiply(q);
-                       return this;
-               }
+                               applyMatrix4(matrix) {
+                                       if (this.matrixAutoUpdate) this.updateMatrix();
+                                       this.matrix.premultiply(matrix);
+                                       this.matrix.decompose(this.position, this.quaternion, this.scale);
+                               }
 
-               setRotationFromAxisAngle(axis, angle) {
-                       // assumes axis is normalized
-                       this.quaternion.setFromAxisAngle(axis, angle);
-               }
+                               applyQuaternion(q) {
+                                       this.quaternion.premultiply(q);
+                                       return this;
+                               }
 
-               setRotationFromEuler(euler) {
-                       this.quaternion.setFromEuler(euler, true);
-               }
+                               setRotationFromAxisAngle(axis, angle) {
+                                       // assumes axis is normalized
+                                       this.quaternion.setFromAxisAngle(axis, angle);
+                               }
 
-               setRotationFromMatrix(m) {
-                       // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
-                       this.quaternion.setFromRotationMatrix(m);
-               }
+                               setRotationFromEuler(euler) {
+                                       this.quaternion.setFromEuler(euler, true);
+                               }
 
-               setRotationFromQuaternion(q) {
-                       // assumes q is normalized
-                       this.quaternion.copy(q);
-               }
+                               setRotationFromMatrix(m) {
+                                       // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+                                       this.quaternion.setFromRotationMatrix(m);
+                               }
 
-               rotateOnAxis(axis, angle) {
-                       // rotate object on axis in object space
-                       // axis is assumed to be normalized
-                       _q1.setFromAxisAngle(axis, angle);
+                               setRotationFromQuaternion(q) {
+                                       // assumes q is normalized
+                                       this.quaternion.copy(q);
+                               }
 
-                       this.quaternion.multiply(_q1);
-                       return this;
-               }
+                               rotateOnAxis(axis, angle) {
+                                       // rotate object on axis in object space
+                                       // axis is assumed to be normalized
+                                       _q1.setFromAxisAngle(axis, angle);
 
-               rotateOnWorldAxis(axis, angle) {
-                       // rotate object on axis in world space
-                       // axis is assumed to be normalized
-                       // method assumes no rotated parent
-                       _q1.setFromAxisAngle(axis, angle);
+                                       this.quaternion.multiply(_q1);
+                                       return this;
+                               }
 
-                       this.quaternion.premultiply(_q1);
-                       return this;
-               }
+                               rotateOnWorldAxis(axis, angle) {
+                                       // rotate object on axis in world space
+                                       // axis is assumed to be normalized
+                                       // method assumes no rotated parent
+                                       _q1.setFromAxisAngle(axis, angle);
 
-               rotateX(angle) {
-                       return this.rotateOnAxis(_xAxis, angle);
-               }
+                                       this.quaternion.premultiply(_q1);
+                                       return this;
+                               }
 
-               rotateY(angle) {
-                       return this.rotateOnAxis(_yAxis, angle);
-               }
+                               rotateX(angle) {
+                                       return this.rotateOnAxis(_xAxis, angle);
+                               }
 
-               rotateZ(angle) {
-                       return this.rotateOnAxis(_zAxis, angle);
-               }
+                               rotateY(angle) {
+                                       return this.rotateOnAxis(_yAxis, angle);
+                               }
 
-               translateOnAxis(axis, distance) {
-                       // translate object by distance along axis in object space
-                       // axis is assumed to be normalized
-                       _v1$4.copy(axis).applyQuaternion(this.quaternion);
+                               rotateZ(angle) {
+                                       return this.rotateOnAxis(_zAxis, angle);
+                               }
 
-                       this.position.add(_v1$4.multiplyScalar(distance));
-                       return this;
-               }
+                               translateOnAxis(axis, distance) {
+                                       // translate object by distance along axis in object space
+                                       // axis is assumed to be normalized
+                                       _v1$4.copy(axis).applyQuaternion(this.quaternion);
 
-               translateX(distance) {
-                       return this.translateOnAxis(_xAxis, distance);
-               }
+                                       this.position.add(_v1$4.multiplyScalar(distance));
+                                       return this;
+                               }
 
-               translateY(distance) {
-                       return this.translateOnAxis(_yAxis, distance);
-               }
+                               translateX(distance) {
+                                       return this.translateOnAxis(_xAxis, distance);
+                               }
 
-               translateZ(distance) {
-                       return this.translateOnAxis(_zAxis, distance);
-               }
+                               translateY(distance) {
+                                       return this.translateOnAxis(_yAxis, distance);
+                               }
 
-               localToWorld(vector) {
-                       return vector.applyMatrix4(this.matrixWorld);
-               }
+                               translateZ(distance) {
+                                       return this.translateOnAxis(_zAxis, distance);
+                               }
 
-               worldToLocal(vector) {
-                       return vector.applyMatrix4(_m1$1.copy(this.matrixWorld).invert());
-               }
+                               localToWorld(vector) {
+                                       return vector.applyMatrix4(this.matrixWorld);
+                               }
 
-               lookAt(x, y, z) {
-                       // This method does not support objects having non-uniformly-scaled parent(s)
-                       if (x.isVector3) {
-                               _target.copy(x);
-                       } else {
-                               _target.set(x, y, z);
-                       }
+                               worldToLocal(vector) {
+                                       return vector.applyMatrix4(_m1$1.copy(this.matrixWorld).invert());
+                               }
 
-                       const parent = this.parent;
-                       this.updateWorldMatrix(true, false);
+                               lookAt(x, y, z) {
+                                       // This method does not support objects having non-uniformly-scaled parent(s)
+                                       if (x.isVector3) {
+                                               _target.copy(x);
+                                       } else {
+                                               _target.set(x, y, z);
+                                       }
 
-                       _position$3.setFromMatrixPosition(this.matrixWorld);
+                                       const parent = this.parent;
+                                       this.updateWorldMatrix(true, false);
 
-                       if (this.isCamera || this.isLight) {
-                               _m1$1.lookAt(_position$3, _target, this.up);
-                       } else {
-                               _m1$1.lookAt(_target, _position$3, this.up);
-                       }
+                                       _position$3.setFromMatrixPosition(this.matrixWorld);
 
-                       this.quaternion.setFromRotationMatrix(_m1$1);
+                                       if (this.isCamera || this.isLight) {
+                                               _m1$1.lookAt(_position$3, _target, this.up);
+                                       } else {
+                                               _m1$1.lookAt(_target, _position$3, this.up);
+                                       }
 
-                       if (parent) {
-                               _m1$1.extractRotation(parent.matrixWorld);
+                                       this.quaternion.setFromRotationMatrix(_m1$1);
 
-                               _q1.setFromRotationMatrix(_m1$1);
+                                       if (parent) {
+                                               _m1$1.extractRotation(parent.matrixWorld);
 
-                               this.quaternion.premultiply(_q1.invert());
-                       }
-               }
+                                               _q1.setFromRotationMatrix(_m1$1);
 
-               add(object) {
-                       if (arguments.length > 1) {
-                               for (let i = 0; i < arguments.length; i++) {
-                                       this.add(arguments[i]);
+                                               this.quaternion.premultiply(_q1.invert());
+                                       }
                                }
 
-                               return this;
-                       }
+                               add(object) {
+                                       if (arguments.length > 1) {
+                                               for (let i = 0; i < arguments.length; i++) {
+                                                       this.add(arguments[i]);
+                                               }
 
-                       if (object === this) {
-                               console.error('THREE.Object3D.add: object can\'t be added as a child of itself.', object);
-                               return this;
-                       }
+                                               return this;
+                                       }
 
-                       if (object && object.isObject3D) {
-                               if (object.parent !== null) {
-                                       object.parent.remove(object);
-                               }
+                                       if (object === this) {
+                                               console.error('THREE.Object3D.add: object can\'t be added as a child of itself.', object);
+                                               return this;
+                                       }
 
-                               object.parent = this;
-                               this.children.push(object);
-                               object.dispatchEvent(_addedEvent);
-                       } else {
-                               console.error('THREE.Object3D.add: object not an instance of THREE.Object3D.', object);
-                       }
+                                       if (object && object.isObject3D) {
+                                               if (object.parent !== null) {
+                                                       object.parent.remove(object);
+                                               }
 
-                       return this;
-               }
+                                               object.parent = this;
+                                               this.children.push(object);
+                                               object.dispatchEvent(_addedEvent);
+                                       } else {
+                                               console.error('THREE.Object3D.add: object not an instance of THREE.Object3D.', object);
+                                       }
 
-               remove(object) {
-                       if (arguments.length > 1) {
-                               for (let i = 0; i < arguments.length; i++) {
-                                       this.remove(arguments[i]);
+                                       return this;
                                }
 
-                               return this;
-                       }
-
-                       const index = this.children.indexOf(object);
-
-                       if (index !== -1) {
-                               object.parent = null;
-                               this.children.splice(index, 1);
-                               object.dispatchEvent(_removedEvent);
-                       }
+                               remove(object) {
+                                       if (arguments.length > 1) {
+                                               for (let i = 0; i < arguments.length; i++) {
+                                                       this.remove(arguments[i]);
+                                               }
 
-                       return this;
-               }
+                                               return this;
+                                       }
 
-               removeFromParent() {
-                       const parent = this.parent;
+                                       const index = this.children.indexOf(object);
 
-                       if (parent !== null) {
-                               parent.remove(this);
-                       }
+                                       if (index !== -1) {
+                                               object.parent = null;
+                                               this.children.splice(index, 1);
+                                               object.dispatchEvent(_removedEvent);
+                                       }
 
-                       return this;
-               }
+                                       return this;
+                               }
 
-               clear() {
-                       for (let i = 0; i < this.children.length; i++) {
-                               const object = this.children[i];
-                               object.parent = null;
-                               object.dispatchEvent(_removedEvent);
-                       }
+                               removeFromParent() {
+                                       const parent = this.parent;
 
-                       this.children.length = 0;
-                       return this;
-               }
+                                       if (parent !== null) {
+                                               parent.remove(this);
+                                       }
 
-               attach(object) {
-                       // adds object as a child of this, while maintaining the object's world transform
-                       this.updateWorldMatrix(true, false);
+                                       return this;
+                               }
 
-                       _m1$1.copy(this.matrixWorld).invert();
+                               clear() {
+                                       for (let i = 0; i < this.children.length; i++) {
+                                               const object = this.children[i];
+                                               object.parent = null;
+                                               object.dispatchEvent(_removedEvent);
+                                       }
 
-                       if (object.parent !== null) {
-                               object.parent.updateWorldMatrix(true, false);
+                                       this.children.length = 0;
+                                       return this;
+                               }
 
-                               _m1$1.multiply(object.parent.matrixWorld);
-                       }
+                               attach(object) {
+                                       // adds object as a child of this, while maintaining the object's world transform
+                                       this.updateWorldMatrix(true, false);
 
-                       object.applyMatrix4(_m1$1);
-                       this.add(object);
-                       object.updateWorldMatrix(false, true);
-                       return this;
-               }
+                                       _m1$1.copy(this.matrixWorld).invert();
 
-               getObjectById(id) {
-                       return this.getObjectByProperty('id', id);
-               }
+                                       if (object.parent !== null) {
+                                               object.parent.updateWorldMatrix(true, false);
 
-               getObjectByName(name) {
-                       return this.getObjectByProperty('name', name);
-               }
+                                               _m1$1.multiply(object.parent.matrixWorld);
+                                       }
 
-               getObjectByProperty(name, value) {
-                       if (this[name] === value) return this;
+                                       object.applyMatrix4(_m1$1);
+                                       this.add(object);
+                                       object.updateWorldMatrix(false, true);
+                                       return this;
+                               }
 
-                       for (let i = 0, l = this.children.length; i < l; i++) {
-                               const child = this.children[i];
-                               const object = child.getObjectByProperty(name, value);
+                               getObjectById(id) {
+                                       return this.getObjectByProperty('id', id);
+                               }
 
-                               if (object !== undefined) {
-                                       return object;
+                               getObjectByName(name) {
+                                       return this.getObjectByProperty('name', name);
                                }
-                       }
 
-                       return undefined;
-               }
+                               getObjectByProperty(name, value) {
+                                       if (this[name] === value) return this;
 
-               getWorldPosition(target) {
-                       this.updateWorldMatrix(true, false);
-                       return target.setFromMatrixPosition(this.matrixWorld);
-               }
+                                       for (let i = 0, l = this.children.length; i < l; i++) {
+                                               const child = this.children[i];
+                                               const object = child.getObjectByProperty(name, value);
 
-               getWorldQuaternion(target) {
-                       this.updateWorldMatrix(true, false);
-                       this.matrixWorld.decompose(_position$3, target, _scale$2);
-                       return target;
-               }
+                                               if (object !== undefined) {
+                                                       return object;
+                                               }
+                                       }
 
-               getWorldScale(target) {
-                       this.updateWorldMatrix(true, false);
-                       this.matrixWorld.decompose(_position$3, _quaternion$2, target);
-                       return target;
-               }
+                                       return undefined;
+                               }
 
-               getWorldDirection(target) {
-                       this.updateWorldMatrix(true, false);
-                       const e = this.matrixWorld.elements;
-                       return target.set(e[8], e[9], e[10]).normalize();
-               }
+                               getWorldPosition(target) {
+                                       this.updateWorldMatrix(true, false);
+                                       return target.setFromMatrixPosition(this.matrixWorld);
+                               }
 
-               raycast() {}
+                               getWorldQuaternion(target) {
+                                       this.updateWorldMatrix(true, false);
+                                       this.matrixWorld.decompose(_position$3, target, _scale$2);
+                                       return target;
+                               }
 
-               traverse(callback) {
-                       callback(this);
-                       const children = this.children;
+                               getWorldScale(target) {
+                                       this.updateWorldMatrix(true, false);
+                                       this.matrixWorld.decompose(_position$3, _quaternion$2, target);
+                                       return target;
+                               }
 
-                       for (let i = 0, l = children.length; i < l; i++) {
-                               children[i].traverse(callback);
-                       }
-               }
+                               getWorldDirection(target) {
+                                       this.updateWorldMatrix(true, false);
+                                       const e = this.matrixWorld.elements;
+                                       return target.set(e[8], e[9], e[10]).normalize();
+                               }
 
-               traverseVisible(callback) {
-                       if (this.visible === false) return;
-                       callback(this);
-                       const children = this.children;
+                               raycast() {
+                               }
 
-                       for (let i = 0, l = children.length; i < l; i++) {
-                               children[i].traverseVisible(callback);
-                       }
-               }
+                               traverse(callback) {
+                                       callback(this);
+                                       const children = this.children;
 
-               traverseAncestors(callback) {
-                       const parent = this.parent;
+                                       for (let i = 0, l = children.length; i < l; i++) {
+                                               children[i].traverse(callback);
+                                       }
+                               }
 
-                       if (parent !== null) {
-                               callback(parent);
-                               parent.traverseAncestors(callback);
-                       }
-               }
+                               traverseVisible(callback) {
+                                       if (this.visible === false) return;
+                                       callback(this);
+                                       const children = this.children;
 
-               updateMatrix() {
-                       this.matrix.compose(this.position, this.quaternion, this.scale);
-                       this.matrixWorldNeedsUpdate = true;
-               }
+                                       for (let i = 0, l = children.length; i < l; i++) {
+                                               children[i].traverseVisible(callback);
+                                       }
+                               }
 
-               updateMatrixWorld(force) {
-                       if (this.matrixAutoUpdate) this.updateMatrix();
+                               traverseAncestors(callback) {
+                                       const parent = this.parent;
 
-                       if (this.matrixWorldNeedsUpdate || force) {
-                               if (this.parent === null) {
-                                       this.matrixWorld.copy(this.matrix);
-                               } else {
-                                       this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);
+                                       if (parent !== null) {
+                                               callback(parent);
+                                               parent.traverseAncestors(callback);
+                                       }
                                }
 
-                               this.matrixWorldNeedsUpdate = false;
-                               force = true;
-                       } // update children
+                               updateMatrix() {
+                                       this.matrix.compose(this.position, this.quaternion, this.scale);
+                                       this.matrixWorldNeedsUpdate = true;
+                               }
 
+                               updateMatrixWorld(force) {
+                                       if (this.matrixAutoUpdate) this.updateMatrix();
 
-                       const children = this.children;
+                                       if (this.matrixWorldNeedsUpdate || force) {
+                                               if (this.parent === null) {
+                                                       this.matrixWorld.copy(this.matrix);
+                                               } else {
+                                                       this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);
+                                               }
 
-                       for (let i = 0, l = children.length; i < l; i++) {
-                               children[i].updateMatrixWorld(force);
-                       }
-               }
+                                               this.matrixWorldNeedsUpdate = false;
+                                               force = true;
+                                       } // update children
 
-               updateWorldMatrix(updateParents, updateChildren) {
-                       const parent = this.parent;
 
-                       if (updateParents === true && parent !== null) {
-                               parent.updateWorldMatrix(true, false);
-                       }
+                                       const children = this.children;
 
-                       if (this.matrixAutoUpdate) this.updateMatrix();
+                                       for (let i = 0, l = children.length; i < l; i++) {
+                                               children[i].updateMatrixWorld(force);
+                                       }
+                               }
 
-                       if (this.parent === null) {
-                               this.matrixWorld.copy(this.matrix);
-                       } else {
-                               this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);
-                       } // update children
+                               updateWorldMatrix(updateParents, updateChildren) {
+                                       const parent = this.parent;
 
+                                       if (updateParents === true && parent !== null) {
+                                               parent.updateWorldMatrix(true, false);
+                                       }
 
-                       if (updateChildren === true) {
-                               const children = this.children;
+                                       if (this.matrixAutoUpdate) this.updateMatrix();
 
-                               for (let i = 0, l = children.length; i < l; i++) {
-                                       children[i].updateWorldMatrix(false, true);
-                               }
-                       }
-               }
+                                       if (this.parent === null) {
+                                               this.matrixWorld.copy(this.matrix);
+                                       } else {
+                                               this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);
+                                       } // update children
 
-               toJSON(meta) {
-                       // meta is a string when called from JSON.stringify
-                       const isRootObject = meta === undefined || typeof meta === 'string';
-                       const 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: {},
-                                       skeletons: {},
-                                       animations: {}
-                               };
-                               output.metadata = {
-                                       version: 4.5,
-                                       type: 'Object',
-                                       generator: 'Object3D.toJSON'
-                               };
-                       } // standard Object3D serialization
-
-
-                       const 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; // object specific properties
-
-                       if (this.isInstancedMesh) {
-                               object.type = 'InstancedMesh';
-                               object.count = this.count;
-                               object.instanceMatrix = this.instanceMatrix.toJSON();
-                               if (this.instanceColor !== null) object.instanceColor = this.instanceColor.toJSON();
-                       } //
 
+                                       if (updateChildren === true) {
+                                               const children = this.children;
 
-                       function serialize(library, element) {
-                               if (library[element.uuid] === undefined) {
-                                       library[element.uuid] = element.toJSON(meta);
+                                               for (let i = 0, l = children.length; i < l; i++) {
+                                                       children[i].updateWorldMatrix(false, true);
+                                               }
+                                       }
                                }
 
-                               return element.uuid;
-                       }
+                               toJSON(meta) {
+                                       // meta is a string when called from JSON.stringify
+                                       const isRootObject = meta === undefined || typeof meta === 'string';
+                                       const 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: {},
+                                                       skeletons: {},
+                                                       animations: {}
+                                               };
+                                               output.metadata = {
+                                                       version: 4.5,
+                                                       type: 'Object',
+                                                       generator: 'Object3D.toJSON'
+                                               };
+                                       } // standard Object3D serialization
+
+
+                                       const 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; // object specific properties
+
+                                       if (this.isInstancedMesh) {
+                                               object.type = 'InstancedMesh';
+                                               object.count = this.count;
+                                               object.instanceMatrix = this.instanceMatrix.toJSON();
+                                               if (this.instanceColor !== null) object.instanceColor = this.instanceColor.toJSON();
+                                       } //
+
+
+                                       function serialize(library, element) {
+                                               if (library[element.uuid] === undefined) {
+                                                       library[element.uuid] = element.toJSON(meta);
+                                               }
 
-                       if (this.isScene) {
-                               if (this.background) {
-                                       if (this.background.isColor) {
-                                               object.background = this.background.toJSON();
-                                       } else if (this.background.isTexture) {
-                                               object.background = this.background.toJSON(meta).uuid;
+                                               return element.uuid;
                                        }
-                               }
 
-                               if (this.environment && this.environment.isTexture) {
-                                       object.environment = this.environment.toJSON(meta).uuid;
-                               }
-                       } else if (this.isMesh || this.isLine || this.isPoints) {
-                               object.geometry = serialize(meta.geometries, this.geometry);
-                               const parameters = this.geometry.parameters;
+                                       if (this.isScene) {
+                                               if (this.background) {
+                                                       if (this.background.isColor) {
+                                                               object.background = this.background.toJSON();
+                                                       } else if (this.background.isTexture) {
+                                                               object.background = this.background.toJSON(meta).uuid;
+                                                       }
+                                               }
+
+                                               if (this.environment && this.environment.isTexture) {
+                                                       object.environment = this.environment.toJSON(meta).uuid;
+                                               }
+                                       } else if (this.isMesh || this.isLine || this.isPoints) {
+                                               object.geometry = serialize(meta.geometries, this.geometry);
+                                               const parameters = this.geometry.parameters;
 
-                               if (parameters !== undefined && parameters.shapes !== undefined) {
-                                       const shapes = parameters.shapes;
+                                               if (parameters !== undefined && parameters.shapes !== undefined) {
+                                                       const shapes = parameters.shapes;
 
-                                       if (Array.isArray(shapes)) {
-                                               for (let i = 0, l = shapes.length; i < l; i++) {
-                                                       const shape = shapes[i];
-                                                       serialize(meta.shapes, shape);
+                                                       if (Array.isArray(shapes)) {
+                                                               for (let i = 0, l = shapes.length; i < l; i++) {
+                                                                       const shape = shapes[i];
+                                                                       serialize(meta.shapes, shape);
+                                                               }
+                                                       } else {
+                                                               serialize(meta.shapes, shapes);
+                                                       }
                                                }
-                                       } else {
-                                               serialize(meta.shapes, shapes);
                                        }
-                               }
-                       }
 
-                       if (this.isSkinnedMesh) {
-                               object.bindMode = this.bindMode;
-                               object.bindMatrix = this.bindMatrix.toArray();
+                                       if (this.isSkinnedMesh) {
+                                               object.bindMode = this.bindMode;
+                                               object.bindMatrix = this.bindMatrix.toArray();
 
-                               if (this.skeleton !== undefined) {
-                                       serialize(meta.skeletons, this.skeleton);
-                                       object.skeleton = this.skeleton.uuid;
-                               }
-                       }
+                                               if (this.skeleton !== undefined) {
+                                                       serialize(meta.skeletons, this.skeleton);
+                                                       object.skeleton = this.skeleton.uuid;
+                                               }
+                                       }
 
-                       if (this.material !== undefined) {
-                               if (Array.isArray(this.material)) {
-                                       const uuids = [];
+                                       if (this.material !== undefined) {
+                                               if (Array.isArray(this.material)) {
+                                                       const uuids = [];
 
-                                       for (let i = 0, l = this.material.length; i < l; i++) {
-                                               uuids.push(serialize(meta.materials, this.material[i]));
-                                       }
+                                                       for (let 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);
-                               }
-                       } //
+                                                       object.material = uuids;
+                                               } else {
+                                                       object.material = serialize(meta.materials, this.material);
+                                               }
+                                       } //
 
 
-                       if (this.children.length > 0) {
-                               object.children = [];
+                                       if (this.children.length > 0) {
+                                               object.children = [];
 
-                               for (let i = 0; i < this.children.length; i++) {
-                                       object.children.push(this.children[i].toJSON(meta).object);
-                               }
-                       } //
+                                               for (let i = 0; i < this.children.length; i++) {
+                                                       object.children.push(this.children[i].toJSON(meta).object);
+                                               }
+                                       } //
 
 
-                       if (this.animations.length > 0) {
-                               object.animations = [];
+                                       if (this.animations.length > 0) {
+                                               object.animations = [];
 
-                               for (let i = 0; i < this.animations.length; i++) {
-                                       const animation = this.animations[i];
-                                       object.animations.push(serialize(meta.animations, animation));
-                               }
-                       }
+                                               for (let i = 0; i < this.animations.length; i++) {
+                                                       const animation = this.animations[i];
+                                                       object.animations.push(serialize(meta.animations, animation));
+                                               }
+                                       }
 
-                       if (isRootObject) {
-                               const geometries = extractFromCache(meta.geometries);
-                               const materials = extractFromCache(meta.materials);
-                               const textures = extractFromCache(meta.textures);
-                               const images = extractFromCache(meta.images);
-                               const shapes = extractFromCache(meta.shapes);
-                               const skeletons = extractFromCache(meta.skeletons);
-                               const animations = extractFromCache(meta.animations);
-                               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;
-                               if (skeletons.length > 0) output.skeletons = skeletons;
-                               if (animations.length > 0) output.animations = animations;
-                       }
+                                       if (isRootObject) {
+                                               const geometries = extractFromCache(meta.geometries);
+                                               const materials = extractFromCache(meta.materials);
+                                               const textures = extractFromCache(meta.textures);
+                                               const images = extractFromCache(meta.images);
+                                               const shapes = extractFromCache(meta.shapes);
+                                               const skeletons = extractFromCache(meta.skeletons);
+                                               const animations = extractFromCache(meta.animations);
+                                               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;
+                                               if (skeletons.length > 0) output.skeletons = skeletons;
+                                               if (animations.length > 0) output.animations = animations;
+                                       }
 
-                       output.object = object;
-                       return output; // extract data from the cache hash
-                       // remove metadata on each item
-                       // and return as array
+                                       output.object = object;
+                                       return output; // extract data from the cache hash
+                                       // remove metadata on each item
+                                       // and return as array
 
-                       function extractFromCache(cache) {
-                               const values = [];
+                                       function extractFromCache(cache) {
+                                               const values = [];
 
-                               for (const key in cache) {
-                                       const data = cache[key];
-                                       delete data.metadata;
-                                       values.push(data);
-                               }
+                                               for (const key in cache) {
+                                                       const data = cache[key];
+                                                       delete data.metadata;
+                                                       values.push(data);
+                                               }
 
-                               return values;
-                       }
-               }
+                                               return values;
+                                       }
+                               }
 
-               clone(recursive) {
-                       return new this.constructor().copy(this, recursive);
-               }
+                               clone(recursive) {
+                                       return new this.constructor().copy(this, recursive);
+                               }
+
+                               copy(source, recursive = true) {
+                                       this.name = source.name;
+                                       this.up.copy(source.up);
+                                       this.position.copy(source.position);
+                                       this.rotation.order = source.rotation.order;
+                                       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 (let i = 0; i < source.children.length; i++) {
+                                                       const child = source.children[i];
+                                                       this.add(child.clone());
+                                               }
+                                       }
 
-               copy(source, recursive = true) {
-                       this.name = source.name;
-                       this.up.copy(source.up);
-                       this.position.copy(source.position);
-                       this.rotation.order = source.rotation.order;
-                       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 (let i = 0; i < source.children.length; i++) {
-                                       const child = source.children[i];
-                                       this.add(child.clone());
-                               }
-                       }
-
-                       return this;
-               }
+                                       return this;
+                               }
 
-       }
+                       }
 
-       Object3D.DefaultUp = new Vector3(0, 1, 0);
-       Object3D.DefaultMatrixAutoUpdate = true;
-       Object3D.prototype.isObject3D = true;
+                       Object3D.DefaultUp = new Vector3(0, 1, 0);
+                       Object3D.DefaultMatrixAutoUpdate = true;
+                       Object3D.prototype.isObject3D = true;
 
-       const _v0$1 = /*@__PURE__*/new Vector3();
+                       const _v0$1 = /*@__PURE__*/new Vector3();
 
-       const _v1$3 = /*@__PURE__*/new Vector3();
+                       const _v1$3 = /*@__PURE__*/new Vector3();
 
-       const _v2$2 = /*@__PURE__*/new Vector3();
+                       const _v2$2 = /*@__PURE__*/new Vector3();
 
-       const _v3$1 = /*@__PURE__*/new Vector3();
+                       const _v3$1 = /*@__PURE__*/new Vector3();
 
-       const _vab = /*@__PURE__*/new Vector3();
+                       const _vab = /*@__PURE__*/new Vector3();
 
-       const _vac = /*@__PURE__*/new Vector3();
+                       const _vac = /*@__PURE__*/new Vector3();
 
-       const _vbc = /*@__PURE__*/new Vector3();
+                       const _vbc = /*@__PURE__*/new Vector3();
 
-       const _vap = /*@__PURE__*/new Vector3();
+                       const _vap = /*@__PURE__*/new Vector3();
 
-       const _vbp = /*@__PURE__*/new Vector3();
+                       const _vbp = /*@__PURE__*/new Vector3();
 
-       const _vcp = /*@__PURE__*/new Vector3();
+                       const _vcp = /*@__PURE__*/new Vector3();
 
-       class Triangle {
-               constructor(a = new Vector3(), b = new Vector3(), c = new Vector3()) {
-                       this.a = a;
-                       this.b = b;
-                       this.c = c;
-               }
+                       class Triangle {
+                               constructor(a = new Vector3(), b = new Vector3(), c = new Vector3()) {
+                                       this.a = a;
+                                       this.b = b;
+                                       this.c = c;
+                               }
 
-               static getNormal(a, b, c, target) {
-                       target.subVectors(c, b);
+                               static getNormal(a, b, c, target) {
+                                       target.subVectors(c, b);
 
-                       _v0$1.subVectors(a, b);
+                                       _v0$1.subVectors(a, b);
 
-                       target.cross(_v0$1);
-                       const targetLengthSq = target.lengthSq();
+                                       target.cross(_v0$1);
+                                       const targetLengthSq = target.lengthSq();
 
-                       if (targetLengthSq > 0) {
-                               return target.multiplyScalar(1 / Math.sqrt(targetLengthSq));
-                       }
+                                       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
+                                       return target.set(0, 0, 0);
+                               } // static/instance method to calculate barycentric coordinates
+                               // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
 
 
-               static getBarycoord(point, a, b, c, target) {
-                       _v0$1.subVectors(c, a);
+                               static getBarycoord(point, a, b, c, target) {
+                                       _v0$1.subVectors(c, a);
 
-                       _v1$3.subVectors(b, a);
+                                       _v1$3.subVectors(b, a);
 
-                       _v2$2.subVectors(point, a);
+                                       _v2$2.subVectors(point, a);
 
-                       const dot00 = _v0$1.dot(_v0$1);
+                                       const dot00 = _v0$1.dot(_v0$1);
 
-                       const dot01 = _v0$1.dot(_v1$3);
+                                       const dot01 = _v0$1.dot(_v1$3);
 
-                       const dot02 = _v0$1.dot(_v2$2);
+                                       const dot02 = _v0$1.dot(_v2$2);
 
-                       const dot11 = _v1$3.dot(_v1$3);
+                                       const dot11 = _v1$3.dot(_v1$3);
 
-                       const dot12 = _v1$3.dot(_v2$2);
+                                       const dot12 = _v1$3.dot(_v2$2);
 
-                       const denom = dot00 * dot11 - dot01 * dot01; // collinear or singular triangle
+                                       const denom = dot00 * dot11 - dot01 * dot01; // 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);
-                       }
+                                       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);
+                                       }
 
-                       const invDenom = 1 / denom;
-                       const u = (dot11 * dot02 - dot01 * dot12) * invDenom;
-                       const v = (dot00 * dot12 - dot01 * dot02) * invDenom; // barycentric coordinates must always sum to 1
+                                       const invDenom = 1 / denom;
+                                       const u = (dot11 * dot02 - dot01 * dot12) * invDenom;
+                                       const v = (dot00 * dot12 - dot01 * dot02) * invDenom; // barycentric coordinates must always sum to 1
 
-                       return target.set(1 - u - v, v, u);
-               }
+                                       return target.set(1 - u - v, v, u);
+                               }
 
-               static containsPoint(point, a, b, c) {
-                       this.getBarycoord(point, a, b, c, _v3$1);
-                       return _v3$1.x >= 0 && _v3$1.y >= 0 && _v3$1.x + _v3$1.y <= 1;
-               }
+                               static containsPoint(point, a, b, c) {
+                                       this.getBarycoord(point, a, b, c, _v3$1);
+                                       return _v3$1.x >= 0 && _v3$1.y >= 0 && _v3$1.x + _v3$1.y <= 1;
+                               }
 
-               static getUV(point, p1, p2, p3, uv1, uv2, uv3, target) {
-                       this.getBarycoord(point, p1, p2, p3, _v3$1);
-                       target.set(0, 0);
-                       target.addScaledVector(uv1, _v3$1.x);
-                       target.addScaledVector(uv2, _v3$1.y);
-                       target.addScaledVector(uv3, _v3$1.z);
-                       return target;
-               }
+                               static getUV(point, p1, p2, p3, uv1, uv2, uv3, target) {
+                                       this.getBarycoord(point, p1, p2, p3, _v3$1);
+                                       target.set(0, 0);
+                                       target.addScaledVector(uv1, _v3$1.x);
+                                       target.addScaledVector(uv2, _v3$1.y);
+                                       target.addScaledVector(uv3, _v3$1.z);
+                                       return target;
+                               }
 
-               static isFrontFacing(a, b, c, direction) {
-                       _v0$1.subVectors(c, b);
+                               static isFrontFacing(a, b, c, direction) {
+                                       _v0$1.subVectors(c, b);
 
-                       _v1$3.subVectors(a, b); // strictly front facing
+                                       _v1$3.subVectors(a, b); // strictly front facing
 
 
-                       return _v0$1.cross(_v1$3).dot(direction) < 0 ? true : false;
-               }
+                                       return _v0$1.cross(_v1$3).dot(direction) < 0 ? true : false;
+                               }
 
-               set(a, b, c) {
-                       this.a.copy(a);
-                       this.b.copy(b);
-                       this.c.copy(c);
-                       return this;
-               }
+                               set(a, b, c) {
+                                       this.a.copy(a);
+                                       this.b.copy(b);
+                                       this.c.copy(c);
+                                       return this;
+                               }
 
-               setFromPointsAndIndices(points, i0, i1, i2) {
-                       this.a.copy(points[i0]);
-                       this.b.copy(points[i1]);
-                       this.c.copy(points[i2]);
-                       return this;
-               }
+                               setFromPointsAndIndices(points, i0, i1, i2) {
+                                       this.a.copy(points[i0]);
+                                       this.b.copy(points[i1]);
+                                       this.c.copy(points[i2]);
+                                       return this;
+                               }
 
-               clone() {
-                       return new this.constructor().copy(this);
-               }
+                               clone() {
+                                       return new this.constructor().copy(this);
+                               }
 
-               copy(triangle) {
-                       this.a.copy(triangle.a);
-                       this.b.copy(triangle.b);
-                       this.c.copy(triangle.c);
-                       return this;
-               }
+                               copy(triangle) {
+                                       this.a.copy(triangle.a);
+                                       this.b.copy(triangle.b);
+                                       this.c.copy(triangle.c);
+                                       return this;
+                               }
 
-               getArea() {
-                       _v0$1.subVectors(this.c, this.b);
+                               getArea() {
+                                       _v0$1.subVectors(this.c, this.b);
 
-                       _v1$3.subVectors(this.a, this.b);
+                                       _v1$3.subVectors(this.a, this.b);
 
-                       return _v0$1.cross(_v1$3).length() * 0.5;
-               }
+                                       return _v0$1.cross(_v1$3).length() * 0.5;
+                               }
 
-               getMidpoint(target) {
-                       return target.addVectors(this.a, this.b).add(this.c).multiplyScalar(1 / 3);
-               }
+                               getMidpoint(target) {
+                                       return target.addVectors(this.a, this.b).add(this.c).multiplyScalar(1 / 3);
+                               }
 
-               getNormal(target) {
-                       return Triangle.getNormal(this.a, this.b, this.c, target);
-               }
+                               getNormal(target) {
+                                       return Triangle.getNormal(this.a, this.b, this.c, target);
+                               }
 
-               getPlane(target) {
-                       return target.setFromCoplanarPoints(this.a, this.b, this.c);
-               }
+                               getPlane(target) {
+                                       return target.setFromCoplanarPoints(this.a, this.b, this.c);
+                               }
 
-               getBarycoord(point, target) {
-                       return Triangle.getBarycoord(point, this.a, this.b, this.c, target);
-               }
+                               getBarycoord(point, target) {
+                                       return Triangle.getBarycoord(point, this.a, this.b, this.c, target);
+                               }
 
-               getUV(point, uv1, uv2, uv3, target) {
-                       return Triangle.getUV(point, this.a, this.b, this.c, uv1, uv2, uv3, target);
-               }
+                               getUV(point, uv1, uv2, uv3, target) {
+                                       return Triangle.getUV(point, this.a, this.b, this.c, uv1, uv2, uv3, target);
+                               }
 
-               containsPoint(point) {
-                       return Triangle.containsPoint(point, this.a, this.b, this.c);
-               }
+                               containsPoint(point) {
+                                       return Triangle.containsPoint(point, this.a, this.b, this.c);
+                               }
 
-               isFrontFacing(direction) {
-                       return Triangle.isFrontFacing(this.a, this.b, this.c, direction);
-               }
+                               isFrontFacing(direction) {
+                                       return Triangle.isFrontFacing(this.a, this.b, this.c, direction);
+                               }
 
-               intersectsBox(box) {
-                       return box.intersectsTriangle(this);
-               }
+                               intersectsBox(box) {
+                                       return box.intersectsTriangle(this);
+                               }
 
-               closestPointToPoint(p, target) {
-                       const a = this.a,
+                               closestPointToPoint(p, target) {
+                                       const a = this.a,
                                                b = this.b,
                                                c = this.c;
-                       let v, w; // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
-                       // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
-                       // under the accompanying license; see chapter 5.1.5 for detailed explanation.
-                       // basically, we're distinguishing which of the voronoi regions of the triangle
-                       // the point lies in with the minimum amount of redundant computation.
+                                       let v, w; // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
+                                       // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
+                                       // under the accompanying license; see chapter 5.1.5 for detailed explanation.
+                                       // basically, we're distinguishing which of the voronoi regions of the triangle
+                                       // the point lies in with the minimum amount of redundant computation.
 
-                       _vab.subVectors(b, a);
+                                       _vab.subVectors(b, a);
 
-                       _vac.subVectors(c, a);
+                                       _vac.subVectors(c, a);
 
-                       _vap.subVectors(p, a);
+                                       _vap.subVectors(p, a);
 
-                       const d1 = _vab.dot(_vap);
+                                       const d1 = _vab.dot(_vap);
 
-                       const d2 = _vac.dot(_vap);
+                                       const d2 = _vac.dot(_vap);
 
-                       if (d1 <= 0 && d2 <= 0) {
-                               // vertex region of A; barycentric coords (1, 0, 0)
-                               return target.copy(a);
-                       }
+                                       if (d1 <= 0 && d2 <= 0) {
+                                               // vertex region of A; barycentric coords (1, 0, 0)
+                                               return target.copy(a);
+                                       }
 
-                       _vbp.subVectors(p, b);
+                                       _vbp.subVectors(p, b);
 
-                       const d3 = _vab.dot(_vbp);
+                                       const d3 = _vab.dot(_vbp);
 
-                       const d4 = _vac.dot(_vbp);
+                                       const d4 = _vac.dot(_vbp);
 
-                       if (d3 >= 0 && d4 <= d3) {
-                               // vertex region of B; barycentric coords (0, 1, 0)
-                               return target.copy(b);
-                       }
+                                       if (d3 >= 0 && d4 <= d3) {
+                                               // vertex region of B; barycentric coords (0, 1, 0)
+                                               return target.copy(b);
+                                       }
 
-                       const vc = d1 * d4 - d3 * d2;
+                                       const vc = d1 * d4 - d3 * d2;
 
-                       if (vc <= 0 && d1 >= 0 && d3 <= 0) {
-                               v = d1 / (d1 - d3); // edge region of AB; barycentric coords (1-v, v, 0)
+                                       if (vc <= 0 && d1 >= 0 && d3 <= 0) {
+                                               v = d1 / (d1 - d3); // edge region of AB; barycentric coords (1-v, v, 0)
 
-                               return target.copy(a).addScaledVector(_vab, v);
-                       }
-
-                       _vcp.subVectors(p, c);
-
-                       const d5 = _vab.dot(_vcp);
-
-                       const d6 = _vac.dot(_vcp);
-
-                       if (d6 >= 0 && d5 <= d6) {
-                               // vertex region of C; barycentric coords (0, 0, 1)
-                               return target.copy(c);
-                       }
+                                               return target.copy(a).addScaledVector(_vab, v);
+                                       }
 
-                       const vb = d5 * d2 - d1 * d6;
+                                       _vcp.subVectors(p, c);
 
-                       if (vb <= 0 && d2 >= 0 && d6 <= 0) {
-                               w = d2 / (d2 - d6); // edge region of AC; barycentric coords (1-w, 0, w)
+                                       const d5 = _vab.dot(_vcp);
 
-                               return target.copy(a).addScaledVector(_vac, w);
-                       }
+                                       const d6 = _vac.dot(_vcp);
 
-                       const va = d3 * d6 - d5 * d4;
+                                       if (d6 >= 0 && d5 <= d6) {
+                                               // vertex region of C; barycentric coords (0, 0, 1)
+                                               return target.copy(c);
+                                       }
 
-                       if (va <= 0 && d4 - d3 >= 0 && d5 - d6 >= 0) {
-                               _vbc.subVectors(c, b);
+                                       const vb = d5 * d2 - d1 * d6;
 
-                               w = (d4 - d3) / (d4 - d3 + (d5 - d6)); // edge region of BC; barycentric coords (0, 1-w, w)
+                                       if (vb <= 0 && d2 >= 0 && d6 <= 0) {
+                                               w = d2 / (d2 - d6); // edge region of AC; barycentric coords (1-w, 0, w)
 
-                               return target.copy(b).addScaledVector(_vbc, w); // edge region of BC
-                       } // face region
+                                               return target.copy(a).addScaledVector(_vac, w);
+                                       }
 
+                                       const va = d3 * d6 - d5 * d4;
 
-                       const denom = 1 / (va + vb + vc); // u = va * denom
+                                       if (va <= 0 && d4 - d3 >= 0 && d5 - d6 >= 0) {
+                                               _vbc.subVectors(c, b);
 
-                       v = vb * denom;
-                       w = vc * denom;
-                       return target.copy(a).addScaledVector(_vab, v).addScaledVector(_vac, w);
-               }
+                                               w = (d4 - d3) / (d4 - d3 + (d5 - d6)); // edge region of BC; barycentric coords (0, 1-w, w)
 
-               equals(triangle) {
-                       return triangle.a.equals(this.a) && triangle.b.equals(this.b) && triangle.c.equals(this.c);
-               }
+                                               return target.copy(b).addScaledVector(_vbc, w); // edge region of BC
+                                       } // face region
 
-       }
 
-       let materialId = 0;
+                                       const denom = 1 / (va + vb + vc); // u = va * denom
 
-       class Material extends EventDispatcher {
-               constructor() {
-                       super();
-                       Object.defineProperty(this, 'id', {
-                               value: materialId++
-                       });
-                       this.uuid = generateUUID();
-                       this.name = '';
-                       this.type = 'Material';
-                       this.fog = true;
-                       this.blending = NormalBlending;
-                       this.side = FrontSide;
-                       this.vertexColors = false;
-                       this.opacity = 1;
-                       this.format = RGBAFormat;
-                       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.stencilWriteMask = 0xff;
-                       this.stencilFunc = AlwaysStencilFunc;
-                       this.stencilRef = 0;
-                       this.stencilFuncMask = 0xff;
-                       this.stencilFail = KeepStencilOp;
-                       this.stencilZFail = KeepStencilOp;
-                       this.stencilZPass = KeepStencilOp;
-                       this.stencilWrite = false;
-                       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.alphaToCoverage = false;
-                       this.premultipliedAlpha = false;
-                       this.visible = true;
-                       this.toneMapped = true;
-                       this.userData = {};
-                       this.version = 0;
-                       this._alphaTest = 0;
-               }
+                                       v = vb * denom;
+                                       w = vc * denom;
+                                       return target.copy(a).addScaledVector(_vab, v).addScaledVector(_vac, w);
+                               }
 
-               get alphaTest() {
-                       return this._alphaTest;
-               }
+                               equals(triangle) {
+                                       return triangle.a.equals(this.a) && triangle.b.equals(this.b) && triangle.c.equals(this.c);
+                               }
 
-               set alphaTest(value) {
-                       if (this._alphaTest > 0 !== value > 0) {
-                               this.version++;
                        }
 
-                       this._alphaTest = value;
-               }
-
-               onBuild() {}
-
-               onBeforeCompile() {}
-
-               customProgramCacheKey() {
-                       return this.onBeforeCompile.toString();
-               }
-
-               setValues(values) {
-                       if (values === undefined) return;
-
-                       for (const key in values) {
-                               const 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
+                       let materialId = 0;
 
+                       class Material extends EventDispatcher {
+                               constructor() {
+                                       super();
+                                       Object.defineProperty(this, 'id', {
+                                               value: materialId++
+                                       });
+                                       this.uuid = generateUUID();
+                                       this.name = '';
+                                       this.type = 'Material';
+                                       this.fog = true;
+                                       this.blending = NormalBlending;
+                                       this.side = FrontSide;
+                                       this.vertexColors = false;
+                                       this.opacity = 1;
+                                       this.format = RGBAFormat;
+                                       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.stencilWriteMask = 0xff;
+                                       this.stencilFunc = AlwaysStencilFunc;
+                                       this.stencilRef = 0;
+                                       this.stencilFuncMask = 0xff;
+                                       this.stencilFail = KeepStencilOp;
+                                       this.stencilZFail = KeepStencilOp;
+                                       this.stencilZPass = KeepStencilOp;
+                                       this.stencilWrite = false;
+                                       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.alphaToCoverage = false;
+                                       this.premultipliedAlpha = false;
+                                       this.visible = true;
+                                       this.toneMapped = true;
+                                       this.userData = {};
+                                       this.version = 0;
+                                       this._alphaTest = 0;
+                               }
+
+                               get alphaTest() {
+                                       return this._alphaTest;
+                               }
+
+                               set alphaTest(value) {
+                                       if (this._alphaTest > 0 !== value > 0) {
+                                               this.version++;
+                                       }
 
-                               if (key === 'shading') {
-                                       console.warn('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.');
-                                       this.flatShading = newValue === FlatShading ? true : false;
-                                       continue;
+                                       this._alphaTest = value;
                                }
 
-                               const currentValue = this[key];
-
-                               if (currentValue === undefined) {
-                                       console.warn('THREE.' + this.type + ': \'' + key + '\' is not a property of this material.');
-                                       continue;
+                               onBuild() {
                                }
 
-                               if (currentValue && currentValue.isColor) {
-                                       currentValue.set(newValue);
-                               } else if (currentValue && currentValue.isVector3 && newValue && newValue.isVector3) {
-                                       currentValue.copy(newValue);
-                               } else {
-                                       this[key] = newValue;
+                               onBeforeCompile() {
                                }
-                       }
-               }
-
-               toJSON(meta) {
-                       const isRoot = meta === undefined || typeof meta === 'string';
 
-                       if (isRoot) {
-                               meta = {
-                                       textures: {},
-                                       images: {}
-                               };
-                       }
-
-                       const data = {
-                               metadata: {
-                                       version: 4.5,
-                                       type: 'Material',
-                                       generator: 'Material.toJSON'
+                               customProgramCacheKey() {
+                                       return this.onBeforeCompile.toString();
                                }
-                       }; // 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.sheenTint && this.sheenTint.isColor) data.sheenTint = this.sheenTint.getHex();
-                       if (this.emissive && this.emissive.isColor) data.emissive = this.emissive.getHex();
-                       if (this.emissiveIntensity && this.emissiveIntensity !== 1) data.emissiveIntensity = this.emissiveIntensity;
-                       if (this.specular && this.specular.isColor) data.specular = this.specular.getHex();
-                       if (this.specularIntensity !== undefined) data.specularIntensity = this.specularIntensity;
-                       if (this.specularTint && this.specularTint.isColor) data.specularTint = this.specularTint.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.clearcoatMap && this.clearcoatMap.isTexture) {
-                               data.clearcoatMap = this.clearcoatMap.toJSON(meta).uuid;
-                       }
-
-                       if (this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture) {
-                               data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON(meta).uuid;
-                       }
-
-                       if (this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture) {
-                               data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON(meta).uuid;
-                               data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
-                       }
-
-                       if (this.map && this.map.isTexture) data.map = this.map.toJSON(meta).uuid;
-                       if (this.matcap && this.matcap.isTexture) data.matcap = this.matcap.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;
-                               data.lightMapIntensity = this.lightMapIntensity;
-                       }
-
-                       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.specularIntensityMap && this.specularIntensityMap.isTexture) data.specularIntensityMap = this.specularIntensityMap.toJSON(meta).uuid;
-                       if (this.specularTintMap && this.specularTintMap.isTexture) data.specularTintMap = this.specularTintMap.toJSON(meta).uuid;
-
-                       if (this.envMap && this.envMap.isTexture) {
-                               data.envMap = this.envMap.toJSON(meta).uuid;
-                               if (this.combine !== undefined) data.combine = this.combine;
-                       }
-
-                       if (this.envMapIntensity !== undefined) data.envMapIntensity = this.envMapIntensity;
-                       if (this.reflectivity !== undefined) data.reflectivity = this.reflectivity;
-                       if (this.refractionRatio !== undefined) data.refractionRatio = this.refractionRatio;
-
-                       if (this.gradientMap && this.gradientMap.isTexture) {
-                               data.gradientMap = this.gradientMap.toJSON(meta).uuid;
-                       }
-
-                       if (this.transmission !== undefined) data.transmission = this.transmission;
-                       if (this.transmissionMap && this.transmissionMap.isTexture) data.transmissionMap = this.transmissionMap.toJSON(meta).uuid;
-                       if (this.thickness !== undefined) data.thickness = this.thickness;
-                       if (this.thicknessMap && this.thicknessMap.isTexture) data.thicknessMap = this.thicknessMap.toJSON(meta).uuid;
-                       if (this.attenuationDistance !== undefined) data.attenuationDistance = this.attenuationDistance;
-                       if (this.attenuationTint !== undefined) data.attenuationTint = this.attenuationTint.getHex();
-                       if (this.size !== undefined) data.size = this.size;
-                       if (this.shadowSide !== null) data.shadowSide = this.shadowSide;
-                       if (this.sizeAttenuation !== undefined) data.sizeAttenuation = this.sizeAttenuation;
-                       if (this.blending !== NormalBlending) data.blending = this.blending;
-                       if (this.side !== FrontSide) data.side = this.side;
-                       if (this.vertexColors) data.vertexColors = true;
-                       if (this.opacity < 1) data.opacity = this.opacity;
-                       if (this.format !== RGBAFormat) data.format = this.format;
-                       if (this.transparent === true) data.transparent = this.transparent;
-                       data.depthFunc = this.depthFunc;
-                       data.depthTest = this.depthTest;
-                       data.depthWrite = this.depthWrite;
-                       data.colorWrite = this.colorWrite;
-                       data.stencilWrite = this.stencilWrite;
-                       data.stencilWriteMask = this.stencilWriteMask;
-                       data.stencilFunc = this.stencilFunc;
-                       data.stencilRef = this.stencilRef;
-                       data.stencilFuncMask = this.stencilFuncMask;
-                       data.stencilFail = this.stencilFail;
-                       data.stencilZFail = this.stencilZFail;
-                       data.stencilZPass = this.stencilZPass; // rotation (SpriteMaterial)
-
-                       if (this.rotation && this.rotation !== 0) data.rotation = this.rotation;
-                       if (this.polygonOffset === true) data.polygonOffset = true;
-                       if (this.polygonOffsetFactor !== 0) data.polygonOffsetFactor = this.polygonOffsetFactor;
-                       if (this.polygonOffsetUnits !== 0) data.polygonOffsetUnits = this.polygonOffsetUnits;
-                       if (this.linewidth && 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.alphaToCoverage === true) data.alphaToCoverage = this.alphaToCoverage;
-                       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.flatShading === true) data.flatShading = this.flatShading;
-                       if (this.visible === false) data.visible = false;
-                       if (this.toneMapped === false) data.toneMapped = false;
-                       if (JSON.stringify(this.userData) !== '{}') data.userData = this.userData; // TODO: Copied from Object3D.toJSON
-
-                       function extractFromCache(cache) {
-                               const values = [];
-
-                               for (const key in cache) {
-                                       const data = cache[key];
-                                       delete data.metadata;
-                                       values.push(data);
-                               }
-
-                               return values;
-                       }
-
-                       if (isRoot) {
-                               const textures = extractFromCache(meta.textures);
-                               const images = extractFromCache(meta.images);
-                               if (textures.length > 0) data.textures = textures;
-                               if (images.length > 0) data.images = images;
-                       }
-
-                       return data;
-               }
+                               setValues(values) {
+                                       if (values === undefined) return;
 
-               clone() {
-                       return new this.constructor().copy(this);
-               }
+                                       for (const key in values) {
+                                               const newValue = values[key];
 
-               copy(source) {
-                       this.name = source.name;
-                       this.fog = source.fog;
-                       this.blending = source.blending;
-                       this.side = source.side;
-                       this.vertexColors = source.vertexColors;
-                       this.opacity = source.opacity;
-                       this.format = source.format;
-                       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.stencilWriteMask = source.stencilWriteMask;
-                       this.stencilFunc = source.stencilFunc;
-                       this.stencilRef = source.stencilRef;
-                       this.stencilFuncMask = source.stencilFuncMask;
-                       this.stencilFail = source.stencilFail;
-                       this.stencilZFail = source.stencilZFail;
-                       this.stencilZPass = source.stencilZPass;
-                       this.stencilWrite = source.stencilWrite;
-                       const srcPlanes = source.clippingPlanes;
-                       let dstPlanes = null;
-
-                       if (srcPlanes !== null) {
-                               const n = srcPlanes.length;
-                               dstPlanes = new Array(n);
+                                               if (newValue === undefined) {
+                                                       console.warn('THREE.Material: \'' + key + '\' parameter is undefined.');
+                                                       continue;
+                                               } // for backward compatability if shading is set in the constructor
 
-                               for (let i = 0; i !== n; ++i) {
-                                       dstPlanes[i] = srcPlanes[i].clone();
-                               }
-                       }
-
-                       this.clippingPlanes = dstPlanes;
-                       this.clipIntersection = source.clipIntersection;
-                       this.clipShadows = source.clipShadows;
-                       this.shadowSide = source.shadowSide;
-                       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.alphaToCoverage = source.alphaToCoverage;
-                       this.premultipliedAlpha = source.premultipliedAlpha;
-                       this.visible = source.visible;
-                       this.toneMapped = source.toneMapped;
-                       this.userData = JSON.parse(JSON.stringify(source.userData));
-                       return this;
-               }
 
-               dispose() {
-                       this.dispatchEvent({
-                               type: 'dispose'
-                       });
-               }
+                                               if (key === 'shading') {
+                                                       console.warn('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.');
+                                                       this.flatShading = newValue === FlatShading ? true : false;
+                                                       continue;
+                                               }
 
-               set needsUpdate(value) {
-                       if (value === true) this.version++;
-               }
+                                               const currentValue = this[key];
 
-       }
+                                               if (currentValue === undefined) {
+                                                       console.warn('THREE.' + this.type + ': \'' + key + '\' is not a property of this material.');
+                                                       continue;
+                                               }
 
-       Material.prototype.isMaterial = true;
-
-       const _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
-       };
-       const _hslA = {
-               h: 0,
-               s: 0,
-               l: 0
-       };
-       const _hslB = {
-               h: 0,
-               s: 0,
-               l: 0
-       };
-
-       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;
-       }
+                                               if (currentValue && currentValue.isColor) {
+                                                       currentValue.set(newValue);
+                                               } else if (currentValue && currentValue.isVector3 && newValue && newValue.isVector3) {
+                                                       currentValue.copy(newValue);
+                                               } else {
+                                                       this[key] = newValue;
+                                               }
+                                       }
+                               }
 
-       function SRGBToLinear(c) {
-               return c < 0.04045 ? c * 0.0773993808 : Math.pow(c * 0.9478672986 + 0.0521327014, 2.4);
-       }
+                               toJSON(meta) {
+                                       const isRoot = meta === undefined || typeof meta === 'string';
 
-       function LinearToSRGB(c) {
-               return c < 0.0031308 ? c * 12.92 : 1.055 * Math.pow(c, 0.41666) - 0.055;
-       }
+                                       if (isRoot) {
+                                               meta = {
+                                                       textures: {},
+                                                       images: {}
+                                               };
+                                       }
 
-       class Color {
-               constructor(r, g, b) {
-                       if (g === undefined && b === undefined) {
-                               // r is THREE.Color, hex or string
-                               return this.set(r);
-                       }
+                                       const 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.sheenTint && this.sheenTint.isColor) data.sheenTint = this.sheenTint.getHex();
+                                       if (this.emissive && this.emissive.isColor) data.emissive = this.emissive.getHex();
+                                       if (this.emissiveIntensity && this.emissiveIntensity !== 1) data.emissiveIntensity = this.emissiveIntensity;
+                                       if (this.specular && this.specular.isColor) data.specular = this.specular.getHex();
+                                       if (this.specularIntensity !== undefined) data.specularIntensity = this.specularIntensity;
+                                       if (this.specularTint && this.specularTint.isColor) data.specularTint = this.specularTint.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.clearcoatMap && this.clearcoatMap.isTexture) {
+                                               data.clearcoatMap = this.clearcoatMap.toJSON(meta).uuid;
+                                       }
 
-                       return this.setRGB(r, g, b);
-               }
+                                       if (this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture) {
+                                               data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON(meta).uuid;
+                                       }
 
-               set(value) {
-                       if (value && value.isColor) {
-                               this.copy(value);
-                       } else if (typeof value === 'number') {
-                               this.setHex(value);
-                       } else if (typeof value === 'string') {
-                               this.setStyle(value);
-                       }
+                                       if (this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture) {
+                                               data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON(meta).uuid;
+                                               data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
+                                       }
 
-                       return this;
-               }
+                                       if (this.map && this.map.isTexture) data.map = this.map.toJSON(meta).uuid;
+                                       if (this.matcap && this.matcap.isTexture) data.matcap = this.matcap.toJSON(meta).uuid;
+                                       if (this.alphaMap && this.alphaMap.isTexture) data.alphaMap = this.alphaMap.toJSON(meta).uuid;
 
-               setScalar(scalar) {
-                       this.r = scalar;
-                       this.g = scalar;
-                       this.b = scalar;
-                       return this;
-               }
+                                       if (this.lightMap && this.lightMap.isTexture) {
+                                               data.lightMap = this.lightMap.toJSON(meta).uuid;
+                                               data.lightMapIntensity = this.lightMapIntensity;
+                                       }
 
-               setHex(hex) {
-                       hex = Math.floor(hex);
-                       this.r = (hex >> 16 & 255) / 255;
-                       this.g = (hex >> 8 & 255) / 255;
-                       this.b = (hex & 255) / 255;
-                       return this;
-               }
+                                       if (this.aoMap && this.aoMap.isTexture) {
+                                               data.aoMap = this.aoMap.toJSON(meta).uuid;
+                                               data.aoMapIntensity = this.aoMapIntensity;
+                                       }
 
-               setRGB(r, g, b) {
-                       this.r = r;
-                       this.g = g;
-                       this.b = b;
-                       return this;
-               }
+                                       if (this.bumpMap && this.bumpMap.isTexture) {
+                                               data.bumpMap = this.bumpMap.toJSON(meta).uuid;
+                                               data.bumpScale = this.bumpScale;
+                                       }
 
-               setHSL(h, s, l) {
-                       // h,s,l ranges are in 0.0 - 1.0
-                       h = euclideanModulo(h, 1);
-                       s = clamp(s, 0, 1);
-                       l = clamp(l, 0, 1);
+                                       if (this.normalMap && this.normalMap.isTexture) {
+                                               data.normalMap = this.normalMap.toJSON(meta).uuid;
+                                               data.normalMapType = this.normalMapType;
+                                               data.normalScale = this.normalScale.toArray();
+                                       }
 
-                       if (s === 0) {
-                               this.r = this.g = this.b = l;
-                       } else {
-                               const p = l <= 0.5 ? l * (1 + s) : l + s - l * s;
-                               const 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);
-                       }
+                                       if (this.displacementMap && this.displacementMap.isTexture) {
+                                               data.displacementMap = this.displacementMap.toJSON(meta).uuid;
+                                               data.displacementScale = this.displacementScale;
+                                               data.displacementBias = this.displacementBias;
+                                       }
 
-                       return this;
-               }
+                                       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.specularIntensityMap && this.specularIntensityMap.isTexture) data.specularIntensityMap = this.specularIntensityMap.toJSON(meta).uuid;
+                                       if (this.specularTintMap && this.specularTintMap.isTexture) data.specularTintMap = this.specularTintMap.toJSON(meta).uuid;
 
-               setStyle(style) {
-                       function handleAlpha(string) {
-                               if (string === undefined) return;
+                                       if (this.envMap && this.envMap.isTexture) {
+                                               data.envMap = this.envMap.toJSON(meta).uuid;
+                                               if (this.combine !== undefined) data.combine = this.combine;
+                                       }
 
-                               if (parseFloat(string) < 1) {
-                                       console.warn('THREE.Color: Alpha component of ' + style + ' will be ignored.');
-                               }
-                       }
+                                       if (this.envMapIntensity !== undefined) data.envMapIntensity = this.envMapIntensity;
+                                       if (this.reflectivity !== undefined) data.reflectivity = this.reflectivity;
+                                       if (this.refractionRatio !== undefined) data.refractionRatio = this.refractionRatio;
 
-                       let m;
+                                       if (this.gradientMap && this.gradientMap.isTexture) {
+                                               data.gradientMap = this.gradientMap.toJSON(meta).uuid;
+                                       }
 
-                       if (m = /^((?:rgb|hsl)a?)\(([^\)]*)\)/.exec(style)) {
-                               // rgb / hsl
-                               let color;
-                               const name = m[1];
-                               const components = m[2];
+                                       if (this.transmission !== undefined) data.transmission = this.transmission;
+                                       if (this.transmissionMap && this.transmissionMap.isTexture) data.transmissionMap = this.transmissionMap.toJSON(meta).uuid;
+                                       if (this.thickness !== undefined) data.thickness = this.thickness;
+                                       if (this.thicknessMap && this.thicknessMap.isTexture) data.thicknessMap = this.thicknessMap.toJSON(meta).uuid;
+                                       if (this.attenuationDistance !== undefined) data.attenuationDistance = this.attenuationDistance;
+                                       if (this.attenuationTint !== undefined) data.attenuationTint = this.attenuationTint.getHex();
+                                       if (this.size !== undefined) data.size = this.size;
+                                       if (this.shadowSide !== null) data.shadowSide = this.shadowSide;
+                                       if (this.sizeAttenuation !== undefined) data.sizeAttenuation = this.sizeAttenuation;
+                                       if (this.blending !== NormalBlending) data.blending = this.blending;
+                                       if (this.side !== FrontSide) data.side = this.side;
+                                       if (this.vertexColors) data.vertexColors = true;
+                                       if (this.opacity < 1) data.opacity = this.opacity;
+                                       if (this.format !== RGBAFormat) data.format = this.format;
+                                       if (this.transparent === true) data.transparent = this.transparent;
+                                       data.depthFunc = this.depthFunc;
+                                       data.depthTest = this.depthTest;
+                                       data.depthWrite = this.depthWrite;
+                                       data.colorWrite = this.colorWrite;
+                                       data.stencilWrite = this.stencilWrite;
+                                       data.stencilWriteMask = this.stencilWriteMask;
+                                       data.stencilFunc = this.stencilFunc;
+                                       data.stencilRef = this.stencilRef;
+                                       data.stencilFuncMask = this.stencilFuncMask;
+                                       data.stencilFail = this.stencilFail;
+                                       data.stencilZFail = this.stencilZFail;
+                                       data.stencilZPass = this.stencilZPass; // rotation (SpriteMaterial)
+
+                                       if (this.rotation && this.rotation !== 0) data.rotation = this.rotation;
+                                       if (this.polygonOffset === true) data.polygonOffset = true;
+                                       if (this.polygonOffsetFactor !== 0) data.polygonOffsetFactor = this.polygonOffsetFactor;
+                                       if (this.polygonOffsetUnits !== 0) data.polygonOffsetUnits = this.polygonOffsetUnits;
+                                       if (this.linewidth && 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.alphaToCoverage === true) data.alphaToCoverage = this.alphaToCoverage;
+                                       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.flatShading === true) data.flatShading = this.flatShading;
+                                       if (this.visible === false) data.visible = false;
+                                       if (this.toneMapped === false) data.toneMapped = false;
+                                       if (JSON.stringify(this.userData) !== '{}') data.userData = this.userData; // TODO: Copied from Object3D.toJSON
+
+                                       function extractFromCache(cache) {
+                                               const values = [];
 
-                               switch (name) {
-                                       case 'rgb':
-                                       case 'rgba':
-                                               if (color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\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[4]);
-                                                       return this;
+                                               for (const key in cache) {
+                                                       const data = cache[key];
+                                                       delete data.metadata;
+                                                       values.push(data);
                                                }
 
-                                               if (color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\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[4]);
-                                                       return this;
-                                               }
+                                               return values;
+                                       }
 
-                                               break;
+                                       if (isRoot) {
+                                               const textures = extractFromCache(meta.textures);
+                                               const images = extractFromCache(meta.images);
+                                               if (textures.length > 0) data.textures = textures;
+                                               if (images.length > 0) data.images = images;
+                                       }
 
-                                       case 'hsl':
-                                       case 'hsla':
-                                               if (color = /^\s*(\d*\.?\d+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(components)) {
-                                                       // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
-                                                       const h = parseFloat(color[1]) / 360;
-                                                       const s = parseInt(color[2], 10) / 100;
-                                                       const l = parseInt(color[3], 10) / 100;
-                                                       handleAlpha(color[4]);
-                                                       return this.setHSL(h, s, l);
+                                       return data;
+                               }
+
+                               clone() {
+                                       return new this.constructor().copy(this);
+                               }
+
+                               copy(source) {
+                                       this.name = source.name;
+                                       this.fog = source.fog;
+                                       this.blending = source.blending;
+                                       this.side = source.side;
+                                       this.vertexColors = source.vertexColors;
+                                       this.opacity = source.opacity;
+                                       this.format = source.format;
+                                       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.stencilWriteMask = source.stencilWriteMask;
+                                       this.stencilFunc = source.stencilFunc;
+                                       this.stencilRef = source.stencilRef;
+                                       this.stencilFuncMask = source.stencilFuncMask;
+                                       this.stencilFail = source.stencilFail;
+                                       this.stencilZFail = source.stencilZFail;
+                                       this.stencilZPass = source.stencilZPass;
+                                       this.stencilWrite = source.stencilWrite;
+                                       const srcPlanes = source.clippingPlanes;
+                                       let dstPlanes = null;
+
+                                       if (srcPlanes !== null) {
+                                               const n = srcPlanes.length;
+                                               dstPlanes = new Array(n);
+
+                                               for (let i = 0; i !== n; ++i) {
+                                                       dstPlanes[i] = srcPlanes[i].clone();
                                                }
+                                       }
 
-                                               break;
+                                       this.clippingPlanes = dstPlanes;
+                                       this.clipIntersection = source.clipIntersection;
+                                       this.clipShadows = source.clipShadows;
+                                       this.shadowSide = source.shadowSide;
+                                       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.alphaToCoverage = source.alphaToCoverage;
+                                       this.premultipliedAlpha = source.premultipliedAlpha;
+                                       this.visible = source.visible;
+                                       this.toneMapped = source.toneMapped;
+                                       this.userData = JSON.parse(JSON.stringify(source.userData));
+                                       return this;
                                }
-                       } else if (m = /^\#([A-Fa-f\d]+)$/.exec(style)) {
-                               // hex color
-                               const hex = m[1];
-                               const 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;
+                               dispose() {
+                                       this.dispatchEvent({
+                                               type: 'dispose'
+                                       });
                                }
+
+                               set needsUpdate(value) {
+                                       if (value === true) this.version++;
+                               }
+
+                       }
+
+                       Material.prototype.isMaterial = true;
+
+                       const _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
+                       };
+                       const _hslA = {
+                               h: 0,
+                               s: 0,
+                               l: 0
+                       };
+                       const _hslB = {
+                               h: 0,
+                               s: 0,
+                               l: 0
+                       };
+
+                       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;
                        }
 
-                       if (style && style.length > 0) {
-                               return this.setColorName(style);
+                       function SRGBToLinear(c) {
+                               return c < 0.04045 ? c * 0.0773993808 : Math.pow(c * 0.9478672986 + 0.0521327014, 2.4);
                        }
 
-                       return this;
-               }
+                       function LinearToSRGB(c) {
+                               return c < 0.0031308 ? c * 12.92 : 1.055 * Math.pow(c, 0.41666) - 0.055;
+                       }
 
-               setColorName(style) {
-                       // color keywords
-                       const hex = _colorKeywords[style.toLowerCase()];
+                       class Color {
+                               constructor(r, g, b) {
+                                       if (g === undefined && b === undefined) {
+                                               // r is THREE.Color, hex or string
+                                               return this.set(r);
+                                       }
 
-                       if (hex !== undefined) {
-                               // red
-                               this.setHex(hex);
-                       } else {
-                               // unknown color
-                               console.warn('THREE.Color: Unknown color ' + style);
-                       }
+                                       return this.setRGB(r, g, b);
+                               }
 
-                       return this;
-               }
+                               set(value) {
+                                       if (value && value.isColor) {
+                                               this.copy(value);
+                                       } else if (typeof value === 'number') {
+                                               this.setHex(value);
+                                       } else if (typeof value === 'string') {
+                                               this.setStyle(value);
+                                       }
 
-               clone() {
-                       return new this.constructor(this.r, this.g, this.b);
-               }
+                                       return this;
+                               }
 
-               copy(color) {
-                       this.r = color.r;
-                       this.g = color.g;
-                       this.b = color.b;
-                       return this;
-               }
+                               setScalar(scalar) {
+                                       this.r = scalar;
+                                       this.g = scalar;
+                                       this.b = scalar;
+                                       return this;
+                               }
 
-               copyGammaToLinear(color, 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;
-               }
+                               setHex(hex) {
+                                       hex = Math.floor(hex);
+                                       this.r = (hex >> 16 & 255) / 255;
+                                       this.g = (hex >> 8 & 255) / 255;
+                                       this.b = (hex & 255) / 255;
+                                       return this;
+                               }
 
-               copyLinearToGamma(color, gammaFactor = 2.0) {
-                       const 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;
-               }
+                               setRGB(r, g, b) {
+                                       this.r = r;
+                                       this.g = g;
+                                       this.b = b;
+                                       return this;
+                               }
 
-               convertGammaToLinear(gammaFactor) {
-                       this.copyGammaToLinear(this, gammaFactor);
-                       return this;
-               }
+                               setHSL(h, s, l) {
+                                       // h,s,l ranges are in 0.0 - 1.0
+                                       h = euclideanModulo(h, 1);
+                                       s = clamp(s, 0, 1);
+                                       l = clamp(l, 0, 1);
 
-               convertLinearToGamma(gammaFactor) {
-                       this.copyLinearToGamma(this, gammaFactor);
-                       return this;
-               }
+                                       if (s === 0) {
+                                               this.r = this.g = this.b = l;
+                                       } else {
+                                               const p = l <= 0.5 ? l * (1 + s) : l + s - l * s;
+                                               const 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);
+                                       }
 
-               copySRGBToLinear(color) {
-                       this.r = SRGBToLinear(color.r);
-                       this.g = SRGBToLinear(color.g);
-                       this.b = SRGBToLinear(color.b);
-                       return this;
-               }
+                                       return this;
+                               }
 
-               copyLinearToSRGB(color) {
-                       this.r = LinearToSRGB(color.r);
-                       this.g = LinearToSRGB(color.g);
-                       this.b = LinearToSRGB(color.b);
-                       return this;
-               }
+                               setStyle(style) {
+                                       function handleAlpha(string) {
+                                               if (string === undefined) return;
 
-               convertSRGBToLinear() {
-                       this.copySRGBToLinear(this);
-                       return this;
-               }
+                                               if (parseFloat(string) < 1) {
+                                                       console.warn('THREE.Color: Alpha component of ' + style + ' will be ignored.');
+                                               }
+                                       }
 
-               convertLinearToSRGB() {
-                       this.copyLinearToSRGB(this);
-                       return this;
-               }
+                                       let m;
+
+                                       if (m = /^((?:rgb|hsl)a?)\(([^\)]*)\)/.exec(style)) {
+                                               // rgb / hsl
+                                               let color;
+                                               const name = m[1];
+                                               const components = m[2];
+
+                                               switch (name) {
+                                                       case 'rgb':
+                                                       case 'rgba':
+                                                               if (color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\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[4]);
+                                                                       return this;
+                                                               }
 
-               getHex() {
-                       return this.r * 255 << 16 ^ this.g * 255 << 8 ^ this.b * 255 << 0;
-               }
+                                                               if (color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\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[4]);
+                                                                       return this;
+                                                               }
 
-               getHexString() {
-                       return ('000000' + this.getHex().toString(16)).slice(-6);
-               }
+                                                               break;
 
-               getHSL(target) {
-                       // h,s,l ranges are in 0.0 - 1.0
-                       const r = this.r,
-                                               g = this.g,
-                                               b = this.b;
-                       const max = Math.max(r, g, b);
-                       const min = Math.min(r, g, b);
-                       let hue, saturation;
-                       const lightness = (min + max) / 2.0;
-
-                       if (min === max) {
-                               hue = 0;
-                               saturation = 0;
-                       } else {
-                               const delta = max - min;
-                               saturation = lightness <= 0.5 ? delta / (max + min) : delta / (2 - max - min);
+                                                       case 'hsl':
+                                                       case 'hsla':
+                                                               if (color = /^\s*(\d*\.?\d+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(components)) {
+                                                                       // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
+                                                                       const h = parseFloat(color[1]) / 360;
+                                                                       const s = parseInt(color[2], 10) / 100;
+                                                                       const l = parseInt(color[3], 10) / 100;
+                                                                       handleAlpha(color[4]);
+                                                                       return this.setHSL(h, s, l);
+                                                               }
 
-                               switch (max) {
-                                       case r:
-                                               hue = (g - b) / delta + (g < b ? 6 : 0);
-                                               break;
+                                                               break;
+                                               }
+                                       } else if (m = /^\#([A-Fa-f\d]+)$/.exec(style)) {
+                                               // hex color
+                                               const hex = m[1];
+                                               const 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;
+                                               }
+                                       }
 
-                                       case g:
-                                               hue = (b - r) / delta + 2;
-                                               break;
+                                       if (style && style.length > 0) {
+                                               return this.setColorName(style);
+                                       }
 
-                                       case b:
-                                               hue = (r - g) / delta + 4;
-                                               break;
+                                       return this;
                                }
 
-                               hue /= 6;
-                       }
-
-                       target.h = hue;
-                       target.s = saturation;
-                       target.l = lightness;
-                       return target;
-               }
+                               setColorName(style) {
+                                       // color keywords
+                                       const hex = _colorKeywords[style.toLowerCase()];
 
-               getStyle() {
-                       return 'rgb(' + (this.r * 255 | 0) + ',' + (this.g * 255 | 0) + ',' + (this.b * 255 | 0) + ')';
-               }
+                                       if (hex !== undefined) {
+                                               // red
+                                               this.setHex(hex);
+                                       } else {
+                                               // unknown color
+                                               console.warn('THREE.Color: Unknown color ' + style);
+                                       }
 
-               offsetHSL(h, s, l) {
-                       this.getHSL(_hslA);
-                       _hslA.h += h;
-                       _hslA.s += s;
-                       _hslA.l += l;
-                       this.setHSL(_hslA.h, _hslA.s, _hslA.l);
-                       return this;
-               }
+                                       return this;
+                               }
 
-               add(color) {
-                       this.r += color.r;
-                       this.g += color.g;
-                       this.b += color.b;
-                       return this;
-               }
+                               clone() {
+                                       return new this.constructor(this.r, this.g, this.b);
+                               }
 
-               addColors(color1, color2) {
-                       this.r = color1.r + color2.r;
-                       this.g = color1.g + color2.g;
-                       this.b = color1.b + color2.b;
-                       return this;
-               }
+                               copy(color) {
+                                       this.r = color.r;
+                                       this.g = color.g;
+                                       this.b = color.b;
+                                       return this;
+                               }
 
-               addScalar(s) {
-                       this.r += s;
-                       this.g += s;
-                       this.b += s;
-                       return this;
-               }
+                               copyGammaToLinear(color, 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;
+                               }
 
-               sub(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;
-               }
+                               copyLinearToGamma(color, gammaFactor = 2.0) {
+                                       const 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;
+                               }
 
-               multiply(color) {
-                       this.r *= color.r;
-                       this.g *= color.g;
-                       this.b *= color.b;
-                       return this;
-               }
+                               convertGammaToLinear(gammaFactor) {
+                                       this.copyGammaToLinear(this, gammaFactor);
+                                       return this;
+                               }
 
-               multiplyScalar(s) {
-                       this.r *= s;
-                       this.g *= s;
-                       this.b *= s;
-                       return this;
-               }
+                               convertLinearToGamma(gammaFactor) {
+                                       this.copyLinearToGamma(this, gammaFactor);
+                                       return this;
+                               }
 
-               lerp(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;
-               }
+                               copySRGBToLinear(color) {
+                                       this.r = SRGBToLinear(color.r);
+                                       this.g = SRGBToLinear(color.g);
+                                       this.b = SRGBToLinear(color.b);
+                                       return this;
+                               }
 
-               lerpColors(color1, color2, alpha) {
-                       this.r = color1.r + (color2.r - color1.r) * alpha;
-                       this.g = color1.g + (color2.g - color1.g) * alpha;
-                       this.b = color1.b + (color2.b - color1.b) * alpha;
-                       return this;
-               }
+                               copyLinearToSRGB(color) {
+                                       this.r = LinearToSRGB(color.r);
+                                       this.g = LinearToSRGB(color.g);
+                                       this.b = LinearToSRGB(color.b);
+                                       return this;
+                               }
 
-               lerpHSL(color, alpha) {
-                       this.getHSL(_hslA);
-                       color.getHSL(_hslB);
-                       const h = lerp(_hslA.h, _hslB.h, alpha);
-                       const s = lerp(_hslA.s, _hslB.s, alpha);
-                       const l = lerp(_hslA.l, _hslB.l, alpha);
-                       this.setHSL(h, s, l);
-                       return this;
-               }
+                               convertSRGBToLinear() {
+                                       this.copySRGBToLinear(this);
+                                       return this;
+                               }
 
-               equals(c) {
-                       return c.r === this.r && c.g === this.g && c.b === this.b;
-               }
+                               convertLinearToSRGB() {
+                                       this.copyLinearToSRGB(this);
+                                       return this;
+                               }
 
-               fromArray(array, offset = 0) {
-                       this.r = array[offset];
-                       this.g = array[offset + 1];
-                       this.b = array[offset + 2];
-                       return this;
-               }
+                               getHex() {
+                                       return this.r * 255 << 16 ^ this.g * 255 << 8 ^ this.b * 255 << 0;
+                               }
 
-               toArray(array = [], offset = 0) {
-                       array[offset] = this.r;
-                       array[offset + 1] = this.g;
-                       array[offset + 2] = this.b;
-                       return array;
-               }
+                               getHexString() {
+                                       return ('000000' + this.getHex().toString(16)).slice(-6);
+                               }
 
-               fromBufferAttribute(attribute, index) {
-                       this.r = attribute.getX(index);
-                       this.g = attribute.getY(index);
-                       this.b = attribute.getZ(index);
+                               getHSL(target) {
+                                       // h,s,l ranges are in 0.0 - 1.0
+                                       const r = this.r,
+                                               g = this.g,
+                                               b = this.b;
+                                       const max = Math.max(r, g, b);
+                                       const min = Math.min(r, g, b);
+                                       let hue, saturation;
+                                       const lightness = (min + max) / 2.0;
+
+                                       if (min === max) {
+                                               hue = 0;
+                                               saturation = 0;
+                                       } else {
+                                               const delta = max - min;
+                                               saturation = lightness <= 0.5 ? delta / (max + min) : delta / (2 - max - min);
 
-                       if (attribute.normalized === true) {
-                               // assuming Uint8Array
-                               this.r /= 255;
-                               this.g /= 255;
-                               this.b /= 255;
-                       }
+                                               switch (max) {
+                                                       case r:
+                                                               hue = (g - b) / delta + (g < b ? 6 : 0);
+                                                               break;
 
-                       return this;
-               }
+                                                       case g:
+                                                               hue = (b - r) / delta + 2;
+                                                               break;
 
-               toJSON() {
-                       return this.getHex();
-               }
+                                                       case b:
+                                                               hue = (r - g) / delta + 4;
+                                                               break;
+                                               }
 
-       }
+                                               hue /= 6;
+                                       }
 
-       Color.NAMES = _colorKeywords;
-       Color.prototype.isColor = true;
-       Color.prototype.r = 1;
-       Color.prototype.g = 1;
-       Color.prototype.b = 1;
-
-       /**
-        * 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>,
-        * }
-        */
-
-       class MeshBasicMaterial extends Material {
-               constructor(parameters) {
-                       super();
-                       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.setValues(parameters);
-               }
+                                       target.h = hue;
+                                       target.s = saturation;
+                                       target.l = lightness;
+                                       return target;
+                               }
 
-               copy(source) {
-                       super.copy(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;
-                       return this;
-               }
+                               getStyle() {
+                                       return 'rgb(' + (this.r * 255 | 0) + ',' + (this.g * 255 | 0) + ',' + (this.b * 255 | 0) + ')';
+                               }
 
-       }
+                               offsetHSL(h, s, l) {
+                                       this.getHSL(_hslA);
+                                       _hslA.h += h;
+                                       _hslA.s += s;
+                                       _hslA.l += l;
+                                       this.setHSL(_hslA.h, _hslA.s, _hslA.l);
+                                       return this;
+                               }
 
-       MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
+                               add(color) {
+                                       this.r += color.r;
+                                       this.g += color.g;
+                                       this.b += color.b;
+                                       return this;
+                               }
 
-       const _vector$9 = /*@__PURE__*/new Vector3();
+                               addColors(color1, color2) {
+                                       this.r = color1.r + color2.r;
+                                       this.g = color1.g + color2.g;
+                                       this.b = color1.b + color2.b;
+                                       return this;
+                               }
 
-       const _vector2$1 = /*@__PURE__*/new Vector2();
+                               addScalar(s) {
+                                       this.r += s;
+                                       this.g += s;
+                                       this.b += s;
+                                       return this;
+                               }
 
-       class BufferAttribute {
-               constructor(array, itemSize, normalized) {
-                       if (Array.isArray(array)) {
-                               throw new TypeError('THREE.BufferAttribute: array should be a Typed Array.');
-                       }
+                               sub(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;
+                               }
 
-                       this.name = '';
-                       this.array = array;
-                       this.itemSize = itemSize;
-                       this.count = array !== undefined ? array.length / itemSize : 0;
-                       this.normalized = normalized === true;
-                       this.usage = StaticDrawUsage;
-                       this.updateRange = {
-                               offset: 0,
-                               count: -1
-                       };
-                       this.version = 0;
-               }
+                               multiply(color) {
+                                       this.r *= color.r;
+                                       this.g *= color.g;
+                                       this.b *= color.b;
+                                       return this;
+                               }
 
-               onUploadCallback() {}
+                               multiplyScalar(s) {
+                                       this.r *= s;
+                                       this.g *= s;
+                                       this.b *= s;
+                                       return this;
+                               }
 
-               set needsUpdate(value) {
-                       if (value === true) this.version++;
-               }
+                               lerp(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;
+                               }
 
-               setUsage(value) {
-                       this.usage = value;
-                       return this;
-               }
+                               lerpColors(color1, color2, alpha) {
+                                       this.r = color1.r + (color2.r - color1.r) * alpha;
+                                       this.g = color1.g + (color2.g - color1.g) * alpha;
+                                       this.b = color1.b + (color2.b - color1.b) * alpha;
+                                       return this;
+                               }
 
-               copy(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.usage = source.usage;
-                       return this;
-               }
+                               lerpHSL(color, alpha) {
+                                       this.getHSL(_hslA);
+                                       color.getHSL(_hslB);
+                                       const h = lerp(_hslA.h, _hslB.h, alpha);
+                                       const s = lerp(_hslA.s, _hslB.s, alpha);
+                                       const l = lerp(_hslA.l, _hslB.l, alpha);
+                                       this.setHSL(h, s, l);
+                                       return this;
+                               }
 
-               copyAt(index1, attribute, index2) {
-                       index1 *= this.itemSize;
-                       index2 *= attribute.itemSize;
+                               equals(c) {
+                                       return c.r === this.r && c.g === this.g && c.b === this.b;
+                               }
 
-                       for (let i = 0, l = this.itemSize; i < l; i++) {
-                               this.array[index1 + i] = attribute.array[index2 + i];
-                       }
+                               fromArray(array, offset = 0) {
+                                       this.r = array[offset];
+                                       this.g = array[offset + 1];
+                                       this.b = array[offset + 2];
+                                       return this;
+                               }
 
-                       return this;
-               }
+                               toArray(array = [], offset = 0) {
+                                       array[offset] = this.r;
+                                       array[offset + 1] = this.g;
+                                       array[offset + 2] = this.b;
+                                       return array;
+                               }
 
-               copyArray(array) {
-                       this.array.set(array);
-                       return this;
-               }
+                               fromBufferAttribute(attribute, index) {
+                                       this.r = attribute.getX(index);
+                                       this.g = attribute.getY(index);
+                                       this.b = attribute.getZ(index);
 
-               copyColorsArray(colors) {
-                       const array = this.array;
-                       let offset = 0;
+                                       if (attribute.normalized === true) {
+                                               // assuming Uint8Array
+                                               this.r /= 255;
+                                               this.g /= 255;
+                                               this.b /= 255;
+                                       }
 
-                       for (let i = 0, l = colors.length; i < l; i++) {
-                               let color = colors[i];
+                                       return this;
+                               }
 
-                               if (color === undefined) {
-                                       console.warn('THREE.BufferAttribute.copyColorsArray(): color is undefined', i);
-                                       color = new Color();
+                               toJSON() {
+                                       return this.getHex();
                                }
 
-                               array[offset++] = color.r;
-                               array[offset++] = color.g;
-                               array[offset++] = color.b;
                        }
 
-                       return this;
-               }
-
-               copyVector2sArray(vectors) {
-                       const array = this.array;
-                       let offset = 0;
+                       Color.NAMES = _colorKeywords;
+                       Color.prototype.isColor = true;
+                       Color.prototype.r = 1;
+                       Color.prototype.g = 1;
+                       Color.prototype.b = 1;
 
-                       for (let i = 0, l = vectors.length; i < l; i++) {
-                               let vector = vectors[i];
+                       /**
+                        * 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>,
+                        * }
+                        */
 
-                               if (vector === undefined) {
-                                       console.warn('THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i);
-                                       vector = new Vector2();
+                       class MeshBasicMaterial extends Material {
+                               constructor(parameters) {
+                                       super();
+                                       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.setValues(parameters);
+                               }
+
+                               copy(source) {
+                                       super.copy(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;
+                                       return this;
                                }
 
-                               array[offset++] = vector.x;
-                               array[offset++] = vector.y;
                        }
 
-                       return this;
-               }
+                       MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
+
+                       const _vector$9 = /*@__PURE__*/new Vector3();
 
-               copyVector3sArray(vectors) {
-                       const array = this.array;
-                       let offset = 0;
+                       const _vector2$1 = /*@__PURE__*/new Vector2();
 
-                       for (let i = 0, l = vectors.length; i < l; i++) {
-                               let vector = vectors[i];
+                       class BufferAttribute {
+                               constructor(array, itemSize, normalized) {
+                                       if (Array.isArray(array)) {
+                                               throw new TypeError('THREE.BufferAttribute: array should be a Typed Array.');
+                                       }
 
-                               if (vector === undefined) {
-                                       console.warn('THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i);
-                                       vector = new Vector3();
+                                       this.name = '';
+                                       this.array = array;
+                                       this.itemSize = itemSize;
+                                       this.count = array !== undefined ? array.length / itemSize : 0;
+                                       this.normalized = normalized === true;
+                                       this.usage = StaticDrawUsage;
+                                       this.updateRange = {
+                                               offset: 0,
+                                               count: -1
+                                       };
+                                       this.version = 0;
                                }
 
-                               array[offset++] = vector.x;
-                               array[offset++] = vector.y;
-                               array[offset++] = vector.z;
-                       }
+                               onUploadCallback() {
+                               }
 
-                       return this;
-               }
+                               set needsUpdate(value) {
+                                       if (value === true) this.version++;
+                               }
 
-               copyVector4sArray(vectors) {
-                       const array = this.array;
-                       let offset = 0;
-
-                       for (let i = 0, l = vectors.length; i < l; i++) {
-                               let vector = vectors[i];
-
-                               if (vector === undefined) {
-                                       console.warn('THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i);
-                                       vector = new Vector4();
+                               setUsage(value) {
+                                       this.usage = value;
+                                       return this;
                                }
 
-                               array[offset++] = vector.x;
-                               array[offset++] = vector.y;
-                               array[offset++] = vector.z;
-                               array[offset++] = vector.w;
-                       }
-
-                       return this;
-               }
+                               copy(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.usage = source.usage;
+                                       return this;
+                               }
 
-               applyMatrix3(m) {
-                       if (this.itemSize === 2) {
-                               for (let i = 0, l = this.count; i < l; i++) {
-                                       _vector2$1.fromBufferAttribute(this, i);
+                               copyAt(index1, attribute, index2) {
+                                       index1 *= this.itemSize;
+                                       index2 *= attribute.itemSize;
 
-                                       _vector2$1.applyMatrix3(m);
+                                       for (let i = 0, l = this.itemSize; i < l; i++) {
+                                               this.array[index1 + i] = attribute.array[index2 + i];
+                                       }
 
-                                       this.setXY(i, _vector2$1.x, _vector2$1.y);
+                                       return this;
                                }
-                       } else if (this.itemSize === 3) {
-                               for (let i = 0, l = this.count; i < l; i++) {
-                                       _vector$9.fromBufferAttribute(this, i);
 
-                                       _vector$9.applyMatrix3(m);
-
-                                       this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z);
+                               copyArray(array) {
+                                       this.array.set(array);
+                                       return this;
                                }
-                       }
 
-                       return this;
-               }
+                               copyColorsArray(colors) {
+                                       const array = this.array;
+                                       let offset = 0;
 
-               applyMatrix4(m) {
-                       for (let i = 0, l = this.count; i < l; i++) {
-                               _vector$9.x = this.getX(i);
-                               _vector$9.y = this.getY(i);
-                               _vector$9.z = this.getZ(i);
+                                       for (let i = 0, l = colors.length; i < l; i++) {
+                                               let color = colors[i];
 
-                               _vector$9.applyMatrix4(m);
+                                               if (color === undefined) {
+                                                       console.warn('THREE.BufferAttribute.copyColorsArray(): color is undefined', i);
+                                                       color = new Color();
+                                               }
 
-                               this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z);
-                       }
+                                               array[offset++] = color.r;
+                                               array[offset++] = color.g;
+                                               array[offset++] = color.b;
+                                       }
 
-                       return this;
-               }
+                                       return this;
+                               }
 
-               applyNormalMatrix(m) {
-                       for (let i = 0, l = this.count; i < l; i++) {
-                               _vector$9.x = this.getX(i);
-                               _vector$9.y = this.getY(i);
-                               _vector$9.z = this.getZ(i);
+                               copyVector2sArray(vectors) {
+                                       const array = this.array;
+                                       let offset = 0;
 
-                               _vector$9.applyNormalMatrix(m);
+                                       for (let i = 0, l = vectors.length; i < l; i++) {
+                                               let vector = vectors[i];
 
-                               this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z);
-                       }
+                                               if (vector === undefined) {
+                                                       console.warn('THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i);
+                                                       vector = new Vector2();
+                                               }
 
-                       return this;
-               }
+                                               array[offset++] = vector.x;
+                                               array[offset++] = vector.y;
+                                       }
 
-               transformDirection(m) {
-                       for (let i = 0, l = this.count; i < l; i++) {
-                               _vector$9.x = this.getX(i);
-                               _vector$9.y = this.getY(i);
-                               _vector$9.z = this.getZ(i);
+                                       return this;
+                               }
 
-                               _vector$9.transformDirection(m);
+                               copyVector3sArray(vectors) {
+                                       const array = this.array;
+                                       let offset = 0;
 
-                               this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z);
-                       }
+                                       for (let i = 0, l = vectors.length; i < l; i++) {
+                                               let vector = vectors[i];
 
-                       return this;
-               }
+                                               if (vector === undefined) {
+                                                       console.warn('THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i);
+                                                       vector = new Vector3();
+                                               }
 
-               set(value, offset = 0) {
-                       this.array.set(value, offset);
-                       return this;
-               }
+                                               array[offset++] = vector.x;
+                                               array[offset++] = vector.y;
+                                               array[offset++] = vector.z;
+                                       }
 
-               getX(index) {
-                       return this.array[index * this.itemSize];
-               }
+                                       return this;
+                               }
 
-               setX(index, x) {
-                       this.array[index * this.itemSize] = x;
-                       return this;
-               }
+                               copyVector4sArray(vectors) {
+                                       const array = this.array;
+                                       let offset = 0;
 
-               getY(index) {
-                       return this.array[index * this.itemSize + 1];
-               }
+                                       for (let i = 0, l = vectors.length; i < l; i++) {
+                                               let vector = vectors[i];
 
-               setY(index, y) {
-                       this.array[index * this.itemSize + 1] = y;
-                       return this;
-               }
+                                               if (vector === undefined) {
+                                                       console.warn('THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i);
+                                                       vector = new Vector4();
+                                               }
 
-               getZ(index) {
-                       return this.array[index * this.itemSize + 2];
-               }
+                                               array[offset++] = vector.x;
+                                               array[offset++] = vector.y;
+                                               array[offset++] = vector.z;
+                                               array[offset++] = vector.w;
+                                       }
 
-               setZ(index, z) {
-                       this.array[index * this.itemSize + 2] = z;
-                       return this;
-               }
+                                       return this;
+                               }
 
-               getW(index) {
-                       return this.array[index * this.itemSize + 3];
-               }
+                               applyMatrix3(m) {
+                                       if (this.itemSize === 2) {
+                                               for (let i = 0, l = this.count; i < l; i++) {
+                                                       _vector2$1.fromBufferAttribute(this, i);
 
-               setW(index, w) {
-                       this.array[index * this.itemSize + 3] = w;
-                       return this;
-               }
+                                                       _vector2$1.applyMatrix3(m);
 
-               setXY(index, x, y) {
-                       index *= this.itemSize;
-                       this.array[index + 0] = x;
-                       this.array[index + 1] = y;
-                       return this;
-               }
+                                                       this.setXY(i, _vector2$1.x, _vector2$1.y);
+                                               }
+                                       } else if (this.itemSize === 3) {
+                                               for (let i = 0, l = this.count; i < l; i++) {
+                                                       _vector$9.fromBufferAttribute(this, i);
 
-               setXYZ(index, x, y, z) {
-                       index *= this.itemSize;
-                       this.array[index + 0] = x;
-                       this.array[index + 1] = y;
-                       this.array[index + 2] = z;
-                       return this;
-               }
+                                                       _vector$9.applyMatrix3(m);
 
-               setXYZW(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;
-               }
+                                                       this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z);
+                                               }
+                                       }
 
-               onUpload(callback) {
-                       this.onUploadCallback = callback;
-                       return this;
-               }
+                                       return this;
+                               }
 
-               clone() {
-                       return new this.constructor(this.array, this.itemSize).copy(this);
-               }
+                               applyMatrix4(m) {
+                                       for (let i = 0, l = this.count; i < l; i++) {
+                                               _vector$9.x = this.getX(i);
+                                               _vector$9.y = this.getY(i);
+                                               _vector$9.z = this.getZ(i);
 
-               toJSON() {
-                       const data = {
-                               itemSize: this.itemSize,
-                               type: this.array.constructor.name,
-                               array: Array.prototype.slice.call(this.array),
-                               normalized: this.normalized
-                       };
-                       if (this.name !== '') data.name = this.name;
-                       if (this.usage !== StaticDrawUsage) data.usage = this.usage;
-                       if (this.updateRange.offset !== 0 || this.updateRange.count !== -1) data.updateRange = this.updateRange;
-                       return data;
-               }
+                                               _vector$9.applyMatrix4(m);
 
-       }
+                                               this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z);
+                                       }
 
-       BufferAttribute.prototype.isBufferAttribute = true; //
+                                       return this;
+                               }
 
-       class Int8BufferAttribute extends BufferAttribute {
-               constructor(array, itemSize, normalized) {
-                       super(new Int8Array(array), itemSize, normalized);
-               }
+                               applyNormalMatrix(m) {
+                                       for (let i = 0, l = this.count; i < l; i++) {
+                                               _vector$9.x = this.getX(i);
+                                               _vector$9.y = this.getY(i);
+                                               _vector$9.z = this.getZ(i);
 
-       }
+                                               _vector$9.applyNormalMatrix(m);
 
-       class Uint8BufferAttribute extends BufferAttribute {
-               constructor(array, itemSize, normalized) {
-                       super(new Uint8Array(array), itemSize, normalized);
-               }
+                                               this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z);
+                                       }
 
-       }
+                                       return this;
+                               }
 
-       class Uint8ClampedBufferAttribute extends BufferAttribute {
-               constructor(array, itemSize, normalized) {
-                       super(new Uint8ClampedArray(array), itemSize, normalized);
-               }
+                               transformDirection(m) {
+                                       for (let i = 0, l = this.count; i < l; i++) {
+                                               _vector$9.x = this.getX(i);
+                                               _vector$9.y = this.getY(i);
+                                               _vector$9.z = this.getZ(i);
 
-       }
+                                               _vector$9.transformDirection(m);
 
-       class Int16BufferAttribute extends BufferAttribute {
-               constructor(array, itemSize, normalized) {
-                       super(new Int16Array(array), itemSize, normalized);
-               }
+                                               this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z);
+                                       }
 
-       }
+                                       return this;
+                               }
 
-       class Uint16BufferAttribute extends BufferAttribute {
-               constructor(array, itemSize, normalized) {
-                       super(new Uint16Array(array), itemSize, normalized);
-               }
+                               set(value, offset = 0) {
+                                       this.array.set(value, offset);
+                                       return this;
+                               }
 
-       }
+                               getX(index) {
+                                       return this.array[index * this.itemSize];
+                               }
 
-       class Int32BufferAttribute extends BufferAttribute {
-               constructor(array, itemSize, normalized) {
-                       super(new Int32Array(array), itemSize, normalized);
-               }
+                               setX(index, x) {
+                                       this.array[index * this.itemSize] = x;
+                                       return this;
+                               }
 
-       }
+                               getY(index) {
+                                       return this.array[index * this.itemSize + 1];
+                               }
 
-       class Uint32BufferAttribute extends BufferAttribute {
-               constructor(array, itemSize, normalized) {
-                       super(new Uint32Array(array), itemSize, normalized);
-               }
+                               setY(index, y) {
+                                       this.array[index * this.itemSize + 1] = y;
+                                       return this;
+                               }
 
-       }
+                               getZ(index) {
+                                       return this.array[index * this.itemSize + 2];
+                               }
 
-       class Float16BufferAttribute extends BufferAttribute {
-               constructor(array, itemSize, normalized) {
-                       super(new Uint16Array(array), itemSize, normalized);
-               }
+                               setZ(index, z) {
+                                       this.array[index * this.itemSize + 2] = z;
+                                       return this;
+                               }
 
-       }
+                               getW(index) {
+                                       return this.array[index * this.itemSize + 3];
+                               }
 
-       Float16BufferAttribute.prototype.isFloat16BufferAttribute = true;
+                               setW(index, w) {
+                                       this.array[index * this.itemSize + 3] = w;
+                                       return this;
+                               }
 
-       class Float32BufferAttribute extends BufferAttribute {
-               constructor(array, itemSize, normalized) {
-                       super(new Float32Array(array), itemSize, normalized);
-               }
+                               setXY(index, x, y) {
+                                       index *= this.itemSize;
+                                       this.array[index + 0] = x;
+                                       this.array[index + 1] = y;
+                                       return this;
+                               }
 
-       }
+                               setXYZ(index, x, y, z) {
+                                       index *= this.itemSize;
+                                       this.array[index + 0] = x;
+                                       this.array[index + 1] = y;
+                                       this.array[index + 2] = z;
+                                       return this;
+                               }
 
-       class Float64BufferAttribute extends BufferAttribute {
-               constructor(array, itemSize, normalized) {
-                       super(new Float64Array(array), itemSize, normalized);
-               }
+                               setXYZW(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(callback) {
+                                       this.onUploadCallback = callback;
+                                       return this;
+                               }
 
-       function arrayMax(array) {
-               if (array.length === 0) return -Infinity;
-               let max = array[0];
+                               clone() {
+                                       return new this.constructor(this.array, this.itemSize).copy(this);
+                               }
 
-               for (let i = 1, l = array.length; i < l; ++i) {
-                       if (array[i] > max) max = array[i];
-               }
+                               toJSON() {
+                                       const data = {
+                                               itemSize: this.itemSize,
+                                               type: this.array.constructor.name,
+                                               array: Array.prototype.slice.call(this.array),
+                                               normalized: this.normalized
+                                       };
+                                       if (this.name !== '') data.name = this.name;
+                                       if (this.usage !== StaticDrawUsage) data.usage = this.usage;
+                                       if (this.updateRange.offset !== 0 || this.updateRange.count !== -1) data.updateRange = this.updateRange;
+                                       return data;
+                               }
 
-               return max;
-       }
+                       }
 
-       const TYPED_ARRAYS = {
-               Int8Array: Int8Array,
-               Uint8Array: Uint8Array,
-               Uint8ClampedArray: Uint8ClampedArray,
-               Int16Array: Int16Array,
-               Uint16Array: Uint16Array,
-               Int32Array: Int32Array,
-               Uint32Array: Uint32Array,
-               Float32Array: Float32Array,
-               Float64Array: Float64Array
-       };
-
-       function getTypedArray(type, buffer) {
-               return new TYPED_ARRAYS[type](buffer);
-       }
+                       BufferAttribute.prototype.isBufferAttribute = true; //
 
-       let _id = 0;
+                       class Int8BufferAttribute extends BufferAttribute {
+                               constructor(array, itemSize, normalized) {
+                                       super(new Int8Array(array), itemSize, normalized);
+                               }
 
-       const _m1 = /*@__PURE__*/new Matrix4();
+                       }
 
-       const _obj = /*@__PURE__*/new Object3D();
+                       class Uint8BufferAttribute extends BufferAttribute {
+                               constructor(array, itemSize, normalized) {
+                                       super(new Uint8Array(array), itemSize, normalized);
+                               }
 
-       const _offset = /*@__PURE__*/new Vector3();
+                       }
 
-       const _box$1 = /*@__PURE__*/new Box3();
+                       class Uint8ClampedBufferAttribute extends BufferAttribute {
+                               constructor(array, itemSize, normalized) {
+                                       super(new Uint8ClampedArray(array), itemSize, normalized);
+                               }
 
-       const _boxMorphTargets = /*@__PURE__*/new Box3();
+                       }
 
-       const _vector$8 = /*@__PURE__*/new Vector3();
+                       class Int16BufferAttribute extends BufferAttribute {
+                               constructor(array, itemSize, normalized) {
+                                       super(new Int16Array(array), itemSize, normalized);
+                               }
 
-       class BufferGeometry extends EventDispatcher {
-               constructor() {
-                       super();
-                       Object.defineProperty(this, 'id', {
-                               value: _id++
-                       });
-                       this.uuid = generateUUID();
-                       this.name = '';
-                       this.type = 'BufferGeometry';
-                       this.index = null;
-                       this.attributes = {};
-                       this.morphAttributes = {};
-                       this.morphTargetsRelative = false;
-                       this.groups = [];
-                       this.boundingBox = null;
-                       this.boundingSphere = null;
-                       this.drawRange = {
-                               start: 0,
-                               count: Infinity
-                       };
-                       this.userData = {};
-               }
+                       }
 
-               getIndex() {
-                       return this.index;
-               }
+                       class Uint16BufferAttribute extends BufferAttribute {
+                               constructor(array, itemSize, normalized) {
+                                       super(new Uint16Array(array), itemSize, normalized);
+                               }
 
-               setIndex(index) {
-                       if (Array.isArray(index)) {
-                               this.index = new (arrayMax(index) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute)(index, 1);
-                       } else {
-                               this.index = index;
                        }
 
-                       return this;
-               }
-
-               getAttribute(name) {
-                       return this.attributes[name];
-               }
+                       class Int32BufferAttribute extends BufferAttribute {
+                               constructor(array, itemSize, normalized) {
+                                       super(new Int32Array(array), itemSize, normalized);
+                               }
 
-               setAttribute(name, attribute) {
-                       this.attributes[name] = attribute;
-                       return this;
-               }
+                       }
 
-               deleteAttribute(name) {
-                       delete this.attributes[name];
-                       return this;
-               }
+                       class Uint32BufferAttribute extends BufferAttribute {
+                               constructor(array, itemSize, normalized) {
+                                       super(new Uint32Array(array), itemSize, normalized);
+                               }
 
-               hasAttribute(name) {
-                       return this.attributes[name] !== undefined;
-               }
+                       }
 
-               addGroup(start, count, materialIndex = 0) {
-                       this.groups.push({
-                               start: start,
-                               count: count,
-                               materialIndex: materialIndex
-                       });
-               }
+                       class Float16BufferAttribute extends BufferAttribute {
+                               constructor(array, itemSize, normalized) {
+                                       super(new Uint16Array(array), itemSize, normalized);
+                               }
 
-               clearGroups() {
-                       this.groups = [];
-               }
+                       }
 
-               setDrawRange(start, count) {
-                       this.drawRange.start = start;
-                       this.drawRange.count = count;
-               }
+                       Float16BufferAttribute.prototype.isFloat16BufferAttribute = true;
 
-               applyMatrix4(matrix) {
-                       const position = this.attributes.position;
+                       class Float32BufferAttribute extends BufferAttribute {
+                               constructor(array, itemSize, normalized) {
+                                       super(new Float32Array(array), itemSize, normalized);
+                               }
 
-                       if (position !== undefined) {
-                               position.applyMatrix4(matrix);
-                               position.needsUpdate = true;
                        }
 
-                       const normal = this.attributes.normal;
+                       class Float64BufferAttribute extends BufferAttribute {
+                               constructor(array, itemSize, normalized) {
+                                       super(new Float64Array(array), itemSize, normalized);
+                               }
 
-                       if (normal !== undefined) {
-                               const normalMatrix = new Matrix3().getNormalMatrix(matrix);
-                               normal.applyNormalMatrix(normalMatrix);
-                               normal.needsUpdate = true;
-                       }
+                       } //
 
-                       const tangent = this.attributes.tangent;
+                       function arrayMax(array) {
+                               if (array.length === 0) return -Infinity;
+                               let max = array[0];
 
-                       if (tangent !== undefined) {
-                               tangent.transformDirection(matrix);
-                               tangent.needsUpdate = true;
-                       }
+                               for (let i = 1, l = array.length; i < l; ++i) {
+                                       if (array[i] > max) max = array[i];
+                               }
 
-                       if (this.boundingBox !== null) {
-                               this.computeBoundingBox();
+                               return max;
                        }
 
-                       if (this.boundingSphere !== null) {
-                               this.computeBoundingSphere();
+                       const TYPED_ARRAYS = {
+                               Int8Array: Int8Array,
+                               Uint8Array: Uint8Array,
+                               Uint8ClampedArray: Uint8ClampedArray,
+                               Int16Array: Int16Array,
+                               Uint16Array: Uint16Array,
+                               Int32Array: Int32Array,
+                               Uint32Array: Uint32Array,
+                               Float32Array: Float32Array,
+                               Float64Array: Float64Array
+                       };
+
+                       function getTypedArray(type, buffer) {
+                               return new TYPED_ARRAYS[type](buffer);
                        }
 
-                       return this;
-               }
+                       let _id = 0;
 
-               applyQuaternion(q) {
-                       _m1.makeRotationFromQuaternion(q);
+                       const _m1 = /*@__PURE__*/new Matrix4();
 
-                       this.applyMatrix4(_m1);
-                       return this;
-               }
+                       const _obj = /*@__PURE__*/new Object3D();
 
-               rotateX(angle) {
-                       // rotate geometry around world x-axis
-                       _m1.makeRotationX(angle);
+                       const _offset = /*@__PURE__*/new Vector3();
 
-                       this.applyMatrix4(_m1);
-                       return this;
-               }
+                       const _box$1 = /*@__PURE__*/new Box3();
 
-               rotateY(angle) {
-                       // rotate geometry around world y-axis
-                       _m1.makeRotationY(angle);
+                       const _boxMorphTargets = /*@__PURE__*/new Box3();
 
-                       this.applyMatrix4(_m1);
-                       return this;
-               }
+                       const _vector$8 = /*@__PURE__*/new Vector3();
+
+                       class BufferGeometry extends EventDispatcher {
+                               constructor() {
+                                       super();
+                                       Object.defineProperty(this, 'id', {
+                                               value: _id++
+                                       });
+                                       this.uuid = generateUUID();
+                                       this.name = '';
+                                       this.type = 'BufferGeometry';
+                                       this.index = null;
+                                       this.attributes = {};
+                                       this.morphAttributes = {};
+                                       this.morphTargetsRelative = false;
+                                       this.groups = [];
+                                       this.boundingBox = null;
+                                       this.boundingSphere = null;
+                                       this.drawRange = {
+                                               start: 0,
+                                               count: Infinity
+                                       };
+                                       this.userData = {};
+                               }
 
-               rotateZ(angle) {
-                       // rotate geometry around world z-axis
-                       _m1.makeRotationZ(angle);
+                               getIndex() {
+                                       return this.index;
+                               }
 
-                       this.applyMatrix4(_m1);
-                       return this;
-               }
+                               setIndex(index) {
+                                       if (Array.isArray(index)) {
+                                               this.index = new (arrayMax(index) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute)(index, 1);
+                                       } else {
+                                               this.index = index;
+                                       }
 
-               translate(x, y, z) {
-                       // translate geometry
-                       _m1.makeTranslation(x, y, z);
+                                       return this;
+                               }
 
-                       this.applyMatrix4(_m1);
-                       return this;
-               }
+                               getAttribute(name) {
+                                       return this.attributes[name];
+                               }
 
-               scale(x, y, z) {
-                       // scale geometry
-                       _m1.makeScale(x, y, z);
+                               setAttribute(name, attribute) {
+                                       this.attributes[name] = attribute;
+                                       return this;
+                               }
 
-                       this.applyMatrix4(_m1);
-                       return this;
-               }
+                               deleteAttribute(name) {
+                                       delete this.attributes[name];
+                                       return this;
+                               }
 
-               lookAt(vector) {
-                       _obj.lookAt(vector);
+                               hasAttribute(name) {
+                                       return this.attributes[name] !== undefined;
+                               }
 
-                       _obj.updateMatrix();
+                               addGroup(start, count, materialIndex = 0) {
+                                       this.groups.push({
+                                               start: start,
+                                               count: count,
+                                               materialIndex: materialIndex
+                                       });
+                               }
 
-                       this.applyMatrix4(_obj.matrix);
-                       return this;
-               }
+                               clearGroups() {
+                                       this.groups = [];
+                               }
 
-               center() {
-                       this.computeBoundingBox();
-                       this.boundingBox.getCenter(_offset).negate();
-                       this.translate(_offset.x, _offset.y, _offset.z);
-                       return this;
-               }
+                               setDrawRange(start, count) {
+                                       this.drawRange.start = start;
+                                       this.drawRange.count = count;
+                               }
 
-               setFromPoints(points) {
-                       const position = [];
+                               applyMatrix4(matrix) {
+                                       const position = this.attributes.position;
 
-                       for (let i = 0, l = points.length; i < l; i++) {
-                               const point = points[i];
-                               position.push(point.x, point.y, point.z || 0);
-                       }
+                                       if (position !== undefined) {
+                                               position.applyMatrix4(matrix);
+                                               position.needsUpdate = true;
+                                       }
 
-                       this.setAttribute('position', new Float32BufferAttribute(position, 3));
-                       return this;
-               }
+                                       const normal = this.attributes.normal;
 
-               computeBoundingBox() {
-                       if (this.boundingBox === null) {
-                               this.boundingBox = new Box3();
-                       }
+                                       if (normal !== undefined) {
+                                               const normalMatrix = new Matrix3().getNormalMatrix(matrix);
+                                               normal.applyNormalMatrix(normalMatrix);
+                                               normal.needsUpdate = true;
+                                       }
 
-                       const position = this.attributes.position;
-                       const morphAttributesPosition = this.morphAttributes.position;
+                                       const tangent = this.attributes.tangent;
 
-                       if (position && position.isGLBufferAttribute) {
-                               console.error('THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set "mesh.frustumCulled" to "false".', this);
-                               this.boundingBox.set(new Vector3(-Infinity, -Infinity, -Infinity), new Vector3(+Infinity, +Infinity, +Infinity));
-                               return;
-                       }
+                                       if (tangent !== undefined) {
+                                               tangent.transformDirection(matrix);
+                                               tangent.needsUpdate = true;
+                                       }
 
-                       if (position !== undefined) {
-                               this.boundingBox.setFromBufferAttribute(position); // process morph attributes if present
+                                       if (this.boundingBox !== null) {
+                                               this.computeBoundingBox();
+                                       }
 
-                               if (morphAttributesPosition) {
-                                       for (let i = 0, il = morphAttributesPosition.length; i < il; i++) {
-                                               const morphAttribute = morphAttributesPosition[i];
+                                       if (this.boundingSphere !== null) {
+                                               this.computeBoundingSphere();
+                                       }
 
-                                               _box$1.setFromBufferAttribute(morphAttribute);
+                                       return this;
+                               }
 
-                                               if (this.morphTargetsRelative) {
-                                                       _vector$8.addVectors(this.boundingBox.min, _box$1.min);
+                               applyQuaternion(q) {
+                                       _m1.makeRotationFromQuaternion(q);
 
-                                                       this.boundingBox.expandByPoint(_vector$8);
+                                       this.applyMatrix4(_m1);
+                                       return this;
+                               }
 
-                                                       _vector$8.addVectors(this.boundingBox.max, _box$1.max);
+                               rotateX(angle) {
+                                       // rotate geometry around world x-axis
+                                       _m1.makeRotationX(angle);
 
-                                                       this.boundingBox.expandByPoint(_vector$8);
-                                               } else {
-                                                       this.boundingBox.expandByPoint(_box$1.min);
-                                                       this.boundingBox.expandByPoint(_box$1.max);
-                                               }
-                                       }
+                                       this.applyMatrix4(_m1);
+                                       return this;
                                }
-                       } 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);
-                       }
-               }
+                               rotateY(angle) {
+                                       // rotate geometry around world y-axis
+                                       _m1.makeRotationY(angle);
 
-               computeBoundingSphere() {
-                       if (this.boundingSphere === null) {
-                               this.boundingSphere = new Sphere();
-                       }
+                                       this.applyMatrix4(_m1);
+                                       return this;
+                               }
 
-                       const position = this.attributes.position;
-                       const morphAttributesPosition = this.morphAttributes.position;
+                               rotateZ(angle) {
+                                       // rotate geometry around world z-axis
+                                       _m1.makeRotationZ(angle);
 
-                       if (position && position.isGLBufferAttribute) {
-                               console.error('THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set "mesh.frustumCulled" to "false".', this);
-                               this.boundingSphere.set(new Vector3(), Infinity);
-                               return;
-                       }
+                                       this.applyMatrix4(_m1);
+                                       return this;
+                               }
 
-                       if (position) {
-                               // first, find the center of the bounding sphere
-                               const center = this.boundingSphere.center;
+                               translate(x, y, z) {
+                                       // translate geometry
+                                       _m1.makeTranslation(x, y, z);
 
-                               _box$1.setFromBufferAttribute(position); // process morph attributes if present
+                                       this.applyMatrix4(_m1);
+                                       return this;
+                               }
 
+                               scale(x, y, z) {
+                                       // scale geometry
+                                       _m1.makeScale(x, y, z);
 
-                               if (morphAttributesPosition) {
-                                       for (let i = 0, il = morphAttributesPosition.length; i < il; i++) {
-                                               const morphAttribute = morphAttributesPosition[i];
+                                       this.applyMatrix4(_m1);
+                                       return this;
+                               }
 
-                                               _boxMorphTargets.setFromBufferAttribute(morphAttribute);
+                               lookAt(vector) {
+                                       _obj.lookAt(vector);
 
-                                               if (this.morphTargetsRelative) {
-                                                       _vector$8.addVectors(_box$1.min, _boxMorphTargets.min);
+                                       _obj.updateMatrix();
 
-                                                       _box$1.expandByPoint(_vector$8);
+                                       this.applyMatrix4(_obj.matrix);
+                                       return this;
+                               }
 
-                                                       _vector$8.addVectors(_box$1.max, _boxMorphTargets.max);
+                               center() {
+                                       this.computeBoundingBox();
+                                       this.boundingBox.getCenter(_offset).negate();
+                                       this.translate(_offset.x, _offset.y, _offset.z);
+                                       return this;
+                               }
 
-                                                       _box$1.expandByPoint(_vector$8);
-                                               } else {
-                                                       _box$1.expandByPoint(_boxMorphTargets.min);
+                               setFromPoints(points) {
+                                       const position = [];
 
-                                                       _box$1.expandByPoint(_boxMorphTargets.max);
-                                               }
+                                       for (let i = 0, l = points.length; i < l; i++) {
+                                               const point = points[i];
+                                               position.push(point.x, point.y, point.z || 0);
                                        }
+
+                                       this.setAttribute('position', new Float32BufferAttribute(position, 3));
+                                       return this;
                                }
 
-                               _box$1.getCenter(center); // second, try to find a boundingSphere with a radius smaller than the
-                               // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
+                               computeBoundingBox() {
+                                       if (this.boundingBox === null) {
+                                               this.boundingBox = new Box3();
+                                       }
 
+                                       const position = this.attributes.position;
+                                       const morphAttributesPosition = this.morphAttributes.position;
 
-                               let maxRadiusSq = 0;
+                                       if (position && position.isGLBufferAttribute) {
+                                               console.error('THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set "mesh.frustumCulled" to "false".', this);
+                                               this.boundingBox.set(new Vector3(-Infinity, -Infinity, -Infinity), new Vector3(+Infinity, +Infinity, +Infinity));
+                                               return;
+                                       }
 
-                               for (let i = 0, il = position.count; i < il; i++) {
-                                       _vector$8.fromBufferAttribute(position, i);
+                                       if (position !== undefined) {
+                                               this.boundingBox.setFromBufferAttribute(position); // process morph attributes if present
 
-                                       maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$8));
-                               } // process morph attributes if present
+                                               if (morphAttributesPosition) {
+                                                       for (let i = 0, il = morphAttributesPosition.length; i < il; i++) {
+                                                               const morphAttribute = morphAttributesPosition[i];
 
+                                                               _box$1.setFromBufferAttribute(morphAttribute);
 
-                               if (morphAttributesPosition) {
-                                       for (let i = 0, il = morphAttributesPosition.length; i < il; i++) {
-                                               const morphAttribute = morphAttributesPosition[i];
-                                               const morphTargetsRelative = this.morphTargetsRelative;
+                                                               if (this.morphTargetsRelative) {
+                                                                       _vector$8.addVectors(this.boundingBox.min, _box$1.min);
 
-                                               for (let j = 0, jl = morphAttribute.count; j < jl; j++) {
-                                                       _vector$8.fromBufferAttribute(morphAttribute, j);
+                                                                       this.boundingBox.expandByPoint(_vector$8);
 
-                                                       if (morphTargetsRelative) {
-                                                               _offset.fromBufferAttribute(position, j);
+                                                                       _vector$8.addVectors(this.boundingBox.max, _box$1.max);
 
-                                                               _vector$8.add(_offset);
+                                                                       this.boundingBox.expandByPoint(_vector$8);
+                                                               } else {
+                                                                       this.boundingBox.expandByPoint(_box$1.min);
+                                                                       this.boundingBox.expandByPoint(_box$1.max);
+                                                               }
                                                        }
-
-                                                       maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$8));
                                                }
+                                       } 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);
                                        }
                                }
 
-                               this.boundingSphere.radius = Math.sqrt(maxRadiusSq);
+                               computeBoundingSphere() {
+                                       if (this.boundingSphere === null) {
+                                               this.boundingSphere = new Sphere();
+                                       }
 
-                               if (isNaN(this.boundingSphere.radius)) {
-                                       console.error('THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this);
-                               }
-                       }
-               }
+                                       const position = this.attributes.position;
+                                       const morphAttributesPosition = this.morphAttributes.position;
 
-               computeTangents() {
-                       const index = this.index;
-                       const attributes = this.attributes; // based on http://www.terathon.com/code/tangent.html
-                       // (per vertex tangents)
+                                       if (position && position.isGLBufferAttribute) {
+                                               console.error('THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set "mesh.frustumCulled" to "false".', this);
+                                               this.boundingSphere.set(new Vector3(), Infinity);
+                                               return;
+                                       }
 
-                       if (index === null || attributes.position === undefined || attributes.normal === undefined || attributes.uv === undefined) {
-                               console.error('THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)');
-                               return;
-                       }
+                                       if (position) {
+                                               // first, find the center of the bounding sphere
+                                               const center = this.boundingSphere.center;
 
-                       const indices = index.array;
-                       const positions = attributes.position.array;
-                       const normals = attributes.normal.array;
-                       const uvs = attributes.uv.array;
-                       const nVertices = positions.length / 3;
+                                               _box$1.setFromBufferAttribute(position); // process morph attributes if present
 
-                       if (attributes.tangent === undefined) {
-                               this.setAttribute('tangent', new BufferAttribute(new Float32Array(4 * nVertices), 4));
-                       }
 
-                       const tangents = attributes.tangent.array;
-                       const tan1 = [],
-                                               tan2 = [];
+                                               if (morphAttributesPosition) {
+                                                       for (let i = 0, il = morphAttributesPosition.length; i < il; i++) {
+                                                               const morphAttribute = morphAttributesPosition[i];
 
-                       for (let i = 0; i < nVertices; i++) {
-                               tan1[i] = new Vector3();
-                               tan2[i] = new Vector3();
-                       }
+                                                               _boxMorphTargets.setFromBufferAttribute(morphAttribute);
 
-                       const vA = new Vector3(),
-                                               vB = new Vector3(),
-                                               vC = new Vector3(),
-                                               uvA = new Vector2(),
-                                               uvB = new Vector2(),
-                                               uvC = new Vector2(),
-                                               sdir = new Vector3(),
-                                               tdir = new Vector3();
+                                                               if (this.morphTargetsRelative) {
+                                                                       _vector$8.addVectors(_box$1.min, _boxMorphTargets.min);
 
-                       function handleTriangle(a, b, c) {
-                               vA.fromArray(positions, a * 3);
-                               vB.fromArray(positions, b * 3);
-                               vC.fromArray(positions, c * 3);
-                               uvA.fromArray(uvs, a * 2);
-                               uvB.fromArray(uvs, b * 2);
-                               uvC.fromArray(uvs, c * 2);
-                               vB.sub(vA);
-                               vC.sub(vA);
-                               uvB.sub(uvA);
-                               uvC.sub(uvA);
-                               const r = 1.0 / (uvB.x * uvC.y - uvC.x * uvB.y); // silently ignore degenerate uv triangles having coincident or colinear vertices
+                                                                       _box$1.expandByPoint(_vector$8);
 
-                               if (!isFinite(r)) return;
-                               sdir.copy(vB).multiplyScalar(uvC.y).addScaledVector(vC, -uvB.y).multiplyScalar(r);
-                               tdir.copy(vC).multiplyScalar(uvB.x).addScaledVector(vB, -uvC.x).multiplyScalar(r);
-                               tan1[a].add(sdir);
-                               tan1[b].add(sdir);
-                               tan1[c].add(sdir);
-                               tan2[a].add(tdir);
-                               tan2[b].add(tdir);
-                               tan2[c].add(tdir);
-                       }
+                                                                       _vector$8.addVectors(_box$1.max, _boxMorphTargets.max);
 
-                       let groups = this.groups;
+                                                                       _box$1.expandByPoint(_vector$8);
+                                                               } else {
+                                                                       _box$1.expandByPoint(_boxMorphTargets.min);
 
-                       if (groups.length === 0) {
-                               groups = [{
-                                       start: 0,
-                                       count: indices.length
-                               }];
-                       }
+                                                                       _box$1.expandByPoint(_boxMorphTargets.max);
+                                                               }
+                                                       }
+                                               }
 
-                       for (let i = 0, il = groups.length; i < il; ++i) {
-                               const group = groups[i];
-                               const start = group.start;
-                               const count = group.count;
+                                               _box$1.getCenter(center); // second, try to find a boundingSphere with a radius smaller than the
+                                               // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
 
-                               for (let j = start, jl = start + count; j < jl; j += 3) {
-                                       handleTriangle(indices[j + 0], indices[j + 1], indices[j + 2]);
-                               }
-                       }
 
-                       const tmp = new Vector3(),
-                                               tmp2 = new Vector3();
-                       const n = new Vector3(),
-                                               n2 = new Vector3();
+                                               let maxRadiusSq = 0;
 
-                       function handleVertex(v) {
-                               n.fromArray(normals, v * 3);
-                               n2.copy(n);
-                               const t = tan1[v]; // Gram-Schmidt orthogonalize
+                                               for (let i = 0, il = position.count; i < il; i++) {
+                                                       _vector$8.fromBufferAttribute(position, i);
 
-                               tmp.copy(t);
-                               tmp.sub(n.multiplyScalar(n.dot(t))).normalize(); // Calculate handedness
+                                                       maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$8));
+                                               } // process morph attributes if present
 
-                               tmp2.crossVectors(n2, t);
-                               const test = tmp2.dot(tan2[v]);
-                               const w = test < 0.0 ? -1.0 : 1.0;
-                               tangents[v * 4] = tmp.x;
-                               tangents[v * 4 + 1] = tmp.y;
-                               tangents[v * 4 + 2] = tmp.z;
-                               tangents[v * 4 + 3] = w;
-                       }
 
-                       for (let i = 0, il = groups.length; i < il; ++i) {
-                               const group = groups[i];
-                               const start = group.start;
-                               const count = group.count;
+                                               if (morphAttributesPosition) {
+                                                       for (let i = 0, il = morphAttributesPosition.length; i < il; i++) {
+                                                               const morphAttribute = morphAttributesPosition[i];
+                                                               const morphTargetsRelative = this.morphTargetsRelative;
+
+                                                               for (let j = 0, jl = morphAttribute.count; j < jl; j++) {
+                                                                       _vector$8.fromBufferAttribute(morphAttribute, j);
+
+                                                                       if (morphTargetsRelative) {
+                                                                               _offset.fromBufferAttribute(position, j);
+
+                                                                               _vector$8.add(_offset);
+                                                                       }
+
+                                                                       maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$8));
+                                                               }
+                                                       }
+                                               }
+
+                                               this.boundingSphere.radius = Math.sqrt(maxRadiusSq);
 
-                               for (let j = start, jl = start + count; j < jl; j += 3) {
-                                       handleVertex(indices[j + 0]);
-                                       handleVertex(indices[j + 1]);
-                                       handleVertex(indices[j + 2]);
+                                               if (isNaN(this.boundingSphere.radius)) {
+                                                       console.error('THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this);
+                                               }
+                                       }
                                }
-                       }
-               }
 
-               computeVertexNormals() {
-                       const index = this.index;
-                       const positionAttribute = this.getAttribute('position');
+                               computeTangents() {
+                                       const index = this.index;
+                                       const attributes = this.attributes; // based on http://www.terathon.com/code/tangent.html
+                                       // (per vertex tangents)
 
-                       if (positionAttribute !== undefined) {
-                               let normalAttribute = this.getAttribute('normal');
+                                       if (index === null || attributes.position === undefined || attributes.normal === undefined || attributes.uv === undefined) {
+                                               console.error('THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)');
+                                               return;
+                                       }
 
-                               if (normalAttribute === undefined) {
-                                       normalAttribute = new BufferAttribute(new Float32Array(positionAttribute.count * 3), 3);
-                                       this.setAttribute('normal', normalAttribute);
-                               } else {
-                                       // reset existing normals to zero
-                                       for (let i = 0, il = normalAttribute.count; i < il; i++) {
-                                               normalAttribute.setXYZ(i, 0, 0, 0);
+                                       const indices = index.array;
+                                       const positions = attributes.position.array;
+                                       const normals = attributes.normal.array;
+                                       const uvs = attributes.uv.array;
+                                       const nVertices = positions.length / 3;
+
+                                       if (attributes.tangent === undefined) {
+                                               this.setAttribute('tangent', new BufferAttribute(new Float32Array(4 * nVertices), 4));
+                                       }
+
+                                       const tangents = attributes.tangent.array;
+                                       const tan1 = [],
+                                               tan2 = [];
+
+                                       for (let i = 0; i < nVertices; i++) {
+                                               tan1[i] = new Vector3();
+                                               tan2[i] = new Vector3();
+                                       }
+
+                                       const vA = new Vector3(),
+                                               vB = new Vector3(),
+                                               vC = new Vector3(),
+                                               uvA = new Vector2(),
+                                               uvB = new Vector2(),
+                                               uvC = new Vector2(),
+                                               sdir = new Vector3(),
+                                               tdir = new Vector3();
+
+                                       function handleTriangle(a, b, c) {
+                                               vA.fromArray(positions, a * 3);
+                                               vB.fromArray(positions, b * 3);
+                                               vC.fromArray(positions, c * 3);
+                                               uvA.fromArray(uvs, a * 2);
+                                               uvB.fromArray(uvs, b * 2);
+                                               uvC.fromArray(uvs, c * 2);
+                                               vB.sub(vA);
+                                               vC.sub(vA);
+                                               uvB.sub(uvA);
+                                               uvC.sub(uvA);
+                                               const r = 1.0 / (uvB.x * uvC.y - uvC.x * uvB.y); // silently ignore degenerate uv triangles having coincident or colinear vertices
+
+                                               if (!isFinite(r)) return;
+                                               sdir.copy(vB).multiplyScalar(uvC.y).addScaledVector(vC, -uvB.y).multiplyScalar(r);
+                                               tdir.copy(vC).multiplyScalar(uvB.x).addScaledVector(vB, -uvC.x).multiplyScalar(r);
+                                               tan1[a].add(sdir);
+                                               tan1[b].add(sdir);
+                                               tan1[c].add(sdir);
+                                               tan2[a].add(tdir);
+                                               tan2[b].add(tdir);
+                                               tan2[c].add(tdir);
+                                       }
+
+                                       let groups = this.groups;
+
+                                       if (groups.length === 0) {
+                                               groups = [{
+                                                       start: 0,
+                                                       count: indices.length
+                                               }];
+                                       }
+
+                                       for (let i = 0, il = groups.length; i < il; ++i) {
+                                               const group = groups[i];
+                                               const start = group.start;
+                                               const count = group.count;
+
+                                               for (let j = start, jl = start + count; j < jl; j += 3) {
+                                                       handleTriangle(indices[j + 0], indices[j + 1], indices[j + 2]);
+                                               }
+                                       }
+
+                                       const tmp = new Vector3(),
+                                               tmp2 = new Vector3();
+                                       const n = new Vector3(),
+                                               n2 = new Vector3();
+
+                                       function handleVertex(v) {
+                                               n.fromArray(normals, v * 3);
+                                               n2.copy(n);
+                                               const t = tan1[v]; // Gram-Schmidt orthogonalize
+
+                                               tmp.copy(t);
+                                               tmp.sub(n.multiplyScalar(n.dot(t))).normalize(); // Calculate handedness
+
+                                               tmp2.crossVectors(n2, t);
+                                               const test = tmp2.dot(tan2[v]);
+                                               const w = test < 0.0 ? -1.0 : 1.0;
+                                               tangents[v * 4] = tmp.x;
+                                               tangents[v * 4 + 1] = tmp.y;
+                                               tangents[v * 4 + 2] = tmp.z;
+                                               tangents[v * 4 + 3] = w;
+                                       }
+
+                                       for (let i = 0, il = groups.length; i < il; ++i) {
+                                               const group = groups[i];
+                                               const start = group.start;
+                                               const count = group.count;
+
+                                               for (let j = start, jl = start + count; j < jl; j += 3) {
+                                                       handleVertex(indices[j + 0]);
+                                                       handleVertex(indices[j + 1]);
+                                                       handleVertex(indices[j + 2]);
+                                               }
                                        }
                                }
 
-                               const pA = new Vector3(),
+                               computeVertexNormals() {
+                                       const index = this.index;
+                                       const positionAttribute = this.getAttribute('position');
+
+                                       if (positionAttribute !== undefined) {
+                                               let normalAttribute = this.getAttribute('normal');
+
+                                               if (normalAttribute === undefined) {
+                                                       normalAttribute = new BufferAttribute(new Float32Array(positionAttribute.count * 3), 3);
+                                                       this.setAttribute('normal', normalAttribute);
+                                               } else {
+                                                       // reset existing normals to zero
+                                                       for (let i = 0, il = normalAttribute.count; i < il; i++) {
+                                                               normalAttribute.setXYZ(i, 0, 0, 0);
+                                                       }
+                                               }
+
+                                               const pA = new Vector3(),
                                                        pB = new Vector3(),
                                                        pC = new Vector3();
-                               const nA = new Vector3(),
+                                               const nA = new Vector3(),
                                                        nB = new Vector3(),
                                                        nC = new Vector3();
-                               const cb = new Vector3(),
+                                               const cb = new Vector3(),
                                                        ab = new Vector3(); // indexed elements
 
-                               if (index) {
-                                       for (let i = 0, il = index.count; i < il; i += 3) {
-                                               const vA = index.getX(i + 0);
-                                               const vB = index.getX(i + 1);
-                                               const vC = index.getX(i + 2);
-                                               pA.fromBufferAttribute(positionAttribute, vA);
-                                               pB.fromBufferAttribute(positionAttribute, vB);
-                                               pC.fromBufferAttribute(positionAttribute, vC);
-                                               cb.subVectors(pC, pB);
-                                               ab.subVectors(pA, pB);
-                                               cb.cross(ab);
-                                               nA.fromBufferAttribute(normalAttribute, vA);
-                                               nB.fromBufferAttribute(normalAttribute, vB);
-                                               nC.fromBufferAttribute(normalAttribute, vC);
-                                               nA.add(cb);
-                                               nB.add(cb);
-                                               nC.add(cb);
-                                               normalAttribute.setXYZ(vA, nA.x, nA.y, nA.z);
-                                               normalAttribute.setXYZ(vB, nB.x, nB.y, nB.z);
-                                               normalAttribute.setXYZ(vC, nC.x, nC.y, nC.z);
-                                       }
-                               } else {
-                                       // non-indexed elements (unconnected triangle soup)
-                                       for (let i = 0, il = positionAttribute.count; i < il; i += 3) {
-                                               pA.fromBufferAttribute(positionAttribute, i + 0);
-                                               pB.fromBufferAttribute(positionAttribute, i + 1);
-                                               pC.fromBufferAttribute(positionAttribute, i + 2);
-                                               cb.subVectors(pC, pB);
-                                               ab.subVectors(pA, pB);
-                                               cb.cross(ab);
-                                               normalAttribute.setXYZ(i + 0, cb.x, cb.y, cb.z);
-                                               normalAttribute.setXYZ(i + 1, cb.x, cb.y, cb.z);
-                                               normalAttribute.setXYZ(i + 2, cb.x, cb.y, cb.z);
+                                               if (index) {
+                                                       for (let i = 0, il = index.count; i < il; i += 3) {
+                                                               const vA = index.getX(i + 0);
+                                                               const vB = index.getX(i + 1);
+                                                               const vC = index.getX(i + 2);
+                                                               pA.fromBufferAttribute(positionAttribute, vA);
+                                                               pB.fromBufferAttribute(positionAttribute, vB);
+                                                               pC.fromBufferAttribute(positionAttribute, vC);
+                                                               cb.subVectors(pC, pB);
+                                                               ab.subVectors(pA, pB);
+                                                               cb.cross(ab);
+                                                               nA.fromBufferAttribute(normalAttribute, vA);
+                                                               nB.fromBufferAttribute(normalAttribute, vB);
+                                                               nC.fromBufferAttribute(normalAttribute, vC);
+                                                               nA.add(cb);
+                                                               nB.add(cb);
+                                                               nC.add(cb);
+                                                               normalAttribute.setXYZ(vA, nA.x, nA.y, nA.z);
+                                                               normalAttribute.setXYZ(vB, nB.x, nB.y, nB.z);
+                                                               normalAttribute.setXYZ(vC, nC.x, nC.y, nC.z);
+                                                       }
+                                               } else {
+                                                       // non-indexed elements (unconnected triangle soup)
+                                                       for (let i = 0, il = positionAttribute.count; i < il; i += 3) {
+                                                               pA.fromBufferAttribute(positionAttribute, i + 0);
+                                                               pB.fromBufferAttribute(positionAttribute, i + 1);
+                                                               pC.fromBufferAttribute(positionAttribute, i + 2);
+                                                               cb.subVectors(pC, pB);
+                                                               ab.subVectors(pA, pB);
+                                                               cb.cross(ab);
+                                                               normalAttribute.setXYZ(i + 0, cb.x, cb.y, cb.z);
+                                                               normalAttribute.setXYZ(i + 1, cb.x, cb.y, cb.z);
+                                                               normalAttribute.setXYZ(i + 2, cb.x, cb.y, cb.z);
+                                                       }
+                                               }
+
+                                               this.normalizeNormals();
+                                               normalAttribute.needsUpdate = true;
                                        }
                                }
 
-                               this.normalizeNormals();
-                               normalAttribute.needsUpdate = true;
-                       }
-               }
+                               merge(geometry, offset) {
+                                       if (!(geometry && geometry.isBufferGeometry)) {
+                                               console.error('THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry);
+                                               return;
+                                       }
 
-               merge(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.');
+                                       }
 
-                       if (offset === undefined) {
-                               offset = 0;
-                               console.warn('THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. ' + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.');
-                       }
+                                       const attributes = this.attributes;
 
-                       const attributes = this.attributes;
+                                       for (const key in attributes) {
+                                               if (geometry.attributes[key] === undefined) continue;
+                                               const attribute1 = attributes[key];
+                                               const attributeArray1 = attribute1.array;
+                                               const attribute2 = geometry.attributes[key];
+                                               const attributeArray2 = attribute2.array;
+                                               const attributeOffset = attribute2.itemSize * offset;
+                                               const length = Math.min(attributeArray2.length, attributeArray1.length - attributeOffset);
 
-                       for (const key in attributes) {
-                               if (geometry.attributes[key] === undefined) continue;
-                               const attribute1 = attributes[key];
-                               const attributeArray1 = attribute1.array;
-                               const attribute2 = geometry.attributes[key];
-                               const attributeArray2 = attribute2.array;
-                               const attributeOffset = attribute2.itemSize * offset;
-                               const length = Math.min(attributeArray2.length, attributeArray1.length - attributeOffset);
+                                               for (let i = 0, j = attributeOffset; i < length; i++, j++) {
+                                                       attributeArray1[j] = attributeArray2[i];
+                                               }
+                                       }
 
-                               for (let i = 0, j = attributeOffset; i < length; i++, j++) {
-                                       attributeArray1[j] = attributeArray2[i];
+                                       return this;
                                }
-                       }
-
-                       return this;
-               }
 
-               normalizeNormals() {
-                       const normals = this.attributes.normal;
+                               normalizeNormals() {
+                                       const normals = this.attributes.normal;
 
-                       for (let i = 0, il = normals.count; i < il; i++) {
-                               _vector$8.fromBufferAttribute(normals, i);
-
-                               _vector$8.normalize();
-
-                               normals.setXYZ(i, _vector$8.x, _vector$8.y, _vector$8.z);
-                       }
-               }
+                                       for (let i = 0, il = normals.count; i < il; i++) {
+                                               _vector$8.fromBufferAttribute(normals, i);
 
-               toNonIndexed() {
-                       function convertBufferAttribute(attribute, indices) {
-                               const array = attribute.array;
-                               const itemSize = attribute.itemSize;
-                               const normalized = attribute.normalized;
-                               const array2 = new array.constructor(indices.length * itemSize);
-                               let index = 0,
-                                               index2 = 0;
-
-                               for (let i = 0, l = indices.length; i < l; i++) {
-                                       if (attribute.isInterleavedBufferAttribute) {
-                                               index = indices[i] * attribute.data.stride + attribute.offset;
-                                       } else {
-                                               index = indices[i] * itemSize;
-                                       }
+                                               _vector$8.normalize();
 
-                                       for (let j = 0; j < itemSize; j++) {
-                                               array2[index2++] = array[index++];
+                                               normals.setXYZ(i, _vector$8.x, _vector$8.y, _vector$8.z);
                                        }
                                }
 
-                               return new BufferAttribute(array2, itemSize, normalized);
-                       } //
+                               toNonIndexed() {
+                                       function convertBufferAttribute(attribute, indices) {
+                                               const array = attribute.array;
+                                               const itemSize = attribute.itemSize;
+                                               const normalized = attribute.normalized;
+                                               const array2 = new array.constructor(indices.length * itemSize);
+                                               let index = 0,
+                                                       index2 = 0;
 
+                                               for (let i = 0, l = indices.length; i < l; i++) {
+                                                       if (attribute.isInterleavedBufferAttribute) {
+                                                               index = indices[i] * attribute.data.stride + attribute.offset;
+                                                       } else {
+                                                               index = indices[i] * itemSize;
+                                                       }
 
-                       if (this.index === null) {
-                               console.warn('THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.');
-                               return this;
-                       }
+                                                       for (let j = 0; j < itemSize; j++) {
+                                                               array2[index2++] = array[index++];
+                                                       }
+                                               }
 
-                       const geometry2 = new BufferGeometry();
-                       const indices = this.index.array;
-                       const attributes = this.attributes; // attributes
+                                               return new BufferAttribute(array2, itemSize, normalized);
+                                       } //
 
-                       for (const name in attributes) {
-                               const attribute = attributes[name];
-                               const newAttribute = convertBufferAttribute(attribute, indices);
-                               geometry2.setAttribute(name, newAttribute);
-                       } // morph attributes
 
+                                       if (this.index === null) {
+                                               console.warn('THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.');
+                                               return this;
+                                       }
 
-                       const morphAttributes = this.morphAttributes;
+                                       const geometry2 = new BufferGeometry();
+                                       const indices = this.index.array;
+                                       const attributes = this.attributes; // attributes
 
-                       for (const name in morphAttributes) {
-                               const morphArray = [];
-                               const morphAttribute = morphAttributes[name]; // morphAttribute: array of Float32BufferAttributes
+                                       for (const name in attributes) {
+                                               const attribute = attributes[name];
+                                               const newAttribute = convertBufferAttribute(attribute, indices);
+                                               geometry2.setAttribute(name, newAttribute);
+                                       } // morph attributes
 
-                               for (let i = 0, il = morphAttribute.length; i < il; i++) {
-                                       const attribute = morphAttribute[i];
-                                       const newAttribute = convertBufferAttribute(attribute, indices);
-                                       morphArray.push(newAttribute);
-                               }
 
-                               geometry2.morphAttributes[name] = morphArray;
-                       }
+                                       const morphAttributes = this.morphAttributes;
 
-                       geometry2.morphTargetsRelative = this.morphTargetsRelative; // groups
+                                       for (const name in morphAttributes) {
+                                               const morphArray = [];
+                                               const morphAttribute = morphAttributes[name]; // morphAttribute: array of Float32BufferAttributes
 
-                       const groups = this.groups;
+                                               for (let i = 0, il = morphAttribute.length; i < il; i++) {
+                                                       const attribute = morphAttribute[i];
+                                                       const newAttribute = convertBufferAttribute(attribute, indices);
+                                                       morphArray.push(newAttribute);
+                                               }
 
-                       for (let i = 0, l = groups.length; i < l; i++) {
-                               const group = groups[i];
-                               geometry2.addGroup(group.start, group.count, group.materialIndex);
-                       }
+                                               geometry2.morphAttributes[name] = morphArray;
+                                       }
 
-                       return geometry2;
-               }
+                                       geometry2.morphTargetsRelative = this.morphTargetsRelative; // groups
 
-               toJSON() {
-                       const data = {
-                               metadata: {
-                                       version: 4.5,
-                                       type: 'BufferGeometry',
-                                       generator: 'BufferGeometry.toJSON'
+                                       const groups = this.groups;
+
+                                       for (let i = 0, l = groups.length; i < l; i++) {
+                                               const group = groups[i];
+                                               geometry2.addGroup(group.start, group.count, group.materialIndex);
+                                       }
+
+                                       return geometry2;
                                }
-                       }; // 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;
+                               toJSON() {
+                                       const data = {
+                                               metadata: {
+                                                       version: 4.5,
+                                                       type: 'BufferGeometry',
+                                                       generator: 'BufferGeometry.toJSON'
+                                               }
+                                       }; // standard BufferGeometry serialization
 
-                       if (this.parameters !== undefined) {
-                               const parameters = this.parameters;
+                                       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;
 
-                               for (const key in parameters) {
-                                       if (parameters[key] !== undefined) data[key] = parameters[key];
-                               }
+                                       if (this.parameters !== undefined) {
+                                               const parameters = this.parameters;
 
-                               return data;
-                       } // for simplicity the code assumes attributes are not shared across geometries, see #15811
+                                               for (const key in parameters) {
+                                                       if (parameters[key] !== undefined) data[key] = parameters[key];
+                                               }
 
+                                               return data;
+                                       } // for simplicity the code assumes attributes are not shared across geometries, see #15811
 
-                       data.data = {
-                               attributes: {}
-                       };
-                       const index = this.index;
 
-                       if (index !== null) {
-                               data.data.index = {
-                                       type: index.array.constructor.name,
-                                       array: Array.prototype.slice.call(index.array)
-                               };
-                       }
+                                       data.data = {
+                                               attributes: {}
+                                       };
+                                       const index = this.index;
 
-                       const attributes = this.attributes;
+                                       if (index !== null) {
+                                               data.data.index = {
+                                                       type: index.array.constructor.name,
+                                                       array: Array.prototype.slice.call(index.array)
+                                               };
+                                       }
 
-                       for (const key in attributes) {
-                               const attribute = attributes[key];
-                               data.data.attributes[key] = attribute.toJSON(data.data);
-                       }
+                                       const attributes = this.attributes;
 
-                       const morphAttributes = {};
-                       let hasMorphAttributes = false;
+                                       for (const key in attributes) {
+                                               const attribute = attributes[key];
+                                               data.data.attributes[key] = attribute.toJSON(data.data);
+                                       }
 
-                       for (const key in this.morphAttributes) {
-                               const attributeArray = this.morphAttributes[key];
-                               const array = [];
+                                       const morphAttributes = {};
+                                       let hasMorphAttributes = false;
 
-                               for (let i = 0, il = attributeArray.length; i < il; i++) {
-                                       const attribute = attributeArray[i];
-                                       array.push(attribute.toJSON(data.data));
-                               }
+                                       for (const key in this.morphAttributes) {
+                                               const attributeArray = this.morphAttributes[key];
+                                               const array = [];
 
-                               if (array.length > 0) {
-                                       morphAttributes[key] = array;
-                                       hasMorphAttributes = true;
-                               }
-                       }
+                                               for (let i = 0, il = attributeArray.length; i < il; i++) {
+                                                       const attribute = attributeArray[i];
+                                                       array.push(attribute.toJSON(data.data));
+                                               }
 
-                       if (hasMorphAttributes) {
-                               data.data.morphAttributes = morphAttributes;
-                               data.data.morphTargetsRelative = this.morphTargetsRelative;
-                       }
+                                               if (array.length > 0) {
+                                                       morphAttributes[key] = array;
+                                                       hasMorphAttributes = true;
+                                               }
+                                       }
 
-                       const groups = this.groups;
+                                       if (hasMorphAttributes) {
+                                               data.data.morphAttributes = morphAttributes;
+                                               data.data.morphTargetsRelative = this.morphTargetsRelative;
+                                       }
 
-                       if (groups.length > 0) {
-                               data.data.groups = JSON.parse(JSON.stringify(groups));
-                       }
+                                       const groups = this.groups;
 
-                       const boundingSphere = this.boundingSphere;
+                                       if (groups.length > 0) {
+                                               data.data.groups = JSON.parse(JSON.stringify(groups));
+                                       }
 
-                       if (boundingSphere !== null) {
-                               data.data.boundingSphere = {
-                                       center: boundingSphere.center.toArray(),
-                                       radius: boundingSphere.radius
-                               };
-                       }
+                                       const boundingSphere = this.boundingSphere;
 
-                       return data;
-               }
+                                       if (boundingSphere !== null) {
+                                               data.data.boundingSphere = {
+                                                       center: boundingSphere.center.toArray(),
+                                                       radius: boundingSphere.radius
+                                               };
+                                       }
 
-               clone() {
-                       /*
+                                       return data;
+                               }
+
+                               clone() {
+                                       /*
                         // Handle primitives
                                 const parameters = this.parameters;
                                 if ( parameters !== undefined ) {
@@ -7971,1083 +8007,1087 @@ window["THREE"] = require("three");
                                 }
                                 return new this.constructor().copy( this );
                         */
-                       return new BufferGeometry().copy(this);
-               }
+                                       return new BufferGeometry().copy(this);
+                               }
 
-               copy(source) {
-                       // reset
-                       this.index = null;
-                       this.attributes = {};
-                       this.morphAttributes = {};
-                       this.groups = [];
-                       this.boundingBox = null;
-                       this.boundingSphere = null; // used for storing cloned, shared data
+                               copy(source) {
+                                       // reset
+                                       this.index = null;
+                                       this.attributes = {};
+                                       this.morphAttributes = {};
+                                       this.groups = [];
+                                       this.boundingBox = null;
+                                       this.boundingSphere = null; // used for storing cloned, shared data
 
-                       const data = {}; // name
+                                       const data = {}; // name
 
-                       this.name = source.name; // index
+                                       this.name = source.name; // index
 
-                       const index = source.index;
+                                       const index = source.index;
 
-                       if (index !== null) {
-                               this.setIndex(index.clone(data));
-                       } // attributes
+                                       if (index !== null) {
+                                               this.setIndex(index.clone(data));
+                                       } // attributes
 
 
-                       const attributes = source.attributes;
+                                       const attributes = source.attributes;
 
-                       for (const name in attributes) {
-                               const attribute = attributes[name];
-                               this.setAttribute(name, attribute.clone(data));
-                       } // morph attributes
+                                       for (const name in attributes) {
+                                               const attribute = attributes[name];
+                                               this.setAttribute(name, attribute.clone(data));
+                                       } // morph attributes
 
 
-                       const morphAttributes = source.morphAttributes;
+                                       const morphAttributes = source.morphAttributes;
 
-                       for (const name in morphAttributes) {
-                               const array = [];
-                               const morphAttribute = morphAttributes[name]; // morphAttribute: array of Float32BufferAttributes
+                                       for (const name in morphAttributes) {
+                                               const array = [];
+                                               const morphAttribute = morphAttributes[name]; // morphAttribute: array of Float32BufferAttributes
 
-                               for (let i = 0, l = morphAttribute.length; i < l; i++) {
-                                       array.push(morphAttribute[i].clone(data));
-                               }
+                                               for (let i = 0, l = morphAttribute.length; i < l; i++) {
+                                                       array.push(morphAttribute[i].clone(data));
+                                               }
 
-                               this.morphAttributes[name] = array;
-                       }
+                                               this.morphAttributes[name] = array;
+                                       }
 
-                       this.morphTargetsRelative = source.morphTargetsRelative; // groups
+                                       this.morphTargetsRelative = source.morphTargetsRelative; // groups
 
-                       const groups = source.groups;
+                                       const groups = source.groups;
 
-                       for (let i = 0, l = groups.length; i < l; i++) {
-                               const group = groups[i];
-                               this.addGroup(group.start, group.count, group.materialIndex);
-                       } // bounding box
+                                       for (let i = 0, l = groups.length; i < l; i++) {
+                                               const group = groups[i];
+                                               this.addGroup(group.start, group.count, group.materialIndex);
+                                       } // bounding box
 
 
-                       const boundingBox = source.boundingBox;
+                                       const boundingBox = source.boundingBox;
 
-                       if (boundingBox !== null) {
-                               this.boundingBox = boundingBox.clone();
-                       } // bounding sphere
+                                       if (boundingBox !== null) {
+                                               this.boundingBox = boundingBox.clone();
+                                       } // bounding sphere
 
 
-                       const boundingSphere = source.boundingSphere;
+                                       const boundingSphere = source.boundingSphere;
 
-                       if (boundingSphere !== null) {
-                               this.boundingSphere = boundingSphere.clone();
-                       } // draw range
+                                       if (boundingSphere !== null) {
+                                               this.boundingSphere = boundingSphere.clone();
+                                       } // draw range
 
 
-                       this.drawRange.start = source.drawRange.start;
-                       this.drawRange.count = source.drawRange.count; // user data
+                                       this.drawRange.start = source.drawRange.start;
+                                       this.drawRange.count = source.drawRange.count; // user data
 
-                       this.userData = source.userData;
-                       return this;
-               }
+                                       this.userData = source.userData;
+                                       return this;
+                               }
 
-               dispose() {
-                       this.dispatchEvent({
-                               type: 'dispose'
-                       });
-               }
+                               dispose() {
+                                       this.dispatchEvent({
+                                               type: 'dispose'
+                                       });
+                               }
 
-       }
+                       }
 
-       BufferGeometry.prototype.isBufferGeometry = true;
+                       BufferGeometry.prototype.isBufferGeometry = true;
 
-       const _inverseMatrix$2 = /*@__PURE__*/new Matrix4();
+                       const _inverseMatrix$2 = /*@__PURE__*/new Matrix4();
 
-       const _ray$2 = /*@__PURE__*/new Ray();
+                       const _ray$2 = /*@__PURE__*/new Ray();
 
-       const _sphere$3 = /*@__PURE__*/new Sphere();
+                       const _sphere$3 = /*@__PURE__*/new Sphere();
 
-       const _vA$1 = /*@__PURE__*/new Vector3();
+                       const _vA$1 = /*@__PURE__*/new Vector3();
 
-       const _vB$1 = /*@__PURE__*/new Vector3();
+                       const _vB$1 = /*@__PURE__*/new Vector3();
 
-       const _vC$1 = /*@__PURE__*/new Vector3();
+                       const _vC$1 = /*@__PURE__*/new Vector3();
 
-       const _tempA = /*@__PURE__*/new Vector3();
+                       const _tempA = /*@__PURE__*/new Vector3();
 
-       const _tempB = /*@__PURE__*/new Vector3();
+                       const _tempB = /*@__PURE__*/new Vector3();
 
-       const _tempC = /*@__PURE__*/new Vector3();
+                       const _tempC = /*@__PURE__*/new Vector3();
 
-       const _morphA = /*@__PURE__*/new Vector3();
+                       const _morphA = /*@__PURE__*/new Vector3();
 
-       const _morphB = /*@__PURE__*/new Vector3();
+                       const _morphB = /*@__PURE__*/new Vector3();
 
-       const _morphC = /*@__PURE__*/new Vector3();
+                       const _morphC = /*@__PURE__*/new Vector3();
 
-       const _uvA$1 = /*@__PURE__*/new Vector2();
+                       const _uvA$1 = /*@__PURE__*/new Vector2();
 
-       const _uvB$1 = /*@__PURE__*/new Vector2();
+                       const _uvB$1 = /*@__PURE__*/new Vector2();
 
-       const _uvC$1 = /*@__PURE__*/new Vector2();
+                       const _uvC$1 = /*@__PURE__*/new Vector2();
 
-       const _intersectionPoint = /*@__PURE__*/new Vector3();
+                       const _intersectionPoint = /*@__PURE__*/new Vector3();
 
-       const _intersectionPointWorld = /*@__PURE__*/new Vector3();
+                       const _intersectionPointWorld = /*@__PURE__*/new Vector3();
 
-       class Mesh extends Object3D {
-               constructor(geometry = new BufferGeometry(), material = new MeshBasicMaterial()) {
-                       super();
-                       this.type = 'Mesh';
-                       this.geometry = geometry;
-                       this.material = material;
-                       this.updateMorphTargets();
-               }
+                       class Mesh extends Object3D {
+                               constructor(geometry = new BufferGeometry(), material = new MeshBasicMaterial()) {
+                                       super();
+                                       this.type = 'Mesh';
+                                       this.geometry = geometry;
+                                       this.material = material;
+                                       this.updateMorphTargets();
+                               }
 
-               copy(source) {
-                       super.copy(source);
+                               copy(source) {
+                                       super.copy(source);
 
-                       if (source.morphTargetInfluences !== undefined) {
-                               this.morphTargetInfluences = source.morphTargetInfluences.slice();
-                       }
+                                       if (source.morphTargetInfluences !== undefined) {
+                                               this.morphTargetInfluences = source.morphTargetInfluences.slice();
+                                       }
 
-                       if (source.morphTargetDictionary !== undefined) {
-                               this.morphTargetDictionary = Object.assign({}, source.morphTargetDictionary);
-                       }
+                                       if (source.morphTargetDictionary !== undefined) {
+                                               this.morphTargetDictionary = Object.assign({}, source.morphTargetDictionary);
+                                       }
 
-                       this.material = source.material;
-                       this.geometry = source.geometry;
-                       return this;
-               }
+                                       this.material = source.material;
+                                       this.geometry = source.geometry;
+                                       return this;
+                               }
 
-               updateMorphTargets() {
-                       const geometry = this.geometry;
+                               updateMorphTargets() {
+                                       const geometry = this.geometry;
 
-                       if (geometry.isBufferGeometry) {
-                               const morphAttributes = geometry.morphAttributes;
-                               const keys = Object.keys(morphAttributes);
+                                       if (geometry.isBufferGeometry) {
+                                               const morphAttributes = geometry.morphAttributes;
+                                               const keys = Object.keys(morphAttributes);
 
-                               if (keys.length > 0) {
-                                       const morphAttribute = morphAttributes[keys[0]];
+                                               if (keys.length > 0) {
+                                                       const morphAttribute = morphAttributes[keys[0]];
 
-                                       if (morphAttribute !== undefined) {
-                                               this.morphTargetInfluences = [];
-                                               this.morphTargetDictionary = {};
+                                                       if (morphAttribute !== undefined) {
+                                                               this.morphTargetInfluences = [];
+                                                               this.morphTargetDictionary = {};
 
-                                               for (let m = 0, ml = morphAttribute.length; m < ml; m++) {
-                                                       const name = morphAttribute[m].name || String(m);
-                                                       this.morphTargetInfluences.push(0);
-                                                       this.morphTargetDictionary[name] = m;
+                                                               for (let m = 0, ml = morphAttribute.length; m < ml; m++) {
+                                                                       const name = morphAttribute[m].name || String(m);
+                                                                       this.morphTargetInfluences.push(0);
+                                                                       this.morphTargetDictionary[name] = m;
+                                                               }
+                                                       }
                                                }
-                                       }
-                               }
-                       } else {
-                               const morphTargets = geometry.morphTargets;
+                                       } else {
+                                               const morphTargets = geometry.morphTargets;
 
-                               if (morphTargets !== undefined && morphTargets.length > 0) {
-                                       console.error('THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
+                                               if (morphTargets !== undefined && morphTargets.length > 0) {
+                                                       console.error('THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
+                                               }
+                                       }
                                }
-                       }
-               }
-
-               raycast(raycaster, intersects) {
-                       const geometry = this.geometry;
-                       const material = this.material;
-                       const matrixWorld = this.matrixWorld;
-                       if (material === undefined) return; // Checking boundingSphere distance to ray
 
-                       if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
+                               raycast(raycaster, intersects) {
+                                       const geometry = this.geometry;
+                                       const material = this.material;
+                                       const matrixWorld = this.matrixWorld;
+                                       if (material === undefined) return; // Checking boundingSphere distance to ray
 
-                       _sphere$3.copy(geometry.boundingSphere);
+                                       if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
 
-                       _sphere$3.applyMatrix4(matrixWorld);
+                                       _sphere$3.copy(geometry.boundingSphere);
 
-                       if (raycaster.ray.intersectsSphere(_sphere$3) === false) return; //
+                                       _sphere$3.applyMatrix4(matrixWorld);
 
-                       _inverseMatrix$2.copy(matrixWorld).invert();
+                                       if (raycaster.ray.intersectsSphere(_sphere$3) === false) return; //
 
-                       _ray$2.copy(raycaster.ray).applyMatrix4(_inverseMatrix$2); // Check boundingBox before continuing
+                                       _inverseMatrix$2.copy(matrixWorld).invert();
 
+                                       _ray$2.copy(raycaster.ray).applyMatrix4(_inverseMatrix$2); // Check boundingBox before continuing
 
-                       if (geometry.boundingBox !== null) {
-                               if (_ray$2.intersectsBox(geometry.boundingBox) === false) return;
-                       }
 
-                       let intersection;
+                                       if (geometry.boundingBox !== null) {
+                                               if (_ray$2.intersectsBox(geometry.boundingBox) === false) return;
+                                       }
 
-                       if (geometry.isBufferGeometry) {
-                               const index = geometry.index;
-                               const position = geometry.attributes.position;
-                               const morphPosition = geometry.morphAttributes.position;
-                               const morphTargetsRelative = geometry.morphTargetsRelative;
-                               const uv = geometry.attributes.uv;
-                               const uv2 = geometry.attributes.uv2;
-                               const groups = geometry.groups;
-                               const drawRange = geometry.drawRange;
+                                       let intersection;
 
-                               if (index !== null) {
-                                       // indexed buffer geometry
-                                       if (Array.isArray(material)) {
-                                               for (let i = 0, il = groups.length; i < il; i++) {
-                                                       const group = groups[i];
-                                                       const groupMaterial = material[group.materialIndex];
-                                                       const start = Math.max(group.start, drawRange.start);
-                                                       const end = Math.min(group.start + group.count, drawRange.start + drawRange.count);
+                                       if (geometry.isBufferGeometry) {
+                                               const index = geometry.index;
+                                               const position = geometry.attributes.position;
+                                               const morphPosition = geometry.morphAttributes.position;
+                                               const morphTargetsRelative = geometry.morphTargetsRelative;
+                                               const uv = geometry.attributes.uv;
+                                               const uv2 = geometry.attributes.uv2;
+                                               const groups = geometry.groups;
+                                               const drawRange = geometry.drawRange;
+
+                                               if (index !== null) {
+                                                       // indexed buffer geometry
+                                                       if (Array.isArray(material)) {
+                                                               for (let i = 0, il = groups.length; i < il; i++) {
+                                                                       const group = groups[i];
+                                                                       const groupMaterial = material[group.materialIndex];
+                                                                       const start = Math.max(group.start, drawRange.start);
+                                                                       const end = Math.min(group.start + group.count, drawRange.start + drawRange.count);
+
+                                                                       for (let j = start, jl = end; j < jl; j += 3) {
+                                                                               const a = index.getX(j);
+                                                                               const b = index.getX(j + 1);
+                                                                               const c = index.getX(j + 2);
+                                                                               intersection = checkBufferGeometryIntersection(this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c);
+
+                                                                               if (intersection) {
+                                                                                       intersection.faceIndex = Math.floor(j / 3); // triangle number in indexed buffer semantics
+
+                                                                                       intersection.face.materialIndex = group.materialIndex;
+                                                                                       intersects.push(intersection);
+                                                                               }
+                                                                       }
+                                                               }
+                                                       } else {
+                                                               const start = Math.max(0, drawRange.start);
+                                                               const end = Math.min(index.count, drawRange.start + drawRange.count);
 
-                                                       for (let j = start, jl = end; j < jl; j += 3) {
-                                                               const a = index.getX(j);
-                                                               const b = index.getX(j + 1);
-                                                               const c = index.getX(j + 2);
-                                                               intersection = checkBufferGeometryIntersection(this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c);
+                                                               for (let i = start, il = end; i < il; i += 3) {
+                                                                       const a = index.getX(i);
+                                                                       const b = index.getX(i + 1);
+                                                                       const c = index.getX(i + 2);
+                                                                       intersection = checkBufferGeometryIntersection(this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c);
 
-                                                               if (intersection) {
-                                                                       intersection.faceIndex = Math.floor(j / 3); // triangle number in indexed buffer semantics
+                                                                       if (intersection) {
+                                                                               intersection.faceIndex = Math.floor(i / 3); // triangle number in indexed buffer semantics
 
-                                                                       intersection.face.materialIndex = group.materialIndex;
-                                                                       intersects.push(intersection);
+                                                                               intersects.push(intersection);
+                                                                       }
                                                                }
                                                        }
-                                               }
-                                       } else {
-                                               const start = Math.max(0, drawRange.start);
-                                               const end = Math.min(index.count, drawRange.start + drawRange.count);
+                                               } else if (position !== undefined) {
+                                                       // non-indexed buffer geometry
+                                                       if (Array.isArray(material)) {
+                                                               for (let i = 0, il = groups.length; i < il; i++) {
+                                                                       const group = groups[i];
+                                                                       const groupMaterial = material[group.materialIndex];
+                                                                       const start = Math.max(group.start, drawRange.start);
+                                                                       const end = Math.min(group.start + group.count, drawRange.start + drawRange.count);
+
+                                                                       for (let j = start, jl = end; j < jl; j += 3) {
+                                                                               const a = j;
+                                                                               const b = j + 1;
+                                                                               const c = j + 2;
+                                                                               intersection = checkBufferGeometryIntersection(this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c);
+
+                                                                               if (intersection) {
+                                                                                       intersection.faceIndex = Math.floor(j / 3); // triangle number in non-indexed buffer semantics
+
+                                                                                       intersection.face.materialIndex = group.materialIndex;
+                                                                                       intersects.push(intersection);
+                                                                               }
+                                                                       }
+                                                               }
+                                                       } else {
+                                                               const start = Math.max(0, drawRange.start);
+                                                               const end = Math.min(position.count, drawRange.start + drawRange.count);
 
-                                               for (let i = start, il = end; i < il; i += 3) {
-                                                       const a = index.getX(i);
-                                                       const b = index.getX(i + 1);
-                                                       const c = index.getX(i + 2);
-                                                       intersection = checkBufferGeometryIntersection(this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c);
+                                                               for (let i = start, il = end; i < il; i += 3) {
+                                                                       const a = i;
+                                                                       const b = i + 1;
+                                                                       const c = i + 2;
+                                                                       intersection = checkBufferGeometryIntersection(this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c);
 
-                                                       if (intersection) {
-                                                               intersection.faceIndex = Math.floor(i / 3); // triangle number in indexed buffer semantics
+                                                                       if (intersection) {
+                                                                               intersection.faceIndex = Math.floor(i / 3); // triangle number in non-indexed buffer semantics
 
-                                                               intersects.push(intersection);
+                                                                               intersects.push(intersection);
+                                                                       }
+                                                               }
                                                        }
                                                }
+                                       } else if (geometry.isGeometry) {
+                                               console.error('THREE.Mesh.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
                                        }
-                               } else if (position !== undefined) {
-                                       // non-indexed buffer geometry
-                                       if (Array.isArray(material)) {
-                                               for (let i = 0, il = groups.length; i < il; i++) {
-                                                       const group = groups[i];
-                                                       const groupMaterial = material[group.materialIndex];
-                                                       const start = Math.max(group.start, drawRange.start);
-                                                       const end = Math.min(group.start + group.count, drawRange.start + drawRange.count);
-
-                                                       for (let j = start, jl = end; j < jl; j += 3) {
-                                                               const a = j;
-                                                               const b = j + 1;
-                                                               const c = j + 2;
-                                                               intersection = checkBufferGeometryIntersection(this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c);
-
-                                                               if (intersection) {
-                                                                       intersection.faceIndex = Math.floor(j / 3); // triangle number in non-indexed buffer semantics
+                               }
 
-                                                                       intersection.face.materialIndex = group.materialIndex;
-                                                                       intersects.push(intersection);
-                                                               }
-                                                       }
-                                               }
-                                       } else {
-                                               const start = Math.max(0, drawRange.start);
-                                               const end = Math.min(position.count, drawRange.start + drawRange.count);
+                       }
 
-                                               for (let i = start, il = end; i < il; i += 3) {
-                                                       const a = i;
-                                                       const b = i + 1;
-                                                       const c = i + 2;
-                                                       intersection = checkBufferGeometryIntersection(this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c);
+                       Mesh.prototype.isMesh = true;
 
-                                                       if (intersection) {
-                                                               intersection.faceIndex = Math.floor(i / 3); // triangle number in non-indexed buffer semantics
+                       function checkIntersection(object, material, raycaster, ray, pA, pB, pC, point) {
+                               let intersect;
 
-                                                               intersects.push(intersection);
-                                                       }
-                                               }
-                                       }
+                               if (material.side === BackSide) {
+                                       intersect = ray.intersectTriangle(pC, pB, pA, true, point);
+                               } else {
+                                       intersect = ray.intersectTriangle(pA, pB, pC, material.side !== DoubleSide, point);
                                }
-                       } else if (geometry.isGeometry) {
-                               console.error('THREE.Mesh.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
-                       }
-               }
-
-       }
 
-       Mesh.prototype.isMesh = true;
+                               if (intersect === null) return null;
 
-       function checkIntersection(object, material, raycaster, ray, pA, pB, pC, point) {
-               let intersect;
+                               _intersectionPointWorld.copy(point);
 
-               if (material.side === BackSide) {
-                       intersect = ray.intersectTriangle(pC, pB, pA, true, point);
-               } else {
-                       intersect = ray.intersectTriangle(pA, pB, pC, material.side !== DoubleSide, point);
-               }
+                               _intersectionPointWorld.applyMatrix4(object.matrixWorld);
 
-               if (intersect === null) return null;
+                               const distance = raycaster.ray.origin.distanceTo(_intersectionPointWorld);
+                               if (distance < raycaster.near || distance > raycaster.far) return null;
+                               return {
+                                       distance: distance,
+                                       point: _intersectionPointWorld.clone(),
+                                       object: object
+                               };
+                       }
 
-               _intersectionPointWorld.copy(point);
+                       function checkBufferGeometryIntersection(object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c) {
+                               _vA$1.fromBufferAttribute(position, a);
 
-               _intersectionPointWorld.applyMatrix4(object.matrixWorld);
+                               _vB$1.fromBufferAttribute(position, b);
 
-               const distance = raycaster.ray.origin.distanceTo(_intersectionPointWorld);
-               if (distance < raycaster.near || distance > raycaster.far) return null;
-               return {
-                       distance: distance,
-                       point: _intersectionPointWorld.clone(),
-                       object: object
-               };
-       }
+                               _vC$1.fromBufferAttribute(position, c);
 
-       function checkBufferGeometryIntersection(object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c) {
-               _vA$1.fromBufferAttribute(position, a);
+                               const morphInfluences = object.morphTargetInfluences;
 
-               _vB$1.fromBufferAttribute(position, b);
+                               if (morphPosition && morphInfluences) {
+                                       _morphA.set(0, 0, 0);
 
-               _vC$1.fromBufferAttribute(position, c);
+                                       _morphB.set(0, 0, 0);
 
-               const morphInfluences = object.morphTargetInfluences;
+                                       _morphC.set(0, 0, 0);
 
-               if (morphPosition && morphInfluences) {
-                       _morphA.set(0, 0, 0);
+                                       for (let i = 0, il = morphPosition.length; i < il; i++) {
+                                               const influence = morphInfluences[i];
+                                               const morphAttribute = morphPosition[i];
+                                               if (influence === 0) continue;
 
-                       _morphB.set(0, 0, 0);
+                                               _tempA.fromBufferAttribute(morphAttribute, a);
 
-                       _morphC.set(0, 0, 0);
+                                               _tempB.fromBufferAttribute(morphAttribute, b);
 
-                       for (let i = 0, il = morphPosition.length; i < il; i++) {
-                               const influence = morphInfluences[i];
-                               const morphAttribute = morphPosition[i];
-                               if (influence === 0) continue;
+                                               _tempC.fromBufferAttribute(morphAttribute, c);
 
-                               _tempA.fromBufferAttribute(morphAttribute, a);
+                                               if (morphTargetsRelative) {
+                                                       _morphA.addScaledVector(_tempA, influence);
 
-                               _tempB.fromBufferAttribute(morphAttribute, b);
+                                                       _morphB.addScaledVector(_tempB, influence);
 
-                               _tempC.fromBufferAttribute(morphAttribute, c);
+                                                       _morphC.addScaledVector(_tempC, influence);
+                                               } else {
+                                                       _morphA.addScaledVector(_tempA.sub(_vA$1), influence);
 
-                               if (morphTargetsRelative) {
-                                       _morphA.addScaledVector(_tempA, influence);
+                                                       _morphB.addScaledVector(_tempB.sub(_vB$1), influence);
 
-                                       _morphB.addScaledVector(_tempB, influence);
+                                                       _morphC.addScaledVector(_tempC.sub(_vC$1), influence);
+                                               }
+                                       }
 
-                                       _morphC.addScaledVector(_tempC, influence);
-                               } else {
-                                       _morphA.addScaledVector(_tempA.sub(_vA$1), influence);
+                                       _vA$1.add(_morphA);
 
-                                       _morphB.addScaledVector(_tempB.sub(_vB$1), influence);
+                                       _vB$1.add(_morphB);
 
-                                       _morphC.addScaledVector(_tempC.sub(_vC$1), influence);
+                                       _vC$1.add(_morphC);
                                }
-                       }
 
-                       _vA$1.add(_morphA);
-
-                       _vB$1.add(_morphB);
+                               if (object.isSkinnedMesh) {
+                                       object.boneTransform(a, _vA$1);
+                                       object.boneTransform(b, _vB$1);
+                                       object.boneTransform(c, _vC$1);
+                               }
 
-                       _vC$1.add(_morphC);
-               }
+                               const intersection = checkIntersection(object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint);
 
-               if (object.isSkinnedMesh) {
-                       object.boneTransform(a, _vA$1);
-                       object.boneTransform(b, _vB$1);
-                       object.boneTransform(c, _vC$1);
-               }
+                               if (intersection) {
+                                       if (uv) {
+                                               _uvA$1.fromBufferAttribute(uv, a);
 
-               const intersection = checkIntersection(object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint);
+                                               _uvB$1.fromBufferAttribute(uv, b);
 
-               if (intersection) {
-                       if (uv) {
-                               _uvA$1.fromBufferAttribute(uv, a);
+                                               _uvC$1.fromBufferAttribute(uv, c);
 
-                               _uvB$1.fromBufferAttribute(uv, b);
+                                               intersection.uv = Triangle.getUV(_intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2());
+                                       }
 
-                               _uvC$1.fromBufferAttribute(uv, c);
+                                       if (uv2) {
+                                               _uvA$1.fromBufferAttribute(uv2, a);
 
-                               intersection.uv = Triangle.getUV(_intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2());
-                       }
+                                               _uvB$1.fromBufferAttribute(uv2, b);
 
-                       if (uv2) {
-                               _uvA$1.fromBufferAttribute(uv2, a);
+                                               _uvC$1.fromBufferAttribute(uv2, c);
 
-                               _uvB$1.fromBufferAttribute(uv2, b);
+                                               intersection.uv2 = Triangle.getUV(_intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2());
+                                       }
 
-                               _uvC$1.fromBufferAttribute(uv2, c);
+                                       const face = {
+                                               a: a,
+                                               b: b,
+                                               c: c,
+                                               normal: new Vector3(),
+                                               materialIndex: 0
+                                       };
+                                       Triangle.getNormal(_vA$1, _vB$1, _vC$1, face.normal);
+                                       intersection.face = face;
+                               }
 
-                               intersection.uv2 = Triangle.getUV(_intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2());
+                               return intersection;
                        }
 
-                       const face = {
-                               a: a,
-                               b: b,
-                               c: c,
-                               normal: new Vector3(),
-                               materialIndex: 0
-                       };
-                       Triangle.getNormal(_vA$1, _vB$1, _vC$1, face.normal);
-                       intersection.face = face;
-               }
+                       class BoxGeometry extends BufferGeometry {
+                               constructor(width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1) {
+                                       super();
+                                       this.type = 'BoxGeometry';
+                                       this.parameters = {
+                                               width: width,
+                                               height: height,
+                                               depth: depth,
+                                               widthSegments: widthSegments,
+                                               heightSegments: heightSegments,
+                                               depthSegments: depthSegments
+                                       };
+                                       const scope = this; // segments
 
-               return intersection;
-       }
+                                       widthSegments = Math.floor(widthSegments);
+                                       heightSegments = Math.floor(heightSegments);
+                                       depthSegments = Math.floor(depthSegments); // buffers
 
-       class BoxGeometry extends BufferGeometry {
-               constructor(width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1) {
-                       super();
-                       this.type = 'BoxGeometry';
-                       this.parameters = {
-                               width: width,
-                               height: height,
-                               depth: depth,
-                               widthSegments: widthSegments,
-                               heightSegments: heightSegments,
-                               depthSegments: depthSegments
-                       };
-                       const scope = this; // segments
+                                       const indices = [];
+                                       const vertices = [];
+                                       const normals = [];
+                                       const uvs = []; // helper variables
 
-                       widthSegments = Math.floor(widthSegments);
-                       heightSegments = Math.floor(heightSegments);
-                       depthSegments = Math.floor(depthSegments); // buffers
+                                       let numberOfVertices = 0;
+                                       let groupStart = 0; // build each side of the box geometry
 
-                       const indices = [];
-                       const vertices = [];
-                       const normals = [];
-                       const uvs = []; // helper variables
+                                       buildPlane('z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0); // px
 
-                       let numberOfVertices = 0;
-                       let groupStart = 0; // build each side of the box geometry
+                                       buildPlane('z', 'y', 'x', 1, -1, depth, height, -width, depthSegments, heightSegments, 1); // nx
 
-                       buildPlane('z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0); // px
+                                       buildPlane('x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2); // py
 
-                       buildPlane('z', 'y', 'x', 1, -1, depth, height, -width, depthSegments, heightSegments, 1); // nx
+                                       buildPlane('x', 'z', 'y', 1, -1, width, depth, -height, widthSegments, depthSegments, 3); // ny
 
-                       buildPlane('x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2); // py
+                                       buildPlane('x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4); // pz
 
-                       buildPlane('x', 'z', 'y', 1, -1, width, depth, -height, widthSegments, depthSegments, 3); // ny
+                                       buildPlane('x', 'y', 'z', -1, -1, width, height, -depth, widthSegments, heightSegments, 5); // nz
+                                       // build geometry
 
-                       buildPlane('x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4); // pz
+                                       this.setIndex(indices);
+                                       this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+                                       this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
+                                       this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
 
-                       buildPlane('x', 'y', 'z', -1, -1, width, height, -depth, widthSegments, heightSegments, 5); // nz
-                       // build geometry
+                                       function buildPlane(u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex) {
+                                               const segmentWidth = width / gridX;
+                                               const segmentHeight = height / gridY;
+                                               const widthHalf = width / 2;
+                                               const heightHalf = height / 2;
+                                               const depthHalf = depth / 2;
+                                               const gridX1 = gridX + 1;
+                                               const gridY1 = gridY + 1;
+                                               let vertexCounter = 0;
+                                               let groupCount = 0;
+                                               const vector = new Vector3(); // generate vertices, normals and uvs
 
-                       this.setIndex(indices);
-                       this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
-                       this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
-                       this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
+                                               for (let iy = 0; iy < gridY1; iy++) {
+                                                       const y = iy * segmentHeight - heightHalf;
 
-                       function buildPlane(u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex) {
-                               const segmentWidth = width / gridX;
-                               const segmentHeight = height / gridY;
-                               const widthHalf = width / 2;
-                               const heightHalf = height / 2;
-                               const depthHalf = depth / 2;
-                               const gridX1 = gridX + 1;
-                               const gridY1 = gridY + 1;
-                               let vertexCounter = 0;
-                               let groupCount = 0;
-                               const vector = new Vector3(); // generate vertices, normals and uvs
+                                                       for (let ix = 0; ix < gridX1; ix++) {
+                                                               const x = ix * segmentWidth - widthHalf; // set values to correct vector component
 
-                               for (let iy = 0; iy < gridY1; iy++) {
-                                       const y = iy * segmentHeight - heightHalf;
+                                                               vector[u] = x * udir;
+                                                               vector[v] = y * vdir;
+                                                               vector[w] = depthHalf; // now apply vector to vertex buffer
 
-                                       for (let ix = 0; ix < gridX1; ix++) {
-                                               const x = ix * segmentWidth - widthHalf; // set values to correct vector component
+                                                               vertices.push(vector.x, vector.y, vector.z); // set values to correct vector component
 
-                                               vector[u] = x * udir;
-                                               vector[v] = y * vdir;
-                                               vector[w] = depthHalf; // now apply vector to vertex buffer
+                                                               vector[u] = 0;
+                                                               vector[v] = 0;
+                                                               vector[w] = depth > 0 ? 1 : -1; // now apply vector to normal buffer
 
-                                               vertices.push(vector.x, vector.y, vector.z); // set values to correct vector component
+                                                               normals.push(vector.x, vector.y, vector.z); // uvs
 
-                                               vector[u] = 0;
-                                               vector[v] = 0;
-                                               vector[w] = depth > 0 ? 1 : -1; // now apply vector to normal buffer
+                                                               uvs.push(ix / gridX);
+                                                               uvs.push(1 - iy / gridY); // counters
 
-                                               normals.push(vector.x, vector.y, vector.z); // uvs
+                                                               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
 
-                                               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 (let iy = 0; iy < gridY; iy++) {
+                                                       for (let ix = 0; ix < gridX; ix++) {
+                                                               const a = numberOfVertices + ix + gridX1 * iy;
+                                                               const b = numberOfVertices + ix + gridX1 * (iy + 1);
+                                                               const c = numberOfVertices + (ix + 1) + gridX1 * (iy + 1);
+                                                               const d = numberOfVertices + (ix + 1) + gridX1 * iy; // faces
 
+                                                               indices.push(a, b, d);
+                                                               indices.push(b, c, d); // increase counter
 
-                               for (let iy = 0; iy < gridY; iy++) {
-                                       for (let ix = 0; ix < gridX; ix++) {
-                                               const a = numberOfVertices + ix + gridX1 * iy;
-                                               const b = numberOfVertices + ix + gridX1 * (iy + 1);
-                                               const c = numberOfVertices + (ix + 1) + gridX1 * (iy + 1);
-                                               const d = numberOfVertices + (ix + 1) + gridX1 * iy; // faces
+                                                               groupCount += 6;
+                                                       }
+                                               } // add a group to the geometry. this will ensure multi material support
 
-                                               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
 
-                               scope.addGroup(groupStart, groupCount, materialIndex); // calculate new start value for groups
+                                               numberOfVertices += vertexCounter;
+                                       }
+                               }
 
-                               groupStart += groupCount; // update total number of vertices
+                               static fromJSON(data) {
+                                       return new BoxGeometry(data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments);
+                               }
 
-                               numberOfVertices += vertexCounter;
                        }
-               }
-
-               static fromJSON(data) {
-                       return new BoxGeometry(data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments);
-               }
-
-       }
 
-       /**
-        * Uniform Utilities
-        */
-       function cloneUniforms(src) {
-               const dst = {};
+                       /**
+                        * Uniform Utilities
+                        */
+                       function cloneUniforms(src) {
+                               const dst = {};
 
-               for (const u in src) {
-                       dst[u] = {};
+                               for (const u in src) {
+                                       dst[u] = {};
 
-                       for (const p in src[u]) {
-                               const property = src[u][p];
+                                       for (const p in src[u]) {
+                                               const property = src[u][p];
 
-                               if (property && (property.isColor || property.isMatrix3 || property.isMatrix4 || property.isVector2 || property.isVector3 || property.isVector4 || property.isTexture || property.isQuaternion)) {
-                                       dst[u][p] = property.clone();
-                               } else if (Array.isArray(property)) {
-                                       dst[u][p] = property.slice();
-                               } else {
-                                       dst[u][p] = property;
+                                               if (property && (property.isColor || property.isMatrix3 || property.isMatrix4 || property.isVector2 || property.isVector3 || property.isVector4 || property.isTexture || property.isQuaternion)) {
+                                                       dst[u][p] = property.clone();
+                                               } else if (Array.isArray(property)) {
+                                                       dst[u][p] = property.slice();
+                                               } else {
+                                                       dst[u][p] = property;
+                                               }
+                                       }
                                }
+
+                               return dst;
                        }
-               }
 
-               return dst;
-       }
-       function mergeUniforms(uniforms) {
-               const merged = {};
+                       function mergeUniforms(uniforms) {
+                               const merged = {};
 
-               for (let u = 0; u < uniforms.length; u++) {
-                       const tmp = cloneUniforms(uniforms[u]);
+                               for (let u = 0; u < uniforms.length; u++) {
+                                       const tmp = cloneUniforms(uniforms[u]);
 
-                       for (const p in tmp) {
-                               merged[p] = tmp[p];
-                       }
-               }
+                                       for (const p in tmp) {
+                                               merged[p] = tmp[p];
+                                       }
+                               }
 
-               return merged;
-       } // Legacy
-
-       const UniformsUtils = {
-               clone: cloneUniforms,
-               merge: mergeUniforms
-       };
-
-       var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
-
-       var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
-
-       /**
-        * parameters = {
-        *      defines: { "label" : "value" },
-        *      uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
-        *
-        *      fragmentShader: <string>,
-        *      vertexShader: <string>,
-        *
-        *      wireframe: <boolean>,
-        *      wireframeLinewidth: <float>,
-        *
-        *      lights: <bool>
-        * }
-        */
-
-       class ShaderMaterial extends Material {
-               constructor(parameters) {
-                       super();
-                       this.type = 'ShaderMaterial';
-                       this.defines = {};
-                       this.uniforms = {};
-                       this.vertexShader = default_vertex;
-                       this.fragmentShader = default_fragment;
-                       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.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]
+                               return merged;
+                       } // Legacy
+
+                       const UniformsUtils = {
+                               clone: cloneUniforms,
+                               merge: mergeUniforms
                        };
-                       this.index0AttributeName = undefined;
-                       this.uniformsNeedUpdate = false;
-                       this.glslVersion = null;
 
-                       if (parameters !== undefined) {
-                               if (parameters.attributes !== undefined) {
-                                       console.error('THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.');
-                               }
+                       var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
 
-                               this.setValues(parameters);
-                       }
-               }
+                       var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
 
-               copy(source) {
-                       super.copy(source);
-                       this.fragmentShader = source.fragmentShader;
-                       this.vertexShader = source.vertexShader;
-                       this.uniforms = cloneUniforms(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.extensions = Object.assign({}, source.extensions);
-                       this.glslVersion = source.glslVersion;
-                       return this;
-               }
+                       /**
+                        * parameters = {
+                        *      defines: { "label" : "value" },
+                        *      uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
+                        *
+                        *      fragmentShader: <string>,
+                        *      vertexShader: <string>,
+                        *
+                        *      wireframe: <boolean>,
+                        *      wireframeLinewidth: <float>,
+                        *
+                        *      lights: <bool>
+                        * }
+                        */
 
-               toJSON(meta) {
-                       const data = super.toJSON(meta);
-                       data.glslVersion = this.glslVersion;
-                       data.uniforms = {};
+                       class ShaderMaterial extends Material {
+                               constructor(parameters) {
+                                       super();
+                                       this.type = 'ShaderMaterial';
+                                       this.defines = {};
+                                       this.uniforms = {};
+                                       this.vertexShader = default_vertex;
+                                       this.fragmentShader = default_fragment;
+                                       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.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;
+                                       this.glslVersion = null;
 
-                       for (const name in this.uniforms) {
-                               const uniform = this.uniforms[name];
-                               const value = uniform.value;
+                                       if (parameters !== undefined) {
+                                               if (parameters.attributes !== undefined) {
+                                                       console.error('THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.');
+                                               }
 
-                               if (value && value.isTexture) {
-                                       data.uniforms[name] = {
-                                               type: 't',
-                                               value: value.toJSON(meta).uuid
-                                       };
-                               } else if (value && value.isColor) {
-                                       data.uniforms[name] = {
-                                               type: 'c',
-                                               value: value.getHex()
-                                       };
-                               } else if (value && value.isVector2) {
-                                       data.uniforms[name] = {
-                                               type: 'v2',
-                                               value: value.toArray()
-                                       };
-                               } else if (value && value.isVector3) {
-                                       data.uniforms[name] = {
-                                               type: 'v3',
-                                               value: value.toArray()
-                                       };
-                               } else if (value && value.isVector4) {
-                                       data.uniforms[name] = {
-                                               type: 'v4',
-                                               value: value.toArray()
-                                       };
-                               } else if (value && value.isMatrix3) {
-                                       data.uniforms[name] = {
-                                               type: 'm3',
-                                               value: value.toArray()
-                                       };
-                               } else if (value && value.isMatrix4) {
-                                       data.uniforms[name] = {
-                                               type: 'm4',
-                                               value: value.toArray()
-                                       };
-                               } else {
-                                       data.uniforms[name] = {
-                                               value: value
-                                       }; // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
+                                               this.setValues(parameters);
+                                       }
                                }
-                       }
-
-                       if (Object.keys(this.defines).length > 0) data.defines = this.defines;
-                       data.vertexShader = this.vertexShader;
-                       data.fragmentShader = this.fragmentShader;
-                       const extensions = {};
-
-                       for (const key in this.extensions) {
-                               if (this.extensions[key] === true) extensions[key] = true;
-                       }
-
-                       if (Object.keys(extensions).length > 0) data.extensions = extensions;
-                       return data;
-               }
-
-       }
 
-       ShaderMaterial.prototype.isShaderMaterial = true;
-
-       class Camera extends Object3D {
-               constructor() {
-                       super();
-                       this.type = 'Camera';
-                       this.matrixWorldInverse = new Matrix4();
-                       this.projectionMatrix = new Matrix4();
-                       this.projectionMatrixInverse = new Matrix4();
-               }
+                               copy(source) {
+                                       super.copy(source);
+                                       this.fragmentShader = source.fragmentShader;
+                                       this.vertexShader = source.vertexShader;
+                                       this.uniforms = cloneUniforms(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.extensions = Object.assign({}, source.extensions);
+                                       this.glslVersion = source.glslVersion;
+                                       return this;
+                               }
 
-               copy(source, recursive) {
-                       super.copy(source, recursive);
-                       this.matrixWorldInverse.copy(source.matrixWorldInverse);
-                       this.projectionMatrix.copy(source.projectionMatrix);
-                       this.projectionMatrixInverse.copy(source.projectionMatrixInverse);
-                       return this;
-               }
+                               toJSON(meta) {
+                                       const data = super.toJSON(meta);
+                                       data.glslVersion = this.glslVersion;
+                                       data.uniforms = {};
 
-               getWorldDirection(target) {
-                       this.updateWorldMatrix(true, false);
-                       const e = this.matrixWorld.elements;
-                       return target.set(-e[8], -e[9], -e[10]).normalize();
-               }
+                                       for (const name in this.uniforms) {
+                                               const uniform = this.uniforms[name];
+                                               const value = uniform.value;
 
-               updateMatrixWorld(force) {
-                       super.updateMatrixWorld(force);
-                       this.matrixWorldInverse.copy(this.matrixWorld).invert();
-               }
+                                               if (value && value.isTexture) {
+                                                       data.uniforms[name] = {
+                                                               type: 't',
+                                                               value: value.toJSON(meta).uuid
+                                                       };
+                                               } else if (value && value.isColor) {
+                                                       data.uniforms[name] = {
+                                                               type: 'c',
+                                                               value: value.getHex()
+                                                       };
+                                               } else if (value && value.isVector2) {
+                                                       data.uniforms[name] = {
+                                                               type: 'v2',
+                                                               value: value.toArray()
+                                                       };
+                                               } else if (value && value.isVector3) {
+                                                       data.uniforms[name] = {
+                                                               type: 'v3',
+                                                               value: value.toArray()
+                                                       };
+                                               } else if (value && value.isVector4) {
+                                                       data.uniforms[name] = {
+                                                               type: 'v4',
+                                                               value: value.toArray()
+                                                       };
+                                               } else if (value && value.isMatrix3) {
+                                                       data.uniforms[name] = {
+                                                               type: 'm3',
+                                                               value: value.toArray()
+                                                       };
+                                               } else if (value && value.isMatrix4) {
+                                                       data.uniforms[name] = {
+                                                               type: 'm4',
+                                                               value: value.toArray()
+                                                       };
+                                               } else {
+                                                       data.uniforms[name] = {
+                                                               value: value
+                                                       }; // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
+                                               }
+                                       }
 
-               updateWorldMatrix(updateParents, updateChildren) {
-                       super.updateWorldMatrix(updateParents, updateChildren);
-                       this.matrixWorldInverse.copy(this.matrixWorld).invert();
-               }
+                                       if (Object.keys(this.defines).length > 0) data.defines = this.defines;
+                                       data.vertexShader = this.vertexShader;
+                                       data.fragmentShader = this.fragmentShader;
+                                       const extensions = {};
 
-               clone() {
-                       return new this.constructor().copy(this);
-               }
+                                       for (const key in this.extensions) {
+                                               if (this.extensions[key] === true) extensions[key] = true;
+                                       }
 
-       }
+                                       if (Object.keys(extensions).length > 0) data.extensions = extensions;
+                                       return data;
+                               }
 
-       Camera.prototype.isCamera = true;
+                       }
 
-       class PerspectiveCamera extends Camera {
-               constructor(fov = 50, aspect = 1, near = 0.1, far = 2000) {
-                       super();
-                       this.type = 'PerspectiveCamera';
-                       this.fov = fov;
-                       this.zoom = 1;
-                       this.near = near;
-                       this.far = far;
-                       this.focus = 10;
-                       this.aspect = aspect;
-                       this.view = null;
-                       this.filmGauge = 35; // width of the film (default in millimeters)
+                       ShaderMaterial.prototype.isShaderMaterial = true;
 
-                       this.filmOffset = 0; // horizontal film offset (same unit as gauge)
+                       class Camera extends Object3D {
+                               constructor() {
+                                       super();
+                                       this.type = 'Camera';
+                                       this.matrixWorldInverse = new Matrix4();
+                                       this.projectionMatrix = new Matrix4();
+                                       this.projectionMatrixInverse = new Matrix4();
+                               }
 
-                       this.updateProjectionMatrix();
-               }
+                               copy(source, recursive) {
+                                       super.copy(source, recursive);
+                                       this.matrixWorldInverse.copy(source.matrixWorldInverse);
+                                       this.projectionMatrix.copy(source.projectionMatrix);
+                                       this.projectionMatrixInverse.copy(source.projectionMatrixInverse);
+                                       return this;
+                               }
 
-               copy(source, recursive) {
-                       super.copy(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.
-                */
+                               getWorldDirection(target) {
+                                       this.updateWorldMatrix(true, false);
+                                       const e = this.matrixWorld.elements;
+                                       return target.set(-e[8], -e[9], -e[10]).normalize();
+                               }
 
+                               updateMatrixWorld(force) {
+                                       super.updateMatrixWorld(force);
+                                       this.matrixWorldInverse.copy(this.matrixWorld).invert();
+                               }
 
-               setFocalLength(focalLength) {
-                       /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
-                       const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
-                       this.fov = RAD2DEG * 2 * Math.atan(vExtentSlope);
-                       this.updateProjectionMatrix();
-               }
-               /**
-                * Calculates the focal length from the current .fov and .filmGauge.
-                */
+                               updateWorldMatrix(updateParents, updateChildren) {
+                                       super.updateWorldMatrix(updateParents, updateChildren);
+                                       this.matrixWorldInverse.copy(this.matrixWorld).invert();
+                               }
 
+                               clone() {
+                                       return new this.constructor().copy(this);
+                               }
 
-               getFocalLength() {
-                       const vExtentSlope = Math.tan(DEG2RAD * 0.5 * this.fov);
-                       return 0.5 * this.getFilmHeight() / vExtentSlope;
-               }
+                       }
 
-               getEffectiveFOV() {
-                       return RAD2DEG * 2 * Math.atan(Math.tan(DEG2RAD * 0.5 * this.fov) / this.zoom);
-               }
+                       Camera.prototype.isCamera = true;
 
-               getFilmWidth() {
-                       // film not completely covered in portrait format (aspect < 1)
-                       return this.filmGauge * Math.min(this.aspect, 1);
-               }
+                       class PerspectiveCamera extends Camera {
+                               constructor(fov = 50, aspect = 1, near = 0.1, far = 2000) {
+                                       super();
+                                       this.type = 'PerspectiveCamera';
+                                       this.fov = fov;
+                                       this.zoom = 1;
+                                       this.near = near;
+                                       this.far = far;
+                                       this.focus = 10;
+                                       this.aspect = aspect;
+                                       this.view = null;
+                                       this.filmGauge = 35; // width of the film (default in millimeters)
 
-               getFilmHeight() {
-                       // 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
-                *
-                *       const w = 1920;
-                *       const h = 1080;
-                *       const fullWidth = w * 3;
-                *       const fullHeight = h * 2;
-                *
-                *       --A--
-                *       camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
-                *       --B--
-                *       camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
-                *       --C--
-                *       camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
-                *       --D--
-                *       camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
-                *       --E--
-                *       camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
-                *       --F--
-                *       camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
-                *
-                *       Note there is no reason monitors have to be the same size or in a grid.
-                */
+                                       this.filmOffset = 0; // horizontal film offset (same unit as gauge)
 
+                                       this.updateProjectionMatrix();
+                               }
 
-               setViewOffset(fullWidth, fullHeight, x, y, width, height) {
-                       this.aspect = fullWidth / fullHeight;
+                               copy(source, recursive) {
+                                       super.copy(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;
+                               }
 
-                       if (this.view === null) {
-                               this.view = {
-                                       enabled: true,
-                                       fullWidth: 1,
-                                       fullHeight: 1,
-                                       offsetX: 0,
-                                       offsetY: 0,
-                                       width: 1,
-                                       height: 1
-                               };
-                       }
+                               /**
+                                * 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(focalLength) {
+                                       /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
+                                       const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
+                                       this.fov = RAD2DEG * 2 * Math.atan(vExtentSlope);
+                                       this.updateProjectionMatrix();
+                               }
+
+                               /**
+                                * Calculates the focal length from the current .fov and .filmGauge.
+                                */
+
+
+                               getFocalLength() {
+                                       const vExtentSlope = Math.tan(DEG2RAD * 0.5 * this.fov);
+                                       return 0.5 * this.getFilmHeight() / vExtentSlope;
+                               }
+
+                               getEffectiveFOV() {
+                                       return RAD2DEG * 2 * Math.atan(Math.tan(DEG2RAD * 0.5 * this.fov) / this.zoom);
+                               }
+
+                               getFilmWidth() {
+                                       // film not completely covered in portrait format (aspect < 1)
+                                       return this.filmGauge * Math.min(this.aspect, 1);
+                               }
+
+                               getFilmHeight() {
+                                       // 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
+                                *
+                                *       const w = 1920;
+                                *       const h = 1080;
+                                *       const fullWidth = w * 3;
+                                *       const fullHeight = h * 2;
+                                *
+                                *       --A--
+                                *       camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
+                                *       --B--
+                                *       camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
+                                *       --C--
+                                *       camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
+                                *       --D--
+                                *       camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
+                                *       --E--
+                                *       camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
+                                *       --F--
+                                *       camera.setViewOffset( 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(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();
-               }
+                                       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() {
-                       if (this.view !== null) {
-                               this.view.enabled = false;
-                       }
+                               clearViewOffset() {
+                                       if (this.view !== null) {
+                                               this.view.enabled = false;
+                                       }
 
-                       this.updateProjectionMatrix();
-               }
+                                       this.updateProjectionMatrix();
+                               }
 
-               updateProjectionMatrix() {
-                       const near = this.near;
-                       let top = near * Math.tan(DEG2RAD * 0.5 * this.fov) / this.zoom;
-                       let height = 2 * top;
-                       let width = this.aspect * height;
-                       let left = -0.5 * width;
-                       const view = this.view;
+                               updateProjectionMatrix() {
+                                       const near = this.near;
+                                       let top = near * Math.tan(DEG2RAD * 0.5 * this.fov) / this.zoom;
+                                       let height = 2 * top;
+                                       let width = this.aspect * height;
+                                       let left = -0.5 * width;
+                                       const view = this.view;
 
-                       if (this.view !== null && this.view.enabled) {
-                               const fullWidth = view.fullWidth,
+                                       if (this.view !== null && this.view.enabled) {
+                                               const fullWidth = view.fullWidth,
                                                        fullHeight = view.fullHeight;
-                               left += view.offsetX * width / fullWidth;
-                               top -= view.offsetY * height / fullHeight;
-                               width *= view.width / fullWidth;
-                               height *= view.height / fullHeight;
-                       }
+                                               left += view.offsetX * width / fullWidth;
+                                               top -= view.offsetY * height / fullHeight;
+                                               width *= view.width / fullWidth;
+                                               height *= view.height / fullHeight;
+                                       }
 
-                       const skew = this.filmOffset;
-                       if (skew !== 0) left += near * skew / this.getFilmWidth();
-                       this.projectionMatrix.makePerspective(left, left + width, top, top - height, near, this.far);
-                       this.projectionMatrixInverse.copy(this.projectionMatrix).invert();
-               }
+                                       const skew = this.filmOffset;
+                                       if (skew !== 0) left += near * skew / this.getFilmWidth();
+                                       this.projectionMatrix.makePerspective(left, left + width, top, top - height, near, this.far);
+                                       this.projectionMatrixInverse.copy(this.projectionMatrix).invert();
+                               }
 
-               toJSON(meta) {
-                       const data = super.toJSON(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;
-               }
+                               toJSON(meta) {
+                                       const data = super.toJSON(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;
+                               }
 
-       }
+                       }
 
-       PerspectiveCamera.prototype.isPerspectiveCamera = true;
+                       PerspectiveCamera.prototype.isPerspectiveCamera = true;
 
-       const fov = 90,
+                       const fov = 90,
                                aspect = 1;
 
-       class CubeCamera extends Object3D {
-               constructor(near, far, renderTarget) {
-                       super();
-                       this.type = 'CubeCamera';
-
-                       if (renderTarget.isWebGLCubeRenderTarget !== true) {
-                               console.error('THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.');
-                               return;
-                       }
-
-                       this.renderTarget = renderTarget;
-                       const cameraPX = new PerspectiveCamera(fov, aspect, near, far);
-                       cameraPX.layers = this.layers;
-                       cameraPX.up.set(0, -1, 0);
-                       cameraPX.lookAt(new Vector3(1, 0, 0));
-                       this.add(cameraPX);
-                       const cameraNX = new PerspectiveCamera(fov, aspect, near, far);
-                       cameraNX.layers = this.layers;
-                       cameraNX.up.set(0, -1, 0);
-                       cameraNX.lookAt(new Vector3(-1, 0, 0));
-                       this.add(cameraNX);
-                       const cameraPY = new PerspectiveCamera(fov, aspect, near, far);
-                       cameraPY.layers = this.layers;
-                       cameraPY.up.set(0, 0, 1);
-                       cameraPY.lookAt(new Vector3(0, 1, 0));
-                       this.add(cameraPY);
-                       const cameraNY = new PerspectiveCamera(fov, aspect, near, far);
-                       cameraNY.layers = this.layers;
-                       cameraNY.up.set(0, 0, -1);
-                       cameraNY.lookAt(new Vector3(0, -1, 0));
-                       this.add(cameraNY);
-                       const cameraPZ = new PerspectiveCamera(fov, aspect, near, far);
-                       cameraPZ.layers = this.layers;
-                       cameraPZ.up.set(0, -1, 0);
-                       cameraPZ.lookAt(new Vector3(0, 0, 1));
-                       this.add(cameraPZ);
-                       const cameraNZ = new PerspectiveCamera(fov, aspect, near, far);
-                       cameraNZ.layers = this.layers;
-                       cameraNZ.up.set(0, -1, 0);
-                       cameraNZ.lookAt(new Vector3(0, 0, -1));
-                       this.add(cameraNZ);
-               }
-
-               update(renderer, scene) {
-                       if (this.parent === null) this.updateMatrixWorld();
-                       const renderTarget = this.renderTarget;
-                       const [cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ] = this.children;
-                       const currentXrEnabled = renderer.xr.enabled;
-                       const currentRenderTarget = renderer.getRenderTarget();
-                       renderer.xr.enabled = false;
-                       const generateMipmaps = renderTarget.texture.generateMipmaps;
-                       renderTarget.texture.generateMipmaps = false;
-                       renderer.setRenderTarget(renderTarget, 0);
-                       renderer.render(scene, cameraPX);
-                       renderer.setRenderTarget(renderTarget, 1);
-                       renderer.render(scene, cameraNX);
-                       renderer.setRenderTarget(renderTarget, 2);
-                       renderer.render(scene, cameraPY);
-                       renderer.setRenderTarget(renderTarget, 3);
-                       renderer.render(scene, cameraNY);
-                       renderer.setRenderTarget(renderTarget, 4);
-                       renderer.render(scene, cameraPZ);
-                       renderTarget.texture.generateMipmaps = generateMipmaps;
-                       renderer.setRenderTarget(renderTarget, 5);
-                       renderer.render(scene, cameraNZ);
-                       renderer.setRenderTarget(currentRenderTarget);
-                       renderer.xr.enabled = currentXrEnabled;
-               }
-
-       }
-
-       class CubeTexture extends Texture {
-               constructor(images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding) {
-                       images = images !== undefined ? images : [];
-                       mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
-                       format = format !== undefined ? format : RGBFormat;
-                       super(images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding);
-                       this.flipY = false;
-               }
-
-               get images() {
-                       return this.image;
-               }
-
-               set images(value) {
-                       this.image = value;
-               }
-
-       }
-
-       CubeTexture.prototype.isCubeTexture = true;
-
-       class WebGLCubeRenderTarget extends WebGLRenderTarget {
-               constructor(size, options, dummy) {
-                       if (Number.isInteger(options)) {
-                               console.warn('THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )');
-                               options = dummy;
-                       }
-
-                       super(size, size, options);
-                       options = options || {}; // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
-                       // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
-                       // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
-                       // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
-                       // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
-                       // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).
+                       class CubeCamera extends Object3D {
+                               constructor(near, far, renderTarget) {
+                                       super();
+                                       this.type = 'CubeCamera';
 
-                       this.texture = new CubeTexture(undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding);
-                       this.texture.isRenderTargetTexture = true;
-                       this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
-                       this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
-                       this.texture._needsFlipEnvMap = false;
-               }
+                                       if (renderTarget.isWebGLCubeRenderTarget !== true) {
+                                               console.error('THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.');
+                                               return;
+                                       }
 
-               fromEquirectangularTexture(renderer, texture) {
-                       this.texture.type = texture.type;
-                       this.texture.format = RGBAFormat; // see #18859
-
-                       this.texture.encoding = texture.encoding;
-                       this.texture.generateMipmaps = texture.generateMipmaps;
-                       this.texture.minFilter = texture.minFilter;
-                       this.texture.magFilter = texture.magFilter;
-                       const shader = {
-                               uniforms: {
-                                       tEquirect: {
-                                               value: null
+                                       this.renderTarget = renderTarget;
+                                       const cameraPX = new PerspectiveCamera(fov, aspect, near, far);
+                                       cameraPX.layers = this.layers;
+                                       cameraPX.up.set(0, -1, 0);
+                                       cameraPX.lookAt(new Vector3(1, 0, 0));
+                                       this.add(cameraPX);
+                                       const cameraNX = new PerspectiveCamera(fov, aspect, near, far);
+                                       cameraNX.layers = this.layers;
+                                       cameraNX.up.set(0, -1, 0);
+                                       cameraNX.lookAt(new Vector3(-1, 0, 0));
+                                       this.add(cameraNX);
+                                       const cameraPY = new PerspectiveCamera(fov, aspect, near, far);
+                                       cameraPY.layers = this.layers;
+                                       cameraPY.up.set(0, 0, 1);
+                                       cameraPY.lookAt(new Vector3(0, 1, 0));
+                                       this.add(cameraPY);
+                                       const cameraNY = new PerspectiveCamera(fov, aspect, near, far);
+                                       cameraNY.layers = this.layers;
+                                       cameraNY.up.set(0, 0, -1);
+                                       cameraNY.lookAt(new Vector3(0, -1, 0));
+                                       this.add(cameraNY);
+                                       const cameraPZ = new PerspectiveCamera(fov, aspect, near, far);
+                                       cameraPZ.layers = this.layers;
+                                       cameraPZ.up.set(0, -1, 0);
+                                       cameraPZ.lookAt(new Vector3(0, 0, 1));
+                                       this.add(cameraPZ);
+                                       const cameraNZ = new PerspectiveCamera(fov, aspect, near, far);
+                                       cameraNZ.layers = this.layers;
+                                       cameraNZ.up.set(0, -1, 0);
+                                       cameraNZ.lookAt(new Vector3(0, 0, -1));
+                                       this.add(cameraNZ);
+                               }
+
+                               update(renderer, scene) {
+                                       if (this.parent === null) this.updateMatrixWorld();
+                                       const renderTarget = this.renderTarget;
+                                       const [cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ] = this.children;
+                                       const currentXrEnabled = renderer.xr.enabled;
+                                       const currentRenderTarget = renderer.getRenderTarget();
+                                       renderer.xr.enabled = false;
+                                       const generateMipmaps = renderTarget.texture.generateMipmaps;
+                                       renderTarget.texture.generateMipmaps = false;
+                                       renderer.setRenderTarget(renderTarget, 0);
+                                       renderer.render(scene, cameraPX);
+                                       renderer.setRenderTarget(renderTarget, 1);
+                                       renderer.render(scene, cameraNX);
+                                       renderer.setRenderTarget(renderTarget, 2);
+                                       renderer.render(scene, cameraPY);
+                                       renderer.setRenderTarget(renderTarget, 3);
+                                       renderer.render(scene, cameraNY);
+                                       renderer.setRenderTarget(renderTarget, 4);
+                                       renderer.render(scene, cameraPZ);
+                                       renderTarget.texture.generateMipmaps = generateMipmaps;
+                                       renderer.setRenderTarget(renderTarget, 5);
+                                       renderer.render(scene, cameraNZ);
+                                       renderer.setRenderTarget(currentRenderTarget);
+                                       renderer.xr.enabled = currentXrEnabled;
+                               }
+
+                       }
+
+                       class CubeTexture extends Texture {
+                               constructor(images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding) {
+                                       images = images !== undefined ? images : [];
+                                       mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
+                                       format = format !== undefined ? format : RGBFormat;
+                                       super(images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding);
+                                       this.flipY = false;
+                               }
+
+                               get images() {
+                                       return this.image;
+                               }
+
+                               set images(value) {
+                                       this.image = value;
+                               }
+
+                       }
+
+                       CubeTexture.prototype.isCubeTexture = true;
+
+                       class WebGLCubeRenderTarget extends WebGLRenderTarget {
+                               constructor(size, options, dummy) {
+                                       if (Number.isInteger(options)) {
+                                               console.warn('THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )');
+                                               options = dummy;
                                        }
-                               },
-                               vertexShader:
-                               /* glsl */
-                               `
+
+                                       super(size, size, options);
+                                       options = options || {}; // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
+                                       // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
+                                       // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
+                                       // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
+                                       // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
+                                       // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).
+
+                                       this.texture = new CubeTexture(undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding);
+                                       this.texture.isRenderTargetTexture = true;
+                                       this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
+                                       this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
+                                       this.texture._needsFlipEnvMap = false;
+                               }
+
+                               fromEquirectangularTexture(renderer, texture) {
+                                       this.texture.type = texture.type;
+                                       this.texture.format = RGBAFormat; // see #18859
+
+                                       this.texture.encoding = texture.encoding;
+                                       this.texture.generateMipmaps = texture.generateMipmaps;
+                                       this.texture.minFilter = texture.minFilter;
+                                       this.texture.magFilter = texture.magFilter;
+                                       const shader = {
+                                               uniforms: {
+                                                       tEquirect: {
+                                                               value: null
+                                                       }
+                                               },
+                                               vertexShader:
+                                               /* glsl */
+                                                       `
 
                                varying vec3 vWorldDirection;
 
@@ -9066,9 +9106,9 @@ window["THREE"] = require("three");
 
                                }
                        `,
-                               fragmentShader:
-                               /* glsl */
-                               `
+                                               fragmentShader:
+                                               /* glsl */
+                                                       `
 
                                uniform sampler2D tEquirect;
 
@@ -9086,2913 +9126,2922 @@ window["THREE"] = require("three");
 
                                }
                        `
-                       };
-                       const geometry = new BoxGeometry(5, 5, 5);
-                       const material = new ShaderMaterial({
-                               name: 'CubemapFromEquirect',
-                               uniforms: cloneUniforms(shader.uniforms),
-                               vertexShader: shader.vertexShader,
-                               fragmentShader: shader.fragmentShader,
-                               side: BackSide,
-                               blending: NoBlending
-                       });
-                       material.uniforms.tEquirect.value = texture;
-                       const mesh = new Mesh(geometry, material);
-                       const currentMinFilter = texture.minFilter; // Avoid blurred poles
-
-                       if (texture.minFilter === LinearMipmapLinearFilter) texture.minFilter = LinearFilter;
-                       const camera = new CubeCamera(1, 10, this);
-                       camera.update(renderer, mesh);
-                       texture.minFilter = currentMinFilter;
-                       mesh.geometry.dispose();
-                       mesh.material.dispose();
-                       return this;
-               }
+                                       };
+                                       const geometry = new BoxGeometry(5, 5, 5);
+                                       const material = new ShaderMaterial({
+                                               name: 'CubemapFromEquirect',
+                                               uniforms: cloneUniforms(shader.uniforms),
+                                               vertexShader: shader.vertexShader,
+                                               fragmentShader: shader.fragmentShader,
+                                               side: BackSide,
+                                               blending: NoBlending
+                                       });
+                                       material.uniforms.tEquirect.value = texture;
+                                       const mesh = new Mesh(geometry, material);
+                                       const currentMinFilter = texture.minFilter; // Avoid blurred poles
+
+                                       if (texture.minFilter === LinearMipmapLinearFilter) texture.minFilter = LinearFilter;
+                                       const camera = new CubeCamera(1, 10, this);
+                                       camera.update(renderer, mesh);
+                                       texture.minFilter = currentMinFilter;
+                                       mesh.geometry.dispose();
+                                       mesh.material.dispose();
+                                       return this;
+                               }
 
-               clear(renderer, color, depth, stencil) {
-                       const currentRenderTarget = renderer.getRenderTarget();
+                               clear(renderer, color, depth, stencil) {
+                                       const currentRenderTarget = renderer.getRenderTarget();
 
-                       for (let i = 0; i < 6; i++) {
-                               renderer.setRenderTarget(this, i);
-                               renderer.clear(color, depth, stencil);
-                       }
+                                       for (let i = 0; i < 6; i++) {
+                                               renderer.setRenderTarget(this, i);
+                                               renderer.clear(color, depth, stencil);
+                                       }
 
-                       renderer.setRenderTarget(currentRenderTarget);
-               }
+                                       renderer.setRenderTarget(currentRenderTarget);
+                               }
 
-       }
+                       }
 
-       WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;
+                       WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;
 
-       const _vector1 = /*@__PURE__*/new Vector3();
+                       const _vector1 = /*@__PURE__*/new Vector3();
 
-       const _vector2 = /*@__PURE__*/new Vector3();
+                       const _vector2 = /*@__PURE__*/new Vector3();
 
-       const _normalMatrix = /*@__PURE__*/new Matrix3();
+                       const _normalMatrix = /*@__PURE__*/new Matrix3();
 
-       class Plane {
-               constructor(normal = new Vector3(1, 0, 0), constant = 0) {
-                       // normal is assumed to be normalized
-                       this.normal = normal;
-                       this.constant = constant;
-               }
+                       class Plane {
+                               constructor(normal = new Vector3(1, 0, 0), constant = 0) {
+                                       // normal is assumed to be normalized
+                                       this.normal = normal;
+                                       this.constant = constant;
+                               }
 
-               set(normal, constant) {
-                       this.normal.copy(normal);
-                       this.constant = constant;
-                       return this;
-               }
+                               set(normal, constant) {
+                                       this.normal.copy(normal);
+                                       this.constant = constant;
+                                       return this;
+                               }
 
-               setComponents(x, y, z, w) {
-                       this.normal.set(x, y, z);
-                       this.constant = w;
-                       return this;
-               }
+                               setComponents(x, y, z, w) {
+                                       this.normal.set(x, y, z);
+                                       this.constant = w;
+                                       return this;
+                               }
 
-               setFromNormalAndCoplanarPoint(normal, point) {
-                       this.normal.copy(normal);
-                       this.constant = -point.dot(this.normal);
-                       return this;
-               }
+                               setFromNormalAndCoplanarPoint(normal, point) {
+                                       this.normal.copy(normal);
+                                       this.constant = -point.dot(this.normal);
+                                       return this;
+                               }
 
-               setFromCoplanarPoints(a, b, c) {
-                       const normal = _vector1.subVectors(c, b).cross(_vector2.subVectors(a, b)).normalize(); // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
+                               setFromCoplanarPoints(a, b, c) {
+                                       const normal = _vector1.subVectors(c, b).cross(_vector2.subVectors(a, b)).normalize(); // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
 
 
-                       this.setFromNormalAndCoplanarPoint(normal, a);
-                       return this;
-               }
+                                       this.setFromNormalAndCoplanarPoint(normal, a);
+                                       return this;
+                               }
 
-               copy(plane) {
-                       this.normal.copy(plane.normal);
-                       this.constant = plane.constant;
-                       return this;
-               }
+                               copy(plane) {
+                                       this.normal.copy(plane.normal);
+                                       this.constant = plane.constant;
+                                       return this;
+                               }
 
-               normalize() {
-                       // Note: will lead to a divide by zero if the plane is invalid.
-                       const inverseNormalLength = 1.0 / this.normal.length();
-                       this.normal.multiplyScalar(inverseNormalLength);
-                       this.constant *= inverseNormalLength;
-                       return this;
-               }
+                               normalize() {
+                                       // Note: will lead to a divide by zero if the plane is invalid.
+                                       const inverseNormalLength = 1.0 / this.normal.length();
+                                       this.normal.multiplyScalar(inverseNormalLength);
+                                       this.constant *= inverseNormalLength;
+                                       return this;
+                               }
 
-               negate() {
-                       this.constant *= -1;
-                       this.normal.negate();
-                       return this;
-               }
+                               negate() {
+                                       this.constant *= -1;
+                                       this.normal.negate();
+                                       return this;
+                               }
 
-               distanceToPoint(point) {
-                       return this.normal.dot(point) + this.constant;
-               }
+                               distanceToPoint(point) {
+                                       return this.normal.dot(point) + this.constant;
+                               }
 
-               distanceToSphere(sphere) {
-                       return this.distanceToPoint(sphere.center) - sphere.radius;
-               }
+                               distanceToSphere(sphere) {
+                                       return this.distanceToPoint(sphere.center) - sphere.radius;
+                               }
 
-               projectPoint(point, target) {
-                       return target.copy(this.normal).multiplyScalar(-this.distanceToPoint(point)).add(point);
-               }
+                               projectPoint(point, target) {
+                                       return target.copy(this.normal).multiplyScalar(-this.distanceToPoint(point)).add(point);
+                               }
 
-               intersectLine(line, target) {
-                       const direction = line.delta(_vector1);
-                       const denominator = this.normal.dot(direction);
+                               intersectLine(line, target) {
+                                       const direction = line.delta(_vector1);
+                                       const 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.
+                                       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 null;
-                       }
+                                               return null;
+                                       }
 
-                       const t = -(line.start.dot(this.normal) + this.constant) / denominator;
+                                       const t = -(line.start.dot(this.normal) + this.constant) / denominator;
 
-                       if (t < 0 || t > 1) {
-                               return null;
-                       }
+                                       if (t < 0 || t > 1) {
+                                               return null;
+                                       }
 
-                       return target.copy(direction).multiplyScalar(t).add(line.start);
-               }
+                                       return target.copy(direction).multiplyScalar(t).add(line.start);
+                               }
 
-               intersectsLine(line) {
-                       // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
-                       const startSign = this.distanceToPoint(line.start);
-                       const endSign = this.distanceToPoint(line.end);
-                       return startSign < 0 && endSign > 0 || endSign < 0 && startSign > 0;
-               }
+                               intersectsLine(line) {
+                                       // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
+                                       const startSign = this.distanceToPoint(line.start);
+                                       const endSign = this.distanceToPoint(line.end);
+                                       return startSign < 0 && endSign > 0 || endSign < 0 && startSign > 0;
+                               }
 
-               intersectsBox(box) {
-                       return box.intersectsPlane(this);
-               }
+                               intersectsBox(box) {
+                                       return box.intersectsPlane(this);
+                               }
 
-               intersectsSphere(sphere) {
-                       return sphere.intersectsPlane(this);
-               }
+                               intersectsSphere(sphere) {
+                                       return sphere.intersectsPlane(this);
+                               }
 
-               coplanarPoint(target) {
-                       return target.copy(this.normal).multiplyScalar(-this.constant);
-               }
+                               coplanarPoint(target) {
+                                       return target.copy(this.normal).multiplyScalar(-this.constant);
+                               }
 
-               applyMatrix4(matrix, optionalNormalMatrix) {
-                       const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix(matrix);
+                               applyMatrix4(matrix, optionalNormalMatrix) {
+                                       const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix(matrix);
 
-                       const referencePoint = this.coplanarPoint(_vector1).applyMatrix4(matrix);
-                       const normal = this.normal.applyMatrix3(normalMatrix).normalize();
-                       this.constant = -referencePoint.dot(normal);
-                       return this;
-               }
+                                       const referencePoint = this.coplanarPoint(_vector1).applyMatrix4(matrix);
+                                       const normal = this.normal.applyMatrix3(normalMatrix).normalize();
+                                       this.constant = -referencePoint.dot(normal);
+                                       return this;
+                               }
 
-               translate(offset) {
-                       this.constant -= offset.dot(this.normal);
-                       return this;
-               }
+                               translate(offset) {
+                                       this.constant -= offset.dot(this.normal);
+                                       return this;
+                               }
 
-               equals(plane) {
-                       return plane.normal.equals(this.normal) && plane.constant === this.constant;
-               }
+                               equals(plane) {
+                                       return plane.normal.equals(this.normal) && plane.constant === this.constant;
+                               }
 
-               clone() {
-                       return new this.constructor().copy(this);
-               }
+                               clone() {
+                                       return new this.constructor().copy(this);
+                               }
 
-       }
+                       }
 
-       Plane.prototype.isPlane = true;
+                       Plane.prototype.isPlane = true;
 
-       const _sphere$2 = /*@__PURE__*/new Sphere();
+                       const _sphere$2 = /*@__PURE__*/new Sphere();
 
-       const _vector$7 = /*@__PURE__*/new Vector3();
+                       const _vector$7 = /*@__PURE__*/new Vector3();
 
-       class Frustum {
-               constructor(p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane()) {
-                       this.planes = [p0, p1, p2, p3, p4, p5];
-               }
+                       class Frustum {
+                               constructor(p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane()) {
+                                       this.planes = [p0, p1, p2, p3, p4, p5];
+                               }
 
-               set(p0, p1, p2, p3, p4, p5) {
-                       const 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;
-               }
+                               set(p0, p1, p2, p3, p4, p5) {
+                                       const 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;
+                               }
 
-               copy(frustum) {
-                       const planes = this.planes;
+                               copy(frustum) {
+                                       const planes = this.planes;
 
-                       for (let i = 0; i < 6; i++) {
-                               planes[i].copy(frustum.planes[i]);
-                       }
+                                       for (let i = 0; i < 6; i++) {
+                                               planes[i].copy(frustum.planes[i]);
+                                       }
 
-                       return this;
-               }
+                                       return this;
+                               }
 
-               setFromProjectionMatrix(m) {
-                       const planes = this.planes;
-                       const me = m.elements;
-                       const me0 = me[0],
+                               setFromProjectionMatrix(m) {
+                                       const planes = this.planes;
+                                       const me = m.elements;
+                                       const me0 = me[0],
                                                me1 = me[1],
                                                me2 = me[2],
                                                me3 = me[3];
-                       const me4 = me[4],
+                                       const me4 = me[4],
                                                me5 = me[5],
                                                me6 = me[6],
                                                me7 = me[7];
-                       const me8 = me[8],
+                                       const me8 = me[8],
                                                me9 = me[9],
                                                me10 = me[10],
                                                me11 = me[11];
-                       const me12 = me[12],
+                                       const 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;
-               }
+                                       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(object) {
-                       const geometry = object.geometry;
-                       if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
+                               intersectsObject(object) {
+                                       const geometry = object.geometry;
+                                       if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
 
-                       _sphere$2.copy(geometry.boundingSphere).applyMatrix4(object.matrixWorld);
+                                       _sphere$2.copy(geometry.boundingSphere).applyMatrix4(object.matrixWorld);
 
-                       return this.intersectsSphere(_sphere$2);
-               }
+                                       return this.intersectsSphere(_sphere$2);
+                               }
 
-               intersectsSprite(sprite) {
-                       _sphere$2.center.set(0, 0, 0);
+                               intersectsSprite(sprite) {
+                                       _sphere$2.center.set(0, 0, 0);
 
-                       _sphere$2.radius = 0.7071067811865476;
+                                       _sphere$2.radius = 0.7071067811865476;
 
-                       _sphere$2.applyMatrix4(sprite.matrixWorld);
+                                       _sphere$2.applyMatrix4(sprite.matrixWorld);
 
-                       return this.intersectsSphere(_sphere$2);
-               }
+                                       return this.intersectsSphere(_sphere$2);
+                               }
+
+                               intersectsSphere(sphere) {
+                                       const planes = this.planes;
+                                       const center = sphere.center;
+                                       const negRadius = -sphere.radius;
 
-               intersectsSphere(sphere) {
-                       const planes = this.planes;
-                       const center = sphere.center;
-                       const negRadius = -sphere.radius;
+                                       for (let i = 0; i < 6; i++) {
+                                               const distance = planes[i].distanceToPoint(center);
 
-                       for (let i = 0; i < 6; i++) {
-                               const distance = planes[i].distanceToPoint(center);
+                                               if (distance < negRadius) {
+                                                       return false;
+                                               }
+                                       }
 
-                               if (distance < negRadius) {
-                                       return false;
+                                       return true;
                                }
-                       }
 
-                       return true;
-               }
+                               intersectsBox(box) {
+                                       const planes = this.planes;
 
-               intersectsBox(box) {
-                       const planes = this.planes;
+                                       for (let i = 0; i < 6; i++) {
+                                               const plane = planes[i]; // corner at max distance
 
-                       for (let i = 0; i < 6; i++) {
-                               const plane = planes[i]; // corner at max distance
+                                               _vector$7.x = plane.normal.x > 0 ? box.max.x : box.min.x;
+                                               _vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y;
+                                               _vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z;
 
-                               _vector$7.x = plane.normal.x > 0 ? box.max.x : box.min.x;
-                               _vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y;
-                               _vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z;
+                                               if (plane.distanceToPoint(_vector$7) < 0) {
+                                                       return false;
+                                               }
+                                       }
 
-                               if (plane.distanceToPoint(_vector$7) < 0) {
-                                       return false;
+                                       return true;
                                }
-                       }
 
-                       return true;
-               }
+                               containsPoint(point) {
+                                       const planes = this.planes;
 
-               containsPoint(point) {
-                       const planes = this.planes;
+                                       for (let i = 0; i < 6; i++) {
+                                               if (planes[i].distanceToPoint(point) < 0) {
+                                                       return false;
+                                               }
+                                       }
 
-                       for (let i = 0; i < 6; i++) {
-                               if (planes[i].distanceToPoint(point) < 0) {
-                                       return false;
+                                       return true;
                                }
+
+                               clone() {
+                                       return new this.constructor().copy(this);
+                               }
+
                        }
 
-                       return true;
-               }
+                       function WebGLAnimation() {
+                               let context = null;
+                               let isAnimating = false;
+                               let animationLoop = null;
+                               let requestId = null;
 
-               clone() {
-                       return new this.constructor().copy(this);
-               }
+                               function onAnimationFrame(time, frame) {
+                                       animationLoop(time, frame);
+                                       requestId = context.requestAnimationFrame(onAnimationFrame);
+                               }
 
-       }
+                               return {
+                                       start: function () {
+                                               if (isAnimating === true) return;
+                                               if (animationLoop === null) return;
+                                               requestId = context.requestAnimationFrame(onAnimationFrame);
+                                               isAnimating = true;
+                                       },
+                                       stop: function () {
+                                               context.cancelAnimationFrame(requestId);
+                                               isAnimating = false;
+                                       },
+                                       setAnimationLoop: function (callback) {
+                                               animationLoop = callback;
+                                       },
+                                       setContext: function (value) {
+                                               context = value;
+                                       }
+                               };
+                       }
 
-       function WebGLAnimation() {
-               let context = null;
-               let isAnimating = false;
-               let animationLoop = null;
-               let requestId = null;
+                       function WebGLAttributes(gl, capabilities) {
+                               const isWebGL2 = capabilities.isWebGL2;
+                               const buffers = new WeakMap();
+
+                               function createBuffer(attribute, bufferType) {
+                                       const array = attribute.array;
+                                       const usage = attribute.usage;
+                                       const buffer = gl.createBuffer();
+                                       gl.bindBuffer(bufferType, buffer);
+                                       gl.bufferData(bufferType, array, usage);
+                                       attribute.onUploadCallback();
+                                       let 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) {
+                                               if (attribute.isFloat16BufferAttribute) {
+                                                       if (isWebGL2) {
+                                                               type = gl.HALF_FLOAT;
+                                                       } else {
+                                                               console.warn('THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.');
+                                                       }
+                                               } else {
+                                                       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;
+                                       } else if (array instanceof Uint8ClampedArray) {
+                                               type = gl.UNSIGNED_BYTE;
+                                       }
 
-               function onAnimationFrame(time, frame) {
-                       animationLoop(time, frame);
-                       requestId = context.requestAnimationFrame(onAnimationFrame);
-               }
+                                       return {
+                                               buffer: buffer,
+                                               type: type,
+                                               bytesPerElement: array.BYTES_PER_ELEMENT,
+                                               version: attribute.version
+                                       };
+                               }
 
-               return {
-                       start: function () {
-                               if (isAnimating === true) return;
-                               if (animationLoop === null) return;
-                               requestId = context.requestAnimationFrame(onAnimationFrame);
-                               isAnimating = true;
-                       },
-                       stop: function () {
-                               context.cancelAnimationFrame(requestId);
-                               isAnimating = false;
-                       },
-                       setAnimationLoop: function (callback) {
-                               animationLoop = callback;
-                       },
-                       setContext: function (value) {
-                               context = value;
-                       }
-               };
-       }
+                               function updateBuffer(buffer, attribute, bufferType) {
+                                       const array = attribute.array;
+                                       const updateRange = attribute.updateRange;
+                                       gl.bindBuffer(bufferType, buffer);
 
-       function WebGLAttributes(gl, capabilities) {
-               const isWebGL2 = capabilities.isWebGL2;
-               const buffers = new WeakMap();
-
-               function createBuffer(attribute, bufferType) {
-                       const array = attribute.array;
-                       const usage = attribute.usage;
-                       const buffer = gl.createBuffer();
-                       gl.bindBuffer(bufferType, buffer);
-                       gl.bufferData(bufferType, array, usage);
-                       attribute.onUploadCallback();
-                       let 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) {
-                               if (attribute.isFloat16BufferAttribute) {
-                                       if (isWebGL2) {
-                                               type = gl.HALF_FLOAT;
+                                       if (updateRange.count === -1) {
+                                               // Not using update ranges
+                                               gl.bufferSubData(bufferType, 0, array);
                                        } else {
-                                               console.warn('THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.');
+                                               if (isWebGL2) {
+                                                       gl.bufferSubData(bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, array, updateRange.offset, updateRange.count);
+                                               } else {
+                                                       gl.bufferSubData(bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, array.subarray(updateRange.offset, updateRange.offset + updateRange.count));
+                                               }
+
+                                               updateRange.count = -1; // reset range
                                        }
-                               } else {
-                                       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;
-                       } else if (array instanceof Uint8ClampedArray) {
-                               type = gl.UNSIGNED_BYTE;
-                       }
-
-                       return {
-                               buffer: buffer,
-                               type: type,
-                               bytesPerElement: array.BYTES_PER_ELEMENT,
-                               version: attribute.version
-                       };
-               }
+                               } //
 
-               function updateBuffer(buffer, attribute, bufferType) {
-                       const array = attribute.array;
-                       const updateRange = attribute.updateRange;
-                       gl.bindBuffer(bufferType, buffer);
 
-                       if (updateRange.count === -1) {
-                               // Not using update ranges
-                               gl.bufferSubData(bufferType, 0, array);
-                       } else {
-                               if (isWebGL2) {
-                                       gl.bufferSubData(bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, array, updateRange.offset, updateRange.count);
-                               } else {
-                                       gl.bufferSubData(bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, array.subarray(updateRange.offset, updateRange.offset + updateRange.count));
+                               function get(attribute) {
+                                       if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;
+                                       return buffers.get(attribute);
                                }
 
-                               updateRange.count = -1; // reset range
-                       }
-               } //
-
+                               function remove(attribute) {
+                                       if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;
+                                       const data = buffers.get(attribute);
 
-               function get(attribute) {
-                       if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;
-                       return buffers.get(attribute);
-               }
+                                       if (data) {
+                                               gl.deleteBuffer(data.buffer);
+                                               buffers.delete(attribute);
+                                       }
+                               }
 
-               function remove(attribute) {
-                       if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;
-                       const data = buffers.get(attribute);
+                               function update(attribute, bufferType) {
+                                       if (attribute.isGLBufferAttribute) {
+                                               const cached = buffers.get(attribute);
 
-                       if (data) {
-                               gl.deleteBuffer(data.buffer);
-                               buffers.delete(attribute);
-                       }
-               }
+                                               if (!cached || cached.version < attribute.version) {
+                                                       buffers.set(attribute, {
+                                                               buffer: attribute.buffer,
+                                                               type: attribute.type,
+                                                               bytesPerElement: attribute.elementSize,
+                                                               version: attribute.version
+                                                       });
+                                               }
 
-               function update(attribute, bufferType) {
-                       if (attribute.isGLBufferAttribute) {
-                               const cached = buffers.get(attribute);
+                                               return;
+                                       }
 
-                               if (!cached || cached.version < attribute.version) {
-                                       buffers.set(attribute, {
-                                               buffer: attribute.buffer,
-                                               type: attribute.type,
-                                               bytesPerElement: attribute.elementSize,
-                                               version: attribute.version
-                                       });
+                                       if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;
+                                       const 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;
+                               return {
+                                       get: get,
+                                       remove: remove,
+                                       update: update
+                               };
                        }
 
-                       if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;
-                       const 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;
-                       }
-               }
+                       class PlaneGeometry extends BufferGeometry {
+                               constructor(width = 1, height = 1, widthSegments = 1, heightSegments = 1) {
+                                       super();
+                                       this.type = 'PlaneGeometry';
+                                       this.parameters = {
+                                               width: width,
+                                               height: height,
+                                               widthSegments: widthSegments,
+                                               heightSegments: heightSegments
+                                       };
+                                       const width_half = width / 2;
+                                       const height_half = height / 2;
+                                       const gridX = Math.floor(widthSegments);
+                                       const gridY = Math.floor(heightSegments);
+                                       const gridX1 = gridX + 1;
+                                       const gridY1 = gridY + 1;
+                                       const segment_width = width / gridX;
+                                       const segment_height = height / gridY; //
+
+                                       const indices = [];
+                                       const vertices = [];
+                                       const normals = [];
+                                       const uvs = [];
+
+                                       for (let iy = 0; iy < gridY1; iy++) {
+                                               const y = iy * segment_height - height_half;
+
+                                               for (let ix = 0; ix < gridX1; ix++) {
+                                                       const 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);
+                                               }
+                                       }
 
-               return {
-                       get: get,
-                       remove: remove,
-                       update: update
-               };
-       }
+                                       for (let iy = 0; iy < gridY; iy++) {
+                                               for (let ix = 0; ix < gridX; ix++) {
+                                                       const a = ix + gridX1 * iy;
+                                                       const b = ix + gridX1 * (iy + 1);
+                                                       const c = ix + 1 + gridX1 * (iy + 1);
+                                                       const d = ix + 1 + gridX1 * iy;
+                                                       indices.push(a, b, d);
+                                                       indices.push(b, c, d);
+                                               }
+                                       }
 
-       class PlaneGeometry extends BufferGeometry {
-               constructor(width = 1, height = 1, widthSegments = 1, heightSegments = 1) {
-                       super();
-                       this.type = 'PlaneGeometry';
-                       this.parameters = {
-                               width: width,
-                               height: height,
-                               widthSegments: widthSegments,
-                               heightSegments: heightSegments
-                       };
-                       const width_half = width / 2;
-                       const height_half = height / 2;
-                       const gridX = Math.floor(widthSegments);
-                       const gridY = Math.floor(heightSegments);
-                       const gridX1 = gridX + 1;
-                       const gridY1 = gridY + 1;
-                       const segment_width = width / gridX;
-                       const segment_height = height / gridY; //
-
-                       const indices = [];
-                       const vertices = [];
-                       const normals = [];
-                       const uvs = [];
-
-                       for (let iy = 0; iy < gridY1; iy++) {
-                               const y = iy * segment_height - height_half;
-
-                               for (let ix = 0; ix < gridX1; ix++) {
-                                       const 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);
+                                       this.setIndex(indices);
+                                       this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+                                       this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
+                                       this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
                                }
-                       }
 
-                       for (let iy = 0; iy < gridY; iy++) {
-                               for (let ix = 0; ix < gridX; ix++) {
-                                       const a = ix + gridX1 * iy;
-                                       const b = ix + gridX1 * (iy + 1);
-                                       const c = ix + 1 + gridX1 * (iy + 1);
-                                       const d = ix + 1 + gridX1 * iy;
-                                       indices.push(a, b, d);
-                                       indices.push(b, c, d);
+                               static fromJSON(data) {
+                                       return new PlaneGeometry(data.width, data.height, data.widthSegments, data.heightSegments);
                                }
+
                        }
 
-                       this.setIndex(indices);
-                       this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
-                       this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
-                       this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
-               }
+                       var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
 
-               static fromJSON(data) {
-                       return new PlaneGeometry(data.width, data.height, data.widthSegments, data.heightSegments);
-               }
+                       var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
 
-       }
+                       var alphatest_fragment = "#ifdef USE_ALPHATEST\n\tif ( diffuseColor.a < alphaTest ) discard;\n#endif";
 
-       var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
+                       var alphatest_pars_fragment = "#ifdef USE_ALPHATEST\n\tuniform float alphaTest;\n#endif";
 
-       var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
+                       var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\n\t#endif\n#endif";
 
-       var alphatest_fragment = "#ifdef USE_ALPHATEST\n\tif ( diffuseColor.a < alphaTest ) discard;\n#endif";
+                       var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
 
-       var alphatest_pars_fragment = "#ifdef USE_ALPHATEST\n\tuniform float alphaTest;\n#endif";
+                       var begin_vertex = "vec3 transformed = vec3( position );";
 
-       var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\n\t#endif\n#endif";
+                       var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
 
-       var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
+                       var bsdfs = "vec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nfloat V_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_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 f0, const in float f90, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( f0, f90, dotVH );\n\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( V * 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}\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_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 dotVH = saturate( dot( geometry.viewDir, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float NoH ) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float NoV, float NoL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( NoL + NoV - NoL * NoV ) ) );\n}\nvec3 BRDF_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif";
 
-       var begin_vertex = "vec3 transformed = vec3( position );";
+                       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, float faceDirection ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif";
 
-       var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
+                       var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";
 
-       var bsdfs = "vec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nfloat V_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_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 f0, const in float f90, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( f0, f90, dotVH );\n\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( V * 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}\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_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 dotVH = saturate( dot( geometry.viewDir, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float NoH ) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float NoV, float NoL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( NoL + NoV - NoL * NoV ) ) );\n}\nvec3 BRDF_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif";
+                       var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
 
-       var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif";
+                       var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";
 
-       var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";
+                       var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";
 
-       var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
+                       var color_fragment = "#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif";
 
-       var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";
+                       var color_pars_fragment = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif";
 
-       var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";
+                       var color_pars_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif";
 
-       var color_fragment = "#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif";
+                       var color_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif";
 
-       var color_pars_fragment = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif";
+                       var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract( sin( sn ) * c );\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}";
 
-       var color_pars_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif";
+                       var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_maxMipLevel 8.0\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_maxTileSize 256.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\n\t\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\n\t\tvec2 f = fract( uv );\n\t\tuv += 0.5 - f;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tif ( mipInt < cubeUV_maxMipLevel ) {\n\t\t\tuv.y += 2.0 * cubeUV_maxTileSize;\n\t\t}\n\t\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\n\t\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\n\t\tuv *= texelSize;\n\t\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x += texelSize;\n\t\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.y += texelSize;\n\t\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x -= texelSize;\n\t\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tvec3 tm = mix( tl, tr, f.x );\n\t\tvec3 bm = mix( bl, br, f.x );\n\t\treturn mix( tm, bm, f.y );\n\t}\n\t#define r0 1.0\n\t#define v0 0.339\n\t#define m0 - 2.0\n\t#define r1 0.8\n\t#define v1 0.276\n\t#define m1 - 1.0\n\t#define r4 0.4\n\t#define v4 0.046\n\t#define m4 2.0\n\t#define r5 0.305\n\t#define v5 0.016\n\t#define m5 3.0\n\t#define r6 0.21\n\t#define v6 0.0038\n\t#define m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= r1 ) {\n\t\t\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\n\t\t} else if ( roughness >= r4 ) {\n\t\t\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\n\t\t} else if ( roughness >= r5 ) {\n\t\t\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\n\t\t} else if ( roughness >= r6 ) {\n\t\t\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif";
 
-       var color_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif";
+                       var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
 
-       var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract( sin( sn ) * c );\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}";
+                       var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
 
-       var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_maxMipLevel 8.0\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_maxTileSize 256.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\n\t\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\n\t\tvec2 f = fract( uv );\n\t\tuv += 0.5 - f;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tif ( mipInt < cubeUV_maxMipLevel ) {\n\t\t\tuv.y += 2.0 * cubeUV_maxTileSize;\n\t\t}\n\t\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\n\t\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\n\t\tuv *= texelSize;\n\t\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x += texelSize;\n\t\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.y += texelSize;\n\t\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x -= texelSize;\n\t\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tvec3 tm = mix( tl, tr, f.x );\n\t\tvec3 bm = mix( bl, br, f.x );\n\t\treturn mix( tm, bm, f.y );\n\t}\n\t#define r0 1.0\n\t#define v0 0.339\n\t#define m0 - 2.0\n\t#define r1 0.8\n\t#define v1 0.276\n\t#define m1 - 1.0\n\t#define r4 0.4\n\t#define v4 0.046\n\t#define m4 2.0\n\t#define r5 0.305\n\t#define v5 0.016\n\t#define m5 3.0\n\t#define r6 0.21\n\t#define v6 0.0038\n\t#define m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= r1 ) {\n\t\t\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\n\t\t} else if ( roughness >= r4 ) {\n\t\t\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\n\t\t} else if ( roughness >= r5 ) {\n\t\t\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\n\t\t} else if ( roughness >= r6 ) {\n\t\t\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif";
+                       var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
 
-       var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
+                       var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
 
-       var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
+                       var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
 
-       var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
+                       var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
 
-       var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
+                       var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";
 
-       var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
+                       var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
 
-       var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
+                       var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif";
 
-       var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";
+                       var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
 
-       var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
+                       var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";
 
-       var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif";
+                       var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
 
-       var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
+                       var fog_vertex = "#ifdef USE_FOG\n\tvFogDepth = - mvPosition.z;\n#endif";
 
-       var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";
+                       var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float vFogDepth;\n#endif";
 
-       var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
+                       var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";
 
-       var fog_vertex = "#ifdef USE_FOG\n\tvFogDepth = - mvPosition.z;\n#endif";
+                       var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float vFogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif";
 
-       var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float vFogDepth;\n#endif";
+                       var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}";
 
-       var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";
+                       var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tlightMapIrradiance *= PI;\n\t#endif\n\treflectedLight.indirectDiffuse += lightMapIrradiance;\n#endif";
 
-       var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float vFogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif";
+                       var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
 
-       var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}";
+                       var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\n#ifdef DOUBLE_SIDED\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\n#endif\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointLightInfo( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( - dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotLightInfo( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( - dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalLightInfo( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( - dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif";
 
-       var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tlightMapIrradiance *= PI;\n\t#endif\n\treflectedLight.indirectDiffuse += lightMapIrradiance;\n#endif";
+                       var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\t#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tif ( cutoffDistance > 0.0 ) {\n\t\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\t}\n\t\treturn distanceFalloff;\n\t#else\n\t\tif ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\t\treturn pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t\t}\n\t\treturn 1.0;\n\t#endif\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointLightInfo( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.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\treturn irradiance;\n\t}\n#endif";
 
-       var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
+                       var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getIBLIrradiance( const in GeometricContext geometry ) {\n\t\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 reflectVec;\n\t\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\t\treflectVec = reflect( - viewDir, normal );\n\t\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t\t#else\n\t\t\t\treflectVec = refract( - viewDir, normal, refractionRatio );\n\t\t\t#endif\n\t\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n#endif";
 
-       var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\n#ifdef DOUBLE_SIDED\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\n#endif\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointLightInfo( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( - dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotLightInfo( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( - dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalLightInfo( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( - dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif";
+                       var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;";
 
-       var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\t#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tif ( cutoffDistance > 0.0 ) {\n\t\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\t}\n\t\treturn distanceFalloff;\n\t#else\n\t\tif ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\t\treturn pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t\t}\n\t\treturn 1.0;\n\t#endif\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointLightInfo( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.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\treturn irradiance;\n\t}\n#endif";
+                       var lights_toon_pars_fragment = "varying vec3 vViewPosition;\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)";
 
-       var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getIBLIrradiance( const in GeometricContext geometry ) {\n\t\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 reflectVec;\n\t\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\t\treflectVec = reflect( - viewDir, normal );\n\t\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t\t#else\n\t\t\t\treflectVec = refract( - viewDir, normal, refractionRatio );\n\t\t\t#endif\n\t\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n#endif";
+                       var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
 
-       var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;";
+                       var lights_phong_pars_fragment = "varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tvec3 specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength.rgb;\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_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";
 
-       var lights_toon_pars_fragment = "varying vec3 vViewPosition;\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)";
+                       var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\t#ifdef SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularTintFactor = specularTint;\n\t\t#ifdef USE_SPECULARINTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vUv ).a;\n\t\t#endif\n\t\t#ifdef USE_SPECULARTINTMAP\n\t\t\tspecularTintFactor *= specularTintMapTexelToLinear( texture2D( specularTintMap, vUv ) ).rgb;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularTintFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = mix( min( pow2( ( ior - 1.0 ) / ( ior + 1.0 ) ) * specularTintFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenTint = sheenTint;\n#endif";
 
-       var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
+                       var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenTint;\n\t#endif\n};\nvec3 clearcoatSpecular = vec3( 0.0 );\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, 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 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\n\treturn fab;\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\tvec3 FssEss = specularColor * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\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.roughness;\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#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecular += ccIrradiance * BRDF_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += irradiance * BRDF_Sheen( material.roughness, directLight.direction, geometry, material.sheenTint );\n\t#else\n\t\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.roughness );\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tcomputeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
 
-       var lights_phong_pars_fragment = "varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tvec3 specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength.rgb;\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_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";
+                       var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef USE_CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
 
-       var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\t#ifdef SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularTintFactor = specularTint;\n\t\t#ifdef USE_SPECULARINTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vUv ).a;\n\t\t#endif\n\t\t#ifdef USE_SPECULARTINTMAP\n\t\t\tspecularTintFactor *= specularTintMapTexelToLinear( texture2D( specularTintMap, vUv ) ).rgb;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularTintFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = mix( min( pow2( ( ior - 1.0 ) / ( ior + 1.0 ) ) * specularTintFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenTint = sheenTint;\n#endif";
+                       var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getIBLIrradiance( geometry );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getIBLRadiance( geometry.viewDir, geometry.normal, material.roughness );\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif";
 
-       var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenTint;\n\t#endif\n};\nvec3 clearcoatSpecular = vec3( 0.0 );\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, 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 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\n\treturn fab;\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\tvec3 FssEss = specularColor * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\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.roughness;\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#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecular += ccIrradiance * BRDF_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += irradiance * BRDF_Sheen( material.roughness, directLight.direction, geometry, material.sheenTint );\n\t#else\n\t\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.roughness );\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tcomputeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
+                       var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif";
 
-       var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef USE_CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
+                       var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
 
-       var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getIBLIrradiance( geometry );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getIBLRadiance( geometry.viewDir, geometry.normal, material.roughness );\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif";
+                       var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
 
-       var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif";
+                       var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";
 
-       var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
+                       var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif";
 
-       var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
+                       var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
 
-       var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";
+                       var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
 
-       var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif";
+                       var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif";
 
-       var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
+                       var map_particle_pars_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
 
-       var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
+                       var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
 
-       var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif";
+                       var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
 
-       var map_particle_pars_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
+                       var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif";
 
-       var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
+                       var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\t\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\t\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
 
-       var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
+                       var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
 
-       var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif";
+                       var normal_fragment_begin = "float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * faceDirection;\n\t\t\tbitangent = bitangent * faceDirection;\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";
 
-       var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\t\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\t\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
+                       var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( - vViewPosition, normal, mapN, faceDirection );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif";
 
-       var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
+                       var normal_pars_fragment = "#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif";
 
-       var normal_fragment_begin = "float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * faceDirection;\n\t\t\tbitangent = bitangent * faceDirection;\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";
+                       var normal_pars_vertex = "#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif";
 
-       var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( - vViewPosition, normal, mapN, faceDirection );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif";
+                       var normal_vertex = "#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif";
 
-       var normal_pars_fragment = "#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif";
+                       var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\n\t\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\n\t}\n#endif";
 
-       var normal_pars_vertex = "#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif";
+                       var clearcoat_normal_fragment_begin = "#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
 
-       var normal_vertex = "#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif";
+                       var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\n\t#endif\n#endif";
 
-       var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\n\t\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\n\t}\n#endif";
+                       var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
 
-       var clearcoat_normal_fragment_begin = "#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
+                       var output_fragment = "#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= transmissionAlpha + 0.1;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );";
 
-       var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\n\t#endif\n#endif";
+                       var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
 
-       var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
+                       var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
 
-       var output_fragment = "#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= transmissionAlpha + 0.1;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );";
+                       var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;";
 
-       var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
+                       var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
 
-       var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
+                       var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";
 
-       var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;";
+                       var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
 
-       var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
+                       var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
 
-       var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";
+                       var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t  texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t        texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t    f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
 
-       var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
+                       var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
 
-       var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
+                       var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif";
 
-       var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t  texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t        texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t    f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
+                       var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}";
 
-       var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
+                       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 shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif";
+                       var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif";
 
-       var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}";
+                       var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif";
 
-       var 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 skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif";
 
-       var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif";
+                       var specularmap_fragment = "vec3 specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.rgb;\n#else\n\tspecularStrength = vec3( 1.0, 1.0, 1.0 );\n#endif";
 
-       var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif";
+                       var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
 
-       var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif";
+                       var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
 
-       var specularmap_fragment = "vec3 specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.rgb;\n#else\n\tspecularStrength = vec3( 1.0, 1.0, 1.0 );\n#endif";
+                       var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3(   1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108,       1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605,     1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";
 
-       var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
+                       var transmission_fragment = "#ifdef USE_TRANSMISSION\n\tfloat transmissionAlpha = 1.0;\n\tfloat transmissionFactor = transmission;\n\tfloat thicknessFactor = thickness;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\ttransmissionFactor *= texture2D( transmissionMap, vUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tthicknessFactor *= texture2D( thicknessMap, vUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmission = getIBLVolumeRefraction(\n\t\tn, v, roughnessFactor, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, ior, thicknessFactor,\n\t\tattenuationTint, attenuationDistance );\n\ttotalDiffuse = mix( totalDiffuse, transmission.rgb, transmissionFactor );\n\ttransmissionAlpha = transmission.a;\n#endif";
 
-       var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
+                       var transmission_pars_fragment = "#ifdef USE_TRANSMISSION\n\tuniform float transmission;\n\tuniform float thickness;\n\tuniform float attenuationDistance;\n\tuniform vec3 attenuationTint;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tuniform sampler2D transmissionMap;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tuniform sampler2D thicknessMap;\n\t#endif\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\tvarying vec3 vWorldPosition;\n\tvec3 getVolumeTransmissionRay( vec3 n, vec3 v, float thickness, float ior, mat4 modelMatrix ) {\n\t\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n\t\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n\t\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n\t\treturn normalize( refractionVector ) * thickness * modelScale;\n\t}\n\tfloat applyIorToRoughness( float roughness, float ior ) {\n\t\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n\t}\n\tvec4 getTransmissionSample( vec2 fragCoord, float roughness, float ior ) {\n\t\tfloat framebufferLod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\treturn texture2DLodEXT( transmissionSamplerMap, fragCoord.xy, framebufferLod );\n\t\t#else\n\t\t\treturn texture2D( transmissionSamplerMap, fragCoord.xy, framebufferLod );\n\t\t#endif\n\t}\n\tvec3 applyVolumeAttenuation( vec3 radiance, float transmissionDistance, vec3 attenuationColor, float attenuationDistance ) {\n\t\tif ( attenuationDistance == 0.0 ) {\n\t\t\treturn radiance;\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance * radiance;\n\t\t}\n\t}\n\tvec4 getIBLVolumeRefraction( vec3 n, vec3 v, float roughness, vec3 diffuseColor, vec3 specularColor, float specularF90,\n\t\tvec3 position, mat4 modelMatrix, mat4 viewMatrix, mat4 projMatrix, float ior, float thickness,\n\t\tvec3 attenuationColor, float attenuationDistance ) {\n\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\trefractionCoords += 1.0;\n\t\trefractionCoords /= 2.0;\n\t\tvec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\t\tvec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a );\n\t}\n#endif";
 
-       var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3(   1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108,       1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605,     1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";
+                       var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
 
-       var transmission_fragment = "#ifdef USE_TRANSMISSION\n\tfloat transmissionAlpha = 1.0;\n\tfloat transmissionFactor = transmission;\n\tfloat thicknessFactor = thickness;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\ttransmissionFactor *= texture2D( transmissionMap, vUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tthicknessFactor *= texture2D( thicknessMap, vUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmission = getIBLVolumeRefraction(\n\t\tn, v, roughnessFactor, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, ior, thicknessFactor,\n\t\tattenuationTint, attenuationDistance );\n\ttotalDiffuse = mix( totalDiffuse, transmission.rgb, transmissionFactor );\n\ttransmissionAlpha = transmission.a;\n#endif";
+                       var uv_pars_vertex = "#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif";
 
-       var transmission_pars_fragment = "#ifdef USE_TRANSMISSION\n\tuniform float transmission;\n\tuniform float thickness;\n\tuniform float attenuationDistance;\n\tuniform vec3 attenuationTint;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tuniform sampler2D transmissionMap;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tuniform sampler2D thicknessMap;\n\t#endif\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\tvarying vec3 vWorldPosition;\n\tvec3 getVolumeTransmissionRay( vec3 n, vec3 v, float thickness, float ior, mat4 modelMatrix ) {\n\t\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n\t\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n\t\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n\t\treturn normalize( refractionVector ) * thickness * modelScale;\n\t}\n\tfloat applyIorToRoughness( float roughness, float ior ) {\n\t\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n\t}\n\tvec4 getTransmissionSample( vec2 fragCoord, float roughness, float ior ) {\n\t\tfloat framebufferLod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\treturn texture2DLodEXT( transmissionSamplerMap, fragCoord.xy, framebufferLod );\n\t\t#else\n\t\t\treturn texture2D( transmissionSamplerMap, fragCoord.xy, framebufferLod );\n\t\t#endif\n\t}\n\tvec3 applyVolumeAttenuation( vec3 radiance, float transmissionDistance, vec3 attenuationColor, float attenuationDistance ) {\n\t\tif ( attenuationDistance == 0.0 ) {\n\t\t\treturn radiance;\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance * radiance;\n\t\t}\n\t}\n\tvec4 getIBLVolumeRefraction( vec3 n, vec3 v, float roughness, vec3 diffuseColor, vec3 specularColor, float specularF90,\n\t\tvec3 position, mat4 modelMatrix, mat4 viewMatrix, mat4 projMatrix, float ior, float thickness,\n\t\tvec3 attenuationColor, float attenuationDistance ) {\n\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\trefractionCoords += 1.0;\n\t\trefractionCoords /= 2.0;\n\t\tvec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\t\tvec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a );\n\t}\n#endif";
+                       var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
 
-       var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
+                       var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
 
-       var uv_pars_vertex = "#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif";
+                       var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif";
 
-       var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
+                       var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
 
-       var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
+                       var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";
 
-       var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif";
+                       var background_frag = "uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
 
-       var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
+                       var background_vert = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}";
 
-       var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";
+                       var cube_frag = "#include <envmap_common_pars_fragment>\nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include <envmap_fragment>\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
 
-       var background_frag = "uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
+                       var cube_vert = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}";
 
-       var background_vert = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}";
+                       var 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 <alphatest_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvarying vec2 vHighPrecisionZW;\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\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}";
 
-       var cube_frag = "#include <envmap_common_pars_fragment>\nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include <envmap_fragment>\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\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>\nvarying vec2 vHighPrecisionZW;\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\tvHighPrecisionZW = gl_Position.zw;\n}";
 
-       var cube_vert = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\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 <alphatest_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}";
 
-       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 <alphatest_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvarying vec2 vHighPrecisionZW;\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\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}";
+                       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}";
 
-       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>\nvarying vec2 vHighPrecisionZW;\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\tvHighPrecisionZW = gl_Position.zw;\n}";
+                       var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\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 <alphatest_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}";
+                       var equirect_vert = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\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}";
+                       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\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
 
-       var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\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 <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
 
-       var equirect_vert = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\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 <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 <alphatest_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_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\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\t#include <output_fragment>\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}";
 
-       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\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\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#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinbase_vertex>\n\t\t#include <skinnormal_vertex>\n\t\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 <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\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 <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
+                       var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <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 <alphatest_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_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\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_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_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\t#include <output_fragment>\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}";
 
-       var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\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 <alphatest_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_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\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\t#include <output_fragment>\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}";
+                       var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <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}";
 
-       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#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinbase_vertex>\n\t\t#include <skinnormal_vertex>\n\t\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 <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}";
+                       var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <fog_pars_fragment>\n#include <normal_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_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 <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\t#include <output_fragment>\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}";
 
-       var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <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 <alphatest_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_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\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_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_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\t#include <output_fragment>\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}";
+                       var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_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 <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 <normal_vertex>\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\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";
 
-       var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <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}";
+                       var meshnormal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <normal_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\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}";
 
-       var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <fog_pars_fragment>\n#include <normal_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_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 <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\t#include <output_fragment>\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}";
+                       var meshnormal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <normal_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 <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 <normal_vertex>\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#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
 
-       var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_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 <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 <normal_vertex>\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\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";
+                       var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <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 <alphatest_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\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\t#include <output_fragment>\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}";
 
-       var meshnormal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <normal_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\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}";
+                       var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\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 <normal_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 <normal_vertex>\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}";
 
-       var meshnormal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <normal_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 <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 <normal_vertex>\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#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
+                       var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularTint;\n\t#ifdef USE_SPECULARINTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n\t#ifdef USE_SPECULARTINTMAP\n\t\tuniform sampler2D specularTintMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenTint;\n#endif\nvarying vec3 vViewPosition;\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 <alphatest_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_physical_pars_fragment>\n#include <transmission_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_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 <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_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 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include <transmission_fragment>\n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - clearcoat * Fcc ) + clearcoatSpecular * clearcoat;\n\t#endif\n\t#include <output_fragment>\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}";
 
-       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 <alphatest_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\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\t#include <output_fragment>\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}";
+                       var meshphysical_vert = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\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 <normal_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 <normal_vertex>\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#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}";
 
-       var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\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 <normal_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 <normal_vertex>\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}";
+                       var meshtoon_frag = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\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 <alphatest_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_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 <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_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 + totalEmissiveRadiance;\n\t#include <output_fragment>\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}";
 
-       var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularTint;\n\t#ifdef USE_SPECULARINTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n\t#ifdef USE_SPECULARTINTMAP\n\t\tuniform sampler2D specularTintMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenTint;\n#endif\nvarying vec3 vViewPosition;\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 <alphatest_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_physical_pars_fragment>\n#include <transmission_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_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 <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_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 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include <transmission_fragment>\n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - clearcoat * Fcc ) + clearcoatSpecular * clearcoat;\n\t#endif\n\t#include <output_fragment>\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}";
+                       var meshtoon_vert = "#define TOON\nvarying vec3 vViewPosition;\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 <normal_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 <normal_vertex>\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}";
 
-       var meshphysical_vert = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\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 <normal_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 <normal_vertex>\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#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}";
+                       var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <alphatest_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\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
 
-       var meshtoon_frag = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\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 <alphatest_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_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 <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_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 + totalEmissiveRadiance;\n\t#include <output_fragment>\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}";
+                       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\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
 
-       var meshtoon_vert = "#define TOON\nvarying vec3 vViewPosition;\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 <normal_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 <normal_vertex>\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}";
+                       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 <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
 
-       var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <alphatest_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\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
+                       var shadow_vert = "#include <common>\n#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 <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 <shadowmap_vertex>\n\t#include <fog_vertex>\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\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
+                       var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_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_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\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 <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
+                       var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
 
-       var shadow_vert = "#include <common>\n#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 <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 <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
+                       const ShaderChunk = {
+                               alphamap_fragment: alphamap_fragment,
+                               alphamap_pars_fragment: alphamap_pars_fragment,
+                               alphatest_fragment: alphatest_fragment,
+                               alphatest_pars_fragment: alphatest_pars_fragment,
+                               aomap_fragment: aomap_fragment,
+                               aomap_pars_fragment: aomap_pars_fragment,
+                               begin_vertex: begin_vertex,
+                               beginnormal_vertex: beginnormal_vertex,
+                               bsdfs: bsdfs,
+                               bumpmap_pars_fragment: bumpmap_pars_fragment,
+                               clipping_planes_fragment: clipping_planes_fragment,
+                               clipping_planes_pars_fragment: clipping_planes_pars_fragment,
+                               clipping_planes_pars_vertex: clipping_planes_pars_vertex,
+                               clipping_planes_vertex: clipping_planes_vertex,
+                               color_fragment: color_fragment,
+                               color_pars_fragment: color_pars_fragment,
+                               color_pars_vertex: color_pars_vertex,
+                               color_vertex: color_vertex,
+                               common: common,
+                               cube_uv_reflection_fragment: cube_uv_reflection_fragment,
+                               defaultnormal_vertex: defaultnormal_vertex,
+                               displacementmap_pars_vertex: displacementmap_pars_vertex,
+                               displacementmap_vertex: displacementmap_vertex,
+                               emissivemap_fragment: emissivemap_fragment,
+                               emissivemap_pars_fragment: emissivemap_pars_fragment,
+                               encodings_fragment: encodings_fragment,
+                               encodings_pars_fragment: encodings_pars_fragment,
+                               envmap_fragment: envmap_fragment,
+                               envmap_common_pars_fragment: envmap_common_pars_fragment,
+                               envmap_pars_fragment: envmap_pars_fragment,
+                               envmap_pars_vertex: envmap_pars_vertex,
+                               envmap_physical_pars_fragment: envmap_physical_pars_fragment,
+                               envmap_vertex: envmap_vertex,
+                               fog_vertex: fog_vertex,
+                               fog_pars_vertex: fog_pars_vertex,
+                               fog_fragment: fog_fragment,
+                               fog_pars_fragment: fog_pars_fragment,
+                               gradientmap_pars_fragment: gradientmap_pars_fragment,
+                               lightmap_fragment: lightmap_fragment,
+                               lightmap_pars_fragment: lightmap_pars_fragment,
+                               lights_lambert_vertex: lights_lambert_vertex,
+                               lights_pars_begin: lights_pars_begin,
+                               lights_toon_fragment: lights_toon_fragment,
+                               lights_toon_pars_fragment: lights_toon_pars_fragment,
+                               lights_phong_fragment: lights_phong_fragment,
+                               lights_phong_pars_fragment: lights_phong_pars_fragment,
+                               lights_physical_fragment: lights_physical_fragment,
+                               lights_physical_pars_fragment: lights_physical_pars_fragment,
+                               lights_fragment_begin: lights_fragment_begin,
+                               lights_fragment_maps: lights_fragment_maps,
+                               lights_fragment_end: lights_fragment_end,
+                               logdepthbuf_fragment: logdepthbuf_fragment,
+                               logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
+                               logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
+                               logdepthbuf_vertex: logdepthbuf_vertex,
+                               map_fragment: map_fragment,
+                               map_pars_fragment: map_pars_fragment,
+                               map_particle_fragment: map_particle_fragment,
+                               map_particle_pars_fragment: map_particle_pars_fragment,
+                               metalnessmap_fragment: metalnessmap_fragment,
+                               metalnessmap_pars_fragment: metalnessmap_pars_fragment,
+                               morphnormal_vertex: morphnormal_vertex,
+                               morphtarget_pars_vertex: morphtarget_pars_vertex,
+                               morphtarget_vertex: morphtarget_vertex,
+                               normal_fragment_begin: normal_fragment_begin,
+                               normal_fragment_maps: normal_fragment_maps,
+                               normal_pars_fragment: normal_pars_fragment,
+                               normal_pars_vertex: normal_pars_vertex,
+                               normal_vertex: normal_vertex,
+                               normalmap_pars_fragment: normalmap_pars_fragment,
+                               clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
+                               clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
+                               clearcoat_pars_fragment: clearcoat_pars_fragment,
+                               output_fragment: output_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,
+                               transmission_fragment: transmission_fragment,
+                               transmission_pars_fragment: transmission_pars_fragment,
+                               uv_pars_fragment: uv_pars_fragment,
+                               uv_pars_vertex: uv_pars_vertex,
+                               uv_vertex: uv_vertex,
+                               uv2_pars_fragment: uv2_pars_fragment,
+                               uv2_pars_vertex: uv2_pars_vertex,
+                               uv2_vertex: uv2_vertex,
+                               worldpos_vertex: worldpos_vertex,
+                               background_frag: background_frag,
+                               background_vert: background_vert,
+                               cube_frag: cube_frag,
+                               cube_vert: cube_vert,
+                               depth_frag: depth_frag,
+                               depth_vert: depth_vert,
+                               distanceRGBA_frag: distanceRGBA_frag,
+                               distanceRGBA_vert: distanceRGBA_vert,
+                               equirect_frag: equirect_frag,
+                               equirect_vert: equirect_vert,
+                               linedashed_frag: linedashed_frag,
+                               linedashed_vert: linedashed_vert,
+                               meshbasic_frag: meshbasic_frag,
+                               meshbasic_vert: meshbasic_vert,
+                               meshlambert_frag: meshlambert_frag,
+                               meshlambert_vert: meshlambert_vert,
+                               meshmatcap_frag: meshmatcap_frag,
+                               meshmatcap_vert: meshmatcap_vert,
+                               meshnormal_frag: meshnormal_frag,
+                               meshnormal_vert: meshnormal_vert,
+                               meshphong_frag: meshphong_frag,
+                               meshphong_vert: meshphong_vert,
+                               meshphysical_frag: meshphysical_frag,
+                               meshphysical_vert: meshphysical_vert,
+                               meshtoon_frag: meshtoon_frag,
+                               meshtoon_vert: meshtoon_vert,
+                               points_frag: points_frag,
+                               points_vert: points_vert,
+                               shadow_frag: shadow_frag,
+                               shadow_vert: shadow_vert,
+                               sprite_frag: sprite_frag,
+                               sprite_vert: sprite_vert
+                       };
 
-       var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_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_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
+                       /**
+                        * Uniforms library for shared webgl shaders
+                        */
 
-       var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
+                       const UniformsLib = {
+                               common: {
+                                       diffuse: {
+                                               value: new Color(0xffffff)
+                                       },
+                                       opacity: {
+                                               value: 1.0
+                                       },
+                                       map: {
+                                               value: null
+                                       },
+                                       uvTransform: {
+                                               value: new Matrix3()
+                                       },
+                                       uv2Transform: {
+                                               value: new Matrix3()
+                                       },
+                                       alphaMap: {
+                                               value: null
+                                       },
+                                       alphaTest: {
+                                               value: 0
+                                       }
+                               },
+                               specularmap: {
+                                       specularMap: {
+                                               value: null
+                                       }
+                               },
+                               envmap: {
+                                       envMap: {
+                                               value: null
+                                       },
+                                       flipEnvMap: {
+                                               value: -1
+                                       },
+                                       reflectivity: {
+                                               value: 1.0
+                                       },
+                                       // basic, lambert, phong
+                                       ior: {
+                                               value: 1.5
+                                       },
+                                       // standard, physical
+                                       refractionRatio: {
+                                               value: 0.98
+                                       },
+                                       maxMipLevel: {
+                                               value: 0
+                                       }
+                               },
+                               aomap: {
+                                       aoMap: {
+                                               value: null
+                                       },
+                                       aoMapIntensity: {
+                                               value: 1
+                                       }
+                               },
+                               lightmap: {
+                                       lightMap: {
+                                               value: null
+                                       },
+                                       lightMapIntensity: {
+                                               value: 1
+                                       }
+                               },
+                               emissivemap: {
+                                       emissiveMap: {
+                                               value: null
+                                       }
+                               },
+                               bumpmap: {
+                                       bumpMap: {
+                                               value: null
+                                       },
+                                       bumpScale: {
+                                               value: 1
+                                       }
+                               },
+                               normalmap: {
+                                       normalMap: {
+                                               value: null
+                                       },
+                                       normalScale: {
+                                               value: new Vector2(1, 1)
+                                       }
+                               },
+                               displacementmap: {
+                                       displacementMap: {
+                                               value: null
+                                       },
+                                       displacementScale: {
+                                               value: 1
+                                       },
+                                       displacementBias: {
+                                               value: 0
+                                       }
+                               },
+                               roughnessmap: {
+                                       roughnessMap: {
+                                               value: null
+                                       }
+                               },
+                               metalnessmap: {
+                                       metalnessMap: {
+                                               value: null
+                                       }
+                               },
+                               gradientmap: {
+                                       gradientMap: {
+                                               value: null
+                                       }
+                               },
+                               fog: {
+                                       fogDensity: {
+                                               value: 0.00025
+                                       },
+                                       fogNear: {
+                                               value: 1
+                                       },
+                                       fogFar: {
+                                               value: 2000
+                                       },
+                                       fogColor: {
+                                               value: new Color(0xffffff)
+                                       }
+                               },
+                               lights: {
+                                       ambientLightColor: {
+                                               value: []
+                                       },
+                                       lightProbe: {
+                                               value: []
+                                       },
+                                       directionalLights: {
+                                               value: [],
+                                               properties: {
+                                                       direction: {},
+                                                       color: {}
+                                               }
+                                       },
+                                       directionalLightShadows: {
+                                               value: [],
+                                               properties: {
+                                                       shadowBias: {},
+                                                       shadowNormalBias: {},
+                                                       shadowRadius: {},
+                                                       shadowMapSize: {}
+                                               }
+                                       },
+                                       directionalShadowMap: {
+                                               value: []
+                                       },
+                                       directionalShadowMatrix: {
+                                               value: []
+                                       },
+                                       spotLights: {
+                                               value: [],
+                                               properties: {
+                                                       color: {},
+                                                       position: {},
+                                                       direction: {},
+                                                       distance: {},
+                                                       coneCos: {},
+                                                       penumbraCos: {},
+                                                       decay: {}
+                                               }
+                                       },
+                                       spotLightShadows: {
+                                               value: [],
+                                               properties: {
+                                                       shadowBias: {},
+                                                       shadowNormalBias: {},
+                                                       shadowRadius: {},
+                                                       shadowMapSize: {}
+                                               }
+                                       },
+                                       spotShadowMap: {
+                                               value: []
+                                       },
+                                       spotShadowMatrix: {
+                                               value: []
+                                       },
+                                       pointLights: {
+                                               value: [],
+                                               properties: {
+                                                       color: {},
+                                                       position: {},
+                                                       decay: {},
+                                                       distance: {}
+                                               }
+                                       },
+                                       pointLightShadows: {
+                                               value: [],
+                                               properties: {
+                                                       shadowBias: {},
+                                                       shadowNormalBias: {},
+                                                       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: {}
+                                               }
+                                       },
+                                       ltc_1: {
+                                               value: null
+                                       },
+                                       ltc_2: {
+                                               value: null
+                                       }
+                               },
+                               points: {
+                                       diffuse: {
+                                               value: new Color(0xffffff)
+                                       },
+                                       opacity: {
+                                               value: 1.0
+                                       },
+                                       size: {
+                                               value: 1.0
+                                       },
+                                       scale: {
+                                               value: 1.0
+                                       },
+                                       map: {
+                                               value: null
+                                       },
+                                       alphaMap: {
+                                               value: null
+                                       },
+                                       alphaTest: {
+                                               value: 0
+                                       },
+                                       uvTransform: {
+                                               value: new Matrix3()
+                                       }
+                               },
+                               sprite: {
+                                       diffuse: {
+                                               value: new Color(0xffffff)
+                                       },
+                                       opacity: {
+                                               value: 1.0
+                                       },
+                                       center: {
+                                               value: new Vector2(0.5, 0.5)
+                                       },
+                                       rotation: {
+                                               value: 0.0
+                                       },
+                                       map: {
+                                               value: null
+                                       },
+                                       alphaMap: {
+                                               value: null
+                                       },
+                                       alphaTest: {
+                                               value: 0
+                                       },
+                                       uvTransform: {
+                                               value: new Matrix3()
+                                       }
+                               }
+                       };
 
-       const ShaderChunk = {
-               alphamap_fragment: alphamap_fragment,
-               alphamap_pars_fragment: alphamap_pars_fragment,
-               alphatest_fragment: alphatest_fragment,
-               alphatest_pars_fragment: alphatest_pars_fragment,
-               aomap_fragment: aomap_fragment,
-               aomap_pars_fragment: aomap_pars_fragment,
-               begin_vertex: begin_vertex,
-               beginnormal_vertex: beginnormal_vertex,
-               bsdfs: bsdfs,
-               bumpmap_pars_fragment: bumpmap_pars_fragment,
-               clipping_planes_fragment: clipping_planes_fragment,
-               clipping_planes_pars_fragment: clipping_planes_pars_fragment,
-               clipping_planes_pars_vertex: clipping_planes_pars_vertex,
-               clipping_planes_vertex: clipping_planes_vertex,
-               color_fragment: color_fragment,
-               color_pars_fragment: color_pars_fragment,
-               color_pars_vertex: color_pars_vertex,
-               color_vertex: color_vertex,
-               common: common,
-               cube_uv_reflection_fragment: cube_uv_reflection_fragment,
-               defaultnormal_vertex: defaultnormal_vertex,
-               displacementmap_pars_vertex: displacementmap_pars_vertex,
-               displacementmap_vertex: displacementmap_vertex,
-               emissivemap_fragment: emissivemap_fragment,
-               emissivemap_pars_fragment: emissivemap_pars_fragment,
-               encodings_fragment: encodings_fragment,
-               encodings_pars_fragment: encodings_pars_fragment,
-               envmap_fragment: envmap_fragment,
-               envmap_common_pars_fragment: envmap_common_pars_fragment,
-               envmap_pars_fragment: envmap_pars_fragment,
-               envmap_pars_vertex: envmap_pars_vertex,
-               envmap_physical_pars_fragment: envmap_physical_pars_fragment,
-               envmap_vertex: envmap_vertex,
-               fog_vertex: fog_vertex,
-               fog_pars_vertex: fog_pars_vertex,
-               fog_fragment: fog_fragment,
-               fog_pars_fragment: fog_pars_fragment,
-               gradientmap_pars_fragment: gradientmap_pars_fragment,
-               lightmap_fragment: lightmap_fragment,
-               lightmap_pars_fragment: lightmap_pars_fragment,
-               lights_lambert_vertex: lights_lambert_vertex,
-               lights_pars_begin: lights_pars_begin,
-               lights_toon_fragment: lights_toon_fragment,
-               lights_toon_pars_fragment: lights_toon_pars_fragment,
-               lights_phong_fragment: lights_phong_fragment,
-               lights_phong_pars_fragment: lights_phong_pars_fragment,
-               lights_physical_fragment: lights_physical_fragment,
-               lights_physical_pars_fragment: lights_physical_pars_fragment,
-               lights_fragment_begin: lights_fragment_begin,
-               lights_fragment_maps: lights_fragment_maps,
-               lights_fragment_end: lights_fragment_end,
-               logdepthbuf_fragment: logdepthbuf_fragment,
-               logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
-               logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
-               logdepthbuf_vertex: logdepthbuf_vertex,
-               map_fragment: map_fragment,
-               map_pars_fragment: map_pars_fragment,
-               map_particle_fragment: map_particle_fragment,
-               map_particle_pars_fragment: map_particle_pars_fragment,
-               metalnessmap_fragment: metalnessmap_fragment,
-               metalnessmap_pars_fragment: metalnessmap_pars_fragment,
-               morphnormal_vertex: morphnormal_vertex,
-               morphtarget_pars_vertex: morphtarget_pars_vertex,
-               morphtarget_vertex: morphtarget_vertex,
-               normal_fragment_begin: normal_fragment_begin,
-               normal_fragment_maps: normal_fragment_maps,
-               normal_pars_fragment: normal_pars_fragment,
-               normal_pars_vertex: normal_pars_vertex,
-               normal_vertex: normal_vertex,
-               normalmap_pars_fragment: normalmap_pars_fragment,
-               clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
-               clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
-               clearcoat_pars_fragment: clearcoat_pars_fragment,
-               output_fragment: output_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,
-               transmission_fragment: transmission_fragment,
-               transmission_pars_fragment: transmission_pars_fragment,
-               uv_pars_fragment: uv_pars_fragment,
-               uv_pars_vertex: uv_pars_vertex,
-               uv_vertex: uv_vertex,
-               uv2_pars_fragment: uv2_pars_fragment,
-               uv2_pars_vertex: uv2_pars_vertex,
-               uv2_vertex: uv2_vertex,
-               worldpos_vertex: worldpos_vertex,
-               background_frag: background_frag,
-               background_vert: background_vert,
-               cube_frag: cube_frag,
-               cube_vert: cube_vert,
-               depth_frag: depth_frag,
-               depth_vert: depth_vert,
-               distanceRGBA_frag: distanceRGBA_frag,
-               distanceRGBA_vert: distanceRGBA_vert,
-               equirect_frag: equirect_frag,
-               equirect_vert: equirect_vert,
-               linedashed_frag: linedashed_frag,
-               linedashed_vert: linedashed_vert,
-               meshbasic_frag: meshbasic_frag,
-               meshbasic_vert: meshbasic_vert,
-               meshlambert_frag: meshlambert_frag,
-               meshlambert_vert: meshlambert_vert,
-               meshmatcap_frag: meshmatcap_frag,
-               meshmatcap_vert: meshmatcap_vert,
-               meshnormal_frag: meshnormal_frag,
-               meshnormal_vert: meshnormal_vert,
-               meshphong_frag: meshphong_frag,
-               meshphong_vert: meshphong_vert,
-               meshphysical_frag: meshphysical_frag,
-               meshphysical_vert: meshphysical_vert,
-               meshtoon_frag: meshtoon_frag,
-               meshtoon_vert: meshtoon_vert,
-               points_frag: points_frag,
-               points_vert: points_vert,
-               shadow_frag: shadow_frag,
-               shadow_vert: shadow_vert,
-               sprite_frag: sprite_frag,
-               sprite_vert: sprite_vert
-       };
-
-       /**
-        * Uniforms library for shared webgl shaders
-        */
-
-       const UniformsLib = {
-               common: {
-                       diffuse: {
-                               value: new Color(0xffffff)
-                       },
-                       opacity: {
-                               value: 1.0
-                       },
-                       map: {
-                               value: null
-                       },
-                       uvTransform: {
-                               value: new Matrix3()
-                       },
-                       uv2Transform: {
-                               value: new Matrix3()
-                       },
-                       alphaMap: {
-                               value: null
-                       },
-                       alphaTest: {
-                               value: 0
-                       }
-               },
-               specularmap: {
-                       specularMap: {
-                               value: null
-                       }
-               },
-               envmap: {
-                       envMap: {
-                               value: null
-                       },
-                       flipEnvMap: {
-                               value: -1
-                       },
-                       reflectivity: {
-                               value: 1.0
-                       },
-                       // basic, lambert, phong
-                       ior: {
-                               value: 1.5
-                       },
-                       // standard, physical
-                       refractionRatio: {
-                               value: 0.98
-                       },
-                       maxMipLevel: {
-                               value: 0
-                       }
-               },
-               aomap: {
-                       aoMap: {
-                               value: null
-                       },
-                       aoMapIntensity: {
-                               value: 1
-                       }
-               },
-               lightmap: {
-                       lightMap: {
-                               value: null
-                       },
-                       lightMapIntensity: {
-                               value: 1
-                       }
-               },
-               emissivemap: {
-                       emissiveMap: {
-                               value: null
-                       }
-               },
-               bumpmap: {
-                       bumpMap: {
-                               value: null
-                       },
-                       bumpScale: {
-                               value: 1
-                       }
-               },
-               normalmap: {
-                       normalMap: {
-                               value: null
-                       },
-                       normalScale: {
-                               value: new Vector2(1, 1)
-                       }
-               },
-               displacementmap: {
-                       displacementMap: {
-                               value: null
-                       },
-                       displacementScale: {
-                               value: 1
-                       },
-                       displacementBias: {
-                               value: 0
-                       }
-               },
-               roughnessmap: {
-                       roughnessMap: {
-                               value: null
-                       }
-               },
-               metalnessmap: {
-                       metalnessMap: {
-                               value: null
-                       }
-               },
-               gradientmap: {
-                       gradientMap: {
-                               value: null
-                       }
-               },
-               fog: {
-                       fogDensity: {
-                               value: 0.00025
-                       },
-                       fogNear: {
-                               value: 1
-                       },
-                       fogFar: {
-                               value: 2000
-                       },
-                       fogColor: {
-                               value: new Color(0xffffff)
-                       }
-               },
-               lights: {
-                       ambientLightColor: {
-                               value: []
-                       },
-                       lightProbe: {
-                               value: []
-                       },
-                       directionalLights: {
-                               value: [],
-                               properties: {
-                                       direction: {},
-                                       color: {}
-                               }
-                       },
-                       directionalLightShadows: {
-                               value: [],
-                               properties: {
-                                       shadowBias: {},
-                                       shadowNormalBias: {},
-                                       shadowRadius: {},
-                                       shadowMapSize: {}
-                               }
-                       },
-                       directionalShadowMap: {
-                               value: []
-                       },
-                       directionalShadowMatrix: {
-                               value: []
-                       },
-                       spotLights: {
-                               value: [],
-                               properties: {
-                                       color: {},
-                                       position: {},
-                                       direction: {},
-                                       distance: {},
-                                       coneCos: {},
-                                       penumbraCos: {},
-                                       decay: {}
-                               }
-                       },
-                       spotLightShadows: {
-                               value: [],
-                               properties: {
-                                       shadowBias: {},
-                                       shadowNormalBias: {},
-                                       shadowRadius: {},
-                                       shadowMapSize: {}
-                               }
-                       },
-                       spotShadowMap: {
-                               value: []
-                       },
-                       spotShadowMatrix: {
-                               value: []
-                       },
-                       pointLights: {
-                               value: [],
-                               properties: {
-                                       color: {},
-                                       position: {},
-                                       decay: {},
-                                       distance: {}
-                               }
-                       },
-                       pointLightShadows: {
-                               value: [],
-                               properties: {
-                                       shadowBias: {},
-                                       shadowNormalBias: {},
-                                       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: {}
-                               }
-                       },
-                       ltc_1: {
-                               value: null
-                       },
-                       ltc_2: {
-                               value: null
-                       }
-               },
-               points: {
-                       diffuse: {
-                               value: new Color(0xffffff)
-                       },
-                       opacity: {
-                               value: 1.0
-                       },
-                       size: {
-                               value: 1.0
-                       },
-                       scale: {
-                               value: 1.0
-                       },
-                       map: {
-                               value: null
-                       },
-                       alphaMap: {
-                               value: null
-                       },
-                       alphaTest: {
-                               value: 0
-                       },
-                       uvTransform: {
-                               value: new Matrix3()
-                       }
-               },
-               sprite: {
-                       diffuse: {
-                               value: new Color(0xffffff)
-                       },
-                       opacity: {
-                               value: 1.0
-                       },
-                       center: {
-                               value: new Vector2(0.5, 0.5)
-                       },
-                       rotation: {
-                               value: 0.0
-                       },
-                       map: {
-                               value: null
-                       },
-                       alphaMap: {
-                               value: null
-                       },
-                       alphaTest: {
-                               value: 0
-                       },
-                       uvTransform: {
-                               value: new Matrix3()
-                       }
-               }
-       };
-
-       const ShaderLib = {
-               basic: {
-                       uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.fog]),
-                       vertexShader: ShaderChunk.meshbasic_vert,
-                       fragmentShader: ShaderChunk.meshbasic_frag
-               },
-               lambert: {
-                       uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.fog, UniformsLib.lights, {
-                               emissive: {
-                                       value: new Color(0x000000)
-                               }
-                       }]),
-                       vertexShader: ShaderChunk.meshlambert_vert,
-                       fragmentShader: ShaderChunk.meshlambert_frag
-               },
-               phong: {
-                       uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.fog, UniformsLib.lights, {
-                               emissive: {
-                                       value: new Color(0x000000)
+                       const ShaderLib = {
+                               basic: {
+                                       uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.fog]),
+                                       vertexShader: ShaderChunk.meshbasic_vert,
+                                       fragmentShader: ShaderChunk.meshbasic_frag
                                },
-                               specular: {
-                                       value: new Color(0x111111)
+                               lambert: {
+                                       uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.fog, UniformsLib.lights, {
+                                               emissive: {
+                                                       value: new Color(0x000000)
+                                               }
+                                       }]),
+                                       vertexShader: ShaderChunk.meshlambert_vert,
+                                       fragmentShader: ShaderChunk.meshlambert_frag
                                },
-                               shininess: {
-                                       value: 30
-                               }
-                       }]),
-                       vertexShader: ShaderChunk.meshphong_vert,
-                       fragmentShader: ShaderChunk.meshphong_frag
-               },
-               standard: {
-                       uniforms: mergeUniforms([UniformsLib.common, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.roughnessmap, UniformsLib.metalnessmap, UniformsLib.fog, UniformsLib.lights, {
-                               emissive: {
-                                       value: new Color(0x000000)
+                               phong: {
+                                       uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.fog, UniformsLib.lights, {
+                                               emissive: {
+                                                       value: new Color(0x000000)
+                                               },
+                                               specular: {
+                                                       value: new Color(0x111111)
+                                               },
+                                               shininess: {
+                                                       value: 30
+                                               }
+                                       }]),
+                                       vertexShader: ShaderChunk.meshphong_vert,
+                                       fragmentShader: ShaderChunk.meshphong_frag
                                },
-                               roughness: {
-                                       value: 1.0
+                               standard: {
+                                       uniforms: mergeUniforms([UniformsLib.common, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.roughnessmap, UniformsLib.metalnessmap, UniformsLib.fog, UniformsLib.lights, {
+                                               emissive: {
+                                                       value: new Color(0x000000)
+                                               },
+                                               roughness: {
+                                                       value: 1.0
+                                               },
+                                               metalness: {
+                                                       value: 0.0
+                                               },
+                                               envMapIntensity: {
+                                                       value: 1
+                                               } // temporary
+
+                                       }]),
+                                       vertexShader: ShaderChunk.meshphysical_vert,
+                                       fragmentShader: ShaderChunk.meshphysical_frag
                                },
-                               metalness: {
-                                       value: 0.0
+                               toon: {
+                                       uniforms: mergeUniforms([UniformsLib.common, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.gradientmap, UniformsLib.fog, UniformsLib.lights, {
+                                               emissive: {
+                                                       value: new Color(0x000000)
+                                               }
+                                       }]),
+                                       vertexShader: ShaderChunk.meshtoon_vert,
+                                       fragmentShader: ShaderChunk.meshtoon_frag
                                },
-                               envMapIntensity: {
-                                       value: 1
-                               } // temporary
-
-                       }]),
-                       vertexShader: ShaderChunk.meshphysical_vert,
-                       fragmentShader: ShaderChunk.meshphysical_frag
-               },
-               toon: {
-                       uniforms: mergeUniforms([UniformsLib.common, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.gradientmap, UniformsLib.fog, UniformsLib.lights, {
-                               emissive: {
-                                       value: new Color(0x000000)
-                               }
-                       }]),
-                       vertexShader: ShaderChunk.meshtoon_vert,
-                       fragmentShader: ShaderChunk.meshtoon_frag
-               },
-               matcap: {
-                       uniforms: mergeUniforms([UniformsLib.common, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.fog, {
                                matcap: {
-                                       value: null
-                               }
-                       }]),
-                       vertexShader: ShaderChunk.meshmatcap_vert,
-                       fragmentShader: ShaderChunk.meshmatcap_frag
-               },
-               points: {
-                       uniforms: mergeUniforms([UniformsLib.points, UniformsLib.fog]),
-                       vertexShader: ShaderChunk.points_vert,
-                       fragmentShader: ShaderChunk.points_frag
-               },
-               dashed: {
-                       uniforms: mergeUniforms([UniformsLib.common, UniformsLib.fog, {
-                               scale: {
-                                       value: 1
+                                       uniforms: mergeUniforms([UniformsLib.common, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.fog, {
+                                               matcap: {
+                                                       value: null
+                                               }
+                                       }]),
+                                       vertexShader: ShaderChunk.meshmatcap_vert,
+                                       fragmentShader: ShaderChunk.meshmatcap_frag
                                },
-                               dashSize: {
-                                       value: 1
+                               points: {
+                                       uniforms: mergeUniforms([UniformsLib.points, UniformsLib.fog]),
+                                       vertexShader: ShaderChunk.points_vert,
+                                       fragmentShader: ShaderChunk.points_frag
                                },
-                               totalSize: {
-                                       value: 2
-                               }
-                       }]),
-                       vertexShader: ShaderChunk.linedashed_vert,
-                       fragmentShader: ShaderChunk.linedashed_frag
-               },
-               depth: {
-                       uniforms: mergeUniforms([UniformsLib.common, UniformsLib.displacementmap]),
-                       vertexShader: ShaderChunk.depth_vert,
-                       fragmentShader: ShaderChunk.depth_frag
-               },
-               normal: {
-                       uniforms: mergeUniforms([UniformsLib.common, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, {
-                               opacity: {
-                                       value: 1.0
-                               }
-                       }]),
-                       vertexShader: ShaderChunk.meshnormal_vert,
-                       fragmentShader: ShaderChunk.meshnormal_frag
-               },
-               sprite: {
-                       uniforms: mergeUniforms([UniformsLib.sprite, UniformsLib.fog]),
-                       vertexShader: ShaderChunk.sprite_vert,
-                       fragmentShader: ShaderChunk.sprite_frag
-               },
-               background: {
-                       uniforms: {
-                               uvTransform: {
-                                       value: new Matrix3()
+                               dashed: {
+                                       uniforms: mergeUniforms([UniformsLib.common, UniformsLib.fog, {
+                                               scale: {
+                                                       value: 1
+                                               },
+                                               dashSize: {
+                                                       value: 1
+                                               },
+                                               totalSize: {
+                                                       value: 2
+                                               }
+                                       }]),
+                                       vertexShader: ShaderChunk.linedashed_vert,
+                                       fragmentShader: ShaderChunk.linedashed_frag
+                               },
+                               depth: {
+                                       uniforms: mergeUniforms([UniformsLib.common, UniformsLib.displacementmap]),
+                                       vertexShader: ShaderChunk.depth_vert,
+                                       fragmentShader: ShaderChunk.depth_frag
+                               },
+                               normal: {
+                                       uniforms: mergeUniforms([UniformsLib.common, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, {
+                                               opacity: {
+                                                       value: 1.0
+                                               }
+                                       }]),
+                                       vertexShader: ShaderChunk.meshnormal_vert,
+                                       fragmentShader: ShaderChunk.meshnormal_frag
+                               },
+                               sprite: {
+                                       uniforms: mergeUniforms([UniformsLib.sprite, UniformsLib.fog]),
+                                       vertexShader: ShaderChunk.sprite_vert,
+                                       fragmentShader: ShaderChunk.sprite_frag
+                               },
+                               background: {
+                                       uniforms: {
+                                               uvTransform: {
+                                                       value: new Matrix3()
+                                               },
+                                               t2D: {
+                                                       value: null
+                                               }
+                                       },
+                                       vertexShader: ShaderChunk.background_vert,
+                                       fragmentShader: ShaderChunk.background_frag
                                },
-                               t2D: {
-                                       value: null
-                               }
-                       },
-                       vertexShader: ShaderChunk.background_vert,
-                       fragmentShader: ShaderChunk.background_frag
-               },
 
-               /* -------------------------------------------------------------------------
+                               /* -------------------------------------------------------------------------
                //      Cube map shader
                 ------------------------------------------------------------------------- */
-               cube: {
-                       uniforms: mergeUniforms([UniformsLib.envmap, {
-                               opacity: {
-                                       value: 1.0
-                               }
-                       }]),
-                       vertexShader: ShaderChunk.cube_vert,
-                       fragmentShader: ShaderChunk.cube_frag
-               },
-               equirect: {
-                       uniforms: {
-                               tEquirect: {
-                                       value: null
-                               }
-                       },
-                       vertexShader: ShaderChunk.equirect_vert,
-                       fragmentShader: ShaderChunk.equirect_frag
-               },
-               distanceRGBA: {
-                       uniforms: mergeUniforms([UniformsLib.common, UniformsLib.displacementmap, {
-                               referencePosition: {
-                                       value: new Vector3()
+                               cube: {
+                                       uniforms: mergeUniforms([UniformsLib.envmap, {
+                                               opacity: {
+                                                       value: 1.0
+                                               }
+                                       }]),
+                                       vertexShader: ShaderChunk.cube_vert,
+                                       fragmentShader: ShaderChunk.cube_frag
                                },
-                               nearDistance: {
-                                       value: 1
+                               equirect: {
+                                       uniforms: {
+                                               tEquirect: {
+                                                       value: null
+                                               }
+                                       },
+                                       vertexShader: ShaderChunk.equirect_vert,
+                                       fragmentShader: ShaderChunk.equirect_frag
                                },
-                               farDistance: {
-                                       value: 1000
-                               }
-                       }]),
-                       vertexShader: ShaderChunk.distanceRGBA_vert,
-                       fragmentShader: ShaderChunk.distanceRGBA_frag
-               },
-               shadow: {
-                       uniforms: mergeUniforms([UniformsLib.lights, UniformsLib.fog, {
-                               color: {
-                                       value: new Color(0x00000)
+                               distanceRGBA: {
+                                       uniforms: mergeUniforms([UniformsLib.common, UniformsLib.displacementmap, {
+                                               referencePosition: {
+                                                       value: new Vector3()
+                                               },
+                                               nearDistance: {
+                                                       value: 1
+                                               },
+                                               farDistance: {
+                                                       value: 1000
+                                               }
+                                       }]),
+                                       vertexShader: ShaderChunk.distanceRGBA_vert,
+                                       fragmentShader: ShaderChunk.distanceRGBA_frag
                                },
-                               opacity: {
-                                       value: 1.0
-                               }
-                       }]),
-                       vertexShader: ShaderChunk.shadow_vert,
-                       fragmentShader: ShaderChunk.shadow_frag
-               }
-       };
-       ShaderLib.physical = {
-               uniforms: mergeUniforms([ShaderLib.standard.uniforms, {
-                       clearcoat: {
-                               value: 0
-                       },
-                       clearcoatMap: {
-                               value: null
-                       },
-                       clearcoatRoughness: {
-                               value: 0
-                       },
-                       clearcoatRoughnessMap: {
-                               value: null
-                       },
-                       clearcoatNormalScale: {
-                               value: new Vector2(1, 1)
-                       },
-                       clearcoatNormalMap: {
-                               value: null
-                       },
-                       sheenTint: {
-                               value: new Color(0x000000)
-                       },
-                       transmission: {
-                               value: 0
-                       },
-                       transmissionMap: {
-                               value: null
-                       },
-                       transmissionSamplerSize: {
-                               value: new Vector2()
-                       },
-                       transmissionSamplerMap: {
-                               value: null
-                       },
-                       thickness: {
-                               value: 0
-                       },
-                       thicknessMap: {
-                               value: null
-                       },
-                       attenuationDistance: {
-                               value: 0
-                       },
-                       attenuationTint: {
-                               value: new Color(0x000000)
-                       },
-                       specularIntensity: {
-                               value: 0
-                       },
-                       specularIntensityMap: {
-                               value: null
-                       },
-                       specularTint: {
-                               value: new Color(1, 1, 1)
-                       },
-                       specularTintMap: {
-                               value: null
-                       }
-               }]),
-               vertexShader: ShaderChunk.meshphysical_vert,
-               fragmentShader: ShaderChunk.meshphysical_frag
-       };
-
-       function WebGLBackground(renderer, cubemaps, state, objects, premultipliedAlpha) {
-               const clearColor = new Color(0x000000);
-               let clearAlpha = 0;
-               let planeMesh;
-               let boxMesh;
-               let currentBackground = null;
-               let currentBackgroundVersion = 0;
-               let currentTonemapping = null;
-
-               function render(renderList, scene) {
-                       let forceClear = false;
-                       let background = scene.isScene === true ? scene.background : null;
-
-                       if (background && background.isTexture) {
-                               background = cubemaps.get(background);
-                       } // Ignore background in AR
-                       // TODO: Reconsider this.
-
-
-                       const xr = renderer.xr;
-                       const session = xr.getSession && xr.getSession();
-
-                       if (session && session.environmentBlendMode === 'additive') {
-                               background = null;
-                       }
-
-                       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 || background.mapping === CubeUVReflectionMapping)) {
-                               if (boxMesh === undefined) {
-                                       boxMesh = new Mesh(new BoxGeometry(1, 1, 1), new ShaderMaterial({
-                                               name: 'BackgroundCubeMaterial',
-                                               uniforms: cloneUniforms(ShaderLib.cube.uniforms),
-                                               vertexShader: ShaderLib.cube.vertexShader,
-                                               fragmentShader: ShaderLib.cube.fragmentShader,
-                                               side: BackSide,
-                                               depthTest: false,
-                                               depthWrite: false,
-                                               fog: false
-                                       }));
-                                       boxMesh.geometry.deleteAttribute('normal');
-                                       boxMesh.geometry.deleteAttribute('uv');
-
-                                       boxMesh.onBeforeRender = function (renderer, scene, camera) {
-                                               this.matrixWorld.copyPosition(camera.matrixWorld);
-                                       }; // enable code injection for non-built-in material
-
-
-                                       Object.defineProperty(boxMesh.material, 'envMap', {
-                                               get: function () {
-                                                       return this.uniforms.envMap.value;
+                               shadow: {
+                                       uniforms: mergeUniforms([UniformsLib.lights, UniformsLib.fog, {
+                                               color: {
+                                                       value: new Color(0x00000)
+                                               },
+                                               opacity: {
+                                                       value: 1.0
                                                }
-                                       });
-                                       objects.update(boxMesh);
+                                       }]),
+                                       vertexShader: ShaderChunk.shadow_vert,
+                                       fragmentShader: ShaderChunk.shadow_frag
                                }
+                       };
+                       ShaderLib.physical = {
+                               uniforms: mergeUniforms([ShaderLib.standard.uniforms, {
+                                       clearcoat: {
+                                               value: 0
+                                       },
+                                       clearcoatMap: {
+                                               value: null
+                                       },
+                                       clearcoatRoughness: {
+                                               value: 0
+                                       },
+                                       clearcoatRoughnessMap: {
+                                               value: null
+                                       },
+                                       clearcoatNormalScale: {
+                                               value: new Vector2(1, 1)
+                                       },
+                                       clearcoatNormalMap: {
+                                               value: null
+                                       },
+                                       sheenTint: {
+                                               value: new Color(0x000000)
+                                       },
+                                       transmission: {
+                                               value: 0
+                                       },
+                                       transmissionMap: {
+                                               value: null
+                                       },
+                                       transmissionSamplerSize: {
+                                               value: new Vector2()
+                                       },
+                                       transmissionSamplerMap: {
+                                               value: null
+                                       },
+                                       thickness: {
+                                               value: 0
+                                       },
+                                       thicknessMap: {
+                                               value: null
+                                       },
+                                       attenuationDistance: {
+                                               value: 0
+                                       },
+                                       attenuationTint: {
+                                               value: new Color(0x000000)
+                                       },
+                                       specularIntensity: {
+                                               value: 0
+                                       },
+                                       specularIntensityMap: {
+                                               value: null
+                                       },
+                                       specularTint: {
+                                               value: new Color(1, 1, 1)
+                                       },
+                                       specularTintMap: {
+                                               value: null
+                                       }
+                               }]),
+                               vertexShader: ShaderChunk.meshphysical_vert,
+                               fragmentShader: ShaderChunk.meshphysical_frag
+                       };
 
-                               boxMesh.material.uniforms.envMap.value = background;
-                               boxMesh.material.uniforms.flipEnvMap.value = background.isCubeTexture && background.isRenderTargetTexture === false ? -1 : 1;
-
-                               if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) {
-                                       boxMesh.material.needsUpdate = true;
-                                       currentBackground = background;
-                                       currentBackgroundVersion = background.version;
-                                       currentTonemapping = renderer.toneMapping;
-                               } // push to the pre-sorted opaque render list
+                       function WebGLBackground(renderer, cubemaps, state, objects, premultipliedAlpha) {
+                               const clearColor = new Color(0x000000);
+                               let clearAlpha = 0;
+                               let planeMesh;
+                               let boxMesh;
+                               let currentBackground = null;
+                               let currentBackgroundVersion = 0;
+                               let currentTonemapping = null;
 
+                               function render(renderList, scene) {
+                                       let forceClear = false;
+                                       let background = scene.isScene === true ? scene.background : null;
 
-                               renderList.unshift(boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null);
-                       } else if (background && background.isTexture) {
-                               if (planeMesh === undefined) {
-                                       planeMesh = new Mesh(new PlaneGeometry(2, 2), new ShaderMaterial({
-                                               name: 'BackgroundMaterial',
-                                               uniforms: cloneUniforms(ShaderLib.background.uniforms),
-                                               vertexShader: ShaderLib.background.vertexShader,
-                                               fragmentShader: ShaderLib.background.fragmentShader,
-                                               side: FrontSide,
-                                               depthTest: false,
-                                               depthWrite: false,
-                                               fog: false
-                                       }));
-                                       planeMesh.geometry.deleteAttribute('normal'); // enable code injection for non-built-in material
+                                       if (background && background.isTexture) {
+                                               background = cubemaps.get(background);
+                                       } // Ignore background in AR
+                                       // TODO: Reconsider this.
 
-                                       Object.defineProperty(planeMesh.material, 'map', {
-                                               get: function () {
-                                                       return this.uniforms.t2D.value;
-                                               }
-                                       });
-                                       objects.update(planeMesh);
-                               }
 
-                               planeMesh.material.uniforms.t2D.value = background;
+                                       const xr = renderer.xr;
+                                       const session = xr.getSession && xr.getSession();
 
-                               if (background.matrixAutoUpdate === true) {
-                                       background.updateMatrix();
-                               }
+                                       if (session && session.environmentBlendMode === 'additive') {
+                                               background = null;
+                                       }
 
-                               planeMesh.material.uniforms.uvTransform.value.copy(background.matrix);
+                                       if (background === null) {
+                                               setClear(clearColor, clearAlpha);
+                                       } else if (background && background.isColor) {
+                                               setClear(background, 1);
+                                               forceClear = true;
+                                       }
 
-                               if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) {
-                                       planeMesh.material.needsUpdate = true;
-                                       currentBackground = background;
-                                       currentBackgroundVersion = background.version;
-                                       currentTonemapping = renderer.toneMapping;
-                               } // push to the pre-sorted opaque render list
+                                       if (renderer.autoClear || forceClear) {
+                                               renderer.clear(renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil);
+                                       }
 
+                                       if (background && (background.isCubeTexture || background.mapping === CubeUVReflectionMapping)) {
+                                               if (boxMesh === undefined) {
+                                                       boxMesh = new Mesh(new BoxGeometry(1, 1, 1), new ShaderMaterial({
+                                                               name: 'BackgroundCubeMaterial',
+                                                               uniforms: cloneUniforms(ShaderLib.cube.uniforms),
+                                                               vertexShader: ShaderLib.cube.vertexShader,
+                                                               fragmentShader: ShaderLib.cube.fragmentShader,
+                                                               side: BackSide,
+                                                               depthTest: false,
+                                                               depthWrite: false,
+                                                               fog: false
+                                                       }));
+                                                       boxMesh.geometry.deleteAttribute('normal');
+                                                       boxMesh.geometry.deleteAttribute('uv');
+
+                                                       boxMesh.onBeforeRender = function (renderer, scene, camera) {
+                                                               this.matrixWorld.copyPosition(camera.matrixWorld);
+                                                       }; // enable code injection for non-built-in material
+
+
+                                                       Object.defineProperty(boxMesh.material, 'envMap', {
+                                                               get: function () {
+                                                                       return this.uniforms.envMap.value;
+                                                               }
+                                                       });
+                                                       objects.update(boxMesh);
+                                               }
 
-                               renderList.unshift(planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null);
-                       }
-               }
+                                               boxMesh.material.uniforms.envMap.value = background;
+                                               boxMesh.material.uniforms.flipEnvMap.value = background.isCubeTexture && background.isRenderTargetTexture === false ? -1 : 1;
+
+                                               if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) {
+                                                       boxMesh.material.needsUpdate = true;
+                                                       currentBackground = background;
+                                                       currentBackgroundVersion = background.version;
+                                                       currentTonemapping = renderer.toneMapping;
+                                               } // push to the pre-sorted opaque render list
+
+
+                                               renderList.unshift(boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null);
+                                       } else if (background && background.isTexture) {
+                                               if (planeMesh === undefined) {
+                                                       planeMesh = new Mesh(new PlaneGeometry(2, 2), new ShaderMaterial({
+                                                               name: 'BackgroundMaterial',
+                                                               uniforms: cloneUniforms(ShaderLib.background.uniforms),
+                                                               vertexShader: ShaderLib.background.vertexShader,
+                                                               fragmentShader: ShaderLib.background.fragmentShader,
+                                                               side: FrontSide,
+                                                               depthTest: false,
+                                                               depthWrite: false,
+                                                               fog: false
+                                                       }));
+                                                       planeMesh.geometry.deleteAttribute('normal'); // enable code injection for non-built-in material
+
+                                                       Object.defineProperty(planeMesh.material, 'map', {
+                                                               get: function () {
+                                                                       return this.uniforms.t2D.value;
+                                                               }
+                                                       });
+                                                       objects.update(planeMesh);
+                                               }
 
-               function setClear(color, alpha) {
-                       state.buffers.color.setClear(color.r, color.g, color.b, alpha, premultipliedAlpha);
-               }
+                                               planeMesh.material.uniforms.t2D.value = background;
 
-               return {
-                       getClearColor: function () {
-                               return clearColor;
-                       },
-                       setClearColor: function (color, alpha = 1) {
-                               clearColor.set(color);
-                               clearAlpha = alpha;
-                               setClear(clearColor, clearAlpha);
-                       },
-                       getClearAlpha: function () {
-                               return clearAlpha;
-                       },
-                       setClearAlpha: function (alpha) {
-                               clearAlpha = alpha;
-                               setClear(clearColor, clearAlpha);
-                       },
-                       render: render
-               };
-       }
+                                               if (background.matrixAutoUpdate === true) {
+                                                       background.updateMatrix();
+                                               }
 
-       function WebGLBindingStates(gl, extensions, attributes, capabilities) {
-               const maxVertexAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
-               const extension = capabilities.isWebGL2 ? null : extensions.get('OES_vertex_array_object');
-               const vaoAvailable = capabilities.isWebGL2 || extension !== null;
-               const bindingStates = {};
-               const defaultState = createBindingState(null);
-               let currentState = defaultState;
+                                               planeMesh.material.uniforms.uvTransform.value.copy(background.matrix);
 
-               function setup(object, material, program, geometry, index) {
-                       let updateBuffers = false;
+                                               if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) {
+                                                       planeMesh.material.needsUpdate = true;
+                                                       currentBackground = background;
+                                                       currentBackgroundVersion = background.version;
+                                                       currentTonemapping = renderer.toneMapping;
+                                               } // push to the pre-sorted opaque render list
 
-                       if (vaoAvailable) {
-                               const state = getBindingState(geometry, program, material);
 
-                               if (currentState !== state) {
-                                       currentState = state;
-                                       bindVertexArrayObject(currentState.object);
+                                               renderList.unshift(planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null);
+                                       }
                                }
 
-                               updateBuffers = needsUpdate(geometry, index);
-                               if (updateBuffers) saveCache(geometry, index);
-                       } else {
-                               const wireframe = material.wireframe === true;
-
-                               if (currentState.geometry !== geometry.id || currentState.program !== program.id || currentState.wireframe !== wireframe) {
-                                       currentState.geometry = geometry.id;
-                                       currentState.program = program.id;
-                                       currentState.wireframe = wireframe;
-                                       updateBuffers = true;
+                               function setClear(color, alpha) {
+                                       state.buffers.color.setClear(color.r, color.g, color.b, alpha, premultipliedAlpha);
                                }
-                       }
 
-                       if (object.isInstancedMesh === true) {
-                               updateBuffers = true;
+                               return {
+                                       getClearColor: function () {
+                                               return clearColor;
+                                       },
+                                       setClearColor: function (color, alpha = 1) {
+                                               clearColor.set(color);
+                                               clearAlpha = alpha;
+                                               setClear(clearColor, clearAlpha);
+                                       },
+                                       getClearAlpha: function () {
+                                               return clearAlpha;
+                                       },
+                                       setClearAlpha: function (alpha) {
+                                               clearAlpha = alpha;
+                                               setClear(clearColor, clearAlpha);
+                                       },
+                                       render: render
+                               };
                        }
 
-                       if (index !== null) {
-                               attributes.update(index, gl.ELEMENT_ARRAY_BUFFER);
-                       }
+                       function WebGLBindingStates(gl, extensions, attributes, capabilities) {
+                               const maxVertexAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
+                               const extension = capabilities.isWebGL2 ? null : extensions.get('OES_vertex_array_object');
+                               const vaoAvailable = capabilities.isWebGL2 || extension !== null;
+                               const bindingStates = {};
+                               const defaultState = createBindingState(null);
+                               let currentState = defaultState;
 
-                       if (updateBuffers) {
-                               setupVertexAttributes(object, material, program, geometry);
+                               function setup(object, material, program, geometry, index) {
+                                       let updateBuffers = false;
 
-                               if (index !== null) {
-                                       gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, attributes.get(index).buffer);
-                               }
-                       }
-               }
+                                       if (vaoAvailable) {
+                                               const state = getBindingState(geometry, program, material);
 
-               function createVertexArrayObject() {
-                       if (capabilities.isWebGL2) return gl.createVertexArray();
-                       return extension.createVertexArrayOES();
-               }
+                                               if (currentState !== state) {
+                                                       currentState = state;
+                                                       bindVertexArrayObject(currentState.object);
+                                               }
 
-               function bindVertexArrayObject(vao) {
-                       if (capabilities.isWebGL2) return gl.bindVertexArray(vao);
-                       return extension.bindVertexArrayOES(vao);
-               }
+                                               updateBuffers = needsUpdate(geometry, index);
+                                               if (updateBuffers) saveCache(geometry, index);
+                                       } else {
+                                               const wireframe = material.wireframe === true;
 
-               function deleteVertexArrayObject(vao) {
-                       if (capabilities.isWebGL2) return gl.deleteVertexArray(vao);
-                       return extension.deleteVertexArrayOES(vao);
-               }
+                                               if (currentState.geometry !== geometry.id || currentState.program !== program.id || currentState.wireframe !== wireframe) {
+                                                       currentState.geometry = geometry.id;
+                                                       currentState.program = program.id;
+                                                       currentState.wireframe = wireframe;
+                                                       updateBuffers = true;
+                                               }
+                                       }
 
-               function getBindingState(geometry, program, material) {
-                       const wireframe = material.wireframe === true;
-                       let programMap = bindingStates[geometry.id];
+                                       if (object.isInstancedMesh === true) {
+                                               updateBuffers = true;
+                                       }
 
-                       if (programMap === undefined) {
-                               programMap = {};
-                               bindingStates[geometry.id] = programMap;
-                       }
+                                       if (index !== null) {
+                                               attributes.update(index, gl.ELEMENT_ARRAY_BUFFER);
+                                       }
 
-                       let stateMap = programMap[program.id];
+                                       if (updateBuffers) {
+                                               setupVertexAttributes(object, material, program, geometry);
 
-                       if (stateMap === undefined) {
-                               stateMap = {};
-                               programMap[program.id] = stateMap;
-                       }
+                                               if (index !== null) {
+                                                       gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, attributes.get(index).buffer);
+                                               }
+                                       }
+                               }
 
-                       let state = stateMap[wireframe];
+                               function createVertexArrayObject() {
+                                       if (capabilities.isWebGL2) return gl.createVertexArray();
+                                       return extension.createVertexArrayOES();
+                               }
 
-                       if (state === undefined) {
-                               state = createBindingState(createVertexArrayObject());
-                               stateMap[wireframe] = state;
-                       }
+                               function bindVertexArrayObject(vao) {
+                                       if (capabilities.isWebGL2) return gl.bindVertexArray(vao);
+                                       return extension.bindVertexArrayOES(vao);
+                               }
 
-                       return state;
-               }
+                               function deleteVertexArrayObject(vao) {
+                                       if (capabilities.isWebGL2) return gl.deleteVertexArray(vao);
+                                       return extension.deleteVertexArrayOES(vao);
+                               }
 
-               function createBindingState(vao) {
-                       const newAttributes = [];
-                       const enabledAttributes = [];
-                       const attributeDivisors = [];
-
-                       for (let i = 0; i < maxVertexAttributes; i++) {
-                               newAttributes[i] = 0;
-                               enabledAttributes[i] = 0;
-                               attributeDivisors[i] = 0;
-                       }
-
-                       return {
-                               // for backward compatibility on non-VAO support browser
-                               geometry: null,
-                               program: null,
-                               wireframe: false,
-                               newAttributes: newAttributes,
-                               enabledAttributes: enabledAttributes,
-                               attributeDivisors: attributeDivisors,
-                               object: vao,
-                               attributes: {},
-                               index: null
-                       };
-               }
+                               function getBindingState(geometry, program, material) {
+                                       const wireframe = material.wireframe === true;
+                                       let programMap = bindingStates[geometry.id];
 
-               function needsUpdate(geometry, index) {
-                       const cachedAttributes = currentState.attributes;
-                       const geometryAttributes = geometry.attributes;
-                       let attributesNum = 0;
+                                       if (programMap === undefined) {
+                                               programMap = {};
+                                               bindingStates[geometry.id] = programMap;
+                                       }
 
-                       for (const key in geometryAttributes) {
-                               const cachedAttribute = cachedAttributes[key];
-                               const geometryAttribute = geometryAttributes[key];
-                               if (cachedAttribute === undefined) return true;
-                               if (cachedAttribute.attribute !== geometryAttribute) return true;
-                               if (cachedAttribute.data !== geometryAttribute.data) return true;
-                               attributesNum++;
-                       }
+                                       let stateMap = programMap[program.id];
 
-                       if (currentState.attributesNum !== attributesNum) return true;
-                       if (currentState.index !== index) return true;
-                       return false;
-               }
+                                       if (stateMap === undefined) {
+                                               stateMap = {};
+                                               programMap[program.id] = stateMap;
+                                       }
 
-               function saveCache(geometry, index) {
-                       const cache = {};
-                       const attributes = geometry.attributes;
-                       let attributesNum = 0;
+                                       let state = stateMap[wireframe];
 
-                       for (const key in attributes) {
-                               const attribute = attributes[key];
-                               const data = {};
-                               data.attribute = attribute;
+                                       if (state === undefined) {
+                                               state = createBindingState(createVertexArrayObject());
+                                               stateMap[wireframe] = state;
+                                       }
 
-                               if (attribute.data) {
-                                       data.data = attribute.data;
+                                       return state;
                                }
 
-                               cache[key] = data;
-                               attributesNum++;
-                       }
+                               function createBindingState(vao) {
+                                       const newAttributes = [];
+                                       const enabledAttributes = [];
+                                       const attributeDivisors = [];
 
-                       currentState.attributes = cache;
-                       currentState.attributesNum = attributesNum;
-                       currentState.index = index;
-               }
+                                       for (let i = 0; i < maxVertexAttributes; i++) {
+                                               newAttributes[i] = 0;
+                                               enabledAttributes[i] = 0;
+                                               attributeDivisors[i] = 0;
+                                       }
 
-               function initAttributes() {
-                       const newAttributes = currentState.newAttributes;
+                                       return {
+                                               // for backward compatibility on non-VAO support browser
+                                               geometry: null,
+                                               program: null,
+                                               wireframe: false,
+                                               newAttributes: newAttributes,
+                                               enabledAttributes: enabledAttributes,
+                                               attributeDivisors: attributeDivisors,
+                                               object: vao,
+                                               attributes: {},
+                                               index: null
+                                       };
+                               }
 
-                       for (let i = 0, il = newAttributes.length; i < il; i++) {
-                               newAttributes[i] = 0;
-                       }
-               }
+                               function needsUpdate(geometry, index) {
+                                       const cachedAttributes = currentState.attributes;
+                                       const geometryAttributes = geometry.attributes;
+                                       let attributesNum = 0;
 
-               function enableAttribute(attribute) {
-                       enableAttributeAndDivisor(attribute, 0);
-               }
+                                       for (const key in geometryAttributes) {
+                                               const cachedAttribute = cachedAttributes[key];
+                                               const geometryAttribute = geometryAttributes[key];
+                                               if (cachedAttribute === undefined) return true;
+                                               if (cachedAttribute.attribute !== geometryAttribute) return true;
+                                               if (cachedAttribute.data !== geometryAttribute.data) return true;
+                                               attributesNum++;
+                                       }
 
-               function enableAttributeAndDivisor(attribute, meshPerAttribute) {
-                       const newAttributes = currentState.newAttributes;
-                       const enabledAttributes = currentState.enabledAttributes;
-                       const attributeDivisors = currentState.attributeDivisors;
-                       newAttributes[attribute] = 1;
+                                       if (currentState.attributesNum !== attributesNum) return true;
+                                       if (currentState.index !== index) return true;
+                                       return false;
+                               }
 
-                       if (enabledAttributes[attribute] === 0) {
-                               gl.enableVertexAttribArray(attribute);
-                               enabledAttributes[attribute] = 1;
-                       }
+                               function saveCache(geometry, index) {
+                                       const cache = {};
+                                       const attributes = geometry.attributes;
+                                       let attributesNum = 0;
 
-                       if (attributeDivisors[attribute] !== meshPerAttribute) {
-                               const extension = capabilities.isWebGL2 ? gl : extensions.get('ANGLE_instanced_arrays');
-                               extension[capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE'](attribute, meshPerAttribute);
-                               attributeDivisors[attribute] = meshPerAttribute;
-                       }
-               }
+                                       for (const key in attributes) {
+                                               const attribute = attributes[key];
+                                               const data = {};
+                                               data.attribute = attribute;
+
+                                               if (attribute.data) {
+                                                       data.data = attribute.data;
+                                               }
 
-               function disableUnusedAttributes() {
-                       const newAttributes = currentState.newAttributes;
-                       const enabledAttributes = currentState.enabledAttributes;
+                                               cache[key] = data;
+                                               attributesNum++;
+                                       }
 
-                       for (let i = 0, il = enabledAttributes.length; i < il; i++) {
-                               if (enabledAttributes[i] !== newAttributes[i]) {
-                                       gl.disableVertexAttribArray(i);
-                                       enabledAttributes[i] = 0;
+                                       currentState.attributes = cache;
+                                       currentState.attributesNum = attributesNum;
+                                       currentState.index = index;
                                }
-                       }
-               }
 
-               function vertexAttribPointer(index, size, type, normalized, stride, offset) {
-                       if (capabilities.isWebGL2 === true && (type === gl.INT || type === gl.UNSIGNED_INT)) {
-                               gl.vertexAttribIPointer(index, size, type, stride, offset);
-                       } else {
-                               gl.vertexAttribPointer(index, size, type, normalized, stride, offset);
-                       }
-               }
+                               function initAttributes() {
+                                       const newAttributes = currentState.newAttributes;
 
-               function setupVertexAttributes(object, material, program, geometry) {
-                       if (capabilities.isWebGL2 === false && (object.isInstancedMesh || geometry.isInstancedBufferGeometry)) {
-                               if (extensions.get('ANGLE_instanced_arrays') === null) return;
-                       }
+                                       for (let i = 0, il = newAttributes.length; i < il; i++) {
+                                               newAttributes[i] = 0;
+                                       }
+                               }
 
-                       initAttributes();
-                       const geometryAttributes = geometry.attributes;
-                       const programAttributes = program.getAttributes();
-                       const materialDefaultAttributeValues = material.defaultAttributeValues;
+                               function enableAttribute(attribute) {
+                                       enableAttributeAndDivisor(attribute, 0);
+                               }
 
-                       for (const name in programAttributes) {
-                               const programAttribute = programAttributes[name];
+                               function enableAttributeAndDivisor(attribute, meshPerAttribute) {
+                                       const newAttributes = currentState.newAttributes;
+                                       const enabledAttributes = currentState.enabledAttributes;
+                                       const attributeDivisors = currentState.attributeDivisors;
+                                       newAttributes[attribute] = 1;
 
-                               if (programAttribute.location >= 0) {
-                                       let geometryAttribute = geometryAttributes[name];
+                                       if (enabledAttributes[attribute] === 0) {
+                                               gl.enableVertexAttribArray(attribute);
+                                               enabledAttributes[attribute] = 1;
+                                       }
 
-                                       if (geometryAttribute === undefined) {
-                                               if (name === 'instanceMatrix' && object.instanceMatrix) geometryAttribute = object.instanceMatrix;
-                                               if (name === 'instanceColor' && object.instanceColor) geometryAttribute = object.instanceColor;
+                                       if (attributeDivisors[attribute] !== meshPerAttribute) {
+                                               const extension = capabilities.isWebGL2 ? gl : extensions.get('ANGLE_instanced_arrays');
+                                               extension[capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE'](attribute, meshPerAttribute);
+                                               attributeDivisors[attribute] = meshPerAttribute;
                                        }
+                               }
 
-                                       if (geometryAttribute !== undefined) {
-                                               const normalized = geometryAttribute.normalized;
-                                               const size = geometryAttribute.itemSize;
-                                               const attribute = attributes.get(geometryAttribute); // TODO Attribute may not be available on context restore
+                               function disableUnusedAttributes() {
+                                       const newAttributes = currentState.newAttributes;
+                                       const enabledAttributes = currentState.enabledAttributes;
 
-                                               if (attribute === undefined) continue;
-                                               const buffer = attribute.buffer;
-                                               const type = attribute.type;
-                                               const bytesPerElement = attribute.bytesPerElement;
+                                       for (let i = 0, il = enabledAttributes.length; i < il; i++) {
+                                               if (enabledAttributes[i] !== newAttributes[i]) {
+                                                       gl.disableVertexAttribArray(i);
+                                                       enabledAttributes[i] = 0;
+                                               }
+                                       }
+                               }
 
-                                               if (geometryAttribute.isInterleavedBufferAttribute) {
-                                                       const data = geometryAttribute.data;
-                                                       const stride = data.stride;
-                                                       const offset = geometryAttribute.offset;
+                               function vertexAttribPointer(index, size, type, normalized, stride, offset) {
+                                       if (capabilities.isWebGL2 === true && (type === gl.INT || type === gl.UNSIGNED_INT)) {
+                                               gl.vertexAttribIPointer(index, size, type, stride, offset);
+                                       } else {
+                                               gl.vertexAttribPointer(index, size, type, normalized, stride, offset);
+                                       }
+                               }
 
-                                                       if (data && data.isInstancedInterleavedBuffer) {
-                                                               for (let i = 0; i < programAttribute.locationSize; i++) {
-                                                                       enableAttributeAndDivisor(programAttribute.location + i, data.meshPerAttribute);
-                                                               }
+                               function setupVertexAttributes(object, material, program, geometry) {
+                                       if (capabilities.isWebGL2 === false && (object.isInstancedMesh || geometry.isInstancedBufferGeometry)) {
+                                               if (extensions.get('ANGLE_instanced_arrays') === null) return;
+                                       }
 
-                                                               if (object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined) {
-                                                                       geometry._maxInstanceCount = data.meshPerAttribute * data.count;
-                                                               }
-                                                       } else {
-                                                               for (let i = 0; i < programAttribute.locationSize; i++) {
-                                                                       enableAttribute(programAttribute.location + i);
-                                                               }
-                                                       }
+                                       initAttributes();
+                                       const geometryAttributes = geometry.attributes;
+                                       const programAttributes = program.getAttributes();
+                                       const materialDefaultAttributeValues = material.defaultAttributeValues;
 
-                                                       gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
+                                       for (const name in programAttributes) {
+                                               const programAttribute = programAttributes[name];
 
-                                                       for (let i = 0; i < programAttribute.locationSize; i++) {
-                                                               vertexAttribPointer(programAttribute.location + i, size / programAttribute.locationSize, type, normalized, stride * bytesPerElement, (offset + size / programAttribute.locationSize * i) * bytesPerElement);
+                                               if (programAttribute.location >= 0) {
+                                                       let geometryAttribute = geometryAttributes[name];
+
+                                                       if (geometryAttribute === undefined) {
+                                                               if (name === 'instanceMatrix' && object.instanceMatrix) geometryAttribute = object.instanceMatrix;
+                                                               if (name === 'instanceColor' && object.instanceColor) geometryAttribute = object.instanceColor;
                                                        }
-                                               } else {
-                                                       if (geometryAttribute.isInstancedBufferAttribute) {
-                                                               for (let i = 0; i < programAttribute.locationSize; i++) {
-                                                                       enableAttributeAndDivisor(programAttribute.location + i, geometryAttribute.meshPerAttribute);
-                                                               }
 
-                                                               if (object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined) {
-                                                                       geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
+                                                       if (geometryAttribute !== undefined) {
+                                                               const normalized = geometryAttribute.normalized;
+                                                               const size = geometryAttribute.itemSize;
+                                                               const attribute = attributes.get(geometryAttribute); // TODO Attribute may not be available on context restore
+
+                                                               if (attribute === undefined) continue;
+                                                               const buffer = attribute.buffer;
+                                                               const type = attribute.type;
+                                                               const bytesPerElement = attribute.bytesPerElement;
+
+                                                               if (geometryAttribute.isInterleavedBufferAttribute) {
+                                                                       const data = geometryAttribute.data;
+                                                                       const stride = data.stride;
+                                                                       const offset = geometryAttribute.offset;
+
+                                                                       if (data && data.isInstancedInterleavedBuffer) {
+                                                                               for (let i = 0; i < programAttribute.locationSize; i++) {
+                                                                                       enableAttributeAndDivisor(programAttribute.location + i, data.meshPerAttribute);
+                                                                               }
+
+                                                                               if (object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined) {
+                                                                                       geometry._maxInstanceCount = data.meshPerAttribute * data.count;
+                                                                               }
+                                                                       } else {
+                                                                               for (let i = 0; i < programAttribute.locationSize; i++) {
+                                                                                       enableAttribute(programAttribute.location + i);
+                                                                               }
+                                                                       }
+
+                                                                       gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
+
+                                                                       for (let i = 0; i < programAttribute.locationSize; i++) {
+                                                                               vertexAttribPointer(programAttribute.location + i, size / programAttribute.locationSize, type, normalized, stride * bytesPerElement, (offset + size / programAttribute.locationSize * i) * bytesPerElement);
+                                                                       }
+                                                               } else {
+                                                                       if (geometryAttribute.isInstancedBufferAttribute) {
+                                                                               for (let i = 0; i < programAttribute.locationSize; i++) {
+                                                                                       enableAttributeAndDivisor(programAttribute.location + i, geometryAttribute.meshPerAttribute);
+                                                                               }
+
+                                                                               if (object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined) {
+                                                                                       geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
+                                                                               }
+                                                                       } else {
+                                                                               for (let i = 0; i < programAttribute.locationSize; i++) {
+                                                                                       enableAttribute(programAttribute.location + i);
+                                                                               }
+                                                                       }
+
+                                                                       gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
+
+                                                                       for (let i = 0; i < programAttribute.locationSize; i++) {
+                                                                               vertexAttribPointer(programAttribute.location + i, size / programAttribute.locationSize, type, normalized, size * bytesPerElement, size / programAttribute.locationSize * i * bytesPerElement);
+                                                                       }
                                                                }
-                                                       } else {
-                                                               for (let i = 0; i < programAttribute.locationSize; i++) {
-                                                                       enableAttribute(programAttribute.location + i);
+                                                       } else if (materialDefaultAttributeValues !== undefined) {
+                                                               const value = materialDefaultAttributeValues[name];
+
+                                                               if (value !== undefined) {
+                                                                       switch (value.length) {
+                                                                               case 2:
+                                                                                       gl.vertexAttrib2fv(programAttribute.location, value);
+                                                                                       break;
+
+                                                                               case 3:
+                                                                                       gl.vertexAttrib3fv(programAttribute.location, value);
+                                                                                       break;
+
+                                                                               case 4:
+                                                                                       gl.vertexAttrib4fv(programAttribute.location, value);
+                                                                                       break;
+
+                                                                               default:
+                                                                                       gl.vertexAttrib1fv(programAttribute.location, value);
+                                                                       }
                                                                }
                                                        }
-
-                                                       gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
-
-                                                       for (let i = 0; i < programAttribute.locationSize; i++) {
-                                                               vertexAttribPointer(programAttribute.location + i, size / programAttribute.locationSize, type, normalized, size * bytesPerElement, size / programAttribute.locationSize * i * bytesPerElement);
-                                                       }
                                                }
-                                       } else if (materialDefaultAttributeValues !== undefined) {
-                                               const value = materialDefaultAttributeValues[name];
+                                       }
 
-                                               if (value !== undefined) {
-                                                       switch (value.length) {
-                                                               case 2:
-                                                                       gl.vertexAttrib2fv(programAttribute.location, value);
-                                                                       break;
+                                       disableUnusedAttributes();
+                               }
 
-                                                               case 3:
-                                                                       gl.vertexAttrib3fv(programAttribute.location, value);
-                                                                       break;
+                               function dispose() {
+                                       reset();
 
-                                                               case 4:
-                                                                       gl.vertexAttrib4fv(programAttribute.location, value);
-                                                                       break;
+                                       for (const geometryId in bindingStates) {
+                                               const programMap = bindingStates[geometryId];
 
-                                                               default:
-                                                                       gl.vertexAttrib1fv(programAttribute.location, value);
+                                               for (const programId in programMap) {
+                                                       const stateMap = programMap[programId];
+
+                                                       for (const wireframe in stateMap) {
+                                                               deleteVertexArrayObject(stateMap[wireframe].object);
+                                                               delete stateMap[wireframe];
                                                        }
+
+                                                       delete programMap[programId];
                                                }
+
+                                               delete bindingStates[geometryId];
                                        }
                                }
-                       }
-
-                       disableUnusedAttributes();
-               }
 
-               function dispose() {
-                       reset();
+                               function releaseStatesOfGeometry(geometry) {
+                                       if (bindingStates[geometry.id] === undefined) return;
+                                       const programMap = bindingStates[geometry.id];
 
-                       for (const geometryId in bindingStates) {
-                               const programMap = bindingStates[geometryId];
+                                       for (const programId in programMap) {
+                                               const stateMap = programMap[programId];
 
-                               for (const programId in programMap) {
-                                       const stateMap = programMap[programId];
+                                               for (const wireframe in stateMap) {
+                                                       deleteVertexArrayObject(stateMap[wireframe].object);
+                                                       delete stateMap[wireframe];
+                                               }
 
-                                       for (const wireframe in stateMap) {
-                                               deleteVertexArrayObject(stateMap[wireframe].object);
-                                               delete stateMap[wireframe];
+                                               delete programMap[programId];
                                        }
 
-                                       delete programMap[programId];
+                                       delete bindingStates[geometry.id];
                                }
 
-                               delete bindingStates[geometryId];
-                       }
-               }
-
-               function releaseStatesOfGeometry(geometry) {
-                       if (bindingStates[geometry.id] === undefined) return;
-                       const programMap = bindingStates[geometry.id];
+                               function releaseStatesOfProgram(program) {
+                                       for (const geometryId in bindingStates) {
+                                               const programMap = bindingStates[geometryId];
+                                               if (programMap[program.id] === undefined) continue;
+                                               const stateMap = programMap[program.id];
 
-                       for (const programId in programMap) {
-                               const stateMap = programMap[programId];
+                                               for (const wireframe in stateMap) {
+                                                       deleteVertexArrayObject(stateMap[wireframe].object);
+                                                       delete stateMap[wireframe];
+                                               }
 
-                               for (const wireframe in stateMap) {
-                                       deleteVertexArrayObject(stateMap[wireframe].object);
-                                       delete stateMap[wireframe];
+                                               delete programMap[program.id];
+                                       }
                                }
 
-                               delete programMap[programId];
-                       }
-
-                       delete bindingStates[geometry.id];
-               }
+                               function reset() {
+                                       resetDefaultState();
+                                       if (currentState === defaultState) return;
+                                       currentState = defaultState;
+                                       bindVertexArrayObject(currentState.object);
+                               } // for backward-compatilibity
 
-               function releaseStatesOfProgram(program) {
-                       for (const geometryId in bindingStates) {
-                               const programMap = bindingStates[geometryId];
-                               if (programMap[program.id] === undefined) continue;
-                               const stateMap = programMap[program.id];
 
-                               for (const wireframe in stateMap) {
-                                       deleteVertexArrayObject(stateMap[wireframe].object);
-                                       delete stateMap[wireframe];
+                               function resetDefaultState() {
+                                       defaultState.geometry = null;
+                                       defaultState.program = null;
+                                       defaultState.wireframe = false;
                                }
 
-                               delete programMap[program.id];
+                               return {
+                                       setup: setup,
+                                       reset: reset,
+                                       resetDefaultState: resetDefaultState,
+                                       dispose: dispose,
+                                       releaseStatesOfGeometry: releaseStatesOfGeometry,
+                                       releaseStatesOfProgram: releaseStatesOfProgram,
+                                       initAttributes: initAttributes,
+                                       enableAttribute: enableAttribute,
+                                       disableUnusedAttributes: disableUnusedAttributes
+                               };
                        }
-               }
-
-               function reset() {
-                       resetDefaultState();
-                       if (currentState === defaultState) return;
-                       currentState = defaultState;
-                       bindVertexArrayObject(currentState.object);
-               } // for backward-compatilibity
 
+                       function WebGLBufferRenderer(gl, extensions, info, capabilities) {
+                               const isWebGL2 = capabilities.isWebGL2;
+                               let mode;
 
-               function resetDefaultState() {
-                       defaultState.geometry = null;
-                       defaultState.program = null;
-                       defaultState.wireframe = false;
-               }
+                               function setMode(value) {
+                                       mode = value;
+                               }
 
-               return {
-                       setup: setup,
-                       reset: reset,
-                       resetDefaultState: resetDefaultState,
-                       dispose: dispose,
-                       releaseStatesOfGeometry: releaseStatesOfGeometry,
-                       releaseStatesOfProgram: releaseStatesOfProgram,
-                       initAttributes: initAttributes,
-                       enableAttribute: enableAttribute,
-                       disableUnusedAttributes: disableUnusedAttributes
-               };
-       }
+                               function render(start, count) {
+                                       gl.drawArrays(mode, start, count);
+                                       info.update(count, mode, 1);
+                               }
 
-       function WebGLBufferRenderer(gl, extensions, info, capabilities) {
-               const isWebGL2 = capabilities.isWebGL2;
-               let mode;
+                               function renderInstances(start, count, primcount) {
+                                       if (primcount === 0) return;
+                                       let extension, methodName;
 
-               function setMode(value) {
-                       mode = value;
-               }
+                                       if (isWebGL2) {
+                                               extension = gl;
+                                               methodName = 'drawArraysInstanced';
+                                       } else {
+                                               extension = extensions.get('ANGLE_instanced_arrays');
+                                               methodName = 'drawArraysInstancedANGLE';
 
-               function render(start, count) {
-                       gl.drawArrays(mode, start, count);
-                       info.update(count, mode, 1);
-               }
+                                               if (extension === null) {
+                                                       console.error('THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.');
+                                                       return;
+                                               }
+                                       }
 
-               function renderInstances(start, count, primcount) {
-                       if (primcount === 0) return;
-                       let extension, methodName;
+                                       extension[methodName](mode, start, count, primcount);
+                                       info.update(count, mode, primcount);
+                               } //
 
-                       if (isWebGL2) {
-                               extension = gl;
-                               methodName = 'drawArraysInstanced';
-                       } else {
-                               extension = extensions.get('ANGLE_instanced_arrays');
-                               methodName = 'drawArraysInstancedANGLE';
 
-                               if (extension === null) {
-                                       console.error('THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.');
-                                       return;
-                               }
+                               this.setMode = setMode;
+                               this.render = render;
+                               this.renderInstances = renderInstances;
                        }
 
-                       extension[methodName](mode, start, count, primcount);
-                       info.update(count, mode, primcount);
-               } //
-
-
-               this.setMode = setMode;
-               this.render = render;
-               this.renderInstances = renderInstances;
-       }
+                       function WebGLCapabilities(gl, extensions, parameters) {
+                               let maxAnisotropy;
 
-       function WebGLCapabilities(gl, extensions, parameters) {
-               let maxAnisotropy;
+                               function getMaxAnisotropy() {
+                                       if (maxAnisotropy !== undefined) return maxAnisotropy;
 
-               function getMaxAnisotropy() {
-                       if (maxAnisotropy !== undefined) return maxAnisotropy;
+                                       if (extensions.has('EXT_texture_filter_anisotropic') === true) {
+                                               const extension = extensions.get('EXT_texture_filter_anisotropic');
+                                               maxAnisotropy = gl.getParameter(extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT);
+                                       } else {
+                                               maxAnisotropy = 0;
+                                       }
 
-                       if (extensions.has('EXT_texture_filter_anisotropic') === true) {
-                               const extension = extensions.get('EXT_texture_filter_anisotropic');
-                               maxAnisotropy = gl.getParameter(extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT);
-                       } else {
-                               maxAnisotropy = 0;
-                       }
+                                       return maxAnisotropy;
+                               }
 
-                       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';
+                                               }
 
-               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';
+                                       }
 
-                               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';
+                                               }
+                                       }
 
-                       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';
                                }
-                       }
 
-                       return 'lowp';
-               }
-               /* eslint-disable no-undef */
+                               /* eslint-disable no-undef */
 
 
-               const isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext || typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext;
-               /* eslint-enable no-undef */
+                               const isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext || typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext;
+                               /* eslint-enable no-undef */
 
-               let precision = parameters.precision !== undefined ? parameters.precision : 'highp';
-               const maxPrecision = getMaxPrecision(precision);
+                               let precision = parameters.precision !== undefined ? parameters.precision : 'highp';
+                               const maxPrecision = getMaxPrecision(precision);
 
-               if (maxPrecision !== precision) {
-                       console.warn('THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.');
-                       precision = maxPrecision;
-               }
+                               if (maxPrecision !== precision) {
+                                       console.warn('THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.');
+                                       precision = maxPrecision;
+                               }
 
-               const drawBuffers = isWebGL2 || extensions.has('WEBGL_draw_buffers');
-               const logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
-               const maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
-               const maxVertexTextures = gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
-               const maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
-               const maxCubemapSize = gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE);
-               const maxAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
-               const maxVertexUniforms = gl.getParameter(gl.MAX_VERTEX_UNIFORM_VECTORS);
-               const maxVaryings = gl.getParameter(gl.MAX_VARYING_VECTORS);
-               const maxFragmentUniforms = gl.getParameter(gl.MAX_FRAGMENT_UNIFORM_VECTORS);
-               const vertexTextures = maxVertexTextures > 0;
-               const floatFragmentTextures = isWebGL2 || extensions.has('OES_texture_float');
-               const floatVertexTextures = vertexTextures && floatFragmentTextures;
-               const maxSamples = isWebGL2 ? gl.getParameter(gl.MAX_SAMPLES) : 0;
-               return {
-                       isWebGL2: isWebGL2,
-                       drawBuffers: drawBuffers,
-                       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,
-                       maxSamples: maxSamples
-               };
-       }
+                               const drawBuffers = isWebGL2 || extensions.has('WEBGL_draw_buffers');
+                               const logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
+                               const maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
+                               const maxVertexTextures = gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
+                               const maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
+                               const maxCubemapSize = gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE);
+                               const maxAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
+                               const maxVertexUniforms = gl.getParameter(gl.MAX_VERTEX_UNIFORM_VECTORS);
+                               const maxVaryings = gl.getParameter(gl.MAX_VARYING_VECTORS);
+                               const maxFragmentUniforms = gl.getParameter(gl.MAX_FRAGMENT_UNIFORM_VECTORS);
+                               const vertexTextures = maxVertexTextures > 0;
+                               const floatFragmentTextures = isWebGL2 || extensions.has('OES_texture_float');
+                               const floatVertexTextures = vertexTextures && floatFragmentTextures;
+                               const maxSamples = isWebGL2 ? gl.getParameter(gl.MAX_SAMPLES) : 0;
+                               return {
+                                       isWebGL2: isWebGL2,
+                                       drawBuffers: drawBuffers,
+                                       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,
+                                       maxSamples: maxSamples
+                               };
+                       }
 
-       function WebGLClipping(properties) {
-               const scope = this;
-               let globalState = null,
-                               numGlobalPlanes = 0,
-                               localClippingEnabled = false,
-                               renderingShadows = false;
-               const plane = new Plane(),
+                       function WebGLClipping(properties) {
+                               const scope = this;
+                               let globalState = null,
+                                       numGlobalPlanes = 0,
+                                       localClippingEnabled = false,
+                                       renderingShadows = false;
+                               const 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) {
-                       const 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 (material, camera, useCache) {
-                       const planes = material.clippingPlanes,
-                                               clipIntersection = material.clipIntersection,
-                                               clipShadows = material.clipShadows;
-                       const materialProperties = properties.get(material);
+                                               value: null,
+                                               needsUpdate: false
+                                       };
+                               this.uniform = uniform;
+                               this.numPlanes = 0;
+                               this.numIntersection = 0;
+
+                               this.init = function (planes, enableLocalClipping, camera) {
+                                       const 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;
+                               };
 
-                       if (!localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && !clipShadows) {
-                               // there's no local clipping
-                               if (renderingShadows) {
-                                       // there's no global clipping
+                               this.beginShadows = function () {
+                                       renderingShadows = true;
                                        projectPlanes(null);
-                               } else {
+                               };
+
+                               this.endShadows = function () {
+                                       renderingShadows = false;
                                        resetGlobalState();
-                               }
-                       } else {
-                               const nGlobal = renderingShadows ? 0 : numGlobalPlanes,
+                               };
+
+                               this.setState = function (material, camera, useCache) {
+                                       const planes = material.clippingPlanes,
+                                               clipIntersection = material.clipIntersection,
+                                               clipShadows = material.clipShadows;
+                                       const materialProperties = properties.get(material);
+
+                                       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 {
+                                               const nGlobal = renderingShadows ? 0 : numGlobalPlanes,
                                                        lGlobal = nGlobal * 4;
-                               let dstArray = materialProperties.clippingState || null;
-                               uniform.value = dstArray; // ensure unique state
+                                               let dstArray = materialProperties.clippingState || null;
+                                               uniform.value = dstArray; // ensure unique state
 
-                               dstArray = projectPlanes(planes, camera, lGlobal, useCache);
+                                               dstArray = projectPlanes(planes, camera, lGlobal, useCache);
 
-                               for (let i = 0; i !== lGlobal; ++i) {
-                                       dstArray[i] = globalState[i];
-                               }
+                                               for (let i = 0; i !== lGlobal; ++i) {
+                                                       dstArray[i] = globalState[i];
+                                               }
 
-                               materialProperties.clippingState = dstArray;
-                               this.numIntersection = clipIntersection ? this.numPlanes : 0;
-                               this.numPlanes += nGlobal;
-                       }
-               };
+                                               materialProperties.clippingState = dstArray;
+                                               this.numIntersection = clipIntersection ? this.numPlanes : 0;
+                                               this.numPlanes += nGlobal;
+                                       }
+                               };
 
-               function resetGlobalState() {
-                       if (uniform.value !== globalState) {
-                               uniform.value = globalState;
-                               uniform.needsUpdate = numGlobalPlanes > 0;
-                       }
+                               function resetGlobalState() {
+                                       if (uniform.value !== globalState) {
+                                               uniform.value = globalState;
+                                               uniform.needsUpdate = numGlobalPlanes > 0;
+                                       }
 
-                       scope.numPlanes = numGlobalPlanes;
-                       scope.numIntersection = 0;
-               }
+                                       scope.numPlanes = numGlobalPlanes;
+                                       scope.numIntersection = 0;
+                               }
 
-               function projectPlanes(planes, camera, dstOffset, skipTransform) {
-                       const nPlanes = planes !== null ? planes.length : 0;
-                       let dstArray = null;
+                               function projectPlanes(planes, camera, dstOffset, skipTransform) {
+                                       const nPlanes = planes !== null ? planes.length : 0;
+                                       let dstArray = null;
 
-                       if (nPlanes !== 0) {
-                               dstArray = uniform.value;
+                                       if (nPlanes !== 0) {
+                                               dstArray = uniform.value;
 
-                               if (skipTransform !== true || dstArray === null) {
-                                       const flatSize = dstOffset + nPlanes * 4,
+                                               if (skipTransform !== true || dstArray === null) {
+                                                       const flatSize = dstOffset + nPlanes * 4,
                                                                viewMatrix = camera.matrixWorldInverse;
-                                       viewNormalMatrix.getNormalMatrix(viewMatrix);
+                                                       viewNormalMatrix.getNormalMatrix(viewMatrix);
 
-                                       if (dstArray === null || dstArray.length < flatSize) {
-                                               dstArray = new Float32Array(flatSize);
-                                       }
+                                                       if (dstArray === null || dstArray.length < flatSize) {
+                                                               dstArray = new Float32Array(flatSize);
+                                                       }
 
-                                       for (let 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;
+                                                       for (let 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;
                                        }
-                               }
 
-                               uniform.value = dstArray;
-                               uniform.needsUpdate = true;
+                                       scope.numPlanes = nPlanes;
+                                       scope.numIntersection = 0;
+                                       return dstArray;
+                               }
                        }
 
-                       scope.numPlanes = nPlanes;
-                       scope.numIntersection = 0;
-                       return dstArray;
-               }
-       }
+                       function WebGLCubeMaps(renderer) {
+                               let cubemaps = new WeakMap();
+
+                               function mapTextureMapping(texture, mapping) {
+                                       if (mapping === EquirectangularReflectionMapping) {
+                                               texture.mapping = CubeReflectionMapping;
+                                       } else if (mapping === EquirectangularRefractionMapping) {
+                                               texture.mapping = CubeRefractionMapping;
+                                       }
 
-       function WebGLCubeMaps(renderer) {
-               let cubemaps = new WeakMap();
+                                       return texture;
+                               }
 
-               function mapTextureMapping(texture, mapping) {
-                       if (mapping === EquirectangularReflectionMapping) {
-                               texture.mapping = CubeReflectionMapping;
-                       } else if (mapping === EquirectangularRefractionMapping) {
-                               texture.mapping = CubeRefractionMapping;
-                       }
+                               function get(texture) {
+                                       if (texture && texture.isTexture && texture.isRenderTargetTexture === false) {
+                                               const mapping = texture.mapping;
 
-                       return texture;
-               }
+                                               if (mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping) {
+                                                       if (cubemaps.has(texture)) {
+                                                               const cubemap = cubemaps.get(texture).texture;
+                                                               return mapTextureMapping(cubemap, texture.mapping);
+                                                       } else {
+                                                               const image = texture.image;
+
+                                                               if (image && image.height > 0) {
+                                                                       const currentRenderTarget = renderer.getRenderTarget();
+                                                                       const renderTarget = new WebGLCubeRenderTarget(image.height / 2);
+                                                                       renderTarget.fromEquirectangularTexture(renderer, texture);
+                                                                       cubemaps.set(texture, renderTarget);
+                                                                       renderer.setRenderTarget(currentRenderTarget);
+                                                                       texture.addEventListener('dispose', onTextureDispose);
+                                                                       return mapTextureMapping(renderTarget.texture, texture.mapping);
+                                                               } else {
+                                                                       // image not yet ready. try the conversion next frame
+                                                                       return null;
+                                                               }
+                                                       }
+                                               }
+                                       }
 
-               function get(texture) {
-                       if (texture && texture.isTexture && texture.isRenderTargetTexture === false) {
-                               const mapping = texture.mapping;
+                                       return texture;
+                               }
 
-                               if (mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping) {
-                                       if (cubemaps.has(texture)) {
-                                               const cubemap = cubemaps.get(texture).texture;
-                                               return mapTextureMapping(cubemap, texture.mapping);
-                                       } else {
-                                               const image = texture.image;
+                               function onTextureDispose(event) {
+                                       const texture = event.target;
+                                       texture.removeEventListener('dispose', onTextureDispose);
+                                       const cubemap = cubemaps.get(texture);
 
-                                               if (image && image.height > 0) {
-                                                       const currentRenderTarget = renderer.getRenderTarget();
-                                                       const renderTarget = new WebGLCubeRenderTarget(image.height / 2);
-                                                       renderTarget.fromEquirectangularTexture(renderer, texture);
-                                                       cubemaps.set(texture, renderTarget);
-                                                       renderer.setRenderTarget(currentRenderTarget);
-                                                       texture.addEventListener('dispose', onTextureDispose);
-                                                       return mapTextureMapping(renderTarget.texture, texture.mapping);
-                                               } else {
-                                                       // image not yet ready. try the conversion next frame
-                                                       return null;
-                                               }
+                                       if (cubemap !== undefined) {
+                                               cubemaps.delete(texture);
+                                               cubemap.dispose();
                                        }
                                }
+
+                               function dispose() {
+                                       cubemaps = new WeakMap();
+                               }
+
+                               return {
+                                       get: get,
+                                       dispose: dispose
+                               };
                        }
 
-                       return texture;
-               }
+                       class OrthographicCamera extends Camera {
+                               constructor(left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000) {
+                                       super();
+                                       this.type = 'OrthographicCamera';
+                                       this.zoom = 1;
+                                       this.view = null;
+                                       this.left = left;
+                                       this.right = right;
+                                       this.top = top;
+                                       this.bottom = bottom;
+                                       this.near = near;
+                                       this.far = far;
+                                       this.updateProjectionMatrix();
+                               }
+
+                               copy(source, recursive) {
+                                       super.copy(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;
+                               }
 
-               function onTextureDispose(event) {
-                       const texture = event.target;
-                       texture.removeEventListener('dispose', onTextureDispose);
-                       const cubemap = cubemaps.get(texture);
+                               setViewOffset(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
+                                               };
+                                       }
 
-                       if (cubemap !== undefined) {
-                               cubemaps.delete(texture);
-                               cubemap.dispose();
-                       }
-               }
+                                       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();
+                               }
 
-               function dispose() {
-                       cubemaps = new WeakMap();
-               }
+                               clearViewOffset() {
+                                       if (this.view !== null) {
+                                               this.view.enabled = false;
+                                       }
 
-               return {
-                       get: get,
-                       dispose: dispose
-               };
-       }
+                                       this.updateProjectionMatrix();
+                               }
+
+                               updateProjectionMatrix() {
+                                       const dx = (this.right - this.left) / (2 * this.zoom);
+                                       const dy = (this.top - this.bottom) / (2 * this.zoom);
+                                       const cx = (this.right + this.left) / 2;
+                                       const cy = (this.top + this.bottom) / 2;
+                                       let left = cx - dx;
+                                       let right = cx + dx;
+                                       let top = cy + dy;
+                                       let bottom = cy - dy;
+
+                                       if (this.view !== null && this.view.enabled) {
+                                               const scaleW = (this.right - this.left) / this.view.fullWidth / this.zoom;
+                                               const scaleH = (this.top - this.bottom) / this.view.fullHeight / this.zoom;
+                                               left += scaleW * this.view.offsetX;
+                                               right = left + scaleW * this.view.width;
+                                               top -= scaleH * this.view.offsetY;
+                                               bottom = top - scaleH * this.view.height;
+                                       }
 
-       class OrthographicCamera extends Camera {
-               constructor(left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000) {
-                       super();
-                       this.type = 'OrthographicCamera';
-                       this.zoom = 1;
-                       this.view = null;
-                       this.left = left;
-                       this.right = right;
-                       this.top = top;
-                       this.bottom = bottom;
-                       this.near = near;
-                       this.far = far;
-                       this.updateProjectionMatrix();
-               }
+                                       this.projectionMatrix.makeOrthographic(left, right, top, bottom, this.near, this.far);
+                                       this.projectionMatrixInverse.copy(this.projectionMatrix).invert();
+                               }
 
-               copy(source, recursive) {
-                       super.copy(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;
-               }
+                               toJSON(meta) {
+                                       const data = super.toJSON(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;
+                               }
 
-               setViewOffset(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();
-               }
+                       OrthographicCamera.prototype.isOrthographicCamera = true;
+
+                       class RawShaderMaterial extends ShaderMaterial {
+                               constructor(parameters) {
+                                       super(parameters);
+                                       this.type = 'RawShaderMaterial';
+                               }
 
-               clearViewOffset() {
-                       if (this.view !== null) {
-                               this.view.enabled = false;
                        }
 
-                       this.updateProjectionMatrix();
-               }
+                       RawShaderMaterial.prototype.isRawShaderMaterial = true;
 
-               updateProjectionMatrix() {
-                       const dx = (this.right - this.left) / (2 * this.zoom);
-                       const dy = (this.top - this.bottom) / (2 * this.zoom);
-                       const cx = (this.right + this.left) / 2;
-                       const cy = (this.top + this.bottom) / 2;
-                       let left = cx - dx;
-                       let right = cx + dx;
-                       let top = cy + dy;
-                       let bottom = cy - dy;
-
-                       if (this.view !== null && this.view.enabled) {
-                               const scaleW = (this.right - this.left) / this.view.fullWidth / this.zoom;
-                               const scaleH = (this.top - this.bottom) / this.view.fullHeight / this.zoom;
-                               left += scaleW * this.view.offsetX;
-                               right = left + scaleW * this.view.width;
-                               top -= scaleH * this.view.offsetY;
-                               bottom = top - scaleH * this.view.height;
-                       }
-
-                       this.projectionMatrix.makeOrthographic(left, right, top, bottom, this.near, this.far);
-                       this.projectionMatrixInverse.copy(this.projectionMatrix).invert();
-               }
+                       const LOD_MIN = 4;
+                       const LOD_MAX = 8;
+                       const SIZE_MAX = Math.pow(2, LOD_MAX); // The standard deviations (radians) associated with the extra mips. These are
+                       // chosen to approximate a Trowbridge-Reitz distribution function times the
+                       // geometric shadowing function. These sigma values squared must match the
+                       // variance #defines in cube_uv_reflection_fragment.glsl.js.
 
-               toJSON(meta) {
-                       const data = super.toJSON(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;
-               }
+                       const EXTRA_LOD_SIGMA = [0.125, 0.215, 0.35, 0.446, 0.526, 0.582];
+                       const TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length; // The maximum length of the blur for loop. Smaller sigmas will use fewer
+                       // samples and exit early, but not recompile the shader.
 
-       }
+                       const MAX_SAMPLES = 20;
+                       const ENCODINGS = {
+                               [LinearEncoding]: 0,
+                               [sRGBEncoding]: 1,
+                               [RGBEEncoding]: 2,
+                               [RGBM7Encoding]: 3,
+                               [RGBM16Encoding]: 4,
+                               [RGBDEncoding]: 5,
+                               [GammaEncoding]: 6
+                       };
 
-       OrthographicCamera.prototype.isOrthographicCamera = true;
+                       const _flatCamera = /*@__PURE__*/new OrthographicCamera();
 
-       class RawShaderMaterial extends ShaderMaterial {
-               constructor(parameters) {
-                       super(parameters);
-                       this.type = 'RawShaderMaterial';
-               }
+                       const {
+                               _lodPlanes,
+                               _sizeLods,
+                               _sigmas
+                       } = /*@__PURE__*/_createPlanes();
 
-       }
+                       const _clearColor = /*@__PURE__*/new Color();
 
-       RawShaderMaterial.prototype.isRawShaderMaterial = true;
-
-       const LOD_MIN = 4;
-       const LOD_MAX = 8;
-       const SIZE_MAX = Math.pow(2, LOD_MAX); // The standard deviations (radians) associated with the extra mips. These are
-       // chosen to approximate a Trowbridge-Reitz distribution function times the
-       // geometric shadowing function. These sigma values squared must match the
-       // variance #defines in cube_uv_reflection_fragment.glsl.js.
-
-       const EXTRA_LOD_SIGMA = [0.125, 0.215, 0.35, 0.446, 0.526, 0.582];
-       const TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length; // The maximum length of the blur for loop. Smaller sigmas will use fewer
-       // samples and exit early, but not recompile the shader.
-
-       const MAX_SAMPLES = 20;
-       const ENCODINGS = {
-               [LinearEncoding]: 0,
-               [sRGBEncoding]: 1,
-               [RGBEEncoding]: 2,
-               [RGBM7Encoding]: 3,
-               [RGBM16Encoding]: 4,
-               [RGBDEncoding]: 5,
-               [GammaEncoding]: 6
-       };
-
-       const _flatCamera = /*@__PURE__*/new OrthographicCamera();
-
-       const {
-               _lodPlanes,
-               _sizeLods,
-               _sigmas
-       } = /*@__PURE__*/_createPlanes();
-
-       const _clearColor = /*@__PURE__*/new Color();
-
-       let _oldTarget = null; // Golden Ratio
-
-       const PHI = (1 + Math.sqrt(5)) / 2;
-       const INV_PHI = 1 / PHI; // Vertices of a dodecahedron (except the opposites, which represent the
-       // same axis), used as axis directions evenly spread on a sphere.
-
-       const _axisDirections = [/*@__PURE__*/new Vector3(1, 1, 1), /*@__PURE__*/new Vector3(-1, 1, 1), /*@__PURE__*/new Vector3(1, 1, -1), /*@__PURE__*/new Vector3(-1, 1, -1), /*@__PURE__*/new Vector3(0, PHI, INV_PHI), /*@__PURE__*/new Vector3(0, PHI, -INV_PHI), /*@__PURE__*/new Vector3(INV_PHI, 0, PHI), /*@__PURE__*/new Vector3(-INV_PHI, 0, PHI), /*@__PURE__*/new Vector3(PHI, INV_PHI, 0), /*@__PURE__*/new Vector3(-PHI, INV_PHI, 0)];
-       /**
-        * This class generates a Prefiltered, Mipmapped Radiance Environment Map
-        * (PMREM) from a cubeMap environment texture. This allows different levels of
-        * blur to be quickly accessed based on material roughness. It is packed into a
-        * special CubeUV format that allows us to perform custom interpolation so that
-        * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
-        * chain, it only goes down to the LOD_MIN level (above), and then creates extra
-        * even more filtered 'mips' at the same LOD_MIN resolution, associated with
-        * higher roughness levels. In this way we maintain resolution to smoothly
-        * interpolate diffuse lighting while limiting sampling computation.
-        *
-        * Paper: Fast, Accurate Image-Based Lighting
-        * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view
-       */
+                       let _oldTarget = null; // Golden Ratio
 
-       class PMREMGenerator {
-               constructor(renderer) {
-                       this._renderer = renderer;
-                       this._pingPongRenderTarget = null;
-                       this._blurMaterial = _getBlurShader(MAX_SAMPLES);
-                       this._equirectShader = null;
-                       this._cubemapShader = null;
+                       const PHI = (1 + Math.sqrt(5)) / 2;
+                       const INV_PHI = 1 / PHI; // Vertices of a dodecahedron (except the opposites, which represent the
+                       // same axis), used as axis directions evenly spread on a sphere.
 
-                       this._compileMaterial(this._blurMaterial);
-               }
-               /**
-                * Generates a PMREM from a supplied Scene, which can be faster than using an
-                * image if networking bandwidth is low. Optional sigma specifies a blur radius
-                * in radians to be applied to the scene before PMREM generation. Optional near
-                * and far planes ensure the scene is rendered in its entirety (the cubeCamera
-                * is placed at the origin).
-                */
+                       const _axisDirections = [/*@__PURE__*/new Vector3(1, 1, 1), /*@__PURE__*/new Vector3(-1, 1, 1), /*@__PURE__*/new Vector3(1, 1, -1), /*@__PURE__*/new Vector3(-1, 1, -1), /*@__PURE__*/new Vector3(0, PHI, INV_PHI), /*@__PURE__*/new Vector3(0, PHI, -INV_PHI), /*@__PURE__*/new Vector3(INV_PHI, 0, PHI), /*@__PURE__*/new Vector3(-INV_PHI, 0, PHI), /*@__PURE__*/new Vector3(PHI, INV_PHI, 0), /*@__PURE__*/new Vector3(-PHI, INV_PHI, 0)];
 
+                       /**
+                        * This class generates a Prefiltered, Mipmapped Radiance Environment Map
+                        * (PMREM) from a cubeMap environment texture. This allows different levels of
+                        * blur to be quickly accessed based on material roughness. It is packed into a
+                        * special CubeUV format that allows us to perform custom interpolation so that
+                        * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
+                        * chain, it only goes down to the LOD_MIN level (above), and then creates extra
+                        * even more filtered 'mips' at the same LOD_MIN resolution, associated with
+                        * higher roughness levels. In this way we maintain resolution to smoothly
+                        * interpolate diffuse lighting while limiting sampling computation.
+                        *
+                        * Paper: Fast, Accurate Image-Based Lighting
+                        * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view
+                        */
 
-               fromScene(scene, sigma = 0, near = 0.1, far = 100) {
-                       _oldTarget = this._renderer.getRenderTarget();
+                       class PMREMGenerator {
+                               constructor(renderer) {
+                                       this._renderer = renderer;
+                                       this._pingPongRenderTarget = null;
+                                       this._blurMaterial = _getBlurShader(MAX_SAMPLES);
+                                       this._equirectShader = null;
+                                       this._cubemapShader = null;
 
-                       const cubeUVRenderTarget = this._allocateTargets();
+                                       this._compileMaterial(this._blurMaterial);
+                               }
 
-                       this._sceneToCubeUV(scene, near, far, cubeUVRenderTarget);
+                               /**
+                                * Generates a PMREM from a supplied Scene, which can be faster than using an
+                                * image if networking bandwidth is low. Optional sigma specifies a blur radius
+                                * in radians to be applied to the scene before PMREM generation. Optional near
+                                * and far planes ensure the scene is rendered in its entirety (the cubeCamera
+                                * is placed at the origin).
+                                */
 
-                       if (sigma > 0) {
-                               this._blur(cubeUVRenderTarget, 0, 0, sigma);
-                       }
 
-                       this._applyPMREM(cubeUVRenderTarget);
+                               fromScene(scene, sigma = 0, near = 0.1, far = 100) {
+                                       _oldTarget = this._renderer.getRenderTarget();
 
-                       this._cleanup(cubeUVRenderTarget);
+                                       const cubeUVRenderTarget = this._allocateTargets();
 
-                       return cubeUVRenderTarget;
-               }
-               /**
-                * Generates a PMREM from an equirectangular texture, which can be either LDR
-                * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
-                * as this matches best with the 256 x 256 cubemap output.
-                */
+                                       this._sceneToCubeUV(scene, near, far, cubeUVRenderTarget);
 
+                                       if (sigma > 0) {
+                                               this._blur(cubeUVRenderTarget, 0, 0, sigma);
+                                       }
 
-               fromEquirectangular(equirectangular) {
-                       return this._fromTexture(equirectangular);
-               }
-               /**
-                * Generates a PMREM from an cubemap texture, which can be either LDR
-                * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
-                * as this matches best with the 256 x 256 cubemap output.
-                */
+                                       this._applyPMREM(cubeUVRenderTarget);
 
+                                       this._cleanup(cubeUVRenderTarget);
 
-               fromCubemap(cubemap) {
-                       return this._fromTexture(cubemap);
-               }
-               /**
-                * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
-                * your texture's network fetch for increased concurrency.
-                */
+                                       return cubeUVRenderTarget;
+                               }
 
+                               /**
+                                * Generates a PMREM from an equirectangular texture, which can be either LDR
+                                * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
+                                * as this matches best with the 256 x 256 cubemap output.
+                                */
 
-               compileCubemapShader() {
-                       if (this._cubemapShader === null) {
-                               this._cubemapShader = _getCubemapShader();
 
-                               this._compileMaterial(this._cubemapShader);
-                       }
-               }
-               /**
-                * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
-                * your texture's network fetch for increased concurrency.
-                */
+                               fromEquirectangular(equirectangular) {
+                                       return this._fromTexture(equirectangular);
+                               }
 
+                               /**
+                                * Generates a PMREM from an cubemap texture, which can be either LDR
+                                * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
+                                * as this matches best with the 256 x 256 cubemap output.
+                                */
 
-               compileEquirectangularShader() {
-                       if (this._equirectShader === null) {
-                               this._equirectShader = _getEquirectShader();
 
-                               this._compileMaterial(this._equirectShader);
-                       }
-               }
-               /**
-                * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
-                * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
-                * one of them will cause any others to also become unusable.
-                */
+                               fromCubemap(cubemap) {
+                                       return this._fromTexture(cubemap);
+                               }
 
+                               /**
+                                * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
+                                * your texture's network fetch for increased concurrency.
+                                */
 
-               dispose() {
-                       this._blurMaterial.dispose();
 
-                       if (this._cubemapShader !== null) this._cubemapShader.dispose();
-                       if (this._equirectShader !== null) this._equirectShader.dispose();
+                               compileCubemapShader() {
+                                       if (this._cubemapShader === null) {
+                                               this._cubemapShader = _getCubemapShader();
 
-                       for (let i = 0; i < _lodPlanes.length; i++) {
-                               _lodPlanes[i].dispose();
-                       }
-               } // private interface
+                                               this._compileMaterial(this._cubemapShader);
+                                       }
+                               }
 
+                               /**
+                                * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
+                                * your texture's network fetch for increased concurrency.
+                                */
 
-               _cleanup(outputTarget) {
-                       this._pingPongRenderTarget.dispose();
 
-                       this._renderer.setRenderTarget(_oldTarget);
+                               compileEquirectangularShader() {
+                                       if (this._equirectShader === null) {
+                                               this._equirectShader = _getEquirectShader();
 
-                       outputTarget.scissorTest = false;
+                                               this._compileMaterial(this._equirectShader);
+                                       }
+                               }
 
-                       _setViewport(outputTarget, 0, 0, outputTarget.width, outputTarget.height);
-               }
+                               /**
+                                * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
+                                * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
+                                * one of them will cause any others to also become unusable.
+                                */
 
-               _fromTexture(texture) {
-                       _oldTarget = this._renderer.getRenderTarget();
 
-                       const cubeUVRenderTarget = this._allocateTargets(texture);
+                               dispose() {
+                                       this._blurMaterial.dispose();
 
-                       this._textureToCubeUV(texture, cubeUVRenderTarget);
+                                       if (this._cubemapShader !== null) this._cubemapShader.dispose();
+                                       if (this._equirectShader !== null) this._equirectShader.dispose();
 
-                       this._applyPMREM(cubeUVRenderTarget);
+                                       for (let i = 0; i < _lodPlanes.length; i++) {
+                                               _lodPlanes[i].dispose();
+                                       }
+                               } // private interface
 
-                       this._cleanup(cubeUVRenderTarget);
 
-                       return cubeUVRenderTarget;
-               }
+                               _cleanup(outputTarget) {
+                                       this._pingPongRenderTarget.dispose();
 
-               _allocateTargets(texture) {
-                       // warning: null texture is valid
-                       const params = {
-                               magFilter: NearestFilter,
-                               minFilter: NearestFilter,
-                               generateMipmaps: false,
-                               type: UnsignedByteType,
-                               format: RGBEFormat,
-                               encoding: _isLDR(texture) ? texture.encoding : RGBEEncoding,
-                               depthBuffer: false
-                       };
+                                       this._renderer.setRenderTarget(_oldTarget);
 
-                       const cubeUVRenderTarget = _createRenderTarget(params);
+                                       outputTarget.scissorTest = false;
 
-                       cubeUVRenderTarget.depthBuffer = texture ? false : true;
-                       this._pingPongRenderTarget = _createRenderTarget(params);
-                       return cubeUVRenderTarget;
-               }
+                                       _setViewport(outputTarget, 0, 0, outputTarget.width, outputTarget.height);
+                               }
 
-               _compileMaterial(material) {
-                       const tmpMesh = new Mesh(_lodPlanes[0], material);
+                               _fromTexture(texture) {
+                                       _oldTarget = this._renderer.getRenderTarget();
 
-                       this._renderer.compile(tmpMesh, _flatCamera);
-               }
+                                       const cubeUVRenderTarget = this._allocateTargets(texture);
 
-               _sceneToCubeUV(scene, near, far, cubeUVRenderTarget) {
-                       const fov = 90;
-                       const aspect = 1;
-                       const cubeCamera = new PerspectiveCamera(fov, aspect, near, far);
-                       const upSign = [1, -1, 1, 1, 1, 1];
-                       const forwardSign = [1, 1, 1, -1, -1, -1];
-                       const renderer = this._renderer;
-                       const originalAutoClear = renderer.autoClear;
-                       const outputEncoding = renderer.outputEncoding;
-                       const toneMapping = renderer.toneMapping;
-                       renderer.getClearColor(_clearColor);
-                       renderer.toneMapping = NoToneMapping;
-                       renderer.outputEncoding = LinearEncoding;
-                       renderer.autoClear = false;
-                       const backgroundMaterial = new MeshBasicMaterial({
-                               name: 'PMREM.Background',
-                               side: BackSide,
-                               depthWrite: false,
-                               depthTest: false
-                       });
-                       const backgroundBox = new Mesh(new BoxGeometry(), backgroundMaterial);
-                       let useSolidColor = false;
-                       const background = scene.background;
+                                       this._textureToCubeUV(texture, cubeUVRenderTarget);
 
-                       if (background) {
-                               if (background.isColor) {
-                                       backgroundMaterial.color.copy(background);
-                                       scene.background = null;
-                                       useSolidColor = true;
-                               }
-                       } else {
-                               backgroundMaterial.color.copy(_clearColor);
-                               useSolidColor = true;
-                       }
+                                       this._applyPMREM(cubeUVRenderTarget);
 
-                       for (let i = 0; i < 6; i++) {
-                               const col = i % 3;
+                                       this._cleanup(cubeUVRenderTarget);
 
-                               if (col == 0) {
-                                       cubeCamera.up.set(0, upSign[i], 0);
-                                       cubeCamera.lookAt(forwardSign[i], 0, 0);
-                               } else if (col == 1) {
-                                       cubeCamera.up.set(0, 0, upSign[i]);
-                                       cubeCamera.lookAt(0, forwardSign[i], 0);
-                               } else {
-                                       cubeCamera.up.set(0, upSign[i], 0);
-                                       cubeCamera.lookAt(0, 0, forwardSign[i]);
+                                       return cubeUVRenderTarget;
                                }
 
-                               _setViewport(cubeUVRenderTarget, col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX);
+                               _allocateTargets(texture) {
+                                       // warning: null texture is valid
+                                       const params = {
+                                               magFilter: NearestFilter,
+                                               minFilter: NearestFilter,
+                                               generateMipmaps: false,
+                                               type: UnsignedByteType,
+                                               format: RGBEFormat,
+                                               encoding: _isLDR(texture) ? texture.encoding : RGBEEncoding,
+                                               depthBuffer: false
+                                       };
 
-                               renderer.setRenderTarget(cubeUVRenderTarget);
+                                       const cubeUVRenderTarget = _createRenderTarget(params);
 
-                               if (useSolidColor) {
-                                       renderer.render(backgroundBox, cubeCamera);
+                                       cubeUVRenderTarget.depthBuffer = texture ? false : true;
+                                       this._pingPongRenderTarget = _createRenderTarget(params);
+                                       return cubeUVRenderTarget;
                                }
 
-                               renderer.render(scene, cubeCamera);
-                       }
-
-                       backgroundBox.geometry.dispose();
-                       backgroundBox.material.dispose();
-                       renderer.toneMapping = toneMapping;
-                       renderer.outputEncoding = outputEncoding;
-                       renderer.autoClear = originalAutoClear;
-                       scene.background = background;
-               }
-
-               _textureToCubeUV(texture, cubeUVRenderTarget) {
-                       const renderer = this._renderer;
+                               _compileMaterial(material) {
+                                       const tmpMesh = new Mesh(_lodPlanes[0], material);
 
-                       if (texture.isCubeTexture) {
-                               if (this._cubemapShader == null) {
-                                       this._cubemapShader = _getCubemapShader();
-                               }
-                       } else {
-                               if (this._equirectShader == null) {
-                                       this._equirectShader = _getEquirectShader();
+                                       this._renderer.compile(tmpMesh, _flatCamera);
                                }
-                       }
 
-                       const material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;
-                       const mesh = new Mesh(_lodPlanes[0], material);
-                       const uniforms = material.uniforms;
-                       uniforms['envMap'].value = texture;
+                               _sceneToCubeUV(scene, near, far, cubeUVRenderTarget) {
+                                       const fov = 90;
+                                       const aspect = 1;
+                                       const cubeCamera = new PerspectiveCamera(fov, aspect, near, far);
+                                       const upSign = [1, -1, 1, 1, 1, 1];
+                                       const forwardSign = [1, 1, 1, -1, -1, -1];
+                                       const renderer = this._renderer;
+                                       const originalAutoClear = renderer.autoClear;
+                                       const outputEncoding = renderer.outputEncoding;
+                                       const toneMapping = renderer.toneMapping;
+                                       renderer.getClearColor(_clearColor);
+                                       renderer.toneMapping = NoToneMapping;
+                                       renderer.outputEncoding = LinearEncoding;
+                                       renderer.autoClear = false;
+                                       const backgroundMaterial = new MeshBasicMaterial({
+                                               name: 'PMREM.Background',
+                                               side: BackSide,
+                                               depthWrite: false,
+                                               depthTest: false
+                                       });
+                                       const backgroundBox = new Mesh(new BoxGeometry(), backgroundMaterial);
+                                       let useSolidColor = false;
+                                       const background = scene.background;
+
+                                       if (background) {
+                                               if (background.isColor) {
+                                                       backgroundMaterial.color.copy(background);
+                                                       scene.background = null;
+                                                       useSolidColor = true;
+                                               }
+                                       } else {
+                                               backgroundMaterial.color.copy(_clearColor);
+                                               useSolidColor = true;
+                                       }
 
-                       if (!texture.isCubeTexture) {
-                               uniforms['texelSize'].value.set(1.0 / texture.image.width, 1.0 / texture.image.height);
-                       }
+                                       for (let i = 0; i < 6; i++) {
+                                               const col = i % 3;
+
+                                               if (col == 0) {
+                                                       cubeCamera.up.set(0, upSign[i], 0);
+                                                       cubeCamera.lookAt(forwardSign[i], 0, 0);
+                                               } else if (col == 1) {
+                                                       cubeCamera.up.set(0, 0, upSign[i]);
+                                                       cubeCamera.lookAt(0, forwardSign[i], 0);
+                                               } else {
+                                                       cubeCamera.up.set(0, upSign[i], 0);
+                                                       cubeCamera.lookAt(0, 0, forwardSign[i]);
+                                               }
 
-                       uniforms['inputEncoding'].value = ENCODINGS[texture.encoding];
-                       uniforms['outputEncoding'].value = ENCODINGS[cubeUVRenderTarget.texture.encoding];
+                                               _setViewport(cubeUVRenderTarget, col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX);
 
-                       _setViewport(cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX);
+                                               renderer.setRenderTarget(cubeUVRenderTarget);
 
-                       renderer.setRenderTarget(cubeUVRenderTarget);
-                       renderer.render(mesh, _flatCamera);
-               }
+                                               if (useSolidColor) {
+                                                       renderer.render(backgroundBox, cubeCamera);
+                                               }
 
-               _applyPMREM(cubeUVRenderTarget) {
-                       const renderer = this._renderer;
-                       const autoClear = renderer.autoClear;
-                       renderer.autoClear = false;
+                                               renderer.render(scene, cubeCamera);
+                                       }
 
-                       for (let i = 1; i < TOTAL_LODS; i++) {
-                               const sigma = Math.sqrt(_sigmas[i] * _sigmas[i] - _sigmas[i - 1] * _sigmas[i - 1]);
-                               const poleAxis = _axisDirections[(i - 1) % _axisDirections.length];
+                                       backgroundBox.geometry.dispose();
+                                       backgroundBox.material.dispose();
+                                       renderer.toneMapping = toneMapping;
+                                       renderer.outputEncoding = outputEncoding;
+                                       renderer.autoClear = originalAutoClear;
+                                       scene.background = background;
+                               }
 
-                               this._blur(cubeUVRenderTarget, i - 1, i, sigma, poleAxis);
-                       }
+                               _textureToCubeUV(texture, cubeUVRenderTarget) {
+                                       const renderer = this._renderer;
 
-                       renderer.autoClear = autoClear;
-               }
-               /**
-                * This is a two-pass Gaussian blur for a cubemap. Normally this is done
-                * vertically and horizontally, but this breaks down on a cube. Here we apply
-                * the blur latitudinally (around the poles), and then longitudinally (towards
-                * the poles) to approximate the orthogonally-separable blur. It is least
-                * accurate at the poles, but still does a decent job.
-                */
+                                       if (texture.isCubeTexture) {
+                                               if (this._cubemapShader == null) {
+                                                       this._cubemapShader = _getCubemapShader();
+                                               }
+                                       } else {
+                                               if (this._equirectShader == null) {
+                                                       this._equirectShader = _getEquirectShader();
+                                               }
+                                       }
 
+                                       const material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;
+                                       const mesh = new Mesh(_lodPlanes[0], material);
+                                       const uniforms = material.uniforms;
+                                       uniforms['envMap'].value = texture;
 
-               _blur(cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis) {
-                       const pingPongRenderTarget = this._pingPongRenderTarget;
+                                       if (!texture.isCubeTexture) {
+                                               uniforms['texelSize'].value.set(1.0 / texture.image.width, 1.0 / texture.image.height);
+                                       }
 
-                       this._halfBlur(cubeUVRenderTarget, pingPongRenderTarget, lodIn, lodOut, sigma, 'latitudinal', poleAxis);
+                                       uniforms['inputEncoding'].value = ENCODINGS[texture.encoding];
+                                       uniforms['outputEncoding'].value = ENCODINGS[cubeUVRenderTarget.texture.encoding];
 
-                       this._halfBlur(pingPongRenderTarget, cubeUVRenderTarget, lodOut, lodOut, sigma, 'longitudinal', poleAxis);
-               }
+                                       _setViewport(cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX);
 
-               _halfBlur(targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis) {
-                       const renderer = this._renderer;
-                       const blurMaterial = this._blurMaterial;
+                                       renderer.setRenderTarget(cubeUVRenderTarget);
+                                       renderer.render(mesh, _flatCamera);
+                               }
 
-                       if (direction !== 'latitudinal' && direction !== 'longitudinal') {
-                               console.error('blur direction must be either latitudinal or longitudinal!');
-                       } // Number of standard deviations at which to cut off the discrete approximation.
+                               _applyPMREM(cubeUVRenderTarget) {
+                                       const renderer = this._renderer;
+                                       const autoClear = renderer.autoClear;
+                                       renderer.autoClear = false;
 
+                                       for (let i = 1; i < TOTAL_LODS; i++) {
+                                               const sigma = Math.sqrt(_sigmas[i] * _sigmas[i] - _sigmas[i - 1] * _sigmas[i - 1]);
+                                               const poleAxis = _axisDirections[(i - 1) % _axisDirections.length];
 
-                       const STANDARD_DEVIATIONS = 3;
-                       const blurMesh = new Mesh(_lodPlanes[lodOut], blurMaterial);
-                       const blurUniforms = blurMaterial.uniforms;
-                       const pixels = _sizeLods[lodIn] - 1;
-                       const radiansPerPixel = isFinite(sigmaRadians) ? Math.PI / (2 * pixels) : 2 * Math.PI / (2 * MAX_SAMPLES - 1);
-                       const sigmaPixels = sigmaRadians / radiansPerPixel;
-                       const samples = isFinite(sigmaRadians) ? 1 + Math.floor(STANDARD_DEVIATIONS * sigmaPixels) : MAX_SAMPLES;
+                                               this._blur(cubeUVRenderTarget, i - 1, i, sigma, poleAxis);
+                                       }
 
-                       if (samples > MAX_SAMPLES) {
-                               console.warn(`sigmaRadians, ${sigmaRadians}, is too large and will clip, as it requested ${samples} samples when the maximum is set to ${MAX_SAMPLES}`);
-                       }
+                                       renderer.autoClear = autoClear;
+                               }
 
-                       const weights = [];
-                       let sum = 0;
+                               /**
+                                * This is a two-pass Gaussian blur for a cubemap. Normally this is done
+                                * vertically and horizontally, but this breaks down on a cube. Here we apply
+                                * the blur latitudinally (around the poles), and then longitudinally (towards
+                                * the poles) to approximate the orthogonally-separable blur. It is least
+                                * accurate at the poles, but still does a decent job.
+                                */
 
-                       for (let i = 0; i < MAX_SAMPLES; ++i) {
-                               const x = i / sigmaPixels;
-                               const weight = Math.exp(-x * x / 2);
-                               weights.push(weight);
 
-                               if (i == 0) {
-                                       sum += weight;
-                               } else if (i < samples) {
-                                       sum += 2 * weight;
+                               _blur(cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis) {
+                                       const pingPongRenderTarget = this._pingPongRenderTarget;
+
+                                       this._halfBlur(cubeUVRenderTarget, pingPongRenderTarget, lodIn, lodOut, sigma, 'latitudinal', poleAxis);
+
+                                       this._halfBlur(pingPongRenderTarget, cubeUVRenderTarget, lodOut, lodOut, sigma, 'longitudinal', poleAxis);
                                }
-                       }
 
-                       for (let i = 0; i < weights.length; i++) {
-                               weights[i] = weights[i] / sum;
-                       }
+                               _halfBlur(targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis) {
+                                       const renderer = this._renderer;
+                                       const blurMaterial = this._blurMaterial;
 
-                       blurUniforms['envMap'].value = targetIn.texture;
-                       blurUniforms['samples'].value = samples;
-                       blurUniforms['weights'].value = weights;
-                       blurUniforms['latitudinal'].value = direction === 'latitudinal';
+                                       if (direction !== 'latitudinal' && direction !== 'longitudinal') {
+                                               console.error('blur direction must be either latitudinal or longitudinal!');
+                                       } // Number of standard deviations at which to cut off the discrete approximation.
 
-                       if (poleAxis) {
-                               blurUniforms['poleAxis'].value = poleAxis;
-                       }
 
-                       blurUniforms['dTheta'].value = radiansPerPixel;
-                       blurUniforms['mipInt'].value = LOD_MAX - lodIn;
-                       blurUniforms['inputEncoding'].value = ENCODINGS[targetIn.texture.encoding];
-                       blurUniforms['outputEncoding'].value = ENCODINGS[targetIn.texture.encoding];
-                       const outputSize = _sizeLods[lodOut];
-                       const x = 3 * Math.max(0, SIZE_MAX - 2 * outputSize);
-                       const y = (lodOut === 0 ? 0 : 2 * SIZE_MAX) + 2 * outputSize * (lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0);
+                                       const STANDARD_DEVIATIONS = 3;
+                                       const blurMesh = new Mesh(_lodPlanes[lodOut], blurMaterial);
+                                       const blurUniforms = blurMaterial.uniforms;
+                                       const pixels = _sizeLods[lodIn] - 1;
+                                       const radiansPerPixel = isFinite(sigmaRadians) ? Math.PI / (2 * pixels) : 2 * Math.PI / (2 * MAX_SAMPLES - 1);
+                                       const sigmaPixels = sigmaRadians / radiansPerPixel;
+                                       const samples = isFinite(sigmaRadians) ? 1 + Math.floor(STANDARD_DEVIATIONS * sigmaPixels) : MAX_SAMPLES;
 
-                       _setViewport(targetOut, x, y, 3 * outputSize, 2 * outputSize);
+                                       if (samples > MAX_SAMPLES) {
+                                               console.warn(`sigmaRadians, ${sigmaRadians}, is too large and will clip, as it requested ${samples} samples when the maximum is set to ${MAX_SAMPLES}`);
+                                       }
 
-                       renderer.setRenderTarget(targetOut);
-                       renderer.render(blurMesh, _flatCamera);
-               }
+                                       const weights = [];
+                                       let sum = 0;
 
-       }
+                                       for (let i = 0; i < MAX_SAMPLES; ++i) {
+                                               const x = i / sigmaPixels;
+                                               const weight = Math.exp(-x * x / 2);
+                                               weights.push(weight);
 
-       function _isLDR(texture) {
-               if (texture === undefined || texture.type !== UnsignedByteType) return false;
-               return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;
-       }
+                                               if (i == 0) {
+                                                       sum += weight;
+                                               } else if (i < samples) {
+                                                       sum += 2 * weight;
+                                               }
+                                       }
 
-       function _createPlanes() {
-               const _lodPlanes = [];
-               const _sizeLods = [];
-               const _sigmas = [];
-               let lod = LOD_MAX;
+                                       for (let i = 0; i < weights.length; i++) {
+                                               weights[i] = weights[i] / sum;
+                                       }
 
-               for (let i = 0; i < TOTAL_LODS; i++) {
-                       const sizeLod = Math.pow(2, lod);
+                                       blurUniforms['envMap'].value = targetIn.texture;
+                                       blurUniforms['samples'].value = samples;
+                                       blurUniforms['weights'].value = weights;
+                                       blurUniforms['latitudinal'].value = direction === 'latitudinal';
 
-                       _sizeLods.push(sizeLod);
+                                       if (poleAxis) {
+                                               blurUniforms['poleAxis'].value = poleAxis;
+                                       }
 
-                       let sigma = 1.0 / sizeLod;
+                                       blurUniforms['dTheta'].value = radiansPerPixel;
+                                       blurUniforms['mipInt'].value = LOD_MAX - lodIn;
+                                       blurUniforms['inputEncoding'].value = ENCODINGS[targetIn.texture.encoding];
+                                       blurUniforms['outputEncoding'].value = ENCODINGS[targetIn.texture.encoding];
+                                       const outputSize = _sizeLods[lodOut];
+                                       const x = 3 * Math.max(0, SIZE_MAX - 2 * outputSize);
+                                       const y = (lodOut === 0 ? 0 : 2 * SIZE_MAX) + 2 * outputSize * (lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0);
 
-                       if (i > LOD_MAX - LOD_MIN) {
-                               sigma = EXTRA_LOD_SIGMA[i - LOD_MAX + LOD_MIN - 1];
-                       } else if (i == 0) {
-                               sigma = 0;
-                       }
+                                       _setViewport(targetOut, x, y, 3 * outputSize, 2 * outputSize);
 
-                       _sigmas.push(sigma);
+                                       renderer.setRenderTarget(targetOut);
+                                       renderer.render(blurMesh, _flatCamera);
+                               }
 
-                       const texelSize = 1.0 / (sizeLod - 1);
-                       const min = -texelSize / 2;
-                       const max = 1 + texelSize / 2;
-                       const uv1 = [min, min, max, min, max, max, min, min, max, max, min, max];
-                       const cubeFaces = 6;
-                       const vertices = 6;
-                       const positionSize = 3;
-                       const uvSize = 2;
-                       const faceIndexSize = 1;
-                       const position = new Float32Array(positionSize * vertices * cubeFaces);
-                       const uv = new Float32Array(uvSize * vertices * cubeFaces);
-                       const faceIndex = new Float32Array(faceIndexSize * vertices * cubeFaces);
+                       }
 
-                       for (let face = 0; face < cubeFaces; face++) {
-                               const x = face % 3 * 2 / 3 - 1;
-                               const y = face > 2 ? 0 : -1;
-                               const coordinates = [x, y, 0, x + 2 / 3, y, 0, x + 2 / 3, y + 1, 0, x, y, 0, x + 2 / 3, y + 1, 0, x, y + 1, 0];
-                               position.set(coordinates, positionSize * vertices * face);
-                               uv.set(uv1, uvSize * vertices * face);
-                               const fill = [face, face, face, face, face, face];
-                               faceIndex.set(fill, faceIndexSize * vertices * face);
+                       function _isLDR(texture) {
+                               if (texture === undefined || texture.type !== UnsignedByteType) return false;
+                               return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;
                        }
 
-                       const planes = new BufferGeometry();
-                       planes.setAttribute('position', new BufferAttribute(position, positionSize));
-                       planes.setAttribute('uv', new BufferAttribute(uv, uvSize));
-                       planes.setAttribute('faceIndex', new BufferAttribute(faceIndex, faceIndexSize));
+                       function _createPlanes() {
+                               const _lodPlanes = [];
+                               const _sizeLods = [];
+                               const _sigmas = [];
+                               let lod = LOD_MAX;
 
-                       _lodPlanes.push(planes);
+                               for (let i = 0; i < TOTAL_LODS; i++) {
+                                       const sizeLod = Math.pow(2, lod);
 
-                       if (lod > LOD_MIN) {
-                               lod--;
-                       }
-               }
+                                       _sizeLods.push(sizeLod);
 
-               return {
-                       _lodPlanes,
-                       _sizeLods,
-                       _sigmas
-               };
-       }
+                                       let sigma = 1.0 / sizeLod;
 
-       function _createRenderTarget(params) {
-               const cubeUVRenderTarget = new WebGLRenderTarget(3 * SIZE_MAX, 3 * SIZE_MAX, params);
-               cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
-               cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
-               cubeUVRenderTarget.scissorTest = true;
-               return cubeUVRenderTarget;
-       }
+                                       if (i > LOD_MAX - LOD_MIN) {
+                                               sigma = EXTRA_LOD_SIGMA[i - LOD_MAX + LOD_MIN - 1];
+                                       } else if (i == 0) {
+                                               sigma = 0;
+                                       }
 
-       function _setViewport(target, x, y, width, height) {
-               target.viewport.set(x, y, width, height);
-               target.scissor.set(x, y, width, height);
-       }
+                                       _sigmas.push(sigma);
+
+                                       const texelSize = 1.0 / (sizeLod - 1);
+                                       const min = -texelSize / 2;
+                                       const max = 1 + texelSize / 2;
+                                       const uv1 = [min, min, max, min, max, max, min, min, max, max, min, max];
+                                       const cubeFaces = 6;
+                                       const vertices = 6;
+                                       const positionSize = 3;
+                                       const uvSize = 2;
+                                       const faceIndexSize = 1;
+                                       const position = new Float32Array(positionSize * vertices * cubeFaces);
+                                       const uv = new Float32Array(uvSize * vertices * cubeFaces);
+                                       const faceIndex = new Float32Array(faceIndexSize * vertices * cubeFaces);
+
+                                       for (let face = 0; face < cubeFaces; face++) {
+                                               const x = face % 3 * 2 / 3 - 1;
+                                               const y = face > 2 ? 0 : -1;
+                                               const coordinates = [x, y, 0, x + 2 / 3, y, 0, x + 2 / 3, y + 1, 0, x, y, 0, x + 2 / 3, y + 1, 0, x, y + 1, 0];
+                                               position.set(coordinates, positionSize * vertices * face);
+                                               uv.set(uv1, uvSize * vertices * face);
+                                               const fill = [face, face, face, face, face, face];
+                                               faceIndex.set(fill, faceIndexSize * vertices * face);
+                                       }
 
-       function _getBlurShader(maxSamples) {
-               const weights = new Float32Array(maxSamples);
-               const poleAxis = new Vector3(0, 1, 0);
-               const shaderMaterial = new RawShaderMaterial({
-                       name: 'SphericalGaussianBlur',
-                       defines: {
-                               'n': maxSamples
-                       },
-                       uniforms: {
-                               'envMap': {
-                                       value: null
-                               },
-                               'samples': {
-                                       value: 1
-                               },
-                               'weights': {
-                                       value: weights
-                               },
-                               'latitudinal': {
-                                       value: false
-                               },
-                               'dTheta': {
-                                       value: 0
-                               },
-                               'mipInt': {
-                                       value: 0
-                               },
-                               'poleAxis': {
-                                       value: poleAxis
-                               },
-                               'inputEncoding': {
-                                       value: ENCODINGS[LinearEncoding]
-                               },
-                               'outputEncoding': {
-                                       value: ENCODINGS[LinearEncoding]
+                                       const planes = new BufferGeometry();
+                                       planes.setAttribute('position', new BufferAttribute(position, positionSize));
+                                       planes.setAttribute('uv', new BufferAttribute(uv, uvSize));
+                                       planes.setAttribute('faceIndex', new BufferAttribute(faceIndex, faceIndexSize));
+
+                                       _lodPlanes.push(planes);
+
+                                       if (lod > LOD_MIN) {
+                                               lod--;
+                                       }
                                }
-                       },
-                       vertexShader: _getCommonVertexShader(),
-                       fragmentShader:
-                       /* glsl */
-                       `
+
+                               return {
+                                       _lodPlanes,
+                                       _sizeLods,
+                                       _sigmas
+                               };
+                       }
+
+                       function _createRenderTarget(params) {
+                               const cubeUVRenderTarget = new WebGLRenderTarget(3 * SIZE_MAX, 3 * SIZE_MAX, params);
+                               cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
+                               cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
+                               cubeUVRenderTarget.scissorTest = true;
+                               return cubeUVRenderTarget;
+                       }
+
+                       function _setViewport(target, x, y, width, height) {
+                               target.viewport.set(x, y, width, height);
+                               target.scissor.set(x, y, width, height);
+                       }
+
+                       function _getBlurShader(maxSamples) {
+                               const weights = new Float32Array(maxSamples);
+                               const poleAxis = new Vector3(0, 1, 0);
+                               const shaderMaterial = new RawShaderMaterial({
+                                       name: 'SphericalGaussianBlur',
+                                       defines: {
+                                               'n': maxSamples
+                                       },
+                                       uniforms: {
+                                               'envMap': {
+                                                       value: null
+                                               },
+                                               'samples': {
+                                                       value: 1
+                                               },
+                                               'weights': {
+                                                       value: weights
+                                               },
+                                               'latitudinal': {
+                                                       value: false
+                                               },
+                                               'dTheta': {
+                                                       value: 0
+                                               },
+                                               'mipInt': {
+                                                       value: 0
+                                               },
+                                               'poleAxis': {
+                                                       value: poleAxis
+                                               },
+                                               'inputEncoding': {
+                                                       value: ENCODINGS[LinearEncoding]
+                                               },
+                                               'outputEncoding': {
+                                                       value: ENCODINGS[LinearEncoding]
+                                               }
+                                       },
+                                       vertexShader: _getCommonVertexShader(),
+                                       fragmentShader:
+                                       /* glsl */
+                                               `
 
                        precision mediump float;
                        precision mediump int;
@@ -12057,35 +12106,35 @@ window["THREE"] = require("three");
 
                        }
                `,
-                       blending: NoBlending,
-                       depthTest: false,
-                       depthWrite: false
-               });
-               return shaderMaterial;
-       }
-
-       function _getEquirectShader() {
-               const texelSize = new Vector2(1, 1);
-               const shaderMaterial = new RawShaderMaterial({
-                       name: 'EquirectangularToCubeUV',
-                       uniforms: {
-                               'envMap': {
-                                       value: null
-                               },
-                               'texelSize': {
-                                       value: texelSize
-                               },
-                               'inputEncoding': {
-                                       value: ENCODINGS[LinearEncoding]
-                               },
-                               'outputEncoding': {
-                                       value: ENCODINGS[LinearEncoding]
-                               }
-                       },
-                       vertexShader: _getCommonVertexShader(),
-                       fragmentShader:
-                       /* glsl */
-                       `
+                                       blending: NoBlending,
+                                       depthTest: false,
+                                       depthWrite: false
+                               });
+                               return shaderMaterial;
+                       }
+
+                       function _getEquirectShader() {
+                               const texelSize = new Vector2(1, 1);
+                               const shaderMaterial = new RawShaderMaterial({
+                                       name: 'EquirectangularToCubeUV',
+                                       uniforms: {
+                                               'envMap': {
+                                                       value: null
+                                               },
+                                               'texelSize': {
+                                                       value: texelSize
+                                               },
+                                               'inputEncoding': {
+                                                       value: ENCODINGS[LinearEncoding]
+                                               },
+                                               'outputEncoding': {
+                                                       value: ENCODINGS[LinearEncoding]
+                                               }
+                                       },
+                                       vertexShader: _getCommonVertexShader(),
+                                       fragmentShader:
+                                       /* glsl */
+                                               `
 
                        precision mediump float;
                        precision mediump int;
@@ -12124,31 +12173,31 @@ window["THREE"] = require("three");
 
                        }
                `,
-                       blending: NoBlending,
-                       depthTest: false,
-                       depthWrite: false
-               });
-               return shaderMaterial;
-       }
-
-       function _getCubemapShader() {
-               const shaderMaterial = new RawShaderMaterial({
-                       name: 'CubemapToCubeUV',
-                       uniforms: {
-                               'envMap': {
-                                       value: null
-                               },
-                               'inputEncoding': {
-                                       value: ENCODINGS[LinearEncoding]
-                               },
-                               'outputEncoding': {
-                                       value: ENCODINGS[LinearEncoding]
-                               }
-                       },
-                       vertexShader: _getCommonVertexShader(),
-                       fragmentShader:
-                       /* glsl */
-                       `
+                                       blending: NoBlending,
+                                       depthTest: false,
+                                       depthWrite: false
+                               });
+                               return shaderMaterial;
+                       }
+
+                       function _getCubemapShader() {
+                               const shaderMaterial = new RawShaderMaterial({
+                                       name: 'CubemapToCubeUV',
+                                       uniforms: {
+                                               'envMap': {
+                                                       value: null
+                                               },
+                                               'inputEncoding': {
+                                                       value: ENCODINGS[LinearEncoding]
+                                               },
+                                               'outputEncoding': {
+                                                       value: ENCODINGS[LinearEncoding]
+                                               }
+                                       },
+                                       vertexShader: _getCommonVertexShader(),
+                                       fragmentShader:
+                                       /* glsl */
+                                               `
 
                        precision mediump float;
                        precision mediump int;
@@ -12167,17 +12216,17 @@ window["THREE"] = require("three");
 
                        }
                `,
-                       blending: NoBlending,
-                       depthTest: false,
-                       depthWrite: false
-               });
-               return shaderMaterial;
-       }
+                                       blending: NoBlending,
+                                       depthTest: false,
+                                       depthWrite: false
+                               });
+                               return shaderMaterial;
+                       }
 
-       function _getCommonVertexShader() {
-               return (
-                       /* glsl */
-                       `
+                       function _getCommonVertexShader() {
+                               return (
+                                       /* glsl */
+                                       `
 
                precision mediump float;
                precision mediump int;
@@ -12235,13 +12284,13 @@ window["THREE"] = require("three");
 
                }
        `
-               );
-       }
+                               );
+                       }
 
-       function _getEncodings() {
-               return (
-                       /* glsl */
-                       `
+                       function _getEncodings() {
+                               return (
+                                       /* glsl */
+                                       `
 
                uniform int inputEncoding;
                uniform int outputEncoding;
@@ -12322,10380 +12371,10385 @@ window["THREE"] = require("three");
 
                }
        `
-               );
-       }
-
-       function WebGLCubeUVMaps(renderer) {
-               let cubeUVmaps = new WeakMap();
-               let pmremGenerator = null;
+                               );
+                       }
 
-               function get(texture) {
-                       if (texture && texture.isTexture && texture.isRenderTargetTexture === false) {
-                               const mapping = texture.mapping;
-                               const isEquirectMap = mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping;
-                               const isCubeMap = mapping === CubeReflectionMapping || mapping === CubeRefractionMapping;
+                       function WebGLCubeUVMaps(renderer) {
+                               let cubeUVmaps = new WeakMap();
+                               let pmremGenerator = null;
 
-                               if (isEquirectMap || isCubeMap) {
-                                       // equirect/cube map to cubeUV conversion
-                                       if (cubeUVmaps.has(texture)) {
-                                               return cubeUVmaps.get(texture).texture;
-                                       } else {
-                                               const image = texture.image;
+                               function get(texture) {
+                                       if (texture && texture.isTexture && texture.isRenderTargetTexture === false) {
+                                               const mapping = texture.mapping;
+                                               const isEquirectMap = mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping;
+                                               const isCubeMap = mapping === CubeReflectionMapping || mapping === CubeRefractionMapping;
 
-                                               if (isEquirectMap && image && image.height > 0 || isCubeMap && image && isCubeTextureComplete(image)) {
-                                                       const currentRenderTarget = renderer.getRenderTarget();
-                                                       if (pmremGenerator === null) pmremGenerator = new PMREMGenerator(renderer);
-                                                       const renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular(texture) : pmremGenerator.fromCubemap(texture);
-                                                       cubeUVmaps.set(texture, renderTarget);
-                                                       renderer.setRenderTarget(currentRenderTarget);
-                                                       texture.addEventListener('dispose', onTextureDispose);
-                                                       return renderTarget.texture;
-                                               } else {
-                                                       // image not yet ready. try the conversion next frame
-                                                       return null;
+                                               if (isEquirectMap || isCubeMap) {
+                                                       // equirect/cube map to cubeUV conversion
+                                                       if (cubeUVmaps.has(texture)) {
+                                                               return cubeUVmaps.get(texture).texture;
+                                                       } else {
+                                                               const image = texture.image;
+
+                                                               if (isEquirectMap && image && image.height > 0 || isCubeMap && image && isCubeTextureComplete(image)) {
+                                                                       const currentRenderTarget = renderer.getRenderTarget();
+                                                                       if (pmremGenerator === null) pmremGenerator = new PMREMGenerator(renderer);
+                                                                       const renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular(texture) : pmremGenerator.fromCubemap(texture);
+                                                                       cubeUVmaps.set(texture, renderTarget);
+                                                                       renderer.setRenderTarget(currentRenderTarget);
+                                                                       texture.addEventListener('dispose', onTextureDispose);
+                                                                       return renderTarget.texture;
+                                                               } else {
+                                                                       // image not yet ready. try the conversion next frame
+                                                                       return null;
+                                                               }
+                                                       }
                                                }
                                        }
+
+                                       return texture;
                                }
-                       }
 
-                       return texture;
-               }
+                               function isCubeTextureComplete(image) {
+                                       let count = 0;
+                                       const length = 6;
 
-               function isCubeTextureComplete(image) {
-                       let count = 0;
-                       const length = 6;
+                                       for (let i = 0; i < length; i++) {
+                                               if (image[i] !== undefined) count++;
+                                       }
 
-                       for (let i = 0; i < length; i++) {
-                               if (image[i] !== undefined) count++;
-                       }
+                                       return count === length;
+                               }
 
-                       return count === length;
-               }
+                               function onTextureDispose(event) {
+                                       const texture = event.target;
+                                       texture.removeEventListener('dispose', onTextureDispose);
+                                       const cubemapUV = cubeUVmaps.get(texture);
 
-               function onTextureDispose(event) {
-                       const texture = event.target;
-                       texture.removeEventListener('dispose', onTextureDispose);
-                       const cubemapUV = cubeUVmaps.get(texture);
+                                       if (cubemapUV !== undefined) {
+                                               cubeUVmaps.delete(texture);
+                                               cubemapUV.dispose();
+                                       }
+                               }
 
-                       if (cubemapUV !== undefined) {
-                               cubeUVmaps.delete(texture);
-                               cubemapUV.dispose();
-                       }
-               }
+                               function dispose() {
+                                       cubeUVmaps = new WeakMap();
 
-               function dispose() {
-                       cubeUVmaps = new WeakMap();
+                                       if (pmremGenerator !== null) {
+                                               pmremGenerator.dispose();
+                                               pmremGenerator = null;
+                                       }
+                               }
 
-                       if (pmremGenerator !== null) {
-                               pmremGenerator.dispose();
-                               pmremGenerator = null;
+                               return {
+                                       get: get,
+                                       dispose: dispose
+                               };
                        }
-               }
 
-               return {
-                       get: get,
-                       dispose: dispose
-               };
-       }
-
-       function WebGLExtensions(gl) {
-               const extensions = {};
-
-               function getExtension(name) {
-                       if (extensions[name] !== undefined) {
-                               return extensions[name];
-                       }
+                       function WebGLExtensions(gl) {
+                               const extensions = {};
 
-                       let extension;
+                               function getExtension(name) {
+                                       if (extensions[name] !== undefined) {
+                                               return extensions[name];
+                                       }
 
-                       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;
+                                       let extension;
 
-                               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;
+                                       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 '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 '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_pvrtc':
-                                       extension = gl.getExtension('WEBGL_compressed_texture_pvrtc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
-                                       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;
 
-                               default:
-                                       extension = gl.getExtension(name);
-                       }
+                                               case 'WEBGL_compressed_texture_pvrtc':
+                                                       extension = gl.getExtension('WEBGL_compressed_texture_pvrtc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
+                                                       break;
 
-                       extensions[name] = extension;
-                       return extension;
-               }
+                                               default:
+                                                       extension = gl.getExtension(name);
+                                       }
 
-               return {
-                       has: function (name) {
-                               return getExtension(name) !== null;
-                       },
-                       init: function (capabilities) {
-                               if (capabilities.isWebGL2) {
-                                       getExtension('EXT_color_buffer_float');
-                               } else {
-                                       getExtension('WEBGL_depth_texture');
-                                       getExtension('OES_texture_float');
-                                       getExtension('OES_texture_half_float');
-                                       getExtension('OES_texture_half_float_linear');
-                                       getExtension('OES_standard_derivatives');
-                                       getExtension('OES_element_index_uint');
-                                       getExtension('OES_vertex_array_object');
-                                       getExtension('ANGLE_instanced_arrays');
+                                       extensions[name] = extension;
+                                       return extension;
                                }
 
-                               getExtension('OES_texture_float_linear');
-                               getExtension('EXT_color_buffer_half_float');
-                       },
-                       get: function (name) {
-                               const extension = getExtension(name);
+                               return {
+                                       has: function (name) {
+                                               return getExtension(name) !== null;
+                                       },
+                                       init: function (capabilities) {
+                                               if (capabilities.isWebGL2) {
+                                                       getExtension('EXT_color_buffer_float');
+                                               } else {
+                                                       getExtension('WEBGL_depth_texture');
+                                                       getExtension('OES_texture_float');
+                                                       getExtension('OES_texture_half_float');
+                                                       getExtension('OES_texture_half_float_linear');
+                                                       getExtension('OES_standard_derivatives');
+                                                       getExtension('OES_element_index_uint');
+                                                       getExtension('OES_vertex_array_object');
+                                                       getExtension('ANGLE_instanced_arrays');
+                                               }
+
+                                               getExtension('OES_texture_float_linear');
+                                               getExtension('EXT_color_buffer_half_float');
+                                       },
+                                       get: function (name) {
+                                               const extension = getExtension(name);
 
-                               if (extension === null) {
-                                       console.warn('THREE.WebGLRenderer: ' + name + ' extension not supported.');
-                               }
+                                               if (extension === null) {
+                                                       console.warn('THREE.WebGLRenderer: ' + name + ' extension not supported.');
+                                               }
 
-                               return extension;
+                                               return extension;
+                                       }
+                               };
                        }
-               };
-       }
 
-       function WebGLGeometries(gl, attributes, info, bindingStates) {
-               const geometries = {};
-               const wireframeAttributes = new WeakMap();
+                       function WebGLGeometries(gl, attributes, info, bindingStates) {
+                               const geometries = {};
+                               const wireframeAttributes = new WeakMap();
 
-               function onGeometryDispose(event) {
-                       const geometry = event.target;
+                               function onGeometryDispose(event) {
+                                       const geometry = event.target;
 
-                       if (geometry.index !== null) {
-                               attributes.remove(geometry.index);
-                       }
+                                       if (geometry.index !== null) {
+                                               attributes.remove(geometry.index);
+                                       }
 
-                       for (const name in geometry.attributes) {
-                               attributes.remove(geometry.attributes[name]);
-                       }
+                                       for (const name in geometry.attributes) {
+                                               attributes.remove(geometry.attributes[name]);
+                                       }
 
-                       geometry.removeEventListener('dispose', onGeometryDispose);
-                       delete geometries[geometry.id];
-                       const attribute = wireframeAttributes.get(geometry);
+                                       geometry.removeEventListener('dispose', onGeometryDispose);
+                                       delete geometries[geometry.id];
+                                       const attribute = wireframeAttributes.get(geometry);
 
-                       if (attribute) {
-                               attributes.remove(attribute);
-                               wireframeAttributes.delete(geometry);
-                       }
+                                       if (attribute) {
+                                               attributes.remove(attribute);
+                                               wireframeAttributes.delete(geometry);
+                                       }
 
-                       bindingStates.releaseStatesOfGeometry(geometry);
+                                       bindingStates.releaseStatesOfGeometry(geometry);
 
-                       if (geometry.isInstancedBufferGeometry === true) {
-                               delete geometry._maxInstanceCount;
-                       } //
+                                       if (geometry.isInstancedBufferGeometry === true) {
+                                               delete geometry._maxInstanceCount;
+                                       } //
 
 
-                       info.memory.geometries--;
-               }
+                                       info.memory.geometries--;
+                               }
 
-               function get(object, geometry) {
-                       if (geometries[geometry.id] === true) return geometry;
-                       geometry.addEventListener('dispose', onGeometryDispose);
-                       geometries[geometry.id] = true;
-                       info.memory.geometries++;
-                       return geometry;
-               }
+                               function get(object, geometry) {
+                                       if (geometries[geometry.id] === true) return geometry;
+                                       geometry.addEventListener('dispose', onGeometryDispose);
+                                       geometries[geometry.id] = true;
+                                       info.memory.geometries++;
+                                       return geometry;
+                               }
 
-               function update(geometry) {
-                       const geometryAttributes = geometry.attributes; // Updating index buffer in VAO now. See WebGLBindingStates.
+                               function update(geometry) {
+                                       const geometryAttributes = geometry.attributes; // Updating index buffer in VAO now. See WebGLBindingStates.
 
-                       for (const name in geometryAttributes) {
-                               attributes.update(geometryAttributes[name], gl.ARRAY_BUFFER);
-                       } // morph targets
+                                       for (const name in geometryAttributes) {
+                                               attributes.update(geometryAttributes[name], gl.ARRAY_BUFFER);
+                                       } // morph targets
 
 
-                       const morphAttributes = geometry.morphAttributes;
+                                       const morphAttributes = geometry.morphAttributes;
 
-                       for (const name in morphAttributes) {
-                               const array = morphAttributes[name];
+                                       for (const name in morphAttributes) {
+                                               const array = morphAttributes[name];
 
-                               for (let i = 0, l = array.length; i < l; i++) {
-                                       attributes.update(array[i], gl.ARRAY_BUFFER);
+                                               for (let i = 0, l = array.length; i < l; i++) {
+                                                       attributes.update(array[i], gl.ARRAY_BUFFER);
+                                               }
+                                       }
                                }
-                       }
-               }
 
-               function updateWireframeAttribute(geometry) {
-                       const indices = [];
-                       const geometryIndex = geometry.index;
-                       const geometryPosition = geometry.attributes.position;
-                       let version = 0;
+                               function updateWireframeAttribute(geometry) {
+                                       const indices = [];
+                                       const geometryIndex = geometry.index;
+                                       const geometryPosition = geometry.attributes.position;
+                                       let version = 0;
 
-                       if (geometryIndex !== null) {
-                               const array = geometryIndex.array;
-                               version = geometryIndex.version;
+                                       if (geometryIndex !== null) {
+                                               const array = geometryIndex.array;
+                                               version = geometryIndex.version;
 
-                               for (let i = 0, l = array.length; i < l; i += 3) {
-                                       const a = array[i + 0];
-                                       const b = array[i + 1];
-                                       const c = array[i + 2];
-                                       indices.push(a, b, b, c, c, a);
-                               }
-                       } else {
-                               const array = geometryPosition.array;
-                               version = geometryPosition.version;
+                                               for (let i = 0, l = array.length; i < l; i += 3) {
+                                                       const a = array[i + 0];
+                                                       const b = array[i + 1];
+                                                       const c = array[i + 2];
+                                                       indices.push(a, b, b, c, c, a);
+                                               }
+                                       } else {
+                                               const array = geometryPosition.array;
+                                               version = geometryPosition.version;
 
-                               for (let i = 0, l = array.length / 3 - 1; i < l; i += 3) {
-                                       const a = i + 0;
-                                       const b = i + 1;
-                                       const c = i + 2;
-                                       indices.push(a, b, b, c, c, a);
-                               }
-                       }
+                                               for (let i = 0, l = array.length / 3 - 1; i < l; i += 3) {
+                                                       const a = i + 0;
+                                                       const b = i + 1;
+                                                       const c = i + 2;
+                                                       indices.push(a, b, b, c, c, a);
+                                               }
+                                       }
 
-                       const attribute = new (arrayMax(indices) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute)(indices, 1);
-                       attribute.version = version; // Updating index buffer in VAO now. See WebGLBindingStates
-                       //
+                                       const attribute = new (arrayMax(indices) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute)(indices, 1);
+                                       attribute.version = version; // Updating index buffer in VAO now. See WebGLBindingStates
+                                       //
 
-                       const previousAttribute = wireframeAttributes.get(geometry);
-                       if (previousAttribute) attributes.remove(previousAttribute); //
+                                       const previousAttribute = wireframeAttributes.get(geometry);
+                                       if (previousAttribute) attributes.remove(previousAttribute); //
 
-                       wireframeAttributes.set(geometry, attribute);
-               }
+                                       wireframeAttributes.set(geometry, attribute);
+                               }
 
-               function getWireframeAttribute(geometry) {
-                       const currentAttribute = wireframeAttributes.get(geometry);
+                               function getWireframeAttribute(geometry) {
+                                       const currentAttribute = wireframeAttributes.get(geometry);
 
-                       if (currentAttribute) {
-                               const geometryIndex = geometry.index;
+                                       if (currentAttribute) {
+                                               const geometryIndex = geometry.index;
 
-                               if (geometryIndex !== null) {
-                                       // if the attribute is obsolete, create a new one
-                                       if (currentAttribute.version < geometryIndex.version) {
+                                               if (geometryIndex !== null) {
+                                                       // if the attribute is obsolete, create a new one
+                                                       if (currentAttribute.version < geometryIndex.version) {
+                                                               updateWireframeAttribute(geometry);
+                                                       }
+                                               }
+                                       } else {
                                                updateWireframeAttribute(geometry);
                                        }
+
+                                       return wireframeAttributes.get(geometry);
                                }
-                       } else {
-                               updateWireframeAttribute(geometry);
+
+                               return {
+                                       get: get,
+                                       update: update,
+                                       getWireframeAttribute: getWireframeAttribute
+                               };
                        }
 
-                       return wireframeAttributes.get(geometry);
-               }
+                       function WebGLIndexedBufferRenderer(gl, extensions, info, capabilities) {
+                               const isWebGL2 = capabilities.isWebGL2;
+                               let mode;
 
-               return {
-                       get: get,
-                       update: update,
-                       getWireframeAttribute: getWireframeAttribute
-               };
-       }
+                               function setMode(value) {
+                                       mode = value;
+                               }
 
-       function WebGLIndexedBufferRenderer(gl, extensions, info, capabilities) {
-               const isWebGL2 = capabilities.isWebGL2;
-               let mode;
+                               let type, bytesPerElement;
 
-               function setMode(value) {
-                       mode = value;
-               }
+                               function setIndex(value) {
+                                       type = value.type;
+                                       bytesPerElement = value.bytesPerElement;
+                               }
 
-               let type, bytesPerElement;
+                               function render(start, count) {
+                                       gl.drawElements(mode, count, type, start * bytesPerElement);
+                                       info.update(count, mode, 1);
+                               }
 
-               function setIndex(value) {
-                       type = value.type;
-                       bytesPerElement = value.bytesPerElement;
-               }
+                               function renderInstances(start, count, primcount) {
+                                       if (primcount === 0) return;
+                                       let extension, methodName;
 
-               function render(start, count) {
-                       gl.drawElements(mode, count, type, start * bytesPerElement);
-                       info.update(count, mode, 1);
-               }
+                                       if (isWebGL2) {
+                                               extension = gl;
+                                               methodName = 'drawElementsInstanced';
+                                       } else {
+                                               extension = extensions.get('ANGLE_instanced_arrays');
+                                               methodName = 'drawElementsInstancedANGLE';
 
-               function renderInstances(start, count, primcount) {
-                       if (primcount === 0) return;
-                       let extension, methodName;
+                                               if (extension === null) {
+                                                       console.error('THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.');
+                                                       return;
+                                               }
+                                       }
 
-                       if (isWebGL2) {
-                               extension = gl;
-                               methodName = 'drawElementsInstanced';
-                       } else {
-                               extension = extensions.get('ANGLE_instanced_arrays');
-                               methodName = 'drawElementsInstancedANGLE';
+                                       extension[methodName](mode, count, type, start * bytesPerElement, primcount);
+                                       info.update(count, mode, primcount);
+                               } //
 
-                               if (extension === null) {
-                                       console.error('THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.');
-                                       return;
-                               }
+
+                               this.setMode = setMode;
+                               this.setIndex = setIndex;
+                               this.render = render;
+                               this.renderInstances = renderInstances;
                        }
 
-                       extension[methodName](mode, count, type, start * bytesPerElement, primcount);
-                       info.update(count, mode, primcount);
-               } //
+                       function WebGLInfo(gl) {
+                               const memory = {
+                                       geometries: 0,
+                                       textures: 0
+                               };
+                               const render = {
+                                       frame: 0,
+                                       calls: 0,
+                                       triangles: 0,
+                                       points: 0,
+                                       lines: 0
+                               };
 
+                               function update(count, mode, instanceCount) {
+                                       render.calls++;
 
-               this.setMode = setMode;
-               this.setIndex = setIndex;
-               this.render = render;
-               this.renderInstances = renderInstances;
-       }
+                                       switch (mode) {
+                                               case gl.TRIANGLES:
+                                                       render.triangles += instanceCount * (count / 3);
+                                                       break;
 
-       function WebGLInfo(gl) {
-               const memory = {
-                       geometries: 0,
-                       textures: 0
-               };
-               const render = {
-                       frame: 0,
-                       calls: 0,
-                       triangles: 0,
-                       points: 0,
-                       lines: 0
-               };
-
-               function update(count, mode, instanceCount) {
-                       render.calls++;
-
-                       switch (mode) {
-                               case gl.TRIANGLES:
-                                       render.triangles += instanceCount * (count / 3);
-                                       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;
-                       }
-               }
+                                               case gl.LINES:
+                                                       render.lines += instanceCount * (count / 2);
+                                                       break;
 
-               function reset() {
-                       render.frame++;
-                       render.calls = 0;
-                       render.triangles = 0;
-                       render.points = 0;
-                       render.lines = 0;
-               }
+                                               case gl.LINE_STRIP:
+                                                       render.lines += instanceCount * (count - 1);
+                                                       break;
 
-               return {
-                       memory: memory,
-                       render: render,
-                       programs: null,
-                       autoReset: true,
-                       reset: reset,
-                       update: update
-               };
-       }
+                                               case gl.LINE_LOOP:
+                                                       render.lines += instanceCount * count;
+                                                       break;
 
-       function numericalSort(a, b) {
-               return a[0] - b[0];
-       }
+                                               case gl.POINTS:
+                                                       render.points += instanceCount * count;
+                                                       break;
 
-       function absNumericalSort(a, b) {
-               return Math.abs(b[1]) - Math.abs(a[1]);
-       }
+                                               default:
+                                                       console.error('THREE.WebGLInfo: Unknown draw mode:', mode);
+                                                       break;
+                                       }
+                               }
 
-       function WebGLMorphtargets(gl) {
-               const influencesList = {};
-               const morphInfluences = new Float32Array(8);
-               const workInfluences = [];
+                               function reset() {
+                                       render.frame++;
+                                       render.calls = 0;
+                                       render.triangles = 0;
+                                       render.points = 0;
+                                       render.lines = 0;
+                               }
 
-               for (let i = 0; i < 8; i++) {
-                       workInfluences[i] = [i, 0];
-               }
+                               return {
+                                       memory: memory,
+                                       render: render,
+                                       programs: null,
+                                       autoReset: true,
+                                       reset: reset,
+                                       update: update
+                               };
+                       }
 
-               function update(object, geometry, material, program) {
-                       const objectInfluences = object.morphTargetInfluences; // When object doesn't have morph target influences defined, we treat it as a 0-length array
-                       // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
+                       function numericalSort(a, b) {
+                               return a[0] - b[0];
+                       }
 
-                       const length = objectInfluences === undefined ? 0 : objectInfluences.length;
-                       let influences = influencesList[geometry.id];
+                       function absNumericalSort(a, b) {
+                               return Math.abs(b[1]) - Math.abs(a[1]);
+                       }
 
-                       if (influences === undefined || influences.length !== length) {
-                               // initialise list
-                               influences = [];
+                       function WebGLMorphtargets(gl) {
+                               const influencesList = {};
+                               const morphInfluences = new Float32Array(8);
+                               const workInfluences = [];
 
-                               for (let i = 0; i < length; i++) {
-                                       influences[i] = [i, 0];
+                               for (let i = 0; i < 8; i++) {
+                                       workInfluences[i] = [i, 0];
                                }
 
-                               influencesList[geometry.id] = influences;
-                       } // Collect influences
-
+                               function update(object, geometry, material, program) {
+                                       const objectInfluences = object.morphTargetInfluences; // When object doesn't have morph target influences defined, we treat it as a 0-length array
+                                       // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
 
-                       for (let i = 0; i < length; i++) {
-                               const influence = influences[i];
-                               influence[0] = i;
-                               influence[1] = objectInfluences[i];
-                       }
+                                       const length = objectInfluences === undefined ? 0 : objectInfluences.length;
+                                       let influences = influencesList[geometry.id];
 
-                       influences.sort(absNumericalSort);
+                                       if (influences === undefined || influences.length !== length) {
+                                               // initialise list
+                                               influences = [];
 
-                       for (let i = 0; i < 8; i++) {
-                               if (i < length && influences[i][1]) {
-                                       workInfluences[i][0] = influences[i][0];
-                                       workInfluences[i][1] = influences[i][1];
-                               } else {
-                                       workInfluences[i][0] = Number.MAX_SAFE_INTEGER;
-                                       workInfluences[i][1] = 0;
-                               }
-                       }
+                                               for (let i = 0; i < length; i++) {
+                                                       influences[i] = [i, 0];
+                                               }
 
-                       workInfluences.sort(numericalSort);
-                       const morphTargets = geometry.morphAttributes.position;
-                       const morphNormals = geometry.morphAttributes.normal;
-                       let morphInfluencesSum = 0;
+                                               influencesList[geometry.id] = influences;
+                                       } // Collect influences
 
-                       for (let i = 0; i < 8; i++) {
-                               const influence = workInfluences[i];
-                               const index = influence[0];
-                               const value = influence[1];
 
-                               if (index !== Number.MAX_SAFE_INTEGER && value) {
-                                       if (morphTargets && geometry.getAttribute('morphTarget' + i) !== morphTargets[index]) {
-                                               geometry.setAttribute('morphTarget' + i, morphTargets[index]);
+                                       for (let i = 0; i < length; i++) {
+                                               const influence = influences[i];
+                                               influence[0] = i;
+                                               influence[1] = objectInfluences[i];
                                        }
 
-                                       if (morphNormals && geometry.getAttribute('morphNormal' + i) !== morphNormals[index]) {
-                                               geometry.setAttribute('morphNormal' + i, morphNormals[index]);
-                                       }
+                                       influences.sort(absNumericalSort);
 
-                                       morphInfluences[i] = value;
-                                       morphInfluencesSum += value;
-                               } else {
-                                       if (morphTargets && geometry.hasAttribute('morphTarget' + i) === true) {
-                                               geometry.deleteAttribute('morphTarget' + i);
+                                       for (let i = 0; i < 8; i++) {
+                                               if (i < length && influences[i][1]) {
+                                                       workInfluences[i][0] = influences[i][0];
+                                                       workInfluences[i][1] = influences[i][1];
+                                               } else {
+                                                       workInfluences[i][0] = Number.MAX_SAFE_INTEGER;
+                                                       workInfluences[i][1] = 0;
+                                               }
                                        }
 
-                                       if (morphNormals && geometry.hasAttribute('morphNormal' + i) === true) {
-                                               geometry.deleteAttribute('morphNormal' + i);
-                                       }
+                                       workInfluences.sort(numericalSort);
+                                       const morphTargets = geometry.morphAttributes.position;
+                                       const morphNormals = geometry.morphAttributes.normal;
+                                       let morphInfluencesSum = 0;
 
-                                       morphInfluences[i] = 0;
-                               }
-                       } // GLSL shader uses formula baseinfluence * base + sum(target * influence)
-                       // This allows us to switch between absolute morphs and relative morphs without changing shader code
-                       // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
+                                       for (let i = 0; i < 8; i++) {
+                                               const influence = workInfluences[i];
+                                               const index = influence[0];
+                                               const value = influence[1];
 
+                                               if (index !== Number.MAX_SAFE_INTEGER && value) {
+                                                       if (morphTargets && geometry.getAttribute('morphTarget' + i) !== morphTargets[index]) {
+                                                               geometry.setAttribute('morphTarget' + i, morphTargets[index]);
+                                                       }
 
-                       const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
-                       program.getUniforms().setValue(gl, 'morphTargetBaseInfluence', morphBaseInfluence);
-                       program.getUniforms().setValue(gl, 'morphTargetInfluences', morphInfluences);
-               }
+                                                       if (morphNormals && geometry.getAttribute('morphNormal' + i) !== morphNormals[index]) {
+                                                               geometry.setAttribute('morphNormal' + i, morphNormals[index]);
+                                                       }
 
-               return {
-                       update: update
-               };
-       }
+                                                       morphInfluences[i] = value;
+                                                       morphInfluencesSum += value;
+                                               } else {
+                                                       if (morphTargets && geometry.hasAttribute('morphTarget' + i) === true) {
+                                                               geometry.deleteAttribute('morphTarget' + i);
+                                                       }
 
-       function WebGLObjects(gl, geometries, attributes, info) {
-               let updateMap = new WeakMap();
+                                                       if (morphNormals && geometry.hasAttribute('morphNormal' + i) === true) {
+                                                               geometry.deleteAttribute('morphNormal' + i);
+                                                       }
 
-               function update(object) {
-                       const frame = info.render.frame;
-                       const geometry = object.geometry;
-                       const buffergeometry = geometries.get(object, geometry); // Update once per frame
+                                                       morphInfluences[i] = 0;
+                                               }
+                                       } // GLSL shader uses formula baseinfluence * base + sum(target * influence)
+                                       // This allows us to switch between absolute morphs and relative morphs without changing shader code
+                                       // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
 
-                       if (updateMap.get(buffergeometry) !== frame) {
-                               geometries.update(buffergeometry);
-                               updateMap.set(buffergeometry, frame);
-                       }
 
-                       if (object.isInstancedMesh) {
-                               if (object.hasEventListener('dispose', onInstancedMeshDispose) === false) {
-                                       object.addEventListener('dispose', onInstancedMeshDispose);
+                                       const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
+                                       program.getUniforms().setValue(gl, 'morphTargetBaseInfluence', morphBaseInfluence);
+                                       program.getUniforms().setValue(gl, 'morphTargetInfluences', morphInfluences);
                                }
 
-                               attributes.update(object.instanceMatrix, gl.ARRAY_BUFFER);
-
-                               if (object.instanceColor !== null) {
-                                       attributes.update(object.instanceColor, gl.ARRAY_BUFFER);
-                               }
+                               return {
+                                       update: update
+                               };
                        }
 
-                       return buffergeometry;
-               }
-
-               function dispose() {
-                       updateMap = new WeakMap();
-               }
-
-               function onInstancedMeshDispose(event) {
-                       const instancedMesh = event.target;
-                       instancedMesh.removeEventListener('dispose', onInstancedMeshDispose);
-                       attributes.remove(instancedMesh.instanceMatrix);
-                       if (instancedMesh.instanceColor !== null) attributes.remove(instancedMesh.instanceColor);
-               }
+                       function WebGLObjects(gl, geometries, attributes, info) {
+                               let updateMap = new WeakMap();
 
-               return {
-                       update: update,
-                       dispose: dispose
-               };
-       }
+                               function update(object) {
+                                       const frame = info.render.frame;
+                                       const geometry = object.geometry;
+                                       const buffergeometry = geometries.get(object, geometry); // Update once per frame
 
-       class DataTexture2DArray extends Texture {
-               constructor(data = null, width = 1, height = 1, depth = 1) {
-                       super(null);
-                       this.image = {
-                               data,
-                               width,
-                               height,
-                               depth
-                       };
-                       this.magFilter = NearestFilter;
-                       this.minFilter = NearestFilter;
-                       this.wrapR = ClampToEdgeWrapping;
-                       this.generateMipmaps = false;
-                       this.flipY = false;
-                       this.unpackAlignment = 1;
-                       this.needsUpdate = true;
-               }
+                                       if (updateMap.get(buffergeometry) !== frame) {
+                                               geometries.update(buffergeometry);
+                                               updateMap.set(buffergeometry, frame);
+                                       }
 
-       }
+                                       if (object.isInstancedMesh) {
+                                               if (object.hasEventListener('dispose', onInstancedMeshDispose) === false) {
+                                                       object.addEventListener('dispose', onInstancedMeshDispose);
+                                               }
 
-       DataTexture2DArray.prototype.isDataTexture2DArray = true;
+                                               attributes.update(object.instanceMatrix, gl.ARRAY_BUFFER);
 
-       class DataTexture3D extends Texture {
-               constructor(data = null, width = 1, height = 1, depth = 1) {
-                       // We're going to add .setXXX() methods for setting properties later.
-                       // Users can still set in DataTexture3D directly.
-                       //
-                       //      const texture = new THREE.DataTexture3D( data, width, height, depth );
-                       //      texture.anisotropy = 16;
-                       //
-                       // See #14839
-                       super(null);
-                       this.image = {
-                               data,
-                               width,
-                               height,
-                               depth
-                       };
-                       this.magFilter = NearestFilter;
-                       this.minFilter = NearestFilter;
-                       this.wrapR = ClampToEdgeWrapping;
-                       this.generateMipmaps = false;
-                       this.flipY = false;
-                       this.unpackAlignment = 1;
-                       this.needsUpdate = true;
-               }
+                                               if (object.instanceColor !== null) {
+                                                       attributes.update(object.instanceColor, gl.ARRAY_BUFFER);
+                                               }
+                                       }
 
-       }
+                                       return buffergeometry;
+                               }
 
-       DataTexture3D.prototype.isDataTexture3D = true;
-
-       /**
-        * 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 )'.
-        *
-        *
-        * 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, [textures] )
-        *
-        *              uploads a uniform value(s)
-        *              the 'textures' parameter is needed for sampler uniforms
-        *
-        *
-        * Static methods of the top-level container (textures factorizations):
-        *
-        * .upload( gl, seq, values, textures )
-        *
-        *              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 (textures factorizations):
-        *
-        * .setValue( gl, name, value, textures )
-        *
-        *              sets uniform with       name 'name' to 'value'
-        *
-        * .setOptional( gl, obj, prop )
-        *
-        *              like .set for an optional property of the object
-        *
-        */
-       const emptyTexture = new Texture();
-       const emptyTexture2dArray = new DataTexture2DArray();
-       const emptyTexture3d = new DataTexture3D();
-       const emptyCubeTexture = new CubeTexture(); // --- Utilities ---
-       // Array Caches (provide typed arrays for temporary by size)
-
-       const arrayCacheF32 = [];
-       const arrayCacheI32 = []; // Float32Array caches used for uploading Matrix uniforms
-
-       const mat4array = new Float32Array(16);
-       const mat3array = new Float32Array(9);
-       const mat2array = new Float32Array(4); // Flattening for arrays of vectors and matrices
-
-       function flatten(array, nBlocks, blockSize) {
-               const firstElem = array[0];
-               if (firstElem <= 0 || firstElem > 0) return array; // unoptimized: ! isNaN( firstElem )
-               // see http://jacksondunstan.com/articles/983
-
-               const n = nBlocks * blockSize;
-               let r = arrayCacheF32[n];
-
-               if (r === undefined) {
-                       r = new Float32Array(n);
-                       arrayCacheF32[n] = r;
-               }
+                               function dispose() {
+                                       updateMap = new WeakMap();
+                               }
 
-               if (nBlocks !== 0) {
-                       firstElem.toArray(r, 0);
+                               function onInstancedMeshDispose(event) {
+                                       const instancedMesh = event.target;
+                                       instancedMesh.removeEventListener('dispose', onInstancedMeshDispose);
+                                       attributes.remove(instancedMesh.instanceMatrix);
+                                       if (instancedMesh.instanceColor !== null) attributes.remove(instancedMesh.instanceColor);
+                               }
 
-                       for (let i = 1, offset = 0; i !== nBlocks; ++i) {
-                               offset += blockSize;
-                               array[i].toArray(r, offset);
+                               return {
+                                       update: update,
+                                       dispose: dispose
+                               };
                        }
-               }
 
-               return r;
-       }
+                       class DataTexture2DArray extends Texture {
+                               constructor(data = null, width = 1, height = 1, depth = 1) {
+                                       super(null);
+                                       this.image = {
+                                               data,
+                                               width,
+                                               height,
+                                               depth
+                                       };
+                                       this.magFilter = NearestFilter;
+                                       this.minFilter = NearestFilter;
+                                       this.wrapR = ClampToEdgeWrapping;
+                                       this.generateMipmaps = false;
+                                       this.flipY = false;
+                                       this.unpackAlignment = 1;
+                                       this.needsUpdate = true;
+                               }
 
-       function arraysEqual(a, b) {
-               if (a.length !== b.length) return false;
+                       }
 
-               for (let i = 0, l = a.length; i < l; i++) {
-                       if (a[i] !== b[i]) return false;
-               }
+                       DataTexture2DArray.prototype.isDataTexture2DArray = true;
 
-               return true;
-       }
+                       class DataTexture3D extends Texture {
+                               constructor(data = null, width = 1, height = 1, depth = 1) {
+                                       // We're going to add .setXXX() methods for setting properties later.
+                                       // Users can still set in DataTexture3D directly.
+                                       //
+                                       //      const texture = new THREE.DataTexture3D( data, width, height, depth );
+                                       //      texture.anisotropy = 16;
+                                       //
+                                       // See #14839
+                                       super(null);
+                                       this.image = {
+                                               data,
+                                               width,
+                                               height,
+                                               depth
+                                       };
+                                       this.magFilter = NearestFilter;
+                                       this.minFilter = NearestFilter;
+                                       this.wrapR = ClampToEdgeWrapping;
+                                       this.generateMipmaps = false;
+                                       this.flipY = false;
+                                       this.unpackAlignment = 1;
+                                       this.needsUpdate = true;
+                               }
 
-       function copyArray(a, b) {
-               for (let i = 0, l = b.length; i < l; i++) {
-                       a[i] = b[i];
-               }
-       } // Texture unit allocation
+                       }
 
+                       DataTexture3D.prototype.isDataTexture3D = true;
 
-       function allocTexUnits(textures, n) {
-               let r = arrayCacheI32[n];
+                       /**
+                        * 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 )'.
+                        *
+                        *
+                        * 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, [textures] )
+                        *
+                        *              uploads a uniform value(s)
+                        *              the 'textures' parameter is needed for sampler uniforms
+                        *
+                        *
+                        * Static methods of the top-level container (textures factorizations):
+                        *
+                        * .upload( gl, seq, values, textures )
+                        *
+                        *              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 (textures factorizations):
+                        *
+                        * .setValue( gl, name, value, textures )
+                        *
+                        *              sets uniform with       name 'name' to 'value'
+                        *
+                        * .setOptional( gl, obj, prop )
+                        *
+                        *              like .set for an optional property of the object
+                        *
+                        */
+                       const emptyTexture = new Texture();
+                       const emptyTexture2dArray = new DataTexture2DArray();
+                       const emptyTexture3d = new DataTexture3D();
+                       const emptyCubeTexture = new CubeTexture(); // --- Utilities ---
+                       // Array Caches (provide typed arrays for temporary by size)
 
-               if (r === undefined) {
-                       r = new Int32Array(n);
-                       arrayCacheI32[n] = r;
-               }
+                       const arrayCacheF32 = [];
+                       const arrayCacheI32 = []; // Float32Array caches used for uploading Matrix uniforms
 
-               for (let i = 0; i !== n; ++i) {
-                       r[i] = textures.allocateTextureUnit();
-               }
+                       const mat4array = new Float32Array(16);
+                       const mat3array = new Float32Array(9);
+                       const mat2array = new Float32Array(4); // Flattening for arrays of vectors and matrices
 
-               return r;
-       } // --- Setters ---
-       // Note: Defining these methods externally, because they come in a bunch
-       // and this way their names minify.
-       // Single scalar
+                       function flatten(array, nBlocks, blockSize) {
+                               const firstElem = array[0];
+                               if (firstElem <= 0 || firstElem > 0) return array; // unoptimized: ! isNaN( firstElem )
+                               // see http://jacksondunstan.com/articles/983
 
+                               const n = nBlocks * blockSize;
+                               let r = arrayCacheF32[n];
 
-       function setValueV1f(gl, v) {
-               const cache = this.cache;
-               if (cache[0] === v) return;
-               gl.uniform1f(this.addr, v);
-               cache[0] = v;
-       } // Single float vector (from flat array or THREE.VectorN)
+                               if (r === undefined) {
+                                       r = new Float32Array(n);
+                                       arrayCacheF32[n] = r;
+                               }
 
+                               if (nBlocks !== 0) {
+                                       firstElem.toArray(r, 0);
 
-       function setValueV2f(gl, v) {
-               const cache = this.cache;
+                                       for (let i = 1, offset = 0; i !== nBlocks; ++i) {
+                                               offset += blockSize;
+                                               array[i].toArray(r, offset);
+                                       }
+                               }
 
-               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;
+                               return r;
                        }
-               } else {
-                       if (arraysEqual(cache, v)) return;
-                       gl.uniform2fv(this.addr, v);
-                       copyArray(cache, v);
-               }
-       }
 
-       function setValueV3f(gl, v) {
-               const 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 arraysEqual(a, b) {
+                               if (a.length !== b.length) return false;
 
-       function setValueV4f(gl, v) {
-               const 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 THREE.MatrixN)
-
-
-       function setValueM2(gl, v) {
-               const cache = this.cache;
-               const 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);
-               }
-       }
+                               for (let i = 0, l = a.length; i < l; i++) {
+                                       if (a[i] !== b[i]) return false;
+                               }
 
-       function setValueM3(gl, v) {
-               const cache = this.cache;
-               const 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);
-               }
-       }
+                               return true;
+                       }
 
-       function setValueM4(gl, v) {
-               const cache = this.cache;
-               const 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 integer / boolean
+                       function copyArray(a, b) {
+                               for (let i = 0, l = b.length; i < l; i++) {
+                                       a[i] = b[i];
+                               }
+                       } // Texture unit allocation
 
 
-       function setValueV1i(gl, v) {
-               const cache = this.cache;
-               if (cache[0] === v) return;
-               gl.uniform1i(this.addr, v);
-               cache[0] = v;
-       } // Single integer / boolean vector (from flat array)
+                       function allocTexUnits(textures, n) {
+                               let r = arrayCacheI32[n];
 
+                               if (r === undefined) {
+                                       r = new Int32Array(n);
+                                       arrayCacheI32[n] = r;
+                               }
 
-       function setValueV2i(gl, v) {
-               const cache = this.cache;
-               if (arraysEqual(cache, v)) return;
-               gl.uniform2iv(this.addr, v);
-               copyArray(cache, v);
-       }
+                               for (let i = 0; i !== n; ++i) {
+                                       r[i] = textures.allocateTextureUnit();
+                               }
 
-       function setValueV3i(gl, v) {
-               const cache = this.cache;
-               if (arraysEqual(cache, v)) return;
-               gl.uniform3iv(this.addr, v);
-               copyArray(cache, v);
-       }
+                               return r;
+                       } // --- Setters ---
+                       // Note: Defining these methods externally, because they come in a bunch
+                       // and this way their names minify.
+                       // Single scalar
 
-       function setValueV4i(gl, v) {
-               const cache = this.cache;
-               if (arraysEqual(cache, v)) return;
-               gl.uniform4iv(this.addr, v);
-               copyArray(cache, v);
-       } // Single unsigned integer
 
+                       function setValueV1f(gl, v) {
+                               const cache = this.cache;
+                               if (cache[0] === v) return;
+                               gl.uniform1f(this.addr, v);
+                               cache[0] = v;
+                       } // Single float vector (from flat array or THREE.VectorN)
 
-       function setValueV1ui(gl, v) {
-               const cache = this.cache;
-               if (cache[0] === v) return;
-               gl.uniform1ui(this.addr, v);
-               cache[0] = v;
-       } // Single unsigned integer vector (from flat array)
 
+                       function setValueV2f(gl, v) {
+                               const cache = this.cache;
 
-       function setValueV2ui(gl, v) {
-               const cache = this.cache;
-               if (arraysEqual(cache, v)) return;
-               gl.uniform2uiv(this.addr, v);
-               copyArray(cache, v);
-       }
+                               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 setValueV3ui(gl, v) {
-               const cache = this.cache;
-               if (arraysEqual(cache, v)) return;
-               gl.uniform3uiv(this.addr, v);
-               copyArray(cache, v);
-       }
+                       function setValueV3f(gl, v) {
+                               const cache = this.cache;
 
-       function setValueV4ui(gl, v) {
-               const cache = this.cache;
-               if (arraysEqual(cache, v)) return;
-               gl.uniform4uiv(this.addr, v);
-               copyArray(cache, v);
-       } // Single texture (2D / Cube)
+                               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 setValueV4f(gl, v) {
+                               const cache = this.cache;
 
-       function setValueT1(gl, v, textures) {
-               const cache = this.cache;
-               const unit = textures.allocateTextureUnit();
+                               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 THREE.MatrixN)
 
-               if (cache[0] !== unit) {
-                       gl.uniform1i(this.addr, unit);
-                       cache[0] = unit;
-               }
 
-               textures.safeSetTexture2D(v || emptyTexture, unit);
-       }
+                       function setValueM2(gl, v) {
+                               const cache = this.cache;
+                               const elements = v.elements;
 
-       function setValueT3D1(gl, v, textures) {
-               const cache = this.cache;
-               const unit = textures.allocateTextureUnit();
+                               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);
+                               }
+                       }
 
-               if (cache[0] !== unit) {
-                       gl.uniform1i(this.addr, unit);
-                       cache[0] = unit;
-               }
+                       function setValueM3(gl, v) {
+                               const cache = this.cache;
+                               const elements = v.elements;
 
-               textures.setTexture3D(v || emptyTexture3d, unit);
-       }
+                               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 setValueT6(gl, v, textures) {
-               const cache = this.cache;
-               const unit = textures.allocateTextureUnit();
+                       function setValueM4(gl, v) {
+                               const cache = this.cache;
+                               const elements = v.elements;
 
-               if (cache[0] !== unit) {
-                       gl.uniform1i(this.addr, unit);
-                       cache[0] = unit;
-               }
+                               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 integer / boolean
 
-               textures.safeSetTextureCube(v || emptyCubeTexture, unit);
-       }
 
-       function setValueT2DArray1(gl, v, textures) {
-               const cache = this.cache;
-               const unit = textures.allocateTextureUnit();
+                       function setValueV1i(gl, v) {
+                               const cache = this.cache;
+                               if (cache[0] === v) return;
+                               gl.uniform1i(this.addr, v);
+                               cache[0] = v;
+                       } // Single integer / boolean vector (from flat array)
 
-               if (cache[0] !== unit) {
-                       gl.uniform1i(this.addr, unit);
-                       cache[0] = unit;
-               }
 
-               textures.setTexture2DArray(v || emptyTexture2dArray, unit);
-       } // Helper to pick the right setter for the singular case
+                       function setValueV2i(gl, v) {
+                               const cache = this.cache;
+                               if (arraysEqual(cache, v)) return;
+                               gl.uniform2iv(this.addr, v);
+                               copyArray(cache, v);
+                       }
 
+                       function setValueV3i(gl, v) {
+                               const cache = this.cache;
+                               if (arraysEqual(cache, v)) return;
+                               gl.uniform3iv(this.addr, v);
+                               copyArray(cache, v);
+                       }
 
-       function getSingularSetter(type) {
-               switch (type) {
-                       case 0x1406:
-                               return setValueV1f;
-                       // FLOAT
+                       function setValueV4i(gl, v) {
+                               const cache = this.cache;
+                               if (arraysEqual(cache, v)) return;
+                               gl.uniform4iv(this.addr, v);
+                               copyArray(cache, v);
+                       } // Single unsigned integer
 
-                       case 0x8b50:
-                               return setValueV2f;
-                       // _VEC2
 
-                       case 0x8b51:
-                               return setValueV3f;
-                       // _VEC3
+                       function setValueV1ui(gl, v) {
+                               const cache = this.cache;
+                               if (cache[0] === v) return;
+                               gl.uniform1ui(this.addr, v);
+                               cache[0] = v;
+                       } // Single unsigned integer vector (from flat array)
 
-                       case 0x8b52:
-                               return setValueV4f;
-                       // _VEC4
 
-                       case 0x8b5a:
-                               return setValueM2;
-                       // _MAT2
+                       function setValueV2ui(gl, v) {
+                               const cache = this.cache;
+                               if (arraysEqual(cache, v)) return;
+                               gl.uniform2uiv(this.addr, v);
+                               copyArray(cache, v);
+                       }
 
-                       case 0x8b5b:
-                               return setValueM3;
-                       // _MAT3
+                       function setValueV3ui(gl, v) {
+                               const cache = this.cache;
+                               if (arraysEqual(cache, v)) return;
+                               gl.uniform3uiv(this.addr, v);
+                               copyArray(cache, v);
+                       }
 
-                       case 0x8b5c:
-                               return setValueM4;
-                       // _MAT4
+                       function setValueV4ui(gl, v) {
+                               const cache = this.cache;
+                               if (arraysEqual(cache, v)) return;
+                               gl.uniform4uiv(this.addr, v);
+                               copyArray(cache, v);
+                       } // Single texture (2D / Cube)
 
-                       case 0x1404:
-                       case 0x8b56:
-                               return setValueV1i;
-                       // INT, BOOL
 
-                       case 0x8b53:
-                       case 0x8b57:
-                               return setValueV2i;
-                       // _VEC2
+                       function setValueT1(gl, v, textures) {
+                               const cache = this.cache;
+                               const unit = textures.allocateTextureUnit();
 
-                       case 0x8b54:
-                       case 0x8b58:
-                               return setValueV3i;
-                       // _VEC3
+                               if (cache[0] !== unit) {
+                                       gl.uniform1i(this.addr, unit);
+                                       cache[0] = unit;
+                               }
 
-                       case 0x8b55:
-                       case 0x8b59:
-                               return setValueV4i;
-                       // _VEC4
+                               textures.safeSetTexture2D(v || emptyTexture, unit);
+                       }
 
-                       case 0x1405:
-                               return setValueV1ui;
-                       // UINT
+                       function setValueT3D1(gl, v, textures) {
+                               const cache = this.cache;
+                               const unit = textures.allocateTextureUnit();
 
-                       case 0x8dc6:
-                               return setValueV2ui;
-                       // _VEC2
+                               if (cache[0] !== unit) {
+                                       gl.uniform1i(this.addr, unit);
+                                       cache[0] = unit;
+                               }
 
-                       case 0x8dc7:
-                               return setValueV3ui;
-                       // _VEC3
+                               textures.setTexture3D(v || emptyTexture3d, unit);
+                       }
 
-                       case 0x8dc8:
-                               return setValueV4ui;
-                       // _VEC4
+                       function setValueT6(gl, v, textures) {
+                               const cache = this.cache;
+                               const unit = textures.allocateTextureUnit();
 
-                       case 0x8b5e: // SAMPLER_2D
+                               if (cache[0] !== unit) {
+                                       gl.uniform1i(this.addr, unit);
+                                       cache[0] = unit;
+                               }
 
-                       case 0x8d66: // SAMPLER_EXTERNAL_OES
+                               textures.safeSetTextureCube(v || emptyCubeTexture, unit);
+                       }
 
-                       case 0x8dca: // INT_SAMPLER_2D
+                       function setValueT2DArray1(gl, v, textures) {
+                               const cache = this.cache;
+                               const unit = textures.allocateTextureUnit();
 
-                       case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
+                               if (cache[0] !== unit) {
+                                       gl.uniform1i(this.addr, unit);
+                                       cache[0] = unit;
+                               }
 
-                       case 0x8b62:
-                               // SAMPLER_2D_SHADOW
-                               return setValueT1;
+                               textures.setTexture2DArray(v || emptyTexture2dArray, unit);
+                       } // Helper to pick the right setter for the singular case
 
-                       case 0x8b5f: // SAMPLER_3D
 
-                       case 0x8dcb: // INT_SAMPLER_3D
+                       function getSingularSetter(type) {
+                               switch (type) {
+                                       case 0x1406:
+                                               return setValueV1f;
+                                       // FLOAT
 
-                       case 0x8dd3:
-                               // UNSIGNED_INT_SAMPLER_3D
-                               return setValueT3D1;
+                                       case 0x8b50:
+                                               return setValueV2f;
+                                       // _VEC2
 
-                       case 0x8b60: // SAMPLER_CUBE
+                                       case 0x8b51:
+                                               return setValueV3f;
+                                       // _VEC3
 
-                       case 0x8dcc: // INT_SAMPLER_CUBE
+                                       case 0x8b52:
+                                               return setValueV4f;
+                                       // _VEC4
 
-                       case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
+                                       case 0x8b5a:
+                                               return setValueM2;
+                                       // _MAT2
 
-                       case 0x8dc5:
-                               // SAMPLER_CUBE_SHADOW
-                               return setValueT6;
+                                       case 0x8b5b:
+                                               return setValueM3;
+                                       // _MAT3
 
-                       case 0x8dc1: // SAMPLER_2D_ARRAY
+                                       case 0x8b5c:
+                                               return setValueM4;
+                                       // _MAT4
 
-                       case 0x8dcf: // INT_SAMPLER_2D_ARRAY
+                                       case 0x1404:
+                                       case 0x8b56:
+                                               return setValueV1i;
+                                       // INT, BOOL
 
-                       case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
+                                       case 0x8b53:
+                                       case 0x8b57:
+                                               return setValueV2i;
+                                       // _VEC2
 
-                       case 0x8dc4:
-                               // SAMPLER_2D_ARRAY_SHADOW
-                               return setValueT2DArray1;
-               }
-       } // Array of scalars
+                                       case 0x8b54:
+                                       case 0x8b58:
+                                               return setValueV3i;
+                                       // _VEC3
 
+                                       case 0x8b55:
+                                       case 0x8b59:
+                                               return setValueV4i;
+                                       // _VEC4
 
-       function setValueV1fArray(gl, v) {
-               gl.uniform1fv(this.addr, v);
-       } // Array of vectors (from flat array or array of THREE.VectorN)
+                                       case 0x1405:
+                                               return setValueV1ui;
+                                       // UINT
 
+                                       case 0x8dc6:
+                                               return setValueV2ui;
+                                       // _VEC2
 
-       function setValueV2fArray(gl, v) {
-               const data = flatten(v, this.size, 2);
-               gl.uniform2fv(this.addr, data);
-       }
+                                       case 0x8dc7:
+                                               return setValueV3ui;
+                                       // _VEC3
 
-       function setValueV3fArray(gl, v) {
-               const data = flatten(v, this.size, 3);
-               gl.uniform3fv(this.addr, data);
-       }
+                                       case 0x8dc8:
+                                               return setValueV4ui;
+                                       // _VEC4
 
-       function setValueV4fArray(gl, v) {
-               const data = flatten(v, this.size, 4);
-               gl.uniform4fv(this.addr, data);
-       } // Array of matrices (from flat array or array of THREE.MatrixN)
+                                       case 0x8b5e: // SAMPLER_2D
 
+                                       case 0x8d66: // SAMPLER_EXTERNAL_OES
 
-       function setValueM2Array(gl, v) {
-               const data = flatten(v, this.size, 4);
-               gl.uniformMatrix2fv(this.addr, false, data);
-       }
+                                       case 0x8dca: // INT_SAMPLER_2D
 
-       function setValueM3Array(gl, v) {
-               const data = flatten(v, this.size, 9);
-               gl.uniformMatrix3fv(this.addr, false, data);
-       }
+                                       case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
 
-       function setValueM4Array(gl, v) {
-               const data = flatten(v, this.size, 16);
-               gl.uniformMatrix4fv(this.addr, false, data);
-       } // Array of integer / boolean
+                                       case 0x8b62:
+                                               // SAMPLER_2D_SHADOW
+                                               return setValueT1;
 
+                                       case 0x8b5f: // SAMPLER_3D
 
-       function setValueV1iArray(gl, v) {
-               gl.uniform1iv(this.addr, v);
-       } // Array of integer / boolean vectors (from flat array)
+                                       case 0x8dcb: // INT_SAMPLER_3D
 
+                                       case 0x8dd3:
+                                               // UNSIGNED_INT_SAMPLER_3D
+                                               return setValueT3D1;
 
-       function setValueV2iArray(gl, v) {
-               gl.uniform2iv(this.addr, v);
-       }
+                                       case 0x8b60: // SAMPLER_CUBE
 
-       function setValueV3iArray(gl, v) {
-               gl.uniform3iv(this.addr, v);
-       }
+                                       case 0x8dcc: // INT_SAMPLER_CUBE
 
-       function setValueV4iArray(gl, v) {
-               gl.uniform4iv(this.addr, v);
-       } // Array of unsigned integer
+                                       case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
 
+                                       case 0x8dc5:
+                                               // SAMPLER_CUBE_SHADOW
+                                               return setValueT6;
 
-       function setValueV1uiArray(gl, v) {
-               gl.uniform1uiv(this.addr, v);
-       } // Array of unsigned integer vectors (from flat array)
+                                       case 0x8dc1: // SAMPLER_2D_ARRAY
 
+                                       case 0x8dcf: // INT_SAMPLER_2D_ARRAY
 
-       function setValueV2uiArray(gl, v) {
-               gl.uniform2uiv(this.addr, v);
-       }
+                                       case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
 
-       function setValueV3uiArray(gl, v) {
-               gl.uniform3uiv(this.addr, v);
-       }
+                                       case 0x8dc4:
+                                               // SAMPLER_2D_ARRAY_SHADOW
+                                               return setValueT2DArray1;
+                               }
+                       } // Array of scalars
 
-       function setValueV4uiArray(gl, v) {
-               gl.uniform4uiv(this.addr, v);
-       } // Array of textures (2D / Cube)
 
+                       function setValueV1fArray(gl, v) {
+                               gl.uniform1fv(this.addr, v);
+                       } // Array of vectors (from flat array or array of THREE.VectorN)
 
-       function setValueT1Array(gl, v, textures) {
-               const n = v.length;
-               const units = allocTexUnits(textures, n);
-               gl.uniform1iv(this.addr, units);
 
-               for (let i = 0; i !== n; ++i) {
-                       textures.safeSetTexture2D(v[i] || emptyTexture, units[i]);
-               }
-       }
+                       function setValueV2fArray(gl, v) {
+                               const data = flatten(v, this.size, 2);
+                               gl.uniform2fv(this.addr, data);
+                       }
 
-       function setValueT6Array(gl, v, textures) {
-               const n = v.length;
-               const units = allocTexUnits(textures, n);
-               gl.uniform1iv(this.addr, units);
+                       function setValueV3fArray(gl, v) {
+                               const data = flatten(v, this.size, 3);
+                               gl.uniform3fv(this.addr, data);
+                       }
 
-               for (let i = 0; i !== n; ++i) {
-                       textures.safeSetTextureCube(v[i] || emptyCubeTexture, units[i]);
-               }
-       } // Helper to pick the right setter for a pure (bottom-level) array
+                       function setValueV4fArray(gl, v) {
+                               const data = flatten(v, this.size, 4);
+                               gl.uniform4fv(this.addr, data);
+                       } // Array of matrices (from flat array or array of THREE.MatrixN)
 
 
-       function getPureArraySetter(type) {
-               switch (type) {
-                       case 0x1406:
-                               return setValueV1fArray;
-                       // FLOAT
+                       function setValueM2Array(gl, v) {
+                               const data = flatten(v, this.size, 4);
+                               gl.uniformMatrix2fv(this.addr, false, data);
+                       }
 
-                       case 0x8b50:
-                               return setValueV2fArray;
-                       // _VEC2
+                       function setValueM3Array(gl, v) {
+                               const data = flatten(v, this.size, 9);
+                               gl.uniformMatrix3fv(this.addr, false, data);
+                       }
 
-                       case 0x8b51:
-                               return setValueV3fArray;
-                       // _VEC3
+                       function setValueM4Array(gl, v) {
+                               const data = flatten(v, this.size, 16);
+                               gl.uniformMatrix4fv(this.addr, false, data);
+                       } // Array of integer / boolean
 
-                       case 0x8b52:
-                               return setValueV4fArray;
-                       // _VEC4
 
-                       case 0x8b5a:
-                               return setValueM2Array;
-                       // _MAT2
+                       function setValueV1iArray(gl, v) {
+                               gl.uniform1iv(this.addr, v);
+                       } // Array of integer / boolean vectors (from flat array)
 
-                       case 0x8b5b:
-                               return setValueM3Array;
-                       // _MAT3
 
-                       case 0x8b5c:
-                               return setValueM4Array;
-                       // _MAT4
+                       function setValueV2iArray(gl, v) {
+                               gl.uniform2iv(this.addr, v);
+                       }
 
-                       case 0x1404:
-                       case 0x8b56:
-                               return setValueV1iArray;
-                       // INT, BOOL
+                       function setValueV3iArray(gl, v) {
+                               gl.uniform3iv(this.addr, v);
+                       }
 
-                       case 0x8b53:
-                       case 0x8b57:
-                               return setValueV2iArray;
-                       // _VEC2
+                       function setValueV4iArray(gl, v) {
+                               gl.uniform4iv(this.addr, v);
+                       } // Array of unsigned integer
 
-                       case 0x8b54:
-                       case 0x8b58:
-                               return setValueV3iArray;
-                       // _VEC3
 
-                       case 0x8b55:
-                       case 0x8b59:
-                               return setValueV4iArray;
-                       // _VEC4
+                       function setValueV1uiArray(gl, v) {
+                               gl.uniform1uiv(this.addr, v);
+                       } // Array of unsigned integer vectors (from flat array)
 
-                       case 0x1405:
-                               return setValueV1uiArray;
-                       // UINT
 
-                       case 0x8dc6:
-                               return setValueV2uiArray;
-                       // _VEC2
+                       function setValueV2uiArray(gl, v) {
+                               gl.uniform2uiv(this.addr, v);
+                       }
 
-                       case 0x8dc7:
-                               return setValueV3uiArray;
-                       // _VEC3
+                       function setValueV3uiArray(gl, v) {
+                               gl.uniform3uiv(this.addr, v);
+                       }
 
-                       case 0x8dc8:
-                               return setValueV4uiArray;
-                       // _VEC4
+                       function setValueV4uiArray(gl, v) {
+                               gl.uniform4uiv(this.addr, v);
+                       } // Array of textures (2D / Cube)
 
-                       case 0x8b5e: // SAMPLER_2D
 
-                       case 0x8d66: // SAMPLER_EXTERNAL_OES
+                       function setValueT1Array(gl, v, textures) {
+                               const n = v.length;
+                               const units = allocTexUnits(textures, n);
+                               gl.uniform1iv(this.addr, units);
 
-                       case 0x8dca: // INT_SAMPLER_2D
+                               for (let i = 0; i !== n; ++i) {
+                                       textures.safeSetTexture2D(v[i] || emptyTexture, units[i]);
+                               }
+                       }
 
-                       case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
+                       function setValueT6Array(gl, v, textures) {
+                               const n = v.length;
+                               const units = allocTexUnits(textures, n);
+                               gl.uniform1iv(this.addr, units);
 
-                       case 0x8b62:
-                               // SAMPLER_2D_SHADOW
-                               return setValueT1Array;
+                               for (let i = 0; i !== n; ++i) {
+                                       textures.safeSetTextureCube(v[i] || emptyCubeTexture, units[i]);
+                               }
+                       } // Helper to pick the right setter for a pure (bottom-level) array
 
-                       case 0x8b60: // SAMPLER_CUBE
 
-                       case 0x8dcc: // INT_SAMPLER_CUBE
+                       function getPureArraySetter(type) {
+                               switch (type) {
+                                       case 0x1406:
+                                               return setValueV1fArray;
+                                       // FLOAT
 
-                       case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
+                                       case 0x8b50:
+                                               return setValueV2fArray;
+                                       // _VEC2
 
-                       case 0x8dc5:
-                               // SAMPLER_CUBE_SHADOW
-                               return setValueT6Array;
-               }
-       } // --- Uniform Classes ---
+                                       case 0x8b51:
+                                               return setValueV3fArray;
+                                       // _VEC3
 
+                                       case 0x8b52:
+                                               return setValueV4fArray;
+                                       // _VEC4
 
-       function SingleUniform(id, activeInfo, addr) {
-               this.id = id;
-               this.addr = addr;
-               this.cache = [];
-               this.setValue = getSingularSetter(activeInfo.type); // this.path = activeInfo.name; // DEBUG
-       }
+                                       case 0x8b5a:
+                                               return setValueM2Array;
+                                       // _MAT2
 
-       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
-       }
+                                       case 0x8b5b:
+                                               return setValueM3Array;
+                                       // _MAT3
 
-       PureArrayUniform.prototype.updateCache = function (data) {
-               const cache = this.cache;
+                                       case 0x8b5c:
+                                               return setValueM4Array;
+                                       // _MAT4
 
-               if (data instanceof Float32Array && cache.length !== data.length) {
-                       this.cache = new Float32Array(data.length);
-               }
+                                       case 0x1404:
+                                       case 0x8b56:
+                                               return setValueV1iArray;
+                                       // INT, BOOL
 
-               copyArray(cache, data);
-       };
+                                       case 0x8b53:
+                                       case 0x8b57:
+                                               return setValueV2iArray;
+                                       // _VEC2
 
-       function StructuredUniform(id) {
-               this.id = id;
-               this.seq = [];
-               this.map = {};
-       }
+                                       case 0x8b54:
+                                       case 0x8b58:
+                                               return setValueV3iArray;
+                                       // _VEC3
 
-       StructuredUniform.prototype.setValue = function (gl, value, textures) {
-               const seq = this.seq;
+                                       case 0x8b55:
+                                       case 0x8b59:
+                                               return setValueV4iArray;
+                                       // _VEC4
 
-               for (let i = 0, n = seq.length; i !== n; ++i) {
-                       const u = seq[i];
-                       u.setValue(gl, value[u.id], textures);
-               }
-       }; // --- Top-level ---
-       // Parser - builds up the property tree from the path strings
-
-
-       const RePathPart = /(\w+)(\])?(\[|\.)?/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;
-       }
+                                       case 0x1405:
+                                               return setValueV1uiArray;
+                                       // UINT
 
-       function parseUniform(activeInfo, addr, container) {
-               const path = activeInfo.name,
-                                       pathLength = path.length; // reset RegExp object, because of the early exit of a previous run
+                                       case 0x8dc6:
+                                               return setValueV2uiArray;
+                                       // _VEC2
 
-               RePathPart.lastIndex = 0;
+                                       case 0x8dc7:
+                                               return setValueV3uiArray;
+                                       // _VEC3
 
-               while (true) {
-                       const match = RePathPart.exec(path),
-                                               matchEnd = RePathPart.lastIndex;
-                       let id = match[1];
-                       const idIsIndex = match[2] === ']',
-                                               subscript = match[3];
-                       if (idIsIndex) id = id | 0; // convert to integer
+                                       case 0x8dc8:
+                                               return setValueV4uiArray;
+                                       // _VEC4
 
-                       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
-                               const map = container.map;
-                               let next = map[id];
+                                       case 0x8b5e: // SAMPLER_2D
 
-                               if (next === undefined) {
-                                       next = new StructuredUniform(id);
-                                       addUniform(container, next);
-                               }
+                                       case 0x8d66: // SAMPLER_EXTERNAL_OES
 
-                               container = next;
-                       }
-               }
-       } // Root Container
+                                       case 0x8dca: // INT_SAMPLER_2D
 
+                                       case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
 
-       function WebGLUniforms(gl, program) {
-               this.seq = [];
-               this.map = {};
-               const n = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
+                                       case 0x8b62:
+                                               // SAMPLER_2D_SHADOW
+                                               return setValueT1Array;
 
-               for (let i = 0; i < n; ++i) {
-                       const info = gl.getActiveUniform(program, i),
-                                               addr = gl.getUniformLocation(program, info.name);
-                       parseUniform(info, addr, this);
-               }
-       }
+                                       case 0x8b60: // SAMPLER_CUBE
 
-       WebGLUniforms.prototype.setValue = function (gl, name, value, textures) {
-               const u = this.map[name];
-               if (u !== undefined) u.setValue(gl, value, textures);
-       };
+                                       case 0x8dcc: // INT_SAMPLER_CUBE
 
-       WebGLUniforms.prototype.setOptional = function (gl, object, name) {
-               const v = object[name];
-               if (v !== undefined) this.setValue(gl, name, v);
-       }; // Static interface
+                                       case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
 
+                                       case 0x8dc5:
+                                               // SAMPLER_CUBE_SHADOW
+                                               return setValueT6Array;
+                               }
+                       } // --- Uniform Classes ---
 
-       WebGLUniforms.upload = function (gl, seq, values, textures) {
-               for (let i = 0, n = seq.length; i !== n; ++i) {
-                       const u = seq[i],
-                                               v = values[u.id];
 
-                       if (v.needsUpdate !== false) {
-                               // note: always updating when .needsUpdate is undefined
-                               u.setValue(gl, v.value, textures);
+                       function SingleUniform(id, activeInfo, addr) {
+                               this.id = id;
+                               this.addr = addr;
+                               this.cache = [];
+                               this.setValue = getSingularSetter(activeInfo.type); // this.path = activeInfo.name; // DEBUG
                        }
-               }
-       };
 
-       WebGLUniforms.seqWithValue = function (seq, values) {
-               const r = [];
+                       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
+                       }
 
-               for (let i = 0, n = seq.length; i !== n; ++i) {
-                       const u = seq[i];
-                       if (u.id in values) r.push(u);
-               }
+                       PureArrayUniform.prototype.updateCache = function (data) {
+                               const cache = this.cache;
 
-               return r;
-       };
+                               if (data instanceof Float32Array && cache.length !== data.length) {
+                                       this.cache = new Float32Array(data.length);
+                               }
 
-       function WebGLShader(gl, type, string) {
-               const shader = gl.createShader(type);
-               gl.shaderSource(shader, string);
-               gl.compileShader(shader);
-               return shader;
-       }
+                               copyArray(cache, data);
+                       };
 
-       let programIdCount = 0;
+                       function StructuredUniform(id) {
+                               this.id = id;
+                               this.seq = [];
+                               this.map = {};
+                       }
 
-       function addLineNumbers(string) {
-               const lines = string.split('\n');
+                       StructuredUniform.prototype.setValue = function (gl, value, textures) {
+                               const seq = this.seq;
 
-               for (let i = 0; i < lines.length; i++) {
-                       lines[i] = i + 1 + ': ' + lines[i];
-               }
+                               for (let i = 0, n = seq.length; i !== n; ++i) {
+                                       const u = seq[i];
+                                       u.setValue(gl, value[u.id], textures);
+                               }
+                       }; // --- Top-level ---
+                       // Parser - builds up the property tree from the path strings
 
-               return lines.join('\n');
-       }
 
-       function getEncodingComponents(encoding) {
-               switch (encoding) {
-                       case LinearEncoding:
-                               return ['Linear', '( value )'];
+                       const RePathPart = /(\w+)(\])?(\[|\.)?/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.
 
-                       case sRGBEncoding:
-                               return ['sRGB', '( value )'];
+                       function addUniform(container, uniformObject) {
+                               container.seq.push(uniformObject);
+                               container.map[uniformObject.id] = uniformObject;
+                       }
 
-                       case RGBEEncoding:
-                               return ['RGBE', '( value )'];
+                       function parseUniform(activeInfo, addr, container) {
+                               const path = activeInfo.name,
+                                       pathLength = path.length; // reset RegExp object, because of the early exit of a previous run
 
-                       case RGBM7Encoding:
-                               return ['RGBM', '( value, 7.0 )'];
+                               RePathPart.lastIndex = 0;
 
-                       case RGBM16Encoding:
-                               return ['RGBM', '( value, 16.0 )'];
+                               while (true) {
+                                       const match = RePathPart.exec(path),
+                                               matchEnd = RePathPart.lastIndex;
+                                       let id = match[1];
+                                       const idIsIndex = match[2] === ']',
+                                               subscript = match[3];
+                                       if (idIsIndex) id = id | 0; // convert to integer
 
-                       case RGBDEncoding:
-                               return ['RGBD', '( value, 256.0 )'];
+                                       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
+                                               const map = container.map;
+                                               let next = map[id];
 
-                       case GammaEncoding:
-                               return ['Gamma', '( value, float( GAMMA_FACTOR ) )'];
+                                               if (next === undefined) {
+                                                       next = new StructuredUniform(id);
+                                                       addUniform(container, next);
+                                               }
 
-                       case LogLuvEncoding:
-                               return ['LogLuv', '( value )'];
+                                               container = next;
+                                       }
+                               }
+                       } // Root Container
 
-                       default:
-                               console.warn('THREE.WebGLProgram: Unsupported encoding:', encoding);
-                               return ['Linear', '( value )'];
-               }
-       }
 
-       function getShaderErrors(gl, shader, type) {
-               const status = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
-               const errors = gl.getShaderInfoLog(shader).trim();
-               if (status && errors === '') return ''; // --enable-privileged-webgl-extension
-               // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
+                       function WebGLUniforms(gl, program) {
+                               this.seq = [];
+                               this.map = {};
+                               const n = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
 
-               return type.toUpperCase() + '\n\n' + errors + '\n\n' + addLineNumbers(gl.getShaderSource(shader));
-       }
+                               for (let i = 0; i < n; ++i) {
+                                       const info = gl.getActiveUniform(program, i),
+                                               addr = gl.getUniformLocation(program, info.name);
+                                       parseUniform(info, addr, this);
+                               }
+                       }
 
-       function getTexelDecodingFunction(functionName, encoding) {
-               const components = getEncodingComponents(encoding);
-               return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[0] + 'ToLinear' + components[1] + '; }';
-       }
+                       WebGLUniforms.prototype.setValue = function (gl, name, value, textures) {
+                               const u = this.map[name];
+                               if (u !== undefined) u.setValue(gl, value, textures);
+                       };
 
-       function getTexelEncodingFunction(functionName, encoding) {
-               const components = getEncodingComponents(encoding);
-               return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[0] + components[1] + '; }';
-       }
+                       WebGLUniforms.prototype.setOptional = function (gl, object, name) {
+                               const v = object[name];
+                               if (v !== undefined) this.setValue(gl, name, v);
+                       }; // Static interface
 
-       function getToneMappingFunction(functionName, toneMapping) {
-               let toneMappingName;
 
-               switch (toneMapping) {
-                       case LinearToneMapping:
-                               toneMappingName = 'Linear';
-                               break;
+                       WebGLUniforms.upload = function (gl, seq, values, textures) {
+                               for (let i = 0, n = seq.length; i !== n; ++i) {
+                                       const u = seq[i],
+                                               v = values[u.id];
 
-                       case ReinhardToneMapping:
-                               toneMappingName = 'Reinhard';
-                               break;
+                                       if (v.needsUpdate !== false) {
+                                               // note: always updating when .needsUpdate is undefined
+                                               u.setValue(gl, v.value, textures);
+                                       }
+                               }
+                       };
 
-                       case CineonToneMapping:
-                               toneMappingName = 'OptimizedCineon';
-                               break;
+                       WebGLUniforms.seqWithValue = function (seq, values) {
+                               const r = [];
 
-                       case ACESFilmicToneMapping:
-                               toneMappingName = 'ACESFilmic';
-                               break;
+                               for (let i = 0, n = seq.length; i !== n; ++i) {
+                                       const u = seq[i];
+                                       if (u.id in values) r.push(u);
+                               }
 
-                       case CustomToneMapping:
-                               toneMappingName = 'Custom';
-                               break;
+                               return r;
+                       };
 
-                       default:
-                               console.warn('THREE.WebGLProgram: Unsupported toneMapping:', toneMapping);
-                               toneMappingName = 'Linear';
-               }
+                       function WebGLShader(gl, type, string) {
+                               const shader = gl.createShader(type);
+                               gl.shaderSource(shader, string);
+                               gl.compileShader(shader);
+                               return shader;
+                       }
 
-               return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
-       }
+                       let programIdCount = 0;
 
-       function generateExtensions(parameters) {
-               const chunks = [parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ? '#extension GL_OES_standard_derivatives : enable' : '', (parameters.extensionFragDepth || parameters.logarithmicDepthBuffer) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '', parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ? '#extension GL_EXT_draw_buffers : require' : '', (parameters.extensionShaderTextureLOD || parameters.envMap || parameters.transmission) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''];
-               return chunks.filter(filterEmptyLine).join('\n');
-       }
+                       function addLineNumbers(string) {
+                               const lines = string.split('\n');
 
-       function generateDefines(defines) {
-               const chunks = [];
+                               for (let i = 0; i < lines.length; i++) {
+                                       lines[i] = i + 1 + ': ' + lines[i];
+                               }
 
-               for (const name in defines) {
-                       const value = defines[name];
-                       if (value === false) continue;
-                       chunks.push('#define ' + name + ' ' + value);
-               }
+                               return lines.join('\n');
+                       }
 
-               return chunks.join('\n');
-       }
+                       function getEncodingComponents(encoding) {
+                               switch (encoding) {
+                                       case LinearEncoding:
+                                               return ['Linear', '( value )'];
 
-       function fetchAttributeLocations(gl, program) {
-               const attributes = {};
-               const n = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);
-
-               for (let i = 0; i < n; i++) {
-                       const info = gl.getActiveAttrib(program, i);
-                       const name = info.name;
-                       let locationSize = 1;
-                       if (info.type === gl.FLOAT_MAT2) locationSize = 2;
-                       if (info.type === gl.FLOAT_MAT3) locationSize = 3;
-                       if (info.type === gl.FLOAT_MAT4) locationSize = 4; // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
-
-                       attributes[name] = {
-                               type: info.type,
-                               location: gl.getAttribLocation(program, name),
-                               locationSize: locationSize
-                       };
-               }
+                                       case sRGBEncoding:
+                                               return ['sRGB', '( value )'];
 
-               return attributes;
-       }
+                                       case RGBEEncoding:
+                                               return ['RGBE', '( value )'];
 
-       function filterEmptyLine(string) {
-               return string !== '';
-       }
+                                       case RGBM7Encoding:
+                                               return ['RGBM', '( value, 7.0 )'];
 
-       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).replace(/NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows).replace(/NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows).replace(/NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows);
-       }
+                                       case RGBM16Encoding:
+                                               return ['RGBM', '( value, 16.0 )'];
 
-       function replaceClippingPlaneNums(string, parameters) {
-               return string.replace(/NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes).replace(/UNION_CLIPPING_PLANES/g, parameters.numClippingPlanes - parameters.numClipIntersection);
-       } // Resolve Includes
+                                       case RGBDEncoding:
+                                               return ['RGBD', '( value, 256.0 )'];
 
+                                       case GammaEncoding:
+                                               return ['Gamma', '( value, float( GAMMA_FACTOR ) )'];
 
-       const includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
+                                       case LogLuvEncoding:
+                                               return ['LogLuv', '( value )'];
 
-       function resolveIncludes(string) {
-               return string.replace(includePattern, includeReplacer);
-       }
+                                       default:
+                                               console.warn('THREE.WebGLProgram: Unsupported encoding:', encoding);
+                                               return ['Linear', '( value )'];
+                               }
+                       }
 
-       function includeReplacer(match, include) {
-               const string = ShaderChunk[include];
+                       function getShaderErrors(gl, shader, type) {
+                               const status = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
+                               const errors = gl.getShaderInfoLog(shader).trim();
+                               if (status && errors === '') return ''; // --enable-privileged-webgl-extension
+                               // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
 
-               if (string === undefined) {
-                       throw new Error('Can not resolve #include <' + include + '>');
-               }
+                               return type.toUpperCase() + '\n\n' + errors + '\n\n' + addLineNumbers(gl.getShaderSource(shader));
+                       }
 
-               return resolveIncludes(string);
-       } // Unroll Loops
+                       function getTexelDecodingFunction(functionName, encoding) {
+                               const components = getEncodingComponents(encoding);
+                               return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[0] + 'ToLinear' + components[1] + '; }';
+                       }
 
+                       function getTexelEncodingFunction(functionName, encoding) {
+                               const components = getEncodingComponents(encoding);
+                               return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[0] + components[1] + '; }';
+                       }
 
-       const deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
-       const unrollLoopPattern = /#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g;
+                       function getToneMappingFunction(functionName, toneMapping) {
+                               let toneMappingName;
 
-       function unrollLoops(string) {
-               return string.replace(unrollLoopPattern, loopReplacer).replace(deprecatedUnrollLoopPattern, deprecatedLoopReplacer);
-       }
+                               switch (toneMapping) {
+                                       case LinearToneMapping:
+                                               toneMappingName = 'Linear';
+                                               break;
 
-       function deprecatedLoopReplacer(match, start, end, snippet) {
-               console.warn('WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.');
-               return loopReplacer(match, start, end, snippet);
-       }
+                                       case ReinhardToneMapping:
+                                               toneMappingName = 'Reinhard';
+                                               break;
 
-       function loopReplacer(match, start, end, snippet) {
-               let string = '';
+                                       case CineonToneMapping:
+                                               toneMappingName = 'OptimizedCineon';
+                                               break;
 
-               for (let i = parseInt(start); i < parseInt(end); i++) {
-                       string += snippet.replace(/\[\s*i\s*\]/g, '[ ' + i + ' ]').replace(/UNROLLED_LOOP_INDEX/g, i);
-               }
+                                       case ACESFilmicToneMapping:
+                                               toneMappingName = 'ACESFilmic';
+                                               break;
 
-               return string;
-       } //
+                                       case CustomToneMapping:
+                                               toneMappingName = 'Custom';
+                                               break;
 
+                                       default:
+                                               console.warn('THREE.WebGLProgram: Unsupported toneMapping:', toneMapping);
+                                               toneMappingName = 'Linear';
+                               }
 
-       function generatePrecision(parameters) {
-               let precisionstring = 'precision ' + parameters.precision + ' float;\nprecision ' + parameters.precision + ' int;';
+                               return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
+                       }
 
-               if (parameters.precision === 'highp') {
-                       precisionstring += '\n#define HIGH_PRECISION';
-               } else if (parameters.precision === 'mediump') {
-                       precisionstring += '\n#define MEDIUM_PRECISION';
-               } else if (parameters.precision === 'lowp') {
-                       precisionstring += '\n#define LOW_PRECISION';
-               }
+                       function generateExtensions(parameters) {
+                               const chunks = [parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ? '#extension GL_OES_standard_derivatives : enable' : '', (parameters.extensionFragDepth || parameters.logarithmicDepthBuffer) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '', parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ? '#extension GL_EXT_draw_buffers : require' : '', (parameters.extensionShaderTextureLOD || parameters.envMap || parameters.transmission) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''];
+                               return chunks.filter(filterEmptyLine).join('\n');
+                       }
 
-               return precisionstring;
-       }
+                       function generateDefines(defines) {
+                               const chunks = [];
 
-       function generateShadowMapTypeDefine(parameters) {
-               let shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
+                               for (const name in defines) {
+                                       const value = defines[name];
+                                       if (value === false) continue;
+                                       chunks.push('#define ' + name + ' ' + value);
+                               }
 
-               if (parameters.shadowMapType === PCFShadowMap) {
-                       shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
-               } else if (parameters.shadowMapType === PCFSoftShadowMap) {
-                       shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
-               } else if (parameters.shadowMapType === VSMShadowMap) {
-                       shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
-               }
+                               return chunks.join('\n');
+                       }
 
-               return shadowMapTypeDefine;
-       }
+                       function fetchAttributeLocations(gl, program) {
+                               const attributes = {};
+                               const n = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);
 
-       function generateEnvMapTypeDefine(parameters) {
-               let envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
+                               for (let i = 0; i < n; i++) {
+                                       const info = gl.getActiveAttrib(program, i);
+                                       const name = info.name;
+                                       let locationSize = 1;
+                                       if (info.type === gl.FLOAT_MAT2) locationSize = 2;
+                                       if (info.type === gl.FLOAT_MAT3) locationSize = 3;
+                                       if (info.type === gl.FLOAT_MAT4) locationSize = 4; // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
 
-               if (parameters.envMap) {
-                       switch (parameters.envMapMode) {
-                               case CubeReflectionMapping:
-                               case CubeRefractionMapping:
-                                       envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
-                                       break;
+                                       attributes[name] = {
+                                               type: info.type,
+                                               location: gl.getAttribLocation(program, name),
+                                               locationSize: locationSize
+                                       };
+                               }
 
-                               case CubeUVReflectionMapping:
-                               case CubeUVRefractionMapping:
-                                       envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
-                                       break;
+                               return attributes;
                        }
-               }
-
-               return envMapTypeDefine;
-       }
-
-       function generateEnvMapModeDefine(parameters) {
-               let envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
 
-               if (parameters.envMap) {
-                       switch (parameters.envMapMode) {
-                               case CubeRefractionMapping:
-                               case CubeUVRefractionMapping:
-                                       envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
-                                       break;
+                       function filterEmptyLine(string) {
+                               return string !== '';
                        }
-               }
 
-               return envMapModeDefine;
-       }
+                       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).replace(/NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows).replace(/NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows).replace(/NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows);
+                       }
 
-       function generateEnvMapBlendingDefine(parameters) {
-               let envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
+                       function replaceClippingPlaneNums(string, parameters) {
+                               return string.replace(/NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes).replace(/UNION_CLIPPING_PLANES/g, parameters.numClippingPlanes - parameters.numClipIntersection);
+                       } // Resolve Includes
 
-               if (parameters.envMap) {
-                       switch (parameters.combine) {
-                               case MultiplyOperation:
-                                       envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
-                                       break;
 
-                               case MixOperation:
-                                       envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
-                                       break;
+                       const includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
 
-                               case AddOperation:
-                                       envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
-                                       break;
+                       function resolveIncludes(string) {
+                               return string.replace(includePattern, includeReplacer);
                        }
-               }
-
-               return envMapBlendingDefine;
-       }
 
-       function WebGLProgram(renderer, cacheKey, parameters, bindingStates) {
-               // TODO Send this event to Three.js DevTools
-               // console.log( 'WebGLProgram', cacheKey );
-               const gl = renderer.getContext();
-               const defines = parameters.defines;
-               let vertexShader = parameters.vertexShader;
-               let fragmentShader = parameters.fragmentShader;
-               const shadowMapTypeDefine = generateShadowMapTypeDefine(parameters);
-               const envMapTypeDefine = generateEnvMapTypeDefine(parameters);
-               const envMapModeDefine = generateEnvMapModeDefine(parameters);
-               const envMapBlendingDefine = generateEnvMapBlendingDefine(parameters);
-               const gammaFactorDefine = renderer.gammaFactor > 0 ? renderer.gammaFactor : 1.0;
-               const customExtensions = parameters.isWebGL2 ? '' : generateExtensions(parameters);
-               const customDefines = generateDefines(defines);
-               const program = gl.createProgram();
-               let prefixVertex, prefixFragment;
-               let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : '';
-
-               if (parameters.isRawShaderMaterial) {
-                       prefixVertex = [customDefines].filter(filterEmptyLine).join('\n');
-
-                       if (prefixVertex.length > 0) {
-                               prefixVertex += '\n';
-                       }
-
-                       prefixFragment = [customExtensions, customDefines].filter(filterEmptyLine).join('\n');
-
-                       if (prefixFragment.length > 0) {
-                               prefixFragment += '\n';
-                       }
-               } else {
-                       prefixVertex = [generatePrecision(parameters), '#define SHADER_NAME ' + parameters.shaderName, customDefines, parameters.instancing ? '#define USE_INSTANCING' : '', parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '', parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', '#define GAMMA_FACTOR ' + gammaFactorDefine, '#define MAX_BONES ' + parameters.maxBones, parameters.useFog && parameters.fog ? '#define USE_FOG' : '', parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', parameters.map ? '#define USE_MAP' : '', parameters.envMap ? '#define USE_ENVMAP' : '', parameters.envMap ? '#define ' + envMapModeDefine : '', parameters.lightMap ? '#define USE_LIGHTMAP' : '', parameters.aoMap ? '#define USE_AOMAP' : '', parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', parameters.bumpMap ? '#define USE_BUMPMAP' : '', parameters.normalMap ? '#define USE_NORMALMAP' : '', parameters.normalMap && parameters.objectSpaceNormalMap ? '#define OBJECTSPACE_NORMALMAP' : '', parameters.normalMap && parameters.tangentSpaceNormalMap ? '#define TANGENTSPACE_NORMALMAP' : '', parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '', parameters.specularMap ? '#define USE_SPECULARMAP' : '', parameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '', parameters.specularTintMap ? '#define USE_SPECULARTINTMAP' : '', parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', parameters.alphaMap ? '#define USE_ALPHAMAP' : '', parameters.transmission ? '#define USE_TRANSMISSION' : '', parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', parameters.vertexTangents ? '#define USE_TANGENT' : '', parameters.vertexColors ? '#define USE_COLOR' : '', parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', parameters.vertexUvs ? '#define USE_UV' : '', parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', parameters.flatShading ? '#define FLAT_SHADED' : '', parameters.skinning ? '#define USE_SKINNING' : '', parameters.useVertexTexture ? '#define BONE_TEXTURE' : '', parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', parameters.morphNormals && 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 && parameters.rendererExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '', 'uniform mat4 modelMatrix;', 'uniform mat4 modelViewMatrix;', 'uniform mat4 projectionMatrix;', 'uniform mat4 viewMatrix;', 'uniform mat3 normalMatrix;', 'uniform vec3 cameraPosition;', 'uniform bool isOrthographic;', '#ifdef USE_INSTANCING', '       attribute mat4 instanceMatrix;', '#endif', '#ifdef USE_INSTANCING_COLOR', '     attribute vec3 instanceColor;', '#endif', 'attribute vec3 position;', 'attribute vec3 normal;', 'attribute vec2 uv;', '#ifdef USE_TANGENT', '   attribute vec4 tangent;', '#endif', '#if defined( USE_COLOR_ALPHA )', ' attribute vec4 color;', '#elif defined( USE_COLOR )', ' attribute vec3 color;', '#endif', '#ifdef USE_MORPHTARGETS', '  attribute vec3 morphTarget0;', '        attribute vec3 morphTarget1;', '        attribute vec3 morphTarget2;', '        attribute vec3 morphTarget3;', '        #ifdef USE_MORPHNORMALS', '             attribute vec3 morphNormal0;', '                attribute vec3 morphNormal1;', '                attribute vec3 morphNormal2;', '                attribute vec3 morphNormal3;', '        #else', '               attribute vec3 morphTarget4;', '                attribute vec3 morphTarget5;', '                attribute vec3 morphTarget6;', '                attribute vec3 morphTarget7;', '        #endif', '#endif', '#ifdef USE_SKINNING', '     attribute vec4 skinIndex;', '   attribute vec4 skinWeight;', '#endif', '\n'].filter(filterEmptyLine).join('\n');
-                       prefixFragment = [customExtensions, generatePrecision(parameters), '#define SHADER_NAME ' + parameters.shaderName, customDefines, '#define GAMMA_FACTOR ' + gammaFactorDefine, parameters.useFog && parameters.fog ? '#define USE_FOG' : '', parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', parameters.map ? '#define USE_MAP' : '', parameters.matcap ? '#define USE_MATCAP' : '', parameters.envMap ? '#define USE_ENVMAP' : '', parameters.envMap ? '#define ' + envMapTypeDefine : '', parameters.envMap ? '#define ' + envMapModeDefine : '', parameters.envMap ? '#define ' + envMapBlendingDefine : '', parameters.lightMap ? '#define USE_LIGHTMAP' : '', parameters.aoMap ? '#define USE_AOMAP' : '', parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', parameters.bumpMap ? '#define USE_BUMPMAP' : '', parameters.normalMap ? '#define USE_NORMALMAP' : '', parameters.normalMap && parameters.objectSpaceNormalMap ? '#define OBJECTSPACE_NORMALMAP' : '', parameters.normalMap && parameters.tangentSpaceNormalMap ? '#define TANGENTSPACE_NORMALMAP' : '', parameters.clearcoat ? '#define USE_CLEARCOAT' : '', parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', parameters.specularMap ? '#define USE_SPECULARMAP' : '', parameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '', parameters.specularTintMap ? '#define USE_SPECULARTINTMAP' : '', parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', parameters.alphaMap ? '#define USE_ALPHAMAP' : '', parameters.alphaTest ? '#define USE_ALPHATEST' : '', parameters.sheenTint ? '#define USE_SHEEN' : '', parameters.transmission ? '#define USE_TRANSMISSION' : '', parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', parameters.vertexTangents ? '#define USE_TANGENT' : '', parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '', parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', parameters.vertexUvs ? '#define USE_UV' : '', parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', parameters.gradientMap ? '#define USE_GRADIENTMAP' : '', parameters.flatShading ? '#define FLAT_SHADED' : '', parameters.doubleSided ? '#define DOUBLE_SIDED' : '', parameters.flipSided ? '#define FLIP_SIDED' : '', parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '', parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '', parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '', (parameters.extensionShaderTextureLOD || parameters.envMap) && parameters.rendererExtensionShaderTextureLod ? '#define TEXTURE_LOD_EXT' : '', 'uniform mat4 viewMatrix;', 'uniform vec3 cameraPosition;', 'uniform bool isOrthographic;', parameters.toneMapping !== NoToneMapping ? '#define TONE_MAPPING' : '', parameters.toneMapping !== NoToneMapping ? ShaderChunk['tonemapping_pars_fragment'] : '', // this code is required here because it is used by the toneMapping() function defined below
-                       parameters.toneMapping !== NoToneMapping ? getToneMappingFunction('toneMapping', parameters.toneMapping) : '', parameters.dithering ? '#define DITHERING' : '', parameters.format === RGBFormat ? '#define OPAQUE' : '', ShaderChunk['encodings_pars_fragment'], // this code is required here because it is used by the various encoding/decoding function defined below
-                       parameters.map ? getTexelDecodingFunction('mapTexelToLinear', parameters.mapEncoding) : '', parameters.matcap ? getTexelDecodingFunction('matcapTexelToLinear', parameters.matcapEncoding) : '', parameters.envMap ? getTexelDecodingFunction('envMapTexelToLinear', parameters.envMapEncoding) : '', parameters.emissiveMap ? getTexelDecodingFunction('emissiveMapTexelToLinear', parameters.emissiveMapEncoding) : '', parameters.specularTintMap ? getTexelDecodingFunction('specularTintMapTexelToLinear', parameters.specularTintMapEncoding) : '', parameters.lightMap ? getTexelDecodingFunction('lightMapTexelToLinear', parameters.lightMapEncoding) : '', getTexelEncodingFunction('linearToOutputTexel', parameters.outputEncoding), parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '', '\n'].filter(filterEmptyLine).join('\n');
-               }
+                       function includeReplacer(match, include) {
+                               const string = ShaderChunk[include];
 
-               vertexShader = resolveIncludes(vertexShader);
-               vertexShader = replaceLightNums(vertexShader, parameters);
-               vertexShader = replaceClippingPlaneNums(vertexShader, parameters);
-               fragmentShader = resolveIncludes(fragmentShader);
-               fragmentShader = replaceLightNums(fragmentShader, parameters);
-               fragmentShader = replaceClippingPlaneNums(fragmentShader, parameters);
-               vertexShader = unrollLoops(vertexShader);
-               fragmentShader = unrollLoops(fragmentShader);
-
-               if (parameters.isWebGL2 && parameters.isRawShaderMaterial !== true) {
-                       // GLSL 3.0 conversion for built-in materials and ShaderMaterial
-                       versionString = '#version 300 es\n';
-                       prefixVertex = ['#define attribute in', '#define varying out', '#define texture2D texture'].join('\n') + '\n' + prefixVertex;
-                       prefixFragment = ['#define varying in', parameters.glslVersion === GLSL3 ? '' : 'out highp vec4 pc_fragColor;', parameters.glslVersion === GLSL3 ? '' : '#define gl_FragColor pc_fragColor', '#define gl_FragDepthEXT gl_FragDepth', '#define texture2D texture', '#define textureCube texture', '#define texture2DProj textureProj', '#define texture2DLodEXT textureLod', '#define texture2DProjLodEXT textureProjLod', '#define textureCubeLodEXT textureLod', '#define texture2DGradEXT textureGrad', '#define texture2DProjGradEXT textureProjGrad', '#define textureCubeGradEXT textureGrad'].join('\n') + '\n' + prefixFragment;
-               }
+                               if (string === undefined) {
+                                       throw new Error('Can not resolve #include <' + include + '>');
+                               }
 
-               const vertexGlsl = versionString + prefixVertex + vertexShader;
-               const fragmentGlsl = versionString + prefixFragment + fragmentShader; // console.log( '*VERTEX*', vertexGlsl );
-               // console.log( '*FRAGMENT*', fragmentGlsl );
+                               return resolveIncludes(string);
+                       } // Unroll Loops
 
-               const glVertexShader = WebGLShader(gl, gl.VERTEX_SHADER, vertexGlsl);
-               const glFragmentShader = WebGLShader(gl, gl.FRAGMENT_SHADER, fragmentGlsl);
-               gl.attachShader(program, glVertexShader);
-               gl.attachShader(program, glFragmentShader); // Force a particular attribute to index 0.
 
-               if (parameters.index0AttributeName !== undefined) {
-                       gl.bindAttribLocation(program, 0, parameters.index0AttributeName);
-               } else if (parameters.morphTargets === true) {
-                       // programs with morphTargets displace position out of attribute 0
-                       gl.bindAttribLocation(program, 0, 'position');
-               }
+                       const deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
+                       const unrollLoopPattern = /#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g;
 
-               gl.linkProgram(program); // check for link errors
-
-               if (renderer.debug.checkShaderErrors) {
-                       const programLog = gl.getProgramInfoLog(program).trim();
-                       const vertexLog = gl.getShaderInfoLog(glVertexShader).trim();
-                       const fragmentLog = gl.getShaderInfoLog(glFragmentShader).trim();
-                       let runnable = true;
-                       let haveDiagnostics = true;
-
-                       if (gl.getProgramParameter(program, gl.LINK_STATUS) === false) {
-                               runnable = false;
-                               const vertexErrors = getShaderErrors(gl, glVertexShader, 'vertex');
-                               const fragmentErrors = getShaderErrors(gl, glFragmentShader, 'fragment');
-                               console.error('THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' + 'VALIDATE_STATUS ' + gl.getProgramParameter(program, gl.VALIDATE_STATUS) + '\n\n' + 'Program Info Log: ' + programLog + '\n' + vertexErrors + '\n' + fragmentErrors);
-                       } else if (programLog !== '') {
-                               console.warn('THREE.WebGLProgram: Program Info Log:', programLog);
-                       } else if (vertexLog === '' || fragmentLog === '') {
-                               haveDiagnostics = false;
-                       }
-
-                       if (haveDiagnostics) {
-                               this.diagnostics = {
-                                       runnable: runnable,
-                                       programLog: programLog,
-                                       vertexShader: {
-                                               log: vertexLog,
-                                               prefix: prefixVertex
-                                       },
-                                       fragmentShader: {
-                                               log: fragmentLog,
-                                               prefix: prefixFragment
-                                       }
-                               };
+                       function unrollLoops(string) {
+                               return string.replace(unrollLoopPattern, loopReplacer).replace(deprecatedUnrollLoopPattern, deprecatedLoopReplacer);
                        }
-               } // Clean up
-               // Crashes in iOS9 and iOS10. #18402
-               // gl.detachShader( program, glVertexShader );
-               // gl.detachShader( program, glFragmentShader );
 
+                       function deprecatedLoopReplacer(match, start, end, snippet) {
+                               console.warn('WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.');
+                               return loopReplacer(match, start, end, snippet);
+                       }
 
-               gl.deleteShader(glVertexShader);
-               gl.deleteShader(glFragmentShader); // set up caching for uniform locations
+                       function loopReplacer(match, start, end, snippet) {
+                               let string = '';
 
-               let cachedUniforms;
+                               for (let i = parseInt(start); i < parseInt(end); i++) {
+                                       string += snippet.replace(/\[\s*i\s*\]/g, '[ ' + i + ' ]').replace(/UNROLLED_LOOP_INDEX/g, i);
+                               }
 
-               this.getUniforms = function () {
-                       if (cachedUniforms === undefined) {
-                               cachedUniforms = new WebGLUniforms(gl, program);
-                       }
+                               return string;
+                       } //
 
-                       return cachedUniforms;
-               }; // set up caching for attribute locations
 
+                       function generatePrecision(parameters) {
+                               let precisionstring = 'precision ' + parameters.precision + ' float;\nprecision ' + parameters.precision + ' int;';
 
-               let cachedAttributes;
+                               if (parameters.precision === 'highp') {
+                                       precisionstring += '\n#define HIGH_PRECISION';
+                               } else if (parameters.precision === 'mediump') {
+                                       precisionstring += '\n#define MEDIUM_PRECISION';
+                               } else if (parameters.precision === 'lowp') {
+                                       precisionstring += '\n#define LOW_PRECISION';
+                               }
 
-               this.getAttributes = function () {
-                       if (cachedAttributes === undefined) {
-                               cachedAttributes = fetchAttributeLocations(gl, program);
+                               return precisionstring;
                        }
 
-                       return cachedAttributes;
-               }; // free resource
+                       function generateShadowMapTypeDefine(parameters) {
+                               let shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
 
+                               if (parameters.shadowMapType === PCFShadowMap) {
+                                       shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
+                               } else if (parameters.shadowMapType === PCFSoftShadowMap) {
+                                       shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
+                               } else if (parameters.shadowMapType === VSMShadowMap) {
+                                       shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
+                               }
 
-               this.destroy = function () {
-                       bindingStates.releaseStatesOfProgram(this);
-                       gl.deleteProgram(program);
-                       this.program = undefined;
-               }; //
+                               return shadowMapTypeDefine;
+                       }
 
+                       function generateEnvMapTypeDefine(parameters) {
+                               let envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
 
-               this.name = parameters.shaderName;
-               this.id = programIdCount++;
-               this.cacheKey = cacheKey;
-               this.usedTimes = 1;
-               this.program = program;
-               this.vertexShader = glVertexShader;
-               this.fragmentShader = glFragmentShader;
-               return this;
-       }
+                               if (parameters.envMap) {
+                                       switch (parameters.envMapMode) {
+                                               case CubeReflectionMapping:
+                                               case CubeRefractionMapping:
+                                                       envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
+                                                       break;
 
-       function WebGLPrograms(renderer, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping) {
-               const programs = [];
-               const isWebGL2 = capabilities.isWebGL2;
-               const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
-               const floatVertexTextures = capabilities.floatVertexTextures;
-               const maxVertexUniforms = capabilities.maxVertexUniforms;
-               const vertexTextures = capabilities.vertexTextures;
-               let precision = capabilities.precision;
-               const shaderIDs = {
-                       MeshDepthMaterial: 'depth',
-                       MeshDistanceMaterial: 'distanceRGBA',
-                       MeshNormalMaterial: 'normal',
-                       MeshBasicMaterial: 'basic',
-                       MeshLambertMaterial: 'lambert',
-                       MeshPhongMaterial: 'phong',
-                       MeshToonMaterial: 'toon',
-                       MeshStandardMaterial: 'physical',
-                       MeshPhysicalMaterial: 'physical',
-                       MeshMatcapMaterial: 'matcap',
-                       LineBasicMaterial: 'basic',
-                       LineDashedMaterial: 'dashed',
-                       PointsMaterial: 'points',
-                       ShadowMaterial: 'shadow',
-                       SpriteMaterial: 'sprite'
-               };
-               const parameterNames = ['precision', 'isWebGL2', 'supportsVertexTextures', 'outputEncoding', 'instancing', 'instancingColor', 'map', 'mapEncoding', 'matcap', 'matcapEncoding', 'envMap', 'envMapMode', 'envMapEncoding', 'envMapCubeUV', 'lightMap', 'lightMapEncoding', 'aoMap', 'emissiveMap', 'emissiveMapEncoding', 'bumpMap', 'normalMap', 'objectSpaceNormalMap', 'tangentSpaceNormalMap', 'clearcoat', 'clearcoatMap', 'clearcoatRoughnessMap', 'clearcoatNormalMap', 'displacementMap', 'specularMap', 'specularIntensityMap', 'specularTintMap', 'specularTintMapEncoding', 'roughnessMap', 'metalnessMap', 'gradientMap', 'alphaMap', 'alphaTest', 'combine', 'vertexColors', 'vertexAlphas', 'vertexTangents', 'vertexUvs', 'uvsVertexOnly', 'fog', 'useFog', 'fogExp2', 'flatShading', 'sizeAttenuation', 'logarithmicDepthBuffer', 'skinning', 'maxBones', 'useVertexTexture', 'morphTargets', 'morphNormals', 'premultipliedAlpha', 'numDirLights', 'numPointLights', 'numSpotLights', 'numHemiLights', 'numRectAreaLights', 'numDirLightShadows', 'numPointLightShadows', 'numSpotLightShadows', 'shadowMapEnabled', 'shadowMapType', 'toneMapping', 'physicallyCorrectLights', 'doubleSided', 'flipSided', 'numClippingPlanes', 'numClipIntersection', 'depthPacking', 'dithering', 'format', 'sheenTint', 'transmission', 'transmissionMap', 'thicknessMap'];
-
-               function getMaxBones(object) {
-                       const skeleton = object.skeleton;
-                       const bones = skeleton.bones;
-
-                       if (floatVertexTextures) {
-                               return 1024;
-                       } else {
-                               // default for when object is not specified
-                               // ( for example when prebuilding shader to be used with multiple objects )
-                               //
-                               //      - leave some extra space for other uniforms
-                               //      - limit here is ANGLE's 254 max uniform vectors
-                               //              (up to 54 should be safe)
-                               const nVertexUniforms = maxVertexUniforms;
-                               const nVertexMatrices = Math.floor((nVertexUniforms - 20) / 4);
-                               const 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;
+                                               case CubeUVReflectionMapping:
+                                               case CubeUVRefractionMapping:
+                                                       envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
+                                                       break;
+                                       }
                                }
 
-                               return maxBones;
+                               return envMapTypeDefine;
                        }
-               }
-
-               function getTextureEncodingFromMap(map) {
-                       let encoding;
-
-                       if (map && map.isTexture) {
-                               encoding = map.encoding;
-                       } else if (map && map.isWebGLRenderTarget) {
-                               console.warn('THREE.WebGLPrograms.getTextureEncodingFromMap: don\'t use render targets as textures. Use their .texture property instead.');
-                               encoding = map.texture.encoding;
-                       } else {
-                               encoding = LinearEncoding;
-                       }
-
-                       return encoding;
-               }
-
-               function getParameters(material, lights, shadows, scene, object) {
-                       const fog = scene.fog;
-                       const environment = material.isMeshStandardMaterial ? scene.environment : null;
-                       const envMap = (material.isMeshStandardMaterial ? cubeuvmaps : cubemaps).get(material.envMap || environment);
-                       const shaderID = shaderIDs[material.type]; // heuristics to create shader parameters according to lights in the scene
-                       // (not to blow over maxLights budget)
 
-                       const maxBones = object.isSkinnedMesh ? getMaxBones(object) : 0;
+                       function generateEnvMapModeDefine(parameters) {
+                               let envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
 
-                       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.');
+                               if (parameters.envMap) {
+                                       switch (parameters.envMapMode) {
+                                               case CubeRefractionMapping:
+                                               case CubeUVRefractionMapping:
+                                                       envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
+                                                       break;
+                                       }
                                }
-                       }
 
-                       let vertexShader, fragmentShader;
+                               return envMapModeDefine;
+                       }
 
-                       if (shaderID) {
-                               const shader = ShaderLib[shaderID];
-                               vertexShader = shader.vertexShader;
-                               fragmentShader = shader.fragmentShader;
-                       } else {
-                               vertexShader = material.vertexShader;
-                               fragmentShader = material.fragmentShader;
-                       }
-
-                       const currentRenderTarget = renderer.getRenderTarget();
-                       const useAlphaTest = material.alphaTest > 0;
-                       const useClearcoat = material.clearcoat > 0;
-                       const parameters = {
-                               isWebGL2: isWebGL2,
-                               shaderID: shaderID,
-                               shaderName: material.type,
-                               vertexShader: vertexShader,
-                               fragmentShader: fragmentShader,
-                               defines: material.defines,
-                               isRawShaderMaterial: material.isRawShaderMaterial === true,
-                               glslVersion: material.glslVersion,
-                               precision: precision,
-                               instancing: object.isInstancedMesh === true,
-                               instancingColor: object.isInstancedMesh === true && object.instanceColor !== null,
-                               supportsVertexTextures: vertexTextures,
-                               outputEncoding: currentRenderTarget !== null ? getTextureEncodingFromMap(currentRenderTarget.texture) : renderer.outputEncoding,
-                               map: !!material.map,
-                               mapEncoding: getTextureEncodingFromMap(material.map),
-                               matcap: !!material.matcap,
-                               matcapEncoding: getTextureEncodingFromMap(material.matcap),
-                               envMap: !!envMap,
-                               envMapMode: envMap && envMap.mapping,
-                               envMapEncoding: getTextureEncodingFromMap(envMap),
-                               envMapCubeUV: !!envMap && (envMap.mapping === CubeUVReflectionMapping || envMap.mapping === CubeUVRefractionMapping),
-                               lightMap: !!material.lightMap,
-                               lightMapEncoding: getTextureEncodingFromMap(material.lightMap),
-                               aoMap: !!material.aoMap,
-                               emissiveMap: !!material.emissiveMap,
-                               emissiveMapEncoding: getTextureEncodingFromMap(material.emissiveMap),
-                               bumpMap: !!material.bumpMap,
-                               normalMap: !!material.normalMap,
-                               objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
-                               tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
-                               clearcoat: useClearcoat,
-                               clearcoatMap: useClearcoat && !!material.clearcoatMap,
-                               clearcoatRoughnessMap: useClearcoat && !!material.clearcoatRoughnessMap,
-                               clearcoatNormalMap: useClearcoat && !!material.clearcoatNormalMap,
-                               displacementMap: !!material.displacementMap,
-                               roughnessMap: !!material.roughnessMap,
-                               metalnessMap: !!material.metalnessMap,
-                               specularMap: !!material.specularMap,
-                               specularIntensityMap: !!material.specularIntensityMap,
-                               specularTintMap: !!material.specularTintMap,
-                               specularTintMapEncoding: getTextureEncodingFromMap(material.specularTintMap),
-                               alphaMap: !!material.alphaMap,
-                               alphaTest: useAlphaTest,
-                               gradientMap: !!material.gradientMap,
-                               sheenTint: !!material.sheenTint && (material.sheenTint.r > 0 || material.sheenTint.g > 0 || material.sheenTint.b > 0),
-                               transmission: material.transmission > 0,
-                               transmissionMap: !!material.transmissionMap,
-                               thicknessMap: !!material.thicknessMap,
-                               combine: material.combine,
-                               vertexTangents: !!material.normalMap && !!object.geometry && !!object.geometry.attributes.tangent,
-                               vertexColors: material.vertexColors,
-                               vertexAlphas: material.vertexColors === true && !!object.geometry && !!object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4,
-                               vertexUvs: !!material.map || !!material.bumpMap || !!material.normalMap || !!material.specularMap || !!material.alphaMap || !!material.emissiveMap || !!material.roughnessMap || !!material.metalnessMap || !!material.clearcoatMap || !!material.clearcoatRoughnessMap || !!material.clearcoatNormalMap || !!material.displacementMap || !!material.transmissionMap || !!material.thicknessMap || !!material.specularIntensityMap || !!material.specularTintMap,
-                               uvsVertexOnly: !(!!material.map || !!material.bumpMap || !!material.normalMap || !!material.specularMap || !!material.alphaMap || !!material.emissiveMap || !!material.roughnessMap || !!material.metalnessMap || !!material.clearcoatNormalMap || material.transmission > 0 || !!material.transmissionMap || !!material.thicknessMap || !!material.specularIntensityMap || !!material.specularTintMap) && !!material.displacementMap,
-                               fog: !!fog,
-                               useFog: material.fog,
-                               fogExp2: fog && fog.isFogExp2,
-                               flatShading: !!material.flatShading,
-                               sizeAttenuation: material.sizeAttenuation,
-                               logarithmicDepthBuffer: logarithmicDepthBuffer,
-                               skinning: object.isSkinnedMesh === true && maxBones > 0,
-                               maxBones: maxBones,
-                               useVertexTexture: floatVertexTextures,
-                               morphTargets: !!object.geometry && !!object.geometry.morphAttributes.position,
-                               morphNormals: !!object.geometry && !!object.geometry.morphAttributes.normal,
-                               numDirLights: lights.directional.length,
-                               numPointLights: lights.point.length,
-                               numSpotLights: lights.spot.length,
-                               numRectAreaLights: lights.rectArea.length,
-                               numHemiLights: lights.hemi.length,
-                               numDirLightShadows: lights.directionalShadowMap.length,
-                               numPointLightShadows: lights.pointShadowMap.length,
-                               numSpotLightShadows: lights.spotShadowMap.length,
-                               numClippingPlanes: clipping.numPlanes,
-                               numClipIntersection: clipping.numIntersection,
-                               format: material.format,
-                               dithering: material.dithering,
-                               shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
-                               shadowMapType: renderer.shadowMap.type,
-                               toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
-                               physicallyCorrectLights: renderer.physicallyCorrectLights,
-                               premultipliedAlpha: material.premultipliedAlpha,
-                               doubleSided: material.side === DoubleSide,
-                               flipSided: material.side === BackSide,
-                               depthPacking: material.depthPacking !== undefined ? material.depthPacking : false,
-                               index0AttributeName: material.index0AttributeName,
-                               extensionDerivatives: material.extensions && material.extensions.derivatives,
-                               extensionFragDepth: material.extensions && material.extensions.fragDepth,
-                               extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
-                               extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
-                               rendererExtensionFragDepth: isWebGL2 || extensions.has('EXT_frag_depth'),
-                               rendererExtensionDrawBuffers: isWebGL2 || extensions.has('WEBGL_draw_buffers'),
-                               rendererExtensionShaderTextureLod: isWebGL2 || extensions.has('EXT_shader_texture_lod'),
-                               customProgramCacheKey: material.customProgramCacheKey()
-                       };
-                       return parameters;
-               }
+                       function generateEnvMapBlendingDefine(parameters) {
+                               let envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
 
-               function getProgramCacheKey(parameters) {
-                       const array = [];
+                               if (parameters.envMap) {
+                                       switch (parameters.combine) {
+                                               case MultiplyOperation:
+                                                       envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
+                                                       break;
 
-                       if (parameters.shaderID) {
-                               array.push(parameters.shaderID);
-                       } else {
-                               array.push(parameters.fragmentShader);
-                               array.push(parameters.vertexShader);
-                       }
+                                               case MixOperation:
+                                                       envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
+                                                       break;
 
-                       if (parameters.defines !== undefined) {
-                               for (const name in parameters.defines) {
-                                       array.push(name);
-                                       array.push(parameters.defines[name]);
+                                               case AddOperation:
+                                                       envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
+                                                       break;
+                                       }
                                }
-                       }
 
-                       if (parameters.isRawShaderMaterial === false) {
-                               for (let i = 0; i < parameterNames.length; i++) {
-                                       array.push(parameters[parameterNames[i]]);
-                               }
+                               return envMapBlendingDefine;
+                       }
+
+                       function WebGLProgram(renderer, cacheKey, parameters, bindingStates) {
+                               // TODO Send this event to Three.js DevTools
+                               // console.log( 'WebGLProgram', cacheKey );
+                               const gl = renderer.getContext();
+                               const defines = parameters.defines;
+                               let vertexShader = parameters.vertexShader;
+                               let fragmentShader = parameters.fragmentShader;
+                               const shadowMapTypeDefine = generateShadowMapTypeDefine(parameters);
+                               const envMapTypeDefine = generateEnvMapTypeDefine(parameters);
+                               const envMapModeDefine = generateEnvMapModeDefine(parameters);
+                               const envMapBlendingDefine = generateEnvMapBlendingDefine(parameters);
+                               const gammaFactorDefine = renderer.gammaFactor > 0 ? renderer.gammaFactor : 1.0;
+                               const customExtensions = parameters.isWebGL2 ? '' : generateExtensions(parameters);
+                               const customDefines = generateDefines(defines);
+                               const program = gl.createProgram();
+                               let prefixVertex, prefixFragment;
+                               let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : '';
+
+                               if (parameters.isRawShaderMaterial) {
+                                       prefixVertex = [customDefines].filter(filterEmptyLine).join('\n');
+
+                                       if (prefixVertex.length > 0) {
+                                               prefixVertex += '\n';
+                                       }
 
-                               array.push(renderer.outputEncoding);
-                               array.push(renderer.gammaFactor);
-                       }
+                                       prefixFragment = [customExtensions, customDefines].filter(filterEmptyLine).join('\n');
 
-                       array.push(parameters.customProgramCacheKey);
-                       return array.join();
-               }
+                                       if (prefixFragment.length > 0) {
+                                               prefixFragment += '\n';
+                                       }
+                               } else {
+                                       prefixVertex = [generatePrecision(parameters), '#define SHADER_NAME ' + parameters.shaderName, customDefines, parameters.instancing ? '#define USE_INSTANCING' : '', parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '', parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', '#define GAMMA_FACTOR ' + gammaFactorDefine, '#define MAX_BONES ' + parameters.maxBones, parameters.useFog && parameters.fog ? '#define USE_FOG' : '', parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', parameters.map ? '#define USE_MAP' : '', parameters.envMap ? '#define USE_ENVMAP' : '', parameters.envMap ? '#define ' + envMapModeDefine : '', parameters.lightMap ? '#define USE_LIGHTMAP' : '', parameters.aoMap ? '#define USE_AOMAP' : '', parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', parameters.bumpMap ? '#define USE_BUMPMAP' : '', parameters.normalMap ? '#define USE_NORMALMAP' : '', parameters.normalMap && parameters.objectSpaceNormalMap ? '#define OBJECTSPACE_NORMALMAP' : '', parameters.normalMap && parameters.tangentSpaceNormalMap ? '#define TANGENTSPACE_NORMALMAP' : '', parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '', parameters.specularMap ? '#define USE_SPECULARMAP' : '', parameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '', parameters.specularTintMap ? '#define USE_SPECULARTINTMAP' : '', parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', parameters.alphaMap ? '#define USE_ALPHAMAP' : '', parameters.transmission ? '#define USE_TRANSMISSION' : '', parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', parameters.vertexTangents ? '#define USE_TANGENT' : '', parameters.vertexColors ? '#define USE_COLOR' : '', parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', parameters.vertexUvs ? '#define USE_UV' : '', parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', parameters.flatShading ? '#define FLAT_SHADED' : '', parameters.skinning ? '#define USE_SKINNING' : '', parameters.useVertexTexture ? '#define BONE_TEXTURE' : '', parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', parameters.morphNormals && 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 && parameters.rendererExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '', 'uniform mat4 modelMatrix;', 'uniform mat4 modelViewMatrix;', 'uniform mat4 projectionMatrix;', 'uniform mat4 viewMatrix;', 'uniform mat3 normalMatrix;', 'uniform vec3 cameraPosition;', 'uniform bool isOrthographic;', '#ifdef USE_INSTANCING', '       attribute mat4 instanceMatrix;', '#endif', '#ifdef USE_INSTANCING_COLOR', '     attribute vec3 instanceColor;', '#endif', 'attribute vec3 position;', 'attribute vec3 normal;', 'attribute vec2 uv;', '#ifdef USE_TANGENT', '   attribute vec4 tangent;', '#endif', '#if defined( USE_COLOR_ALPHA )', ' attribute vec4 color;', '#elif defined( USE_COLOR )', ' attribute vec3 color;', '#endif', '#ifdef USE_MORPHTARGETS', '  attribute vec3 morphTarget0;', '        attribute vec3 morphTarget1;', '        attribute vec3 morphTarget2;', '        attribute vec3 morphTarget3;', '        #ifdef USE_MORPHNORMALS', '             attribute vec3 morphNormal0;', '                attribute vec3 morphNormal1;', '                attribute vec3 morphNormal2;', '                attribute vec3 morphNormal3;', '        #else', '               attribute vec3 morphTarget4;', '                attribute vec3 morphTarget5;', '                attribute vec3 morphTarget6;', '                attribute vec3 morphTarget7;', '        #endif', '#endif', '#ifdef USE_SKINNING', '     attribute vec4 skinIndex;', '   attribute vec4 skinWeight;', '#endif', '\n'].filter(filterEmptyLine).join('\n');
+                                       prefixFragment = [customExtensions, generatePrecision(parameters), '#define SHADER_NAME ' + parameters.shaderName, customDefines, '#define GAMMA_FACTOR ' + gammaFactorDefine, parameters.useFog && parameters.fog ? '#define USE_FOG' : '', parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', parameters.map ? '#define USE_MAP' : '', parameters.matcap ? '#define USE_MATCAP' : '', parameters.envMap ? '#define USE_ENVMAP' : '', parameters.envMap ? '#define ' + envMapTypeDefine : '', parameters.envMap ? '#define ' + envMapModeDefine : '', parameters.envMap ? '#define ' + envMapBlendingDefine : '', parameters.lightMap ? '#define USE_LIGHTMAP' : '', parameters.aoMap ? '#define USE_AOMAP' : '', parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', parameters.bumpMap ? '#define USE_BUMPMAP' : '', parameters.normalMap ? '#define USE_NORMALMAP' : '', parameters.normalMap && parameters.objectSpaceNormalMap ? '#define OBJECTSPACE_NORMALMAP' : '', parameters.normalMap && parameters.tangentSpaceNormalMap ? '#define TANGENTSPACE_NORMALMAP' : '', parameters.clearcoat ? '#define USE_CLEARCOAT' : '', parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', parameters.specularMap ? '#define USE_SPECULARMAP' : '', parameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '', parameters.specularTintMap ? '#define USE_SPECULARTINTMAP' : '', parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', parameters.alphaMap ? '#define USE_ALPHAMAP' : '', parameters.alphaTest ? '#define USE_ALPHATEST' : '', parameters.sheenTint ? '#define USE_SHEEN' : '', parameters.transmission ? '#define USE_TRANSMISSION' : '', parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', parameters.vertexTangents ? '#define USE_TANGENT' : '', parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '', parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', parameters.vertexUvs ? '#define USE_UV' : '', parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', parameters.gradientMap ? '#define USE_GRADIENTMAP' : '', parameters.flatShading ? '#define FLAT_SHADED' : '', parameters.doubleSided ? '#define DOUBLE_SIDED' : '', parameters.flipSided ? '#define FLIP_SIDED' : '', parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '', parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '', parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '', (parameters.extensionShaderTextureLOD || parameters.envMap) && parameters.rendererExtensionShaderTextureLod ? '#define TEXTURE_LOD_EXT' : '', 'uniform mat4 viewMatrix;', 'uniform vec3 cameraPosition;', 'uniform bool isOrthographic;', parameters.toneMapping !== NoToneMapping ? '#define TONE_MAPPING' : '', parameters.toneMapping !== NoToneMapping ? ShaderChunk['tonemapping_pars_fragment'] : '', // this code is required here because it is used by the toneMapping() function defined below
+                                               parameters.toneMapping !== NoToneMapping ? getToneMappingFunction('toneMapping', parameters.toneMapping) : '', parameters.dithering ? '#define DITHERING' : '', parameters.format === RGBFormat ? '#define OPAQUE' : '', ShaderChunk['encodings_pars_fragment'], // this code is required here because it is used by the various encoding/decoding function defined below
+                                               parameters.map ? getTexelDecodingFunction('mapTexelToLinear', parameters.mapEncoding) : '', parameters.matcap ? getTexelDecodingFunction('matcapTexelToLinear', parameters.matcapEncoding) : '', parameters.envMap ? getTexelDecodingFunction('envMapTexelToLinear', parameters.envMapEncoding) : '', parameters.emissiveMap ? getTexelDecodingFunction('emissiveMapTexelToLinear', parameters.emissiveMapEncoding) : '', parameters.specularTintMap ? getTexelDecodingFunction('specularTintMapTexelToLinear', parameters.specularTintMapEncoding) : '', parameters.lightMap ? getTexelDecodingFunction('lightMapTexelToLinear', parameters.lightMapEncoding) : '', getTexelEncodingFunction('linearToOutputTexel', parameters.outputEncoding), parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '', '\n'].filter(filterEmptyLine).join('\n');
+                               }
+
+                               vertexShader = resolveIncludes(vertexShader);
+                               vertexShader = replaceLightNums(vertexShader, parameters);
+                               vertexShader = replaceClippingPlaneNums(vertexShader, parameters);
+                               fragmentShader = resolveIncludes(fragmentShader);
+                               fragmentShader = replaceLightNums(fragmentShader, parameters);
+                               fragmentShader = replaceClippingPlaneNums(fragmentShader, parameters);
+                               vertexShader = unrollLoops(vertexShader);
+                               fragmentShader = unrollLoops(fragmentShader);
+
+                               if (parameters.isWebGL2 && parameters.isRawShaderMaterial !== true) {
+                                       // GLSL 3.0 conversion for built-in materials and ShaderMaterial
+                                       versionString = '#version 300 es\n';
+                                       prefixVertex = ['#define attribute in', '#define varying out', '#define texture2D texture'].join('\n') + '\n' + prefixVertex;
+                                       prefixFragment = ['#define varying in', parameters.glslVersion === GLSL3 ? '' : 'out highp vec4 pc_fragColor;', parameters.glslVersion === GLSL3 ? '' : '#define gl_FragColor pc_fragColor', '#define gl_FragDepthEXT gl_FragDepth', '#define texture2D texture', '#define textureCube texture', '#define texture2DProj textureProj', '#define texture2DLodEXT textureLod', '#define texture2DProjLodEXT textureProjLod', '#define textureCubeLodEXT textureLod', '#define texture2DGradEXT textureGrad', '#define texture2DProjGradEXT textureProjGrad', '#define textureCubeGradEXT textureGrad'].join('\n') + '\n' + prefixFragment;
+                               }
+
+                               const vertexGlsl = versionString + prefixVertex + vertexShader;
+                               const fragmentGlsl = versionString + prefixFragment + fragmentShader; // console.log( '*VERTEX*', vertexGlsl );
+                               // console.log( '*FRAGMENT*', fragmentGlsl );
+
+                               const glVertexShader = WebGLShader(gl, gl.VERTEX_SHADER, vertexGlsl);
+                               const glFragmentShader = WebGLShader(gl, gl.FRAGMENT_SHADER, fragmentGlsl);
+                               gl.attachShader(program, glVertexShader);
+                               gl.attachShader(program, glFragmentShader); // Force a particular attribute to index 0.
+
+                               if (parameters.index0AttributeName !== undefined) {
+                                       gl.bindAttribLocation(program, 0, parameters.index0AttributeName);
+                               } else if (parameters.morphTargets === true) {
+                                       // programs with morphTargets displace position out of attribute 0
+                                       gl.bindAttribLocation(program, 0, 'position');
+                               }
+
+                               gl.linkProgram(program); // check for link errors
+
+                               if (renderer.debug.checkShaderErrors) {
+                                       const programLog = gl.getProgramInfoLog(program).trim();
+                                       const vertexLog = gl.getShaderInfoLog(glVertexShader).trim();
+                                       const fragmentLog = gl.getShaderInfoLog(glFragmentShader).trim();
+                                       let runnable = true;
+                                       let haveDiagnostics = true;
+
+                                       if (gl.getProgramParameter(program, gl.LINK_STATUS) === false) {
+                                               runnable = false;
+                                               const vertexErrors = getShaderErrors(gl, glVertexShader, 'vertex');
+                                               const fragmentErrors = getShaderErrors(gl, glFragmentShader, 'fragment');
+                                               console.error('THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' + 'VALIDATE_STATUS ' + gl.getProgramParameter(program, gl.VALIDATE_STATUS) + '\n\n' + 'Program Info Log: ' + programLog + '\n' + vertexErrors + '\n' + fragmentErrors);
+                                       } else if (programLog !== '') {
+                                               console.warn('THREE.WebGLProgram: Program Info Log:', programLog);
+                                       } else if (vertexLog === '' || fragmentLog === '') {
+                                               haveDiagnostics = false;
+                                       }
 
-               function getUniforms(material) {
-                       const shaderID = shaderIDs[material.type];
-                       let uniforms;
+                                       if (haveDiagnostics) {
+                                               this.diagnostics = {
+                                                       runnable: runnable,
+                                                       programLog: programLog,
+                                                       vertexShader: {
+                                                               log: vertexLog,
+                                                               prefix: prefixVertex
+                                                       },
+                                                       fragmentShader: {
+                                                               log: fragmentLog,
+                                                               prefix: prefixFragment
+                                                       }
+                                               };
+                                       }
+                               } // Clean up
+                               // Crashes in iOS9 and iOS10. #18402
+                               // gl.detachShader( program, glVertexShader );
+                               // gl.detachShader( program, glFragmentShader );
 
-                       if (shaderID) {
-                               const shader = ShaderLib[shaderID];
-                               uniforms = UniformsUtils.clone(shader.uniforms);
-                       } else {
-                               uniforms = material.uniforms;
-                       }
 
-                       return uniforms;
-               }
+                               gl.deleteShader(glVertexShader);
+                               gl.deleteShader(glFragmentShader); // set up caching for uniform locations
 
-               function acquireProgram(parameters, cacheKey) {
-                       let program; // Check if code has been already compiled
+                               let cachedUniforms;
 
-                       for (let p = 0, pl = programs.length; p < pl; p++) {
-                               const preexistingProgram = programs[p];
+                               this.getUniforms = function () {
+                                       if (cachedUniforms === undefined) {
+                                               cachedUniforms = new WebGLUniforms(gl, program);
+                                       }
 
-                               if (preexistingProgram.cacheKey === cacheKey) {
-                                       program = preexistingProgram;
-                                       ++program.usedTimes;
-                                       break;
-                               }
-                       }
+                                       return cachedUniforms;
+                               }; // set up caching for attribute locations
 
-                       if (program === undefined) {
-                               program = new WebGLProgram(renderer, cacheKey, parameters, bindingStates);
-                               programs.push(program);
-                       }
 
-                       return program;
-               }
+                               let cachedAttributes;
 
-               function releaseProgram(program) {
-                       if (--program.usedTimes === 0) {
-                               // Remove from unordered set
-                               const i = programs.indexOf(program);
-                               programs[i] = programs[programs.length - 1];
-                               programs.pop(); // Free WebGL resources
+                               this.getAttributes = function () {
+                                       if (cachedAttributes === undefined) {
+                                               cachedAttributes = fetchAttributeLocations(gl, program);
+                                       }
 
-                               program.destroy();
-                       }
-               }
+                                       return cachedAttributes;
+                               }; // free resource
 
-               return {
-                       getParameters: getParameters,
-                       getProgramCacheKey: getProgramCacheKey,
-                       getUniforms: getUniforms,
-                       acquireProgram: acquireProgram,
-                       releaseProgram: releaseProgram,
-                       // Exposed for resource monitoring & error feedback via renderer.info:
-                       programs: programs
-               };
-       }
 
-       function WebGLProperties() {
-               let properties = new WeakMap();
+                               this.destroy = function () {
+                                       bindingStates.releaseStatesOfProgram(this);
+                                       gl.deleteProgram(program);
+                                       this.program = undefined;
+                               }; //
 
-               function get(object) {
-                       let map = properties.get(object);
 
-                       if (map === undefined) {
-                               map = {};
-                               properties.set(object, map);
+                               this.name = parameters.shaderName;
+                               this.id = programIdCount++;
+                               this.cacheKey = cacheKey;
+                               this.usedTimes = 1;
+                               this.program = program;
+                               this.vertexShader = glVertexShader;
+                               this.fragmentShader = glFragmentShader;
+                               return this;
                        }
 
-                       return map;
-               }
+                       function WebGLPrograms(renderer, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping) {
+                               const programs = [];
+                               const isWebGL2 = capabilities.isWebGL2;
+                               const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
+                               const floatVertexTextures = capabilities.floatVertexTextures;
+                               const maxVertexUniforms = capabilities.maxVertexUniforms;
+                               const vertexTextures = capabilities.vertexTextures;
+                               let precision = capabilities.precision;
+                               const shaderIDs = {
+                                       MeshDepthMaterial: 'depth',
+                                       MeshDistanceMaterial: 'distanceRGBA',
+                                       MeshNormalMaterial: 'normal',
+                                       MeshBasicMaterial: 'basic',
+                                       MeshLambertMaterial: 'lambert',
+                                       MeshPhongMaterial: 'phong',
+                                       MeshToonMaterial: 'toon',
+                                       MeshStandardMaterial: 'physical',
+                                       MeshPhysicalMaterial: 'physical',
+                                       MeshMatcapMaterial: 'matcap',
+                                       LineBasicMaterial: 'basic',
+                                       LineDashedMaterial: 'dashed',
+                                       PointsMaterial: 'points',
+                                       ShadowMaterial: 'shadow',
+                                       SpriteMaterial: 'sprite'
+                               };
+                               const parameterNames = ['precision', 'isWebGL2', 'supportsVertexTextures', 'outputEncoding', 'instancing', 'instancingColor', 'map', 'mapEncoding', 'matcap', 'matcapEncoding', 'envMap', 'envMapMode', 'envMapEncoding', 'envMapCubeUV', 'lightMap', 'lightMapEncoding', 'aoMap', 'emissiveMap', 'emissiveMapEncoding', 'bumpMap', 'normalMap', 'objectSpaceNormalMap', 'tangentSpaceNormalMap', 'clearcoat', 'clearcoatMap', 'clearcoatRoughnessMap', 'clearcoatNormalMap', 'displacementMap', 'specularMap', 'specularIntensityMap', 'specularTintMap', 'specularTintMapEncoding', 'roughnessMap', 'metalnessMap', 'gradientMap', 'alphaMap', 'alphaTest', 'combine', 'vertexColors', 'vertexAlphas', 'vertexTangents', 'vertexUvs', 'uvsVertexOnly', 'fog', 'useFog', 'fogExp2', 'flatShading', 'sizeAttenuation', 'logarithmicDepthBuffer', 'skinning', 'maxBones', 'useVertexTexture', 'morphTargets', 'morphNormals', 'premultipliedAlpha', 'numDirLights', 'numPointLights', 'numSpotLights', 'numHemiLights', 'numRectAreaLights', 'numDirLightShadows', 'numPointLightShadows', 'numSpotLightShadows', 'shadowMapEnabled', 'shadowMapType', 'toneMapping', 'physicallyCorrectLights', 'doubleSided', 'flipSided', 'numClippingPlanes', 'numClipIntersection', 'depthPacking', 'dithering', 'format', 'sheenTint', 'transmission', 'transmissionMap', 'thicknessMap'];
 
-               function remove(object) {
-                       properties.delete(object);
-               }
+                               function getMaxBones(object) {
+                                       const skeleton = object.skeleton;
+                                       const bones = skeleton.bones;
 
-               function update(object, key, value) {
-                       properties.get(object)[key] = value;
-               }
+                                       if (floatVertexTextures) {
+                                               return 1024;
+                                       } else {
+                                               // default for when object is not specified
+                                               // ( for example when prebuilding shader to be used with multiple objects )
+                                               //
+                                               //      - leave some extra space for other uniforms
+                                               //      - limit here is ANGLE's 254 max uniform vectors
+                                               //              (up to 54 should be safe)
+                                               const nVertexUniforms = maxVertexUniforms;
+                                               const nVertexMatrices = Math.floor((nVertexUniforms - 20) / 4);
+                                               const 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;
+                                               }
 
-               function dispose() {
-                       properties = new WeakMap();
-               }
+                                               return maxBones;
+                                       }
+                               }
 
-               return {
-                       get: get,
-                       remove: remove,
-                       update: update,
-                       dispose: dispose
-               };
-       }
+                               function getTextureEncodingFromMap(map) {
+                                       let encoding;
 
-       function painterSortStable(a, b) {
-               if (a.groupOrder !== b.groupOrder) {
-                       return a.groupOrder - b.groupOrder;
-               } else if (a.renderOrder !== b.renderOrder) {
-                       return a.renderOrder - b.renderOrder;
-               } else if (a.program !== b.program) {
-                       return a.program.id - b.program.id;
-               } else if (a.material.id !== b.material.id) {
-                       return a.material.id - b.material.id;
-               } else if (a.z !== b.z) {
-                       return a.z - b.z;
-               } else {
-                       return a.id - b.id;
-               }
-       }
+                                       if (map && map.isTexture) {
+                                               encoding = map.encoding;
+                                       } else if (map && map.isWebGLRenderTarget) {
+                                               console.warn('THREE.WebGLPrograms.getTextureEncodingFromMap: don\'t use render targets as textures. Use their .texture property instead.');
+                                               encoding = map.texture.encoding;
+                                       } else {
+                                               encoding = LinearEncoding;
+                                       }
 
-       function reversePainterSortStable(a, b) {
-               if (a.groupOrder !== b.groupOrder) {
-                       return a.groupOrder - b.groupOrder;
-               } else if (a.renderOrder !== b.renderOrder) {
-                       return a.renderOrder - b.renderOrder;
-               } else if (a.z !== b.z) {
-                       return b.z - a.z;
-               } else {
-                       return a.id - b.id;
-               }
-       }
+                                       return encoding;
+                               }
 
-       function WebGLRenderList(properties) {
-               const renderItems = [];
-               let renderItemsIndex = 0;
-               const opaque = [];
-               const transmissive = [];
-               const transparent = [];
-               const defaultProgram = {
-                       id: -1
-               };
-
-               function init() {
-                       renderItemsIndex = 0;
-                       opaque.length = 0;
-                       transmissive.length = 0;
-                       transparent.length = 0;
-               }
+                               function getParameters(material, lights, shadows, scene, object) {
+                                       const fog = scene.fog;
+                                       const environment = material.isMeshStandardMaterial ? scene.environment : null;
+                                       const envMap = (material.isMeshStandardMaterial ? cubeuvmaps : cubemaps).get(material.envMap || environment);
+                                       const shaderID = shaderIDs[material.type]; // heuristics to create shader parameters according to lights in the scene
+                                       // (not to blow over maxLights budget)
 
-               function getNextRenderItem(object, geometry, material, groupOrder, z, group) {
-                       let renderItem = renderItems[renderItemsIndex];
-                       const materialProperties = properties.get(material);
-
-                       if (renderItem === undefined) {
-                               renderItem = {
-                                       id: object.id,
-                                       object: object,
-                                       geometry: geometry,
-                                       material: material,
-                                       program: materialProperties.program || defaultProgram,
-                                       groupOrder: groupOrder,
-                                       renderOrder: object.renderOrder,
-                                       z: z,
-                                       group: group
-                               };
-                               renderItems[renderItemsIndex] = renderItem;
-                       } else {
-                               renderItem.id = object.id;
-                               renderItem.object = object;
-                               renderItem.geometry = geometry;
-                               renderItem.material = material;
-                               renderItem.program = materialProperties.program || defaultProgram;
-                               renderItem.groupOrder = groupOrder;
-                               renderItem.renderOrder = object.renderOrder;
-                               renderItem.z = z;
-                               renderItem.group = group;
-                       }
-
-                       renderItemsIndex++;
-                       return renderItem;
-               }
+                                       const maxBones = object.isSkinnedMesh ? getMaxBones(object) : 0;
 
-               function push(object, geometry, material, groupOrder, z, group) {
-                       const renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group);
+                                       if (material.precision !== null) {
+                                               precision = capabilities.getMaxPrecision(material.precision);
 
-                       if (material.transmission > 0.0) {
-                               transmissive.push(renderItem);
-                       } else if (material.transparent === true) {
-                               transparent.push(renderItem);
-                       } else {
-                               opaque.push(renderItem);
-                       }
-               }
+                                               if (precision !== material.precision) {
+                                                       console.warn('THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.');
+                                               }
+                                       }
 
-               function unshift(object, geometry, material, groupOrder, z, group) {
-                       const renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group);
+                                       let vertexShader, fragmentShader;
 
-                       if (material.transmission > 0.0) {
-                               transmissive.unshift(renderItem);
-                       } else if (material.transparent === true) {
-                               transparent.unshift(renderItem);
-                       } else {
-                               opaque.unshift(renderItem);
-                       }
-               }
+                                       if (shaderID) {
+                                               const shader = ShaderLib[shaderID];
+                                               vertexShader = shader.vertexShader;
+                                               fragmentShader = shader.fragmentShader;
+                                       } else {
+                                               vertexShader = material.vertexShader;
+                                               fragmentShader = material.fragmentShader;
+                                       }
 
-               function sort(customOpaqueSort, customTransparentSort) {
-                       if (opaque.length > 1) opaque.sort(customOpaqueSort || painterSortStable);
-                       if (transmissive.length > 1) transmissive.sort(customTransparentSort || reversePainterSortStable);
-                       if (transparent.length > 1) transparent.sort(customTransparentSort || reversePainterSortStable);
-               }
+                                       const currentRenderTarget = renderer.getRenderTarget();
+                                       const useAlphaTest = material.alphaTest > 0;
+                                       const useClearcoat = material.clearcoat > 0;
+                                       const parameters = {
+                                               isWebGL2: isWebGL2,
+                                               shaderID: shaderID,
+                                               shaderName: material.type,
+                                               vertexShader: vertexShader,
+                                               fragmentShader: fragmentShader,
+                                               defines: material.defines,
+                                               isRawShaderMaterial: material.isRawShaderMaterial === true,
+                                               glslVersion: material.glslVersion,
+                                               precision: precision,
+                                               instancing: object.isInstancedMesh === true,
+                                               instancingColor: object.isInstancedMesh === true && object.instanceColor !== null,
+                                               supportsVertexTextures: vertexTextures,
+                                               outputEncoding: currentRenderTarget !== null ? getTextureEncodingFromMap(currentRenderTarget.texture) : renderer.outputEncoding,
+                                               map: !!material.map,
+                                               mapEncoding: getTextureEncodingFromMap(material.map),
+                                               matcap: !!material.matcap,
+                                               matcapEncoding: getTextureEncodingFromMap(material.matcap),
+                                               envMap: !!envMap,
+                                               envMapMode: envMap && envMap.mapping,
+                                               envMapEncoding: getTextureEncodingFromMap(envMap),
+                                               envMapCubeUV: !!envMap && (envMap.mapping === CubeUVReflectionMapping || envMap.mapping === CubeUVRefractionMapping),
+                                               lightMap: !!material.lightMap,
+                                               lightMapEncoding: getTextureEncodingFromMap(material.lightMap),
+                                               aoMap: !!material.aoMap,
+                                               emissiveMap: !!material.emissiveMap,
+                                               emissiveMapEncoding: getTextureEncodingFromMap(material.emissiveMap),
+                                               bumpMap: !!material.bumpMap,
+                                               normalMap: !!material.normalMap,
+                                               objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
+                                               tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
+                                               clearcoat: useClearcoat,
+                                               clearcoatMap: useClearcoat && !!material.clearcoatMap,
+                                               clearcoatRoughnessMap: useClearcoat && !!material.clearcoatRoughnessMap,
+                                               clearcoatNormalMap: useClearcoat && !!material.clearcoatNormalMap,
+                                               displacementMap: !!material.displacementMap,
+                                               roughnessMap: !!material.roughnessMap,
+                                               metalnessMap: !!material.metalnessMap,
+                                               specularMap: !!material.specularMap,
+                                               specularIntensityMap: !!material.specularIntensityMap,
+                                               specularTintMap: !!material.specularTintMap,
+                                               specularTintMapEncoding: getTextureEncodingFromMap(material.specularTintMap),
+                                               alphaMap: !!material.alphaMap,
+                                               alphaTest: useAlphaTest,
+                                               gradientMap: !!material.gradientMap,
+                                               sheenTint: !!material.sheenTint && (material.sheenTint.r > 0 || material.sheenTint.g > 0 || material.sheenTint.b > 0),
+                                               transmission: material.transmission > 0,
+                                               transmissionMap: !!material.transmissionMap,
+                                               thicknessMap: !!material.thicknessMap,
+                                               combine: material.combine,
+                                               vertexTangents: !!material.normalMap && !!object.geometry && !!object.geometry.attributes.tangent,
+                                               vertexColors: material.vertexColors,
+                                               vertexAlphas: material.vertexColors === true && !!object.geometry && !!object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4,
+                                               vertexUvs: !!material.map || !!material.bumpMap || !!material.normalMap || !!material.specularMap || !!material.alphaMap || !!material.emissiveMap || !!material.roughnessMap || !!material.metalnessMap || !!material.clearcoatMap || !!material.clearcoatRoughnessMap || !!material.clearcoatNormalMap || !!material.displacementMap || !!material.transmissionMap || !!material.thicknessMap || !!material.specularIntensityMap || !!material.specularTintMap,
+                                               uvsVertexOnly: !(!!material.map || !!material.bumpMap || !!material.normalMap || !!material.specularMap || !!material.alphaMap || !!material.emissiveMap || !!material.roughnessMap || !!material.metalnessMap || !!material.clearcoatNormalMap || material.transmission > 0 || !!material.transmissionMap || !!material.thicknessMap || !!material.specularIntensityMap || !!material.specularTintMap) && !!material.displacementMap,
+                                               fog: !!fog,
+                                               useFog: material.fog,
+                                               fogExp2: fog && fog.isFogExp2,
+                                               flatShading: !!material.flatShading,
+                                               sizeAttenuation: material.sizeAttenuation,
+                                               logarithmicDepthBuffer: logarithmicDepthBuffer,
+                                               skinning: object.isSkinnedMesh === true && maxBones > 0,
+                                               maxBones: maxBones,
+                                               useVertexTexture: floatVertexTextures,
+                                               morphTargets: !!object.geometry && !!object.geometry.morphAttributes.position,
+                                               morphNormals: !!object.geometry && !!object.geometry.morphAttributes.normal,
+                                               numDirLights: lights.directional.length,
+                                               numPointLights: lights.point.length,
+                                               numSpotLights: lights.spot.length,
+                                               numRectAreaLights: lights.rectArea.length,
+                                               numHemiLights: lights.hemi.length,
+                                               numDirLightShadows: lights.directionalShadowMap.length,
+                                               numPointLightShadows: lights.pointShadowMap.length,
+                                               numSpotLightShadows: lights.spotShadowMap.length,
+                                               numClippingPlanes: clipping.numPlanes,
+                                               numClipIntersection: clipping.numIntersection,
+                                               format: material.format,
+                                               dithering: material.dithering,
+                                               shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
+                                               shadowMapType: renderer.shadowMap.type,
+                                               toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
+                                               physicallyCorrectLights: renderer.physicallyCorrectLights,
+                                               premultipliedAlpha: material.premultipliedAlpha,
+                                               doubleSided: material.side === DoubleSide,
+                                               flipSided: material.side === BackSide,
+                                               depthPacking: material.depthPacking !== undefined ? material.depthPacking : false,
+                                               index0AttributeName: material.index0AttributeName,
+                                               extensionDerivatives: material.extensions && material.extensions.derivatives,
+                                               extensionFragDepth: material.extensions && material.extensions.fragDepth,
+                                               extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
+                                               extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
+                                               rendererExtensionFragDepth: isWebGL2 || extensions.has('EXT_frag_depth'),
+                                               rendererExtensionDrawBuffers: isWebGL2 || extensions.has('WEBGL_draw_buffers'),
+                                               rendererExtensionShaderTextureLod: isWebGL2 || extensions.has('EXT_shader_texture_lod'),
+                                               customProgramCacheKey: material.customProgramCacheKey()
+                                       };
+                                       return parameters;
+                               }
 
-               function finish() {
-                       // Clear references from inactive renderItems in the list
-                       for (let i = renderItemsIndex, il = renderItems.length; i < il; i++) {
-                               const renderItem = renderItems[i];
-                               if (renderItem.id === null) break;
-                               renderItem.id = null;
-                               renderItem.object = null;
-                               renderItem.geometry = null;
-                               renderItem.material = null;
-                               renderItem.program = null;
-                               renderItem.group = null;
-                       }
-               }
+                               function getProgramCacheKey(parameters) {
+                                       const array = [];
 
-               return {
-                       opaque: opaque,
-                       transmissive: transmissive,
-                       transparent: transparent,
-                       init: init,
-                       push: push,
-                       unshift: unshift,
-                       finish: finish,
-                       sort: sort
-               };
-       }
+                                       if (parameters.shaderID) {
+                                               array.push(parameters.shaderID);
+                                       } else {
+                                               array.push(parameters.fragmentShader);
+                                               array.push(parameters.vertexShader);
+                                       }
+
+                                       if (parameters.defines !== undefined) {
+                                               for (const name in parameters.defines) {
+                                                       array.push(name);
+                                                       array.push(parameters.defines[name]);
+                                               }
+                                       }
 
-       function WebGLRenderLists(properties) {
-               let lists = new WeakMap();
+                                       if (parameters.isRawShaderMaterial === false) {
+                                               for (let i = 0; i < parameterNames.length; i++) {
+                                                       array.push(parameters[parameterNames[i]]);
+                                               }
 
-               function get(scene, renderCallDepth) {
-                       let list;
+                                               array.push(renderer.outputEncoding);
+                                               array.push(renderer.gammaFactor);
+                                       }
 
-                       if (lists.has(scene) === false) {
-                               list = new WebGLRenderList(properties);
-                               lists.set(scene, [list]);
-                       } else {
-                               if (renderCallDepth >= lists.get(scene).length) {
-                                       list = new WebGLRenderList(properties);
-                                       lists.get(scene).push(list);
-                               } else {
-                                       list = lists.get(scene)[renderCallDepth];
+                                       array.push(parameters.customProgramCacheKey);
+                                       return array.join();
                                }
-                       }
-
-                       return list;
-               }
 
-               function dispose() {
-                       lists = new WeakMap();
-               }
+                               function getUniforms(material) {
+                                       const shaderID = shaderIDs[material.type];
+                                       let uniforms;
 
-               return {
-                       get: get,
-                       dispose: dispose
-               };
-       }
+                                       if (shaderID) {
+                                               const shader = ShaderLib[shaderID];
+                                               uniforms = UniformsUtils.clone(shader.uniforms);
+                                       } else {
+                                               uniforms = material.uniforms;
+                                       }
 
-       function UniformsCache() {
-               const lights = {};
-               return {
-                       get: function (light) {
-                               if (lights[light.id] !== undefined) {
-                                       return lights[light.id];
+                                       return uniforms;
                                }
 
-                               let uniforms;
+                               function acquireProgram(parameters, cacheKey) {
+                                       let program; // Check if code has been already compiled
 
-                               switch (light.type) {
-                                       case 'DirectionalLight':
-                                               uniforms = {
-                                                       direction: new Vector3(),
-                                                       color: new Color()
-                                               };
-                                               break;
+                                       for (let p = 0, pl = programs.length; p < pl; p++) {
+                                               const preexistingProgram = programs[p];
 
-                                       case 'SpotLight':
-                                               uniforms = {
-                                                       position: new Vector3(),
-                                                       direction: new Vector3(),
-                                                       color: new Color(),
-                                                       distance: 0,
-                                                       coneCos: 0,
-                                                       penumbraCos: 0,
-                                                       decay: 0
-                                               };
-                                               break;
+                                               if (preexistingProgram.cacheKey === cacheKey) {
+                                                       program = preexistingProgram;
+                                                       ++program.usedTimes;
+                                                       break;
+                                               }
+                                       }
 
-                                       case 'PointLight':
-                                               uniforms = {
-                                                       position: new Vector3(),
-                                                       color: new Color(),
-                                                       distance: 0,
-                                                       decay: 0
-                                               };
-                                               break;
+                                       if (program === undefined) {
+                                               program = new WebGLProgram(renderer, cacheKey, parameters, bindingStates);
+                                               programs.push(program);
+                                       }
 
-                                       case 'HemisphereLight':
-                                               uniforms = {
-                                                       direction: new Vector3(),
-                                                       skyColor: new Color(),
-                                                       groundColor: new Color()
-                                               };
-                                               break;
+                                       return program;
+                               }
 
-                                       case 'RectAreaLight':
-                                               uniforms = {
-                                                       color: new Color(),
-                                                       position: new Vector3(),
-                                                       halfWidth: new Vector3(),
-                                                       halfHeight: new Vector3()
-                                               };
-                                               break;
+                               function releaseProgram(program) {
+                                       if (--program.usedTimes === 0) {
+                                               // Remove from unordered set
+                                               const i = programs.indexOf(program);
+                                               programs[i] = programs[programs.length - 1];
+                                               programs.pop(); // Free WebGL resources
+
+                                               program.destroy();
+                                       }
                                }
 
-                               lights[light.id] = uniforms;
-                               return uniforms;
+                               return {
+                                       getParameters: getParameters,
+                                       getProgramCacheKey: getProgramCacheKey,
+                                       getUniforms: getUniforms,
+                                       acquireProgram: acquireProgram,
+                                       releaseProgram: releaseProgram,
+                                       // Exposed for resource monitoring & error feedback via renderer.info:
+                                       programs: programs
+                               };
                        }
-               };
-       }
 
-       function ShadowUniformsCache() {
-               const lights = {};
-               return {
-                       get: function (light) {
-                               if (lights[light.id] !== undefined) {
-                                       return lights[light.id];
-                               }
+                       function WebGLProperties() {
+                               let properties = new WeakMap();
 
-                               let uniforms;
+                               function get(object) {
+                                       let map = properties.get(object);
 
-                               switch (light.type) {
-                                       case 'DirectionalLight':
-                                               uniforms = {
-                                                       shadowBias: 0,
-                                                       shadowNormalBias: 0,
-                                                       shadowRadius: 1,
-                                                       shadowMapSize: new Vector2()
-                                               };
-                                               break;
+                                       if (map === undefined) {
+                                               map = {};
+                                               properties.set(object, map);
+                                       }
 
-                                       case 'SpotLight':
-                                               uniforms = {
-                                                       shadowBias: 0,
-                                                       shadowNormalBias: 0,
-                                                       shadowRadius: 1,
-                                                       shadowMapSize: new Vector2()
-                                               };
-                                               break;
+                                       return map;
+                               }
 
-                                       case 'PointLight':
-                                               uniforms = {
-                                                       shadowBias: 0,
-                                                       shadowNormalBias: 0,
-                                                       shadowRadius: 1,
-                                                       shadowMapSize: new Vector2(),
-                                                       shadowCameraNear: 1,
-                                                       shadowCameraFar: 1000
-                                               };
-                                               break;
-                                       // TODO (abelnation): set RectAreaLight shadow uniforms
+                               function remove(object) {
+                                       properties.delete(object);
                                }
 
-                               lights[light.id] = uniforms;
-                               return uniforms;
-                       }
-               };
-       }
+                               function update(object, key, value) {
+                                       properties.get(object)[key] = value;
+                               }
 
-       let nextVersion = 0;
+                               function dispose() {
+                                       properties = new WeakMap();
+                               }
 
-       function shadowCastingLightsFirst(lightA, lightB) {
-               return (lightB.castShadow ? 1 : 0) - (lightA.castShadow ? 1 : 0);
-       }
+                               return {
+                                       get: get,
+                                       remove: remove,
+                                       update: update,
+                                       dispose: dispose
+                               };
+                       }
 
-       function WebGLLights(extensions, capabilities) {
-               const cache = new UniformsCache();
-               const shadowCache = ShadowUniformsCache();
-               const state = {
-                       version: 0,
-                       hash: {
-                               directionalLength: -1,
-                               pointLength: -1,
-                               spotLength: -1,
-                               rectAreaLength: -1,
-                               hemiLength: -1,
-                               numDirectionalShadows: -1,
-                               numPointShadows: -1,
-                               numSpotShadows: -1
-                       },
-                       ambient: [0, 0, 0],
-                       probe: [],
-                       directional: [],
-                       directionalShadow: [],
-                       directionalShadowMap: [],
-                       directionalShadowMatrix: [],
-                       spot: [],
-                       spotShadow: [],
-                       spotShadowMap: [],
-                       spotShadowMatrix: [],
-                       rectArea: [],
-                       rectAreaLTC1: null,
-                       rectAreaLTC2: null,
-                       point: [],
-                       pointShadow: [],
-                       pointShadowMap: [],
-                       pointShadowMatrix: [],
-                       hemi: []
-               };
-
-               for (let i = 0; i < 9; i++) state.probe.push(new Vector3());
-
-               const vector3 = new Vector3();
-               const matrix4 = new Matrix4();
-               const matrix42 = new Matrix4();
-
-               function setup(lights, physicallyCorrectLights) {
-                       let r = 0,
-                                       g = 0,
-                                       b = 0;
-
-                       for (let i = 0; i < 9; i++) state.probe[i].set(0, 0, 0);
-
-                       let directionalLength = 0;
-                       let pointLength = 0;
-                       let spotLength = 0;
-                       let rectAreaLength = 0;
-                       let hemiLength = 0;
-                       let numDirectionalShadows = 0;
-                       let numPointShadows = 0;
-                       let numSpotShadows = 0;
-                       lights.sort(shadowCastingLightsFirst); // artist-friendly light intensity scaling factor
-
-                       const scaleFactor = physicallyCorrectLights !== true ? Math.PI : 1;
-
-                       for (let i = 0, l = lights.length; i < l; i++) {
-                               const light = lights[i];
-                               const color = light.color;
-                               const intensity = light.intensity;
-                               const distance = light.distance;
-                               const shadowMap = light.shadow && light.shadow.map ? light.shadow.map.texture : null;
-
-                               if (light.isAmbientLight) {
-                                       r += color.r * intensity * scaleFactor;
-                                       g += color.g * intensity * scaleFactor;
-                                       b += color.b * intensity * scaleFactor;
-                               } else if (light.isLightProbe) {
-                                       for (let j = 0; j < 9; j++) {
-                                               state.probe[j].addScaledVector(light.sh.coefficients[j], intensity);
-                                       }
-                               } else if (light.isDirectionalLight) {
-                                       const uniforms = cache.get(light);
-                                       uniforms.color.copy(light.color).multiplyScalar(light.intensity * scaleFactor);
-
-                                       if (light.castShadow) {
-                                               const shadow = light.shadow;
-                                               const shadowUniforms = shadowCache.get(light);
-                                               shadowUniforms.shadowBias = shadow.bias;
-                                               shadowUniforms.shadowNormalBias = shadow.normalBias;
-                                               shadowUniforms.shadowRadius = shadow.radius;
-                                               shadowUniforms.shadowMapSize = shadow.mapSize;
-                                               state.directionalShadow[directionalLength] = shadowUniforms;
-                                               state.directionalShadowMap[directionalLength] = shadowMap;
-                                               state.directionalShadowMatrix[directionalLength] = light.shadow.matrix;
-                                               numDirectionalShadows++;
-                                       }
-
-                                       state.directional[directionalLength] = uniforms;
-                                       directionalLength++;
-                               } else if (light.isSpotLight) {
-                                       const uniforms = cache.get(light);
-                                       uniforms.position.setFromMatrixPosition(light.matrixWorld);
-                                       uniforms.color.copy(color).multiplyScalar(intensity * scaleFactor);
-                                       uniforms.distance = distance;
-                                       uniforms.coneCos = Math.cos(light.angle);
-                                       uniforms.penumbraCos = Math.cos(light.angle * (1 - light.penumbra));
-                                       uniforms.decay = light.decay;
-
-                                       if (light.castShadow) {
-                                               const shadow = light.shadow;
-                                               const shadowUniforms = shadowCache.get(light);
-                                               shadowUniforms.shadowBias = shadow.bias;
-                                               shadowUniforms.shadowNormalBias = shadow.normalBias;
-                                               shadowUniforms.shadowRadius = shadow.radius;
-                                               shadowUniforms.shadowMapSize = shadow.mapSize;
-                                               state.spotShadow[spotLength] = shadowUniforms;
-                                               state.spotShadowMap[spotLength] = shadowMap;
-                                               state.spotShadowMatrix[spotLength] = light.shadow.matrix;
-                                               numSpotShadows++;
-                                       }
-
-                                       state.spot[spotLength] = uniforms;
-                                       spotLength++;
-                               } else if (light.isRectAreaLight) {
-                                       const 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.halfWidth.set(light.width * 0.5, 0.0, 0.0);
-                                       uniforms.halfHeight.set(0.0, light.height * 0.5, 0.0);
-                                       state.rectArea[rectAreaLength] = uniforms;
-                                       rectAreaLength++;
-                               } else if (light.isPointLight) {
-                                       const uniforms = cache.get(light);
-                                       uniforms.color.copy(light.color).multiplyScalar(light.intensity * scaleFactor);
-                                       uniforms.distance = light.distance;
-                                       uniforms.decay = light.decay;
-
-                                       if (light.castShadow) {
-                                               const shadow = light.shadow;
-                                               const shadowUniforms = shadowCache.get(light);
-                                               shadowUniforms.shadowBias = shadow.bias;
-                                               shadowUniforms.shadowNormalBias = shadow.normalBias;
-                                               shadowUniforms.shadowRadius = shadow.radius;
-                                               shadowUniforms.shadowMapSize = shadow.mapSize;
-                                               shadowUniforms.shadowCameraNear = shadow.camera.near;
-                                               shadowUniforms.shadowCameraFar = shadow.camera.far;
-                                               state.pointShadow[pointLength] = shadowUniforms;
-                                               state.pointShadowMap[pointLength] = shadowMap;
-                                               state.pointShadowMatrix[pointLength] = light.shadow.matrix;
-                                               numPointShadows++;
-                                       }
-
-                                       state.point[pointLength] = uniforms;
-                                       pointLength++;
-                               } else if (light.isHemisphereLight) {
-                                       const uniforms = cache.get(light);
-                                       uniforms.skyColor.copy(light.color).multiplyScalar(intensity * scaleFactor);
-                                       uniforms.groundColor.copy(light.groundColor).multiplyScalar(intensity * scaleFactor);
-                                       state.hemi[hemiLength] = uniforms;
-                                       hemiLength++;
-                               }
-                       }
-
-                       if (rectAreaLength > 0) {
-                               if (capabilities.isWebGL2) {
-                                       // WebGL 2
-                                       state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;
-                                       state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;
+                       function painterSortStable(a, b) {
+                               if (a.groupOrder !== b.groupOrder) {
+                                       return a.groupOrder - b.groupOrder;
+                               } else if (a.renderOrder !== b.renderOrder) {
+                                       return a.renderOrder - b.renderOrder;
+                               } else if (a.program !== b.program) {
+                                       return a.program.id - b.program.id;
+                               } else if (a.material.id !== b.material.id) {
+                                       return a.material.id - b.material.id;
+                               } else if (a.z !== b.z) {
+                                       return a.z - b.z;
                                } else {
-                                       // WebGL 1
-                                       if (extensions.has('OES_texture_float_linear') === true) {
-                                               state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;
-                                               state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;
-                                       } else if (extensions.has('OES_texture_half_float_linear') === true) {
-                                               state.rectAreaLTC1 = UniformsLib.LTC_HALF_1;
-                                               state.rectAreaLTC2 = UniformsLib.LTC_HALF_2;
-                                       } else {
-                                               console.error('THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.');
-                                       }
-                               }
-                       }
-
-                       state.ambient[0] = r;
-                       state.ambient[1] = g;
-                       state.ambient[2] = b;
-                       const hash = state.hash;
-
-                       if (hash.directionalLength !== directionalLength || hash.pointLength !== pointLength || hash.spotLength !== spotLength || hash.rectAreaLength !== rectAreaLength || hash.hemiLength !== hemiLength || hash.numDirectionalShadows !== numDirectionalShadows || hash.numPointShadows !== numPointShadows || hash.numSpotShadows !== numSpotShadows) {
-                               state.directional.length = directionalLength;
-                               state.spot.length = spotLength;
-                               state.rectArea.length = rectAreaLength;
-                               state.point.length = pointLength;
-                               state.hemi.length = hemiLength;
-                               state.directionalShadow.length = numDirectionalShadows;
-                               state.directionalShadowMap.length = numDirectionalShadows;
-                               state.pointShadow.length = numPointShadows;
-                               state.pointShadowMap.length = numPointShadows;
-                               state.spotShadow.length = numSpotShadows;
-                               state.spotShadowMap.length = numSpotShadows;
-                               state.directionalShadowMatrix.length = numDirectionalShadows;
-                               state.pointShadowMatrix.length = numPointShadows;
-                               state.spotShadowMatrix.length = numSpotShadows;
-                               hash.directionalLength = directionalLength;
-                               hash.pointLength = pointLength;
-                               hash.spotLength = spotLength;
-                               hash.rectAreaLength = rectAreaLength;
-                               hash.hemiLength = hemiLength;
-                               hash.numDirectionalShadows = numDirectionalShadows;
-                               hash.numPointShadows = numPointShadows;
-                               hash.numSpotShadows = numSpotShadows;
-                               state.version = nextVersion++;
+                                       return a.id - b.id;
+                               }
                        }
-               }
 
-               function setupView(lights, camera) {
-                       let directionalLength = 0;
-                       let pointLength = 0;
-                       let spotLength = 0;
-                       let rectAreaLength = 0;
-                       let hemiLength = 0;
-                       const viewMatrix = camera.matrixWorldInverse;
-
-                       for (let i = 0, l = lights.length; i < l; i++) {
-                               const light = lights[i];
-
-                               if (light.isDirectionalLight) {
-                                       const uniforms = state.directional[directionalLength];
-                                       uniforms.direction.setFromMatrixPosition(light.matrixWorld);
-                                       vector3.setFromMatrixPosition(light.target.matrixWorld);
-                                       uniforms.direction.sub(vector3);
-                                       uniforms.direction.transformDirection(viewMatrix);
-                                       directionalLength++;
-                               } else if (light.isSpotLight) {
-                                       const uniforms = state.spot[spotLength];
-                                       uniforms.position.setFromMatrixPosition(light.matrixWorld);
-                                       uniforms.position.applyMatrix4(viewMatrix);
-                                       uniforms.direction.setFromMatrixPosition(light.matrixWorld);
-                                       vector3.setFromMatrixPosition(light.target.matrixWorld);
-                                       uniforms.direction.sub(vector3);
-                                       uniforms.direction.transformDirection(viewMatrix);
-                                       spotLength++;
-                               } else if (light.isRectAreaLight) {
-                                       const uniforms = state.rectArea[rectAreaLength];
-                                       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);
-                                       rectAreaLength++;
-                               } else if (light.isPointLight) {
-                                       const uniforms = state.point[pointLength];
-                                       uniforms.position.setFromMatrixPosition(light.matrixWorld);
-                                       uniforms.position.applyMatrix4(viewMatrix);
-                                       pointLength++;
-                               } else if (light.isHemisphereLight) {
-                                       const uniforms = state.hemi[hemiLength];
-                                       uniforms.direction.setFromMatrixPosition(light.matrixWorld);
-                                       uniforms.direction.transformDirection(viewMatrix);
-                                       uniforms.direction.normalize();
-                                       hemiLength++;
+                       function reversePainterSortStable(a, b) {
+                               if (a.groupOrder !== b.groupOrder) {
+                                       return a.groupOrder - b.groupOrder;
+                               } else if (a.renderOrder !== b.renderOrder) {
+                                       return a.renderOrder - b.renderOrder;
+                               } else if (a.z !== b.z) {
+                                       return b.z - a.z;
+                               } else {
+                                       return a.id - b.id;
                                }
                        }
-               }
-
-               return {
-                       setup: setup,
-                       setupView: setupView,
-                       state: state
-               };
-       }
 
-       function WebGLRenderState(extensions, capabilities) {
-               const lights = new WebGLLights(extensions, capabilities);
-               const lightsArray = [];
-               const shadowsArray = [];
-
-               function init() {
-                       lightsArray.length = 0;
-                       shadowsArray.length = 0;
-               }
+                       function WebGLRenderList(properties) {
+                               const renderItems = [];
+                               let renderItemsIndex = 0;
+                               const opaque = [];
+                               const transmissive = [];
+                               const transparent = [];
+                               const defaultProgram = {
+                                       id: -1
+                               };
 
-               function pushLight(light) {
-                       lightsArray.push(light);
-               }
+                               function init() {
+                                       renderItemsIndex = 0;
+                                       opaque.length = 0;
+                                       transmissive.length = 0;
+                                       transparent.length = 0;
+                               }
+
+                               function getNextRenderItem(object, geometry, material, groupOrder, z, group) {
+                                       let renderItem = renderItems[renderItemsIndex];
+                                       const materialProperties = properties.get(material);
+
+                                       if (renderItem === undefined) {
+                                               renderItem = {
+                                                       id: object.id,
+                                                       object: object,
+                                                       geometry: geometry,
+                                                       material: material,
+                                                       program: materialProperties.program || defaultProgram,
+                                                       groupOrder: groupOrder,
+                                                       renderOrder: object.renderOrder,
+                                                       z: z,
+                                                       group: group
+                                               };
+                                               renderItems[renderItemsIndex] = renderItem;
+                                       } else {
+                                               renderItem.id = object.id;
+                                               renderItem.object = object;
+                                               renderItem.geometry = geometry;
+                                               renderItem.material = material;
+                                               renderItem.program = materialProperties.program || defaultProgram;
+                                               renderItem.groupOrder = groupOrder;
+                                               renderItem.renderOrder = object.renderOrder;
+                                               renderItem.z = z;
+                                               renderItem.group = group;
+                                       }
 
-               function pushShadow(shadowLight) {
-                       shadowsArray.push(shadowLight);
-               }
+                                       renderItemsIndex++;
+                                       return renderItem;
+                               }
 
-               function setupLights(physicallyCorrectLights) {
-                       lights.setup(lightsArray, physicallyCorrectLights);
-               }
+                               function push(object, geometry, material, groupOrder, z, group) {
+                                       const renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group);
 
-               function setupLightsView(camera) {
-                       lights.setupView(lightsArray, camera);
-               }
+                                       if (material.transmission > 0.0) {
+                                               transmissive.push(renderItem);
+                                       } else if (material.transparent === true) {
+                                               transparent.push(renderItem);
+                                       } else {
+                                               opaque.push(renderItem);
+                                       }
+                               }
 
-               const state = {
-                       lightsArray: lightsArray,
-                       shadowsArray: shadowsArray,
-                       lights: lights
-               };
-               return {
-                       init: init,
-                       state: state,
-                       setupLights: setupLights,
-                       setupLightsView: setupLightsView,
-                       pushLight: pushLight,
-                       pushShadow: pushShadow
-               };
-       }
+                               function unshift(object, geometry, material, groupOrder, z, group) {
+                                       const renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group);
 
-       function WebGLRenderStates(extensions, capabilities) {
-               let renderStates = new WeakMap();
+                                       if (material.transmission > 0.0) {
+                                               transmissive.unshift(renderItem);
+                                       } else if (material.transparent === true) {
+                                               transparent.unshift(renderItem);
+                                       } else {
+                                               opaque.unshift(renderItem);
+                                       }
+                               }
 
-               function get(scene, renderCallDepth = 0) {
-                       let renderState;
+                               function sort(customOpaqueSort, customTransparentSort) {
+                                       if (opaque.length > 1) opaque.sort(customOpaqueSort || painterSortStable);
+                                       if (transmissive.length > 1) transmissive.sort(customTransparentSort || reversePainterSortStable);
+                                       if (transparent.length > 1) transparent.sort(customTransparentSort || reversePainterSortStable);
+                               }
 
-                       if (renderStates.has(scene) === false) {
-                               renderState = new WebGLRenderState(extensions, capabilities);
-                               renderStates.set(scene, [renderState]);
-                       } else {
-                               if (renderCallDepth >= renderStates.get(scene).length) {
-                                       renderState = new WebGLRenderState(extensions, capabilities);
-                                       renderStates.get(scene).push(renderState);
-                               } else {
-                                       renderState = renderStates.get(scene)[renderCallDepth];
+                               function finish() {
+                                       // Clear references from inactive renderItems in the list
+                                       for (let i = renderItemsIndex, il = renderItems.length; i < il; i++) {
+                                               const renderItem = renderItems[i];
+                                               if (renderItem.id === null) break;
+                                               renderItem.id = null;
+                                               renderItem.object = null;
+                                               renderItem.geometry = null;
+                                               renderItem.material = null;
+                                               renderItem.program = null;
+                                               renderItem.group = null;
+                                       }
                                }
+
+                               return {
+                                       opaque: opaque,
+                                       transmissive: transmissive,
+                                       transparent: transparent,
+                                       init: init,
+                                       push: push,
+                                       unshift: unshift,
+                                       finish: finish,
+                                       sort: sort
+                               };
                        }
 
-                       return renderState;
-               }
+                       function WebGLRenderLists(properties) {
+                               let lists = new WeakMap();
 
-               function dispose() {
-                       renderStates = new WeakMap();
-               }
+                               function get(scene, renderCallDepth) {
+                                       let list;
 
-               return {
-                       get: get,
-                       dispose: dispose
-               };
-       }
+                                       if (lists.has(scene) === false) {
+                                               list = new WebGLRenderList(properties);
+                                               lists.set(scene, [list]);
+                                       } else {
+                                               if (renderCallDepth >= lists.get(scene).length) {
+                                                       list = new WebGLRenderList(properties);
+                                                       lists.get(scene).push(list);
+                                               } else {
+                                                       list = lists.get(scene)[renderCallDepth];
+                                               }
+                                       }
 
-       /**
-        * 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>
-        * }
-        */
-
-       class MeshDepthMaterial extends Material {
-               constructor(parameters) {
-                       super();
-                       this.type = 'MeshDepthMaterial';
-                       this.depthPacking = BasicDepthPacking;
-                       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.setValues(parameters);
-               }
+                                       return list;
+                               }
 
-               copy(source) {
-                       super.copy(source);
-                       this.depthPacking = source.depthPacking;
-                       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;
-               }
+                               function dispose() {
+                                       lists = new WeakMap();
+                               }
 
-       }
+                               return {
+                                       get: get,
+                                       dispose: dispose
+                               };
+                       }
 
-       MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
-
-       /**
-        * parameters = {
-        *
-        *      referencePosition: <float>,
-        *      nearDistance: <float>,
-        *      farDistance: <float>,
-        *
-        *      map: new THREE.Texture( <Image> ),
-        *
-        *      alphaMap: new THREE.Texture( <Image> ),
-        *
-        *      displacementMap: new THREE.Texture( <Image> ),
-        *      displacementScale: <float>,
-        *      displacementBias: <float>
-        *
-        * }
-        */
-
-       class MeshDistanceMaterial extends Material {
-               constructor(parameters) {
-                       super();
-                       this.type = 'MeshDistanceMaterial';
-                       this.referencePosition = new Vector3();
-                       this.nearDistance = 1;
-                       this.farDistance = 1000;
-                       this.map = null;
-                       this.alphaMap = null;
-                       this.displacementMap = null;
-                       this.displacementScale = 1;
-                       this.displacementBias = 0;
-                       this.fog = false;
-                       this.setValues(parameters);
-               }
+                       function UniformsCache() {
+                               const lights = {};
+                               return {
+                                       get: function (light) {
+                                               if (lights[light.id] !== undefined) {
+                                                       return lights[light.id];
+                                               }
 
-               copy(source) {
-                       super.copy(source);
-                       this.referencePosition.copy(source.referencePosition);
-                       this.nearDistance = source.nearDistance;
-                       this.farDistance = source.farDistance;
-                       this.map = source.map;
-                       this.alphaMap = source.alphaMap;
-                       this.displacementMap = source.displacementMap;
-                       this.displacementScale = source.displacementScale;
-                       this.displacementBias = source.displacementBias;
-                       return this;
-               }
+                                               let uniforms;
 
-       }
+                                               switch (light.type) {
+                                                       case 'DirectionalLight':
+                                                               uniforms = {
+                                                                       direction: new Vector3(),
+                                                                       color: new Color()
+                                                               };
+                                                               break;
 
-       MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
+                                                       case 'SpotLight':
+                                                               uniforms = {
+                                                                       position: new Vector3(),
+                                                                       direction: new Vector3(),
+                                                                       color: new Color(),
+                                                                       distance: 0,
+                                                                       coneCos: 0,
+                                                                       penumbraCos: 0,
+                                                                       decay: 0
+                                                               };
+                                                               break;
 
-       var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\nuniform float samples;\n#include <packing>\nvoid main() {\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\n\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\n\tfor ( float i = 0.0; i < samples; i ++ ) {\n\t\tfloat uvOffset = uvStart + i * uvStride;\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean / samples;\n\tsquared_mean = squared_mean / samples;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";
+                                                       case 'PointLight':
+                                                               uniforms = {
+                                                                       position: new Vector3(),
+                                                                       color: new Color(),
+                                                                       distance: 0,
+                                                                       decay: 0
+                                                               };
+                                                               break;
 
-       var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
+                                                       case 'HemisphereLight':
+                                                               uniforms = {
+                                                                       direction: new Vector3(),
+                                                                       skyColor: new Color(),
+                                                                       groundColor: new Color()
+                                                               };
+                                                               break;
 
-       function WebGLShadowMap(_renderer, _objects, _capabilities) {
-               let _frustum = new Frustum();
+                                                       case 'RectAreaLight':
+                                                               uniforms = {
+                                                                       color: new Color(),
+                                                                       position: new Vector3(),
+                                                                       halfWidth: new Vector3(),
+                                                                       halfHeight: new Vector3()
+                                                               };
+                                                               break;
+                                               }
 
-               const _shadowMapSize = new Vector2(),
-                                       _viewportSize = new Vector2(),
-                                       _viewport = new Vector4(),
-                                       _depthMaterial = new MeshDepthMaterial({
-                       depthPacking: RGBADepthPacking
-               }),
-                                       _distanceMaterial = new MeshDistanceMaterial(),
-                                       _materialCache = {},
-                                       _maxTextureSize = _capabilities.maxTextureSize;
+                                               lights[light.id] = uniforms;
+                                               return uniforms;
+                                       }
+                               };
+                       }
 
-               const shadowSide = {
-                       0: BackSide,
-                       1: FrontSide,
-                       2: DoubleSide
-               };
-               const shadowMaterialVertical = new ShaderMaterial({
-                       uniforms: {
-                               shadow_pass: {
-                                       value: null
-                               },
-                               resolution: {
-                                       value: new Vector2()
-                               },
-                               radius: {
-                                       value: 4.0
-                               },
-                               samples: {
-                                       value: 8.0
-                               }
-                       },
-                       vertexShader: vsm_vert,
-                       fragmentShader: vsm_frag
-               });
-               const shadowMaterialHorizontal = shadowMaterialVertical.clone();
-               shadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;
-               const fullScreenTri = new BufferGeometry();
-               fullScreenTri.setAttribute('position', new BufferAttribute(new Float32Array([-1, -1, 0.5, 3, -1, 0.5, -1, 3, 0.5]), 3));
-               const fullScreenMesh = new Mesh(fullScreenTri, shadowMaterialVertical);
-               const scope = this;
-               this.enabled = false;
-               this.autoUpdate = true;
-               this.needsUpdate = false;
-               this.type = PCFShadowMap;
+                       function ShadowUniformsCache() {
+                               const lights = {};
+                               return {
+                                       get: function (light) {
+                                               if (lights[light.id] !== undefined) {
+                                                       return lights[light.id];
+                                               }
 
-               this.render = function (lights, scene, camera) {
-                       if (scope.enabled === false) return;
-                       if (scope.autoUpdate === false && scope.needsUpdate === false) return;
-                       if (lights.length === 0) return;
+                                               let uniforms;
 
-                       const currentRenderTarget = _renderer.getRenderTarget();
+                                               switch (light.type) {
+                                                       case 'DirectionalLight':
+                                                               uniforms = {
+                                                                       shadowBias: 0,
+                                                                       shadowNormalBias: 0,
+                                                                       shadowRadius: 1,
+                                                                       shadowMapSize: new Vector2()
+                                                               };
+                                                               break;
 
-                       const activeCubeFace = _renderer.getActiveCubeFace();
+                                                       case 'SpotLight':
+                                                               uniforms = {
+                                                                       shadowBias: 0,
+                                                                       shadowNormalBias: 0,
+                                                                       shadowRadius: 1,
+                                                                       shadowMapSize: new Vector2()
+                                                               };
+                                                               break;
 
-                       const activeMipmapLevel = _renderer.getActiveMipmapLevel();
+                                                       case 'PointLight':
+                                                               uniforms = {
+                                                                       shadowBias: 0,
+                                                                       shadowNormalBias: 0,
+                                                                       shadowRadius: 1,
+                                                                       shadowMapSize: new Vector2(),
+                                                                       shadowCameraNear: 1,
+                                                                       shadowCameraFar: 1000
+                                                               };
+                                                               break;
+                                                       // TODO (abelnation): set RectAreaLight shadow uniforms
+                                               }
 
-                       const _state = _renderer.state; // Set GL state for depth map.
+                                               lights[light.id] = uniforms;
+                                               return uniforms;
+                                       }
+                               };
+                       }
 
-                       _state.setBlending(NoBlending);
+                       let nextVersion = 0;
 
-                       _state.buffers.color.setClear(1, 1, 1, 1);
+                       function shadowCastingLightsFirst(lightA, lightB) {
+                               return (lightB.castShadow ? 1 : 0) - (lightA.castShadow ? 1 : 0);
+                       }
 
-                       _state.buffers.depth.setTest(true);
+                       function WebGLLights(extensions, capabilities) {
+                               const cache = new UniformsCache();
+                               const shadowCache = ShadowUniformsCache();
+                               const state = {
+                                       version: 0,
+                                       hash: {
+                                               directionalLength: -1,
+                                               pointLength: -1,
+                                               spotLength: -1,
+                                               rectAreaLength: -1,
+                                               hemiLength: -1,
+                                               numDirectionalShadows: -1,
+                                               numPointShadows: -1,
+                                               numSpotShadows: -1
+                                       },
+                                       ambient: [0, 0, 0],
+                                       probe: [],
+                                       directional: [],
+                                       directionalShadow: [],
+                                       directionalShadowMap: [],
+                                       directionalShadowMatrix: [],
+                                       spot: [],
+                                       spotShadow: [],
+                                       spotShadowMap: [],
+                                       spotShadowMatrix: [],
+                                       rectArea: [],
+                                       rectAreaLTC1: null,
+                                       rectAreaLTC2: null,
+                                       point: [],
+                                       pointShadow: [],
+                                       pointShadowMap: [],
+                                       pointShadowMatrix: [],
+                                       hemi: []
+                               };
 
-                       _state.setScissorTest(false); // render depth map
+                               for (let i = 0; i < 9; i++) state.probe.push(new Vector3());
+
+                               const vector3 = new Vector3();
+                               const matrix4 = new Matrix4();
+                               const matrix42 = new Matrix4();
+
+                               function setup(lights, physicallyCorrectLights) {
+                                       let r = 0,
+                                               g = 0,
+                                               b = 0;
+
+                                       for (let i = 0; i < 9; i++) state.probe[i].set(0, 0, 0);
+
+                                       let directionalLength = 0;
+                                       let pointLength = 0;
+                                       let spotLength = 0;
+                                       let rectAreaLength = 0;
+                                       let hemiLength = 0;
+                                       let numDirectionalShadows = 0;
+                                       let numPointShadows = 0;
+                                       let numSpotShadows = 0;
+                                       lights.sort(shadowCastingLightsFirst); // artist-friendly light intensity scaling factor
+
+                                       const scaleFactor = physicallyCorrectLights !== true ? Math.PI : 1;
+
+                                       for (let i = 0, l = lights.length; i < l; i++) {
+                                               const light = lights[i];
+                                               const color = light.color;
+                                               const intensity = light.intensity;
+                                               const distance = light.distance;
+                                               const shadowMap = light.shadow && light.shadow.map ? light.shadow.map.texture : null;
+
+                                               if (light.isAmbientLight) {
+                                                       r += color.r * intensity * scaleFactor;
+                                                       g += color.g * intensity * scaleFactor;
+                                                       b += color.b * intensity * scaleFactor;
+                                               } else if (light.isLightProbe) {
+                                                       for (let j = 0; j < 9; j++) {
+                                                               state.probe[j].addScaledVector(light.sh.coefficients[j], intensity);
+                                                       }
+                                               } else if (light.isDirectionalLight) {
+                                                       const uniforms = cache.get(light);
+                                                       uniforms.color.copy(light.color).multiplyScalar(light.intensity * scaleFactor);
+
+                                                       if (light.castShadow) {
+                                                               const shadow = light.shadow;
+                                                               const shadowUniforms = shadowCache.get(light);
+                                                               shadowUniforms.shadowBias = shadow.bias;
+                                                               shadowUniforms.shadowNormalBias = shadow.normalBias;
+                                                               shadowUniforms.shadowRadius = shadow.radius;
+                                                               shadowUniforms.shadowMapSize = shadow.mapSize;
+                                                               state.directionalShadow[directionalLength] = shadowUniforms;
+                                                               state.directionalShadowMap[directionalLength] = shadowMap;
+                                                               state.directionalShadowMatrix[directionalLength] = light.shadow.matrix;
+                                                               numDirectionalShadows++;
+                                                       }
 
+                                                       state.directional[directionalLength] = uniforms;
+                                                       directionalLength++;
+                                               } else if (light.isSpotLight) {
+                                                       const uniforms = cache.get(light);
+                                                       uniforms.position.setFromMatrixPosition(light.matrixWorld);
+                                                       uniforms.color.copy(color).multiplyScalar(intensity * scaleFactor);
+                                                       uniforms.distance = distance;
+                                                       uniforms.coneCos = Math.cos(light.angle);
+                                                       uniforms.penumbraCos = Math.cos(light.angle * (1 - light.penumbra));
+                                                       uniforms.decay = light.decay;
+
+                                                       if (light.castShadow) {
+                                                               const shadow = light.shadow;
+                                                               const shadowUniforms = shadowCache.get(light);
+                                                               shadowUniforms.shadowBias = shadow.bias;
+                                                               shadowUniforms.shadowNormalBias = shadow.normalBias;
+                                                               shadowUniforms.shadowRadius = shadow.radius;
+                                                               shadowUniforms.shadowMapSize = shadow.mapSize;
+                                                               state.spotShadow[spotLength] = shadowUniforms;
+                                                               state.spotShadowMap[spotLength] = shadowMap;
+                                                               state.spotShadowMatrix[spotLength] = light.shadow.matrix;
+                                                               numSpotShadows++;
+                                                       }
 
-                       for (let i = 0, il = lights.length; i < il; i++) {
-                               const light = lights[i];
-                               const shadow = light.shadow;
+                                                       state.spot[spotLength] = uniforms;
+                                                       spotLength++;
+                                               } else if (light.isRectAreaLight) {
+                                                       const 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.halfWidth.set(light.width * 0.5, 0.0, 0.0);
+                                                       uniforms.halfHeight.set(0.0, light.height * 0.5, 0.0);
+                                                       state.rectArea[rectAreaLength] = uniforms;
+                                                       rectAreaLength++;
+                                               } else if (light.isPointLight) {
+                                                       const uniforms = cache.get(light);
+                                                       uniforms.color.copy(light.color).multiplyScalar(light.intensity * scaleFactor);
+                                                       uniforms.distance = light.distance;
+                                                       uniforms.decay = light.decay;
+
+                                                       if (light.castShadow) {
+                                                               const shadow = light.shadow;
+                                                               const shadowUniforms = shadowCache.get(light);
+                                                               shadowUniforms.shadowBias = shadow.bias;
+                                                               shadowUniforms.shadowNormalBias = shadow.normalBias;
+                                                               shadowUniforms.shadowRadius = shadow.radius;
+                                                               shadowUniforms.shadowMapSize = shadow.mapSize;
+                                                               shadowUniforms.shadowCameraNear = shadow.camera.near;
+                                                               shadowUniforms.shadowCameraFar = shadow.camera.far;
+                                                               state.pointShadow[pointLength] = shadowUniforms;
+                                                               state.pointShadowMap[pointLength] = shadowMap;
+                                                               state.pointShadowMatrix[pointLength] = light.shadow.matrix;
+                                                               numPointShadows++;
+                                                       }
 
-                               if (shadow === undefined) {
-                                       console.warn('THREE.WebGLShadowMap:', light, 'has no shadow.');
-                                       continue;
-                               }
+                                                       state.point[pointLength] = uniforms;
+                                                       pointLength++;
+                                               } else if (light.isHemisphereLight) {
+                                                       const uniforms = cache.get(light);
+                                                       uniforms.skyColor.copy(light.color).multiplyScalar(intensity * scaleFactor);
+                                                       uniforms.groundColor.copy(light.groundColor).multiplyScalar(intensity * scaleFactor);
+                                                       state.hemi[hemiLength] = uniforms;
+                                                       hemiLength++;
+                                               }
+                                       }
 
-                               if (shadow.autoUpdate === false && shadow.needsUpdate === false) continue;
+                                       if (rectAreaLength > 0) {
+                                               if (capabilities.isWebGL2) {
+                                                       // WebGL 2
+                                                       state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;
+                                                       state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;
+                                               } else {
+                                                       // WebGL 1
+                                                       if (extensions.has('OES_texture_float_linear') === true) {
+                                                               state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;
+                                                               state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;
+                                                       } else if (extensions.has('OES_texture_half_float_linear') === true) {
+                                                               state.rectAreaLTC1 = UniformsLib.LTC_HALF_1;
+                                                               state.rectAreaLTC2 = UniformsLib.LTC_HALF_2;
+                                                       } else {
+                                                               console.error('THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.');
+                                                       }
+                                               }
+                                       }
 
-                               _shadowMapSize.copy(shadow.mapSize);
+                                       state.ambient[0] = r;
+                                       state.ambient[1] = g;
+                                       state.ambient[2] = b;
+                                       const hash = state.hash;
+
+                                       if (hash.directionalLength !== directionalLength || hash.pointLength !== pointLength || hash.spotLength !== spotLength || hash.rectAreaLength !== rectAreaLength || hash.hemiLength !== hemiLength || hash.numDirectionalShadows !== numDirectionalShadows || hash.numPointShadows !== numPointShadows || hash.numSpotShadows !== numSpotShadows) {
+                                               state.directional.length = directionalLength;
+                                               state.spot.length = spotLength;
+                                               state.rectArea.length = rectAreaLength;
+                                               state.point.length = pointLength;
+                                               state.hemi.length = hemiLength;
+                                               state.directionalShadow.length = numDirectionalShadows;
+                                               state.directionalShadowMap.length = numDirectionalShadows;
+                                               state.pointShadow.length = numPointShadows;
+                                               state.pointShadowMap.length = numPointShadows;
+                                               state.spotShadow.length = numSpotShadows;
+                                               state.spotShadowMap.length = numSpotShadows;
+                                               state.directionalShadowMatrix.length = numDirectionalShadows;
+                                               state.pointShadowMatrix.length = numPointShadows;
+                                               state.spotShadowMatrix.length = numSpotShadows;
+                                               hash.directionalLength = directionalLength;
+                                               hash.pointLength = pointLength;
+                                               hash.spotLength = spotLength;
+                                               hash.rectAreaLength = rectAreaLength;
+                                               hash.hemiLength = hemiLength;
+                                               hash.numDirectionalShadows = numDirectionalShadows;
+                                               hash.numPointShadows = numPointShadows;
+                                               hash.numSpotShadows = numSpotShadows;
+                                               state.version = nextVersion++;
+                                       }
+                               }
 
-                               const shadowFrameExtents = shadow.getFrameExtents();
+                               function setupView(lights, camera) {
+                                       let directionalLength = 0;
+                                       let pointLength = 0;
+                                       let spotLength = 0;
+                                       let rectAreaLength = 0;
+                                       let hemiLength = 0;
+                                       const viewMatrix = camera.matrixWorldInverse;
+
+                                       for (let i = 0, l = lights.length; i < l; i++) {
+                                               const light = lights[i];
+
+                                               if (light.isDirectionalLight) {
+                                                       const uniforms = state.directional[directionalLength];
+                                                       uniforms.direction.setFromMatrixPosition(light.matrixWorld);
+                                                       vector3.setFromMatrixPosition(light.target.matrixWorld);
+                                                       uniforms.direction.sub(vector3);
+                                                       uniforms.direction.transformDirection(viewMatrix);
+                                                       directionalLength++;
+                                               } else if (light.isSpotLight) {
+                                                       const uniforms = state.spot[spotLength];
+                                                       uniforms.position.setFromMatrixPosition(light.matrixWorld);
+                                                       uniforms.position.applyMatrix4(viewMatrix);
+                                                       uniforms.direction.setFromMatrixPosition(light.matrixWorld);
+                                                       vector3.setFromMatrixPosition(light.target.matrixWorld);
+                                                       uniforms.direction.sub(vector3);
+                                                       uniforms.direction.transformDirection(viewMatrix);
+                                                       spotLength++;
+                                               } else if (light.isRectAreaLight) {
+                                                       const uniforms = state.rectArea[rectAreaLength];
+                                                       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);
+                                                       rectAreaLength++;
+                                               } else if (light.isPointLight) {
+                                                       const uniforms = state.point[pointLength];
+                                                       uniforms.position.setFromMatrixPosition(light.matrixWorld);
+                                                       uniforms.position.applyMatrix4(viewMatrix);
+                                                       pointLength++;
+                                               } else if (light.isHemisphereLight) {
+                                                       const uniforms = state.hemi[hemiLength];
+                                                       uniforms.direction.setFromMatrixPosition(light.matrixWorld);
+                                                       uniforms.direction.transformDirection(viewMatrix);
+                                                       uniforms.direction.normalize();
+                                                       hemiLength++;
+                                               }
+                                       }
+                               }
 
-                               _shadowMapSize.multiply(shadowFrameExtents);
+                               return {
+                                       setup: setup,
+                                       setupView: setupView,
+                                       state: state
+                               };
+                       }
 
-                               _viewportSize.copy(shadow.mapSize);
+                       function WebGLRenderState(extensions, capabilities) {
+                               const lights = new WebGLLights(extensions, capabilities);
+                               const lightsArray = [];
+                               const shadowsArray = [];
 
-                               if (_shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize) {
-                                       if (_shadowMapSize.x > _maxTextureSize) {
-                                               _viewportSize.x = Math.floor(_maxTextureSize / shadowFrameExtents.x);
-                                               _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
-                                               shadow.mapSize.x = _viewportSize.x;
-                                       }
+                               function init() {
+                                       lightsArray.length = 0;
+                                       shadowsArray.length = 0;
+                               }
 
-                                       if (_shadowMapSize.y > _maxTextureSize) {
-                                               _viewportSize.y = Math.floor(_maxTextureSize / shadowFrameExtents.y);
-                                               _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
-                                               shadow.mapSize.y = _viewportSize.y;
-                                       }
+                               function pushLight(light) {
+                                       lightsArray.push(light);
                                }
 
-                               if (shadow.map === null && !shadow.isPointLightShadow && this.type === VSMShadowMap) {
-                                       const pars = {
-                                               minFilter: LinearFilter,
-                                               magFilter: LinearFilter,
-                                               format: RGBAFormat
-                                       };
-                                       shadow.map = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars);
-                                       shadow.map.texture.name = light.name + '.shadowMap';
-                                       shadow.mapPass = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars);
-                                       shadow.camera.updateProjectionMatrix();
+                               function pushShadow(shadowLight) {
+                                       shadowsArray.push(shadowLight);
                                }
 
-                               if (shadow.map === null) {
-                                       const pars = {
-                                               minFilter: NearestFilter,
-                                               magFilter: NearestFilter,
-                                               format: RGBAFormat
-                                       };
-                                       shadow.map = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars);
-                                       shadow.map.texture.name = light.name + '.shadowMap';
-                                       shadow.camera.updateProjectionMatrix();
+                               function setupLights(physicallyCorrectLights) {
+                                       lights.setup(lightsArray, physicallyCorrectLights);
                                }
 
-                               _renderer.setRenderTarget(shadow.map);
+                               function setupLightsView(camera) {
+                                       lights.setupView(lightsArray, camera);
+                               }
 
-                               _renderer.clear();
+                               const state = {
+                                       lightsArray: lightsArray,
+                                       shadowsArray: shadowsArray,
+                                       lights: lights
+                               };
+                               return {
+                                       init: init,
+                                       state: state,
+                                       setupLights: setupLights,
+                                       setupLightsView: setupLightsView,
+                                       pushLight: pushLight,
+                                       pushShadow: pushShadow
+                               };
+                       }
 
-                               const viewportCount = shadow.getViewportCount();
+                       function WebGLRenderStates(extensions, capabilities) {
+                               let renderStates = new WeakMap();
 
-                               for (let vp = 0; vp < viewportCount; vp++) {
-                                       const viewport = shadow.getViewport(vp);
+                               function get(scene, renderCallDepth = 0) {
+                                       let renderState;
 
-                                       _viewport.set(_viewportSize.x * viewport.x, _viewportSize.y * viewport.y, _viewportSize.x * viewport.z, _viewportSize.y * viewport.w);
+                                       if (renderStates.has(scene) === false) {
+                                               renderState = new WebGLRenderState(extensions, capabilities);
+                                               renderStates.set(scene, [renderState]);
+                                       } else {
+                                               if (renderCallDepth >= renderStates.get(scene).length) {
+                                                       renderState = new WebGLRenderState(extensions, capabilities);
+                                                       renderStates.get(scene).push(renderState);
+                                               } else {
+                                                       renderState = renderStates.get(scene)[renderCallDepth];
+                                               }
+                                       }
 
-                                       _state.viewport(_viewport);
+                                       return renderState;
+                               }
+
+                               function dispose() {
+                                       renderStates = new WeakMap();
+                               }
 
-                                       shadow.updateMatrices(light, vp);
-                                       _frustum = shadow.getFrustum();
-                                       renderObject(scene, camera, shadow.camera, light, this.type);
-                               } // do blur pass for VSM
+                               return {
+                                       get: get,
+                                       dispose: dispose
+                               };
+                       }
 
+                       /**
+                        * 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>
+                        * }
+                        */
 
-                               if (!shadow.isPointLightShadow && this.type === VSMShadowMap) {
-                                       VSMPass(shadow, camera);
+                       class MeshDepthMaterial extends Material {
+                               constructor(parameters) {
+                                       super();
+                                       this.type = 'MeshDepthMaterial';
+                                       this.depthPacking = BasicDepthPacking;
+                                       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.setValues(parameters);
+                               }
+
+                               copy(source) {
+                                       super.copy(source);
+                                       this.depthPacking = source.depthPacking;
+                                       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;
                                }
 
-                               shadow.needsUpdate = false;
                        }
 
-                       scope.needsUpdate = false;
+                       MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
 
-                       _renderer.setRenderTarget(currentRenderTarget, activeCubeFace, activeMipmapLevel);
-               };
+                       /**
+                        * parameters = {
+                        *
+                        *      referencePosition: <float>,
+                        *      nearDistance: <float>,
+                        *      farDistance: <float>,
+                        *
+                        *      map: new THREE.Texture( <Image> ),
+                        *
+                        *      alphaMap: new THREE.Texture( <Image> ),
+                        *
+                        *      displacementMap: new THREE.Texture( <Image> ),
+                        *      displacementScale: <float>,
+                        *      displacementBias: <float>
+                        *
+                        * }
+                        */
 
-               function VSMPass(shadow, camera) {
-                       const geometry = _objects.update(fullScreenMesh); // vertical pass
+                       class MeshDistanceMaterial extends Material {
+                               constructor(parameters) {
+                                       super();
+                                       this.type = 'MeshDistanceMaterial';
+                                       this.referencePosition = new Vector3();
+                                       this.nearDistance = 1;
+                                       this.farDistance = 1000;
+                                       this.map = null;
+                                       this.alphaMap = null;
+                                       this.displacementMap = null;
+                                       this.displacementScale = 1;
+                                       this.displacementBias = 0;
+                                       this.fog = false;
+                                       this.setValues(parameters);
+                               }
+
+                               copy(source) {
+                                       super.copy(source);
+                                       this.referencePosition.copy(source.referencePosition);
+                                       this.nearDistance = source.nearDistance;
+                                       this.farDistance = source.farDistance;
+                                       this.map = source.map;
+                                       this.alphaMap = source.alphaMap;
+                                       this.displacementMap = source.displacementMap;
+                                       this.displacementScale = source.displacementScale;
+                                       this.displacementBias = source.displacementBias;
+                                       return this;
+                               }
 
+                       }
 
-                       shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
-                       shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
-                       shadowMaterialVertical.uniforms.radius.value = shadow.radius;
-                       shadowMaterialVertical.uniforms.samples.value = shadow.blurSamples;
+                       MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
 
-                       _renderer.setRenderTarget(shadow.mapPass);
+                       var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\nuniform float samples;\n#include <packing>\nvoid main() {\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\n\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\n\tfor ( float i = 0.0; i < samples; i ++ ) {\n\t\tfloat uvOffset = uvStart + i * uvStride;\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean / samples;\n\tsquared_mean = squared_mean / samples;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";
 
-                       _renderer.clear();
+                       var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
 
-                       _renderer.renderBufferDirect(camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null); // horizontal pass
+                       function WebGLShadowMap(_renderer, _objects, _capabilities) {
+                               let _frustum = new Frustum();
 
+                               const _shadowMapSize = new Vector2(),
+                                       _viewportSize = new Vector2(),
+                                       _viewport = new Vector4(),
+                                       _depthMaterial = new MeshDepthMaterial({
+                                               depthPacking: RGBADepthPacking
+                                       }),
+                                       _distanceMaterial = new MeshDistanceMaterial(),
+                                       _materialCache = {},
+                                       _maxTextureSize = _capabilities.maxTextureSize;
 
-                       shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;
-                       shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;
-                       shadowMaterialHorizontal.uniforms.radius.value = shadow.radius;
-                       shadowMaterialHorizontal.uniforms.samples.value = shadow.blurSamples;
+                               const shadowSide = {
+                                       0: BackSide,
+                                       1: FrontSide,
+                                       2: DoubleSide
+                               };
+                               const shadowMaterialVertical = new ShaderMaterial({
+                                       uniforms: {
+                                               shadow_pass: {
+                                                       value: null
+                                               },
+                                               resolution: {
+                                                       value: new Vector2()
+                                               },
+                                               radius: {
+                                                       value: 4.0
+                                               },
+                                               samples: {
+                                                       value: 8.0
+                                               }
+                                       },
+                                       vertexShader: vsm_vert,
+                                       fragmentShader: vsm_frag
+                               });
+                               const shadowMaterialHorizontal = shadowMaterialVertical.clone();
+                               shadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;
+                               const fullScreenTri = new BufferGeometry();
+                               fullScreenTri.setAttribute('position', new BufferAttribute(new Float32Array([-1, -1, 0.5, 3, -1, 0.5, -1, 3, 0.5]), 3));
+                               const fullScreenMesh = new Mesh(fullScreenTri, shadowMaterialVertical);
+                               const scope = this;
+                               this.enabled = false;
+                               this.autoUpdate = true;
+                               this.needsUpdate = false;
+                               this.type = PCFShadowMap;
 
-                       _renderer.setRenderTarget(shadow.map);
+                               this.render = function (lights, scene, camera) {
+                                       if (scope.enabled === false) return;
+                                       if (scope.autoUpdate === false && scope.needsUpdate === false) return;
+                                       if (lights.length === 0) return;
 
-                       _renderer.clear();
+                                       const currentRenderTarget = _renderer.getRenderTarget();
 
-                       _renderer.renderBufferDirect(camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null);
-               }
+                                       const activeCubeFace = _renderer.getActiveCubeFace();
 
-               function getDepthMaterial(object, geometry, material, light, shadowCameraNear, shadowCameraFar, type) {
-                       let result = null;
-                       const customMaterial = light.isPointLight === true ? object.customDistanceMaterial : object.customDepthMaterial;
+                                       const activeMipmapLevel = _renderer.getActiveMipmapLevel();
 
-                       if (customMaterial !== undefined) {
-                               result = customMaterial;
-                       } else {
-                               result = light.isPointLight === true ? _distanceMaterial : _depthMaterial;
-                       }
+                                       const _state = _renderer.state; // Set GL state for depth map.
 
-                       if (_renderer.localClippingEnabled && material.clipShadows === true && material.clippingPlanes.length !== 0 || material.displacementMap && material.displacementScale !== 0 || material.alphaMap && material.alphaTest > 0) {
-                               // in this case we need a unique material instance reflecting the
-                               // appropriate state
-                               const keyA = result.uuid,
-                                                       keyB = material.uuid;
-                               let materialsForVariant = _materialCache[keyA];
+                                       _state.setBlending(NoBlending);
 
-                               if (materialsForVariant === undefined) {
-                                       materialsForVariant = {};
-                                       _materialCache[keyA] = materialsForVariant;
-                               }
+                                       _state.buffers.color.setClear(1, 1, 1, 1);
 
-                               let cachedMaterial = materialsForVariant[keyB];
+                                       _state.buffers.depth.setTest(true);
 
-                               if (cachedMaterial === undefined) {
-                                       cachedMaterial = result.clone();
-                                       materialsForVariant[keyB] = cachedMaterial;
-                               }
+                                       _state.setScissorTest(false); // render depth map
 
-                               result = cachedMaterial;
-                       }
 
-                       result.visible = material.visible;
-                       result.wireframe = material.wireframe;
+                                       for (let i = 0, il = lights.length; i < il; i++) {
+                                               const light = lights[i];
+                                               const shadow = light.shadow;
 
-                       if (type === VSMShadowMap) {
-                               result.side = material.shadowSide !== null ? material.shadowSide : material.side;
-                       } else {
-                               result.side = material.shadowSide !== null ? material.shadowSide : shadowSide[material.side];
-                       }
+                                               if (shadow === undefined) {
+                                                       console.warn('THREE.WebGLShadowMap:', light, 'has no shadow.');
+                                                       continue;
+                                               }
 
-                       result.alphaMap = material.alphaMap;
-                       result.alphaTest = material.alphaTest;
-                       result.clipShadows = material.clipShadows;
-                       result.clippingPlanes = material.clippingPlanes;
-                       result.clipIntersection = material.clipIntersection;
-                       result.displacementMap = material.displacementMap;
-                       result.displacementScale = material.displacementScale;
-                       result.displacementBias = material.displacementBias;
-                       result.wireframeLinewidth = material.wireframeLinewidth;
-                       result.linewidth = material.linewidth;
+                                               if (shadow.autoUpdate === false && shadow.needsUpdate === false) continue;
 
-                       if (light.isPointLight === true && result.isMeshDistanceMaterial === true) {
-                               result.referencePosition.setFromMatrixPosition(light.matrixWorld);
-                               result.nearDistance = shadowCameraNear;
-                               result.farDistance = shadowCameraFar;
-                       }
+                                               _shadowMapSize.copy(shadow.mapSize);
 
-                       return result;
-               }
+                                               const shadowFrameExtents = shadow.getFrameExtents();
 
-               function renderObject(object, camera, shadowCamera, light, type) {
-                       if (object.visible === false) return;
-                       const visible = object.layers.test(camera.layers);
+                                               _shadowMapSize.multiply(shadowFrameExtents);
 
-                       if (visible && (object.isMesh || object.isLine || object.isPoints)) {
-                               if ((object.castShadow || object.receiveShadow && type === VSMShadowMap) && (!object.frustumCulled || _frustum.intersectsObject(object))) {
-                                       object.modelViewMatrix.multiplyMatrices(shadowCamera.matrixWorldInverse, object.matrixWorld);
+                                               _viewportSize.copy(shadow.mapSize);
 
-                                       const geometry = _objects.update(object);
+                                               if (_shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize) {
+                                                       if (_shadowMapSize.x > _maxTextureSize) {
+                                                               _viewportSize.x = Math.floor(_maxTextureSize / shadowFrameExtents.x);
+                                                               _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
+                                                               shadow.mapSize.x = _viewportSize.x;
+                                                       }
 
-                                       const material = object.material;
+                                                       if (_shadowMapSize.y > _maxTextureSize) {
+                                                               _viewportSize.y = Math.floor(_maxTextureSize / shadowFrameExtents.y);
+                                                               _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
+                                                               shadow.mapSize.y = _viewportSize.y;
+                                                       }
+                                               }
 
-                                       if (Array.isArray(material)) {
-                                               const groups = geometry.groups;
+                                               if (shadow.map === null && !shadow.isPointLightShadow && this.type === VSMShadowMap) {
+                                                       const pars = {
+                                                               minFilter: LinearFilter,
+                                                               magFilter: LinearFilter,
+                                                               format: RGBAFormat
+                                                       };
+                                                       shadow.map = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars);
+                                                       shadow.map.texture.name = light.name + '.shadowMap';
+                                                       shadow.mapPass = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars);
+                                                       shadow.camera.updateProjectionMatrix();
+                                               }
 
-                                               for (let k = 0, kl = groups.length; k < kl; k++) {
-                                                       const group = groups[k];
-                                                       const groupMaterial = material[group.materialIndex];
+                                               if (shadow.map === null) {
+                                                       const pars = {
+                                                               minFilter: NearestFilter,
+                                                               magFilter: NearestFilter,
+                                                               format: RGBAFormat
+                                                       };
+                                                       shadow.map = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars);
+                                                       shadow.map.texture.name = light.name + '.shadowMap';
+                                                       shadow.camera.updateProjectionMatrix();
+                                               }
 
-                                                       if (groupMaterial && groupMaterial.visible) {
-                                                               const depthMaterial = getDepthMaterial(object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type);
+                                               _renderer.setRenderTarget(shadow.map);
 
-                                                               _renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, group);
-                                                       }
-                                               }
-                                       } else if (material.visible) {
-                                               const depthMaterial = getDepthMaterial(object, geometry, material, light, shadowCamera.near, shadowCamera.far, type);
+                                               _renderer.clear();
 
-                                               _renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, null);
-                                       }
-                               }
-                       }
+                                               const viewportCount = shadow.getViewportCount();
 
-                       const children = object.children;
+                                               for (let vp = 0; vp < viewportCount; vp++) {
+                                                       const viewport = shadow.getViewport(vp);
 
-                       for (let i = 0, l = children.length; i < l; i++) {
-                               renderObject(children[i], camera, shadowCamera, light, type);
-                       }
-               }
-       }
+                                                       _viewport.set(_viewportSize.x * viewport.x, _viewportSize.y * viewport.y, _viewportSize.x * viewport.z, _viewportSize.y * viewport.w);
 
-       function WebGLState(gl, extensions, capabilities) {
-               const isWebGL2 = capabilities.isWebGL2;
+                                                       _state.viewport(_viewport);
 
-               function ColorBuffer() {
-                       let locked = false;
-                       const color = new Vector4();
-                       let currentColorMask = null;
-                       const 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;
-                                       }
+                                                       shadow.updateMatrices(light, vp);
+                                                       _frustum = shadow.getFrustum();
+                                                       renderObject(scene, camera, shadow.camera, light, this.type);
+                                               } // do blur pass for VSM
 
-                                       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
-                               }
-                       };
-               }
+                                               if (!shadow.isPointLightShadow && this.type === VSMShadowMap) {
+                                                       VSMPass(shadow, camera);
+                                               }
 
-               function DepthBuffer() {
-                       let locked = false;
-                       let currentDepthMask = null;
-                       let currentDepthFunc = null;
-                       let currentDepthClear = null;
-                       return {
-                               setTest: function (depthTest) {
-                                       if (depthTest) {
-                                               enable(gl.DEPTH_TEST);
-                                       } else {
-                                               disable(gl.DEPTH_TEST);
+                                               shadow.needsUpdate = false;
                                        }
-                               },
-                               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;
+                                       scope.needsUpdate = false;
 
-                                                               case LessDepth:
-                                                                       gl.depthFunc(gl.LESS);
-                                                                       break;
+                                       _renderer.setRenderTarget(currentRenderTarget, activeCubeFace, activeMipmapLevel);
+                               };
 
-                                                               case LessEqualDepth:
-                                                                       gl.depthFunc(gl.LEQUAL);
-                                                                       break;
+                               function VSMPass(shadow, camera) {
+                                       const geometry = _objects.update(fullScreenMesh); // vertical pass
 
-                                                               case EqualDepth:
-                                                                       gl.depthFunc(gl.EQUAL);
-                                                                       break;
 
-                                                               case GreaterEqualDepth:
-                                                                       gl.depthFunc(gl.GEQUAL);
-                                                                       break;
+                                       shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
+                                       shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
+                                       shadowMaterialVertical.uniforms.radius.value = shadow.radius;
+                                       shadowMaterialVertical.uniforms.samples.value = shadow.blurSamples;
 
-                                                               case GreaterDepth:
-                                                                       gl.depthFunc(gl.GREATER);
-                                                                       break;
+                                       _renderer.setRenderTarget(shadow.mapPass);
 
-                                                               case NotEqualDepth:
-                                                                       gl.depthFunc(gl.NOTEQUAL);
-                                                                       break;
+                                       _renderer.clear();
 
-                                                               default:
-                                                                       gl.depthFunc(gl.LEQUAL);
-                                                       }
-                                               } else {
-                                                       gl.depthFunc(gl.LEQUAL);
-                                               }
+                                       _renderer.renderBufferDirect(camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null); // horizontal pass
 
-                                               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() {
-                       let locked = false;
-                       let currentStencilMask = null;
-                       let currentStencilFunc = null;
-                       let currentStencilRef = null;
-                       let currentStencilFuncMask = null;
-                       let currentStencilFail = null;
-                       let currentStencilZFail = null;
-                       let currentStencilZPass = null;
-                       let currentStencilClear = null;
-                       return {
-                               setTest: function (stencilTest) {
-                                       if (!locked) {
-                                               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;
-                               }
-                       };
-               } //
-
-
-               const colorBuffer = new ColorBuffer();
-               const depthBuffer = new DepthBuffer();
-               const stencilBuffer = new StencilBuffer();
-               let enabledCapabilities = {};
-               let xrFramebuffer = null;
-               let currentBoundFramebuffers = {};
-               let currentProgram = null;
-               let currentBlendingEnabled = false;
-               let currentBlending = null;
-               let currentBlendEquation = null;
-               let currentBlendSrc = null;
-               let currentBlendDst = null;
-               let currentBlendEquationAlpha = null;
-               let currentBlendSrcAlpha = null;
-               let currentBlendDstAlpha = null;
-               let currentPremultipledAlpha = false;
-               let currentFlipSided = null;
-               let currentCullFace = null;
-               let currentLineWidth = null;
-               let currentPolygonOffsetFactor = null;
-               let currentPolygonOffsetUnits = null;
-               const maxTextures = gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
-               let lineWidthAvailable = false;
-               let version = 0;
-               const glVersion = gl.getParameter(gl.VERSION);
-
-               if (glVersion.indexOf('WebGL') !== -1) {
-                       version = parseFloat(/^WebGL (\d)/.exec(glVersion)[1]);
-                       lineWidthAvailable = version >= 1.0;
-               } else if (glVersion.indexOf('OpenGL ES') !== -1) {
-                       version = parseFloat(/^OpenGL ES (\d)/.exec(glVersion)[1]);
-                       lineWidthAvailable = version >= 2.0;
-               }
+                                       shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;
+                                       shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;
+                                       shadowMaterialHorizontal.uniforms.radius.value = shadow.radius;
+                                       shadowMaterialHorizontal.uniforms.samples.value = shadow.blurSamples;
 
-               let currentTextureSlot = null;
-               let currentBoundTextures = {};
-               const scissorParam = gl.getParameter(gl.SCISSOR_BOX);
-               const viewportParam = gl.getParameter(gl.VIEWPORT);
-               const currentScissor = new Vector4().fromArray(scissorParam);
-               const currentViewport = new Vector4().fromArray(viewportParam);
+                                       _renderer.setRenderTarget(shadow.map);
 
-               function createTexture(type, target, count) {
-                       const data = new Uint8Array(4); // 4 is required to match default unpack alignment of 4.
+                                       _renderer.clear();
 
-                       const 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);
+                                       _renderer.renderBufferDirect(camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null);
+                               }
 
-                       for (let i = 0; i < count; i++) {
-                               gl.texImage2D(target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data);
-                       }
+                               function getDepthMaterial(object, geometry, material, light, shadowCameraNear, shadowCameraFar, type) {
+                                       let result = null;
+                                       const customMaterial = light.isPointLight === true ? object.customDistanceMaterial : object.customDepthMaterial;
 
-                       return texture;
-               }
+                                       if (customMaterial !== undefined) {
+                                               result = customMaterial;
+                                       } else {
+                                               result = light.isPointLight === true ? _distanceMaterial : _depthMaterial;
+                                       }
 
-               const 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);
-               setBlending(NoBlending); //
-
-               function enable(id) {
-                       if (enabledCapabilities[id] !== true) {
-                               gl.enable(id);
-                               enabledCapabilities[id] = true;
-                       }
-               }
+                                       if (_renderer.localClippingEnabled && material.clipShadows === true && material.clippingPlanes.length !== 0 || material.displacementMap && material.displacementScale !== 0 || material.alphaMap && material.alphaTest > 0) {
+                                               // in this case we need a unique material instance reflecting the
+                                               // appropriate state
+                                               const keyA = result.uuid,
+                                                       keyB = material.uuid;
+                                               let materialsForVariant = _materialCache[keyA];
 
-               function disable(id) {
-                       if (enabledCapabilities[id] !== false) {
-                               gl.disable(id);
-                               enabledCapabilities[id] = false;
-                       }
-               }
+                                               if (materialsForVariant === undefined) {
+                                                       materialsForVariant = {};
+                                                       _materialCache[keyA] = materialsForVariant;
+                                               }
 
-               function bindXRFramebuffer(framebuffer) {
-                       if (framebuffer !== xrFramebuffer) {
-                               gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
-                               xrFramebuffer = framebuffer;
-                       }
-               }
+                                               let cachedMaterial = materialsForVariant[keyB];
+
+                                               if (cachedMaterial === undefined) {
+                                                       cachedMaterial = result.clone();
+                                                       materialsForVariant[keyB] = cachedMaterial;
+                                               }
 
-               function bindFramebuffer(target, framebuffer) {
-                       if (framebuffer === null && xrFramebuffer !== null) framebuffer = xrFramebuffer; // use active XR framebuffer if available
+                                               result = cachedMaterial;
+                                       }
 
-                       if (currentBoundFramebuffers[target] !== framebuffer) {
-                               gl.bindFramebuffer(target, framebuffer);
-                               currentBoundFramebuffers[target] = framebuffer;
+                                       result.visible = material.visible;
+                                       result.wireframe = material.wireframe;
 
-                               if (isWebGL2) {
-                                       // gl.DRAW_FRAMEBUFFER is equivalent to gl.FRAMEBUFFER
-                                       if (target === gl.DRAW_FRAMEBUFFER) {
-                                               currentBoundFramebuffers[gl.FRAMEBUFFER] = framebuffer;
+                                       if (type === VSMShadowMap) {
+                                               result.side = material.shadowSide !== null ? material.shadowSide : material.side;
+                                       } else {
+                                               result.side = material.shadowSide !== null ? material.shadowSide : shadowSide[material.side];
                                        }
 
-                                       if (target === gl.FRAMEBUFFER) {
-                                               currentBoundFramebuffers[gl.DRAW_FRAMEBUFFER] = framebuffer;
+                                       result.alphaMap = material.alphaMap;
+                                       result.alphaTest = material.alphaTest;
+                                       result.clipShadows = material.clipShadows;
+                                       result.clippingPlanes = material.clippingPlanes;
+                                       result.clipIntersection = material.clipIntersection;
+                                       result.displacementMap = material.displacementMap;
+                                       result.displacementScale = material.displacementScale;
+                                       result.displacementBias = material.displacementBias;
+                                       result.wireframeLinewidth = material.wireframeLinewidth;
+                                       result.linewidth = material.linewidth;
+
+                                       if (light.isPointLight === true && result.isMeshDistanceMaterial === true) {
+                                               result.referencePosition.setFromMatrixPosition(light.matrixWorld);
+                                               result.nearDistance = shadowCameraNear;
+                                               result.farDistance = shadowCameraFar;
                                        }
+
+                                       return result;
                                }
 
-                               return true;
-                       }
+                               function renderObject(object, camera, shadowCamera, light, type) {
+                                       if (object.visible === false) return;
+                                       const visible = object.layers.test(camera.layers);
 
-                       return false;
-               }
+                                       if (visible && (object.isMesh || object.isLine || object.isPoints)) {
+                                               if ((object.castShadow || object.receiveShadow && type === VSMShadowMap) && (!object.frustumCulled || _frustum.intersectsObject(object))) {
+                                                       object.modelViewMatrix.multiplyMatrices(shadowCamera.matrixWorldInverse, object.matrixWorld);
 
-               function useProgram(program) {
-                       if (currentProgram !== program) {
-                               gl.useProgram(program);
-                               currentProgram = program;
-                               return true;
-                       }
+                                                       const geometry = _objects.update(object);
 
-                       return false;
-               }
+                                                       const material = object.material;
 
-               const equationToGL = {
-                       [AddEquation]: gl.FUNC_ADD,
-                       [SubtractEquation]: gl.FUNC_SUBTRACT,
-                       [ReverseSubtractEquation]: gl.FUNC_REVERSE_SUBTRACT
-               };
+                                                       if (Array.isArray(material)) {
+                                                               const groups = geometry.groups;
 
-               if (isWebGL2) {
-                       equationToGL[MinEquation] = gl.MIN;
-                       equationToGL[MaxEquation] = gl.MAX;
-               } else {
-                       const extension = extensions.get('EXT_blend_minmax');
+                                                               for (let k = 0, kl = groups.length; k < kl; k++) {
+                                                                       const group = groups[k];
+                                                                       const groupMaterial = material[group.materialIndex];
 
-                       if (extension !== null) {
-                               equationToGL[MinEquation] = extension.MIN_EXT;
-                               equationToGL[MaxEquation] = extension.MAX_EXT;
-                       }
-               }
+                                                                       if (groupMaterial && groupMaterial.visible) {
+                                                                               const depthMaterial = getDepthMaterial(object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type);
 
-               const factorToGL = {
-                       [ZeroFactor]: gl.ZERO,
-                       [OneFactor]: gl.ONE,
-                       [SrcColorFactor]: gl.SRC_COLOR,
-                       [SrcAlphaFactor]: gl.SRC_ALPHA,
-                       [SrcAlphaSaturateFactor]: gl.SRC_ALPHA_SATURATE,
-                       [DstColorFactor]: gl.DST_COLOR,
-                       [DstAlphaFactor]: gl.DST_ALPHA,
-                       [OneMinusSrcColorFactor]: gl.ONE_MINUS_SRC_COLOR,
-                       [OneMinusSrcAlphaFactor]: gl.ONE_MINUS_SRC_ALPHA,
-                       [OneMinusDstColorFactor]: gl.ONE_MINUS_DST_COLOR,
-                       [OneMinusDstAlphaFactor]: gl.ONE_MINUS_DST_ALPHA
-               };
-
-               function setBlending(blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha) {
-                       if (blending === NoBlending) {
-                               if (currentBlendingEnabled === true) {
-                                       disable(gl.BLEND);
-                                       currentBlendingEnabled = false;
-                               }
+                                                                               _renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, group);
+                                                                       }
+                                                               }
+                                                       } else if (material.visible) {
+                                                               const depthMaterial = getDepthMaterial(object, geometry, material, light, shadowCamera.near, shadowCamera.far, type);
 
-                               return;
-                       }
+                                                               _renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, null);
+                                                       }
+                                               }
+                                       }
 
-                       if (currentBlendingEnabled === false) {
-                               enable(gl.BLEND);
-                               currentBlendingEnabled = true;
-                       }
+                                       const children = object.children;
 
-                       if (blending !== CustomBlending) {
-                               if (blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha) {
-                                       if (currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation) {
-                                               gl.blendEquation(gl.FUNC_ADD);
-                                               currentBlendEquation = AddEquation;
-                                               currentBlendEquationAlpha = AddEquation;
+                                       for (let i = 0, l = children.length; i < l; i++) {
+                                               renderObject(children[i], camera, shadowCamera, light, type);
                                        }
+                               }
+                       }
 
-                                       if (premultipliedAlpha) {
-                                               switch (blending) {
-                                                       case NormalBlending:
-                                                               gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
-                                                               break;
-
-                                                       case AdditiveBlending:
-                                                               gl.blendFunc(gl.ONE, gl.ONE);
-                                                               break;
+                       function WebGLState(gl, extensions, capabilities) {
+                               const isWebGL2 = capabilities.isWebGL2;
 
-                                                       case SubtractiveBlending:
-                                                               gl.blendFuncSeparate(gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA);
-                                                               break;
+                               function ColorBuffer() {
+                                       let locked = false;
+                                       const color = new Vector4();
+                                       let currentColorMask = null;
+                                       const 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;
+                                                       }
 
-                                                       case MultiplyBlending:
-                                                               gl.blendFuncSeparate(gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA);
-                                                               break;
+                                                       color.set(r, g, b, a);
 
-                                                       default:
-                                                               console.error('THREE.WebGLState: Invalid blending: ', blending);
-                                                               break;
+                                                       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
                                                }
-                                       } else {
-                                               switch (blending) {
-                                                       case NormalBlending:
-                                                               gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
-                                                               break;
-
-                                                       case AdditiveBlending:
-                                                               gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
-                                                               break;
-
-                                                       case SubtractiveBlending:
-                                                               gl.blendFunc(gl.ZERO, gl.ONE_MINUS_SRC_COLOR);
-                                                               break;
+                                       };
+                               }
 
-                                                       case MultiplyBlending:
-                                                               gl.blendFunc(gl.ZERO, gl.SRC_COLOR);
-                                                               break;
+                               function DepthBuffer() {
+                                       let locked = false;
+                                       let currentDepthMask = null;
+                                       let currentDepthFunc = null;
+                                       let 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);
+                                                               }
 
-                                                       default:
-                                                               console.error('THREE.WebGLState: Invalid blending: ', blending);
-                                                               break;
+                                                               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;
                                                }
-                                       }
-
-                                       currentBlendSrc = null;
-                                       currentBlendDst = null;
-                                       currentBlendSrcAlpha = null;
-                                       currentBlendDstAlpha = null;
-                                       currentBlending = blending;
-                                       currentPremultipledAlpha = premultipliedAlpha;
+                                       };
                                }
 
-                               return;
-                       } // custom blending
-
-
-                       blendEquationAlpha = blendEquationAlpha || blendEquation;
-                       blendSrcAlpha = blendSrcAlpha || blendSrc;
-                       blendDstAlpha = blendDstAlpha || blendDst;
-
-                       if (blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha) {
-                               gl.blendEquationSeparate(equationToGL[blendEquation], equationToGL[blendEquationAlpha]);
-                               currentBlendEquation = blendEquation;
-                               currentBlendEquationAlpha = blendEquationAlpha;
-                       }
+                               function StencilBuffer() {
+                                       let locked = false;
+                                       let currentStencilMask = null;
+                                       let currentStencilFunc = null;
+                                       let currentStencilRef = null;
+                                       let currentStencilFuncMask = null;
+                                       let currentStencilFail = null;
+                                       let currentStencilZFail = null;
+                                       let currentStencilZPass = null;
+                                       let currentStencilClear = null;
+                                       return {
+                                               setTest: function (stencilTest) {
+                                                       if (!locked) {
+                                                               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;
+                                               }
+                                       };
+                               } //
 
-                       if (blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha) {
-                               gl.blendFuncSeparate(factorToGL[blendSrc], factorToGL[blendDst], factorToGL[blendSrcAlpha], factorToGL[blendDstAlpha]);
-                               currentBlendSrc = blendSrc;
-                               currentBlendDst = blendDst;
-                               currentBlendSrcAlpha = blendSrcAlpha;
-                               currentBlendDstAlpha = blendDstAlpha;
-                       }
 
-                       currentBlending = blending;
-                       currentPremultipledAlpha = null;
-               }
+                               const colorBuffer = new ColorBuffer();
+                               const depthBuffer = new DepthBuffer();
+                               const stencilBuffer = new StencilBuffer();
+                               let enabledCapabilities = {};
+                               let xrFramebuffer = null;
+                               let currentBoundFramebuffers = {};
+                               let currentProgram = null;
+                               let currentBlendingEnabled = false;
+                               let currentBlending = null;
+                               let currentBlendEquation = null;
+                               let currentBlendSrc = null;
+                               let currentBlendDst = null;
+                               let currentBlendEquationAlpha = null;
+                               let currentBlendSrcAlpha = null;
+                               let currentBlendDstAlpha = null;
+                               let currentPremultipledAlpha = false;
+                               let currentFlipSided = null;
+                               let currentCullFace = null;
+                               let currentLineWidth = null;
+                               let currentPolygonOffsetFactor = null;
+                               let currentPolygonOffsetUnits = null;
+                               const maxTextures = gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
+                               let lineWidthAvailable = false;
+                               let version = 0;
+                               const glVersion = gl.getParameter(gl.VERSION);
+
+                               if (glVersion.indexOf('WebGL') !== -1) {
+                                       version = parseFloat(/^WebGL (\d)/.exec(glVersion)[1]);
+                                       lineWidthAvailable = version >= 1.0;
+                               } else if (glVersion.indexOf('OpenGL ES') !== -1) {
+                                       version = parseFloat(/^OpenGL ES (\d)/.exec(glVersion)[1]);
+                                       lineWidthAvailable = version >= 2.0;
+                               }
+
+                               let currentTextureSlot = null;
+                               let currentBoundTextures = {};
+                               const scissorParam = gl.getParameter(gl.SCISSOR_BOX);
+                               const viewportParam = gl.getParameter(gl.VIEWPORT);
+                               const currentScissor = new Vector4().fromArray(scissorParam);
+                               const currentViewport = new Vector4().fromArray(viewportParam);
+
+                               function createTexture(type, target, count) {
+                                       const data = new Uint8Array(4); // 4 is required to match default unpack alignment of 4.
+
+                                       const 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 (let i = 0; i < count; i++) {
+                                               gl.texImage2D(target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data);
+                                       }
 
-               function setMaterial(material, frontFaceCW) {
-                       material.side === DoubleSide ? disable(gl.CULL_FACE) : enable(gl.CULL_FACE);
-                       let 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);
-                       const stencilWrite = material.stencilWrite;
-                       stencilBuffer.setTest(stencilWrite);
-
-                       if (stencilWrite) {
-                               stencilBuffer.setMask(material.stencilWriteMask);
-                               stencilBuffer.setFunc(material.stencilFunc, material.stencilRef, material.stencilFuncMask);
-                               stencilBuffer.setOp(material.stencilFail, material.stencilZFail, material.stencilZPass);
-                       }
-
-                       setPolygonOffset(material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits);
-                       material.alphaToCoverage === true ? enable(gl.SAMPLE_ALPHA_TO_COVERAGE) : disable(gl.SAMPLE_ALPHA_TO_COVERAGE);
-               } //
-
-
-               function setFlipSided(flipSided) {
-                       if (currentFlipSided !== flipSided) {
-                               if (flipSided) {
-                                       gl.frontFace(gl.CW);
-                               } else {
-                                       gl.frontFace(gl.CCW);
+                                       return texture;
                                }
 
-                               currentFlipSided = flipSided;
-                       }
-               }
+                               const 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
 
-               function setCullFace(cullFace) {
-                       if (cullFace !== CullFaceNone) {
+                               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);
+                               setBlending(NoBlending); //
 
-                               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);
+                               function enable(id) {
+                                       if (enabledCapabilities[id] !== true) {
+                                               gl.enable(id);
+                                               enabledCapabilities[id] = true;
                                        }
                                }
-                       } else {
-                               disable(gl.CULL_FACE);
-                       }
 
-                       currentCullFace = cullFace;
-               }
+                               function disable(id) {
+                                       if (enabledCapabilities[id] !== false) {
+                                               gl.disable(id);
+                                               enabledCapabilities[id] = false;
+                                       }
+                               }
 
-               function setLineWidth(width) {
-                       if (width !== currentLineWidth) {
-                               if (lineWidthAvailable) gl.lineWidth(width);
-                               currentLineWidth = width;
-                       }
-               }
+                               function bindXRFramebuffer(framebuffer) {
+                                       if (framebuffer !== xrFramebuffer) {
+                                               gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
+                                               xrFramebuffer = framebuffer;
+                                       }
+                               }
 
-               function setPolygonOffset(polygonOffset, factor, units) {
-                       if (polygonOffset) {
-                               enable(gl.POLYGON_OFFSET_FILL);
+                               function bindFramebuffer(target, framebuffer) {
+                                       if (framebuffer === null && xrFramebuffer !== null) framebuffer = xrFramebuffer; // use active XR framebuffer if available
 
-                               if (currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units) {
-                                       gl.polygonOffset(factor, units);
-                                       currentPolygonOffsetFactor = factor;
-                                       currentPolygonOffsetUnits = units;
-                               }
-                       } else {
-                               disable(gl.POLYGON_OFFSET_FILL);
-                       }
-               }
+                                       if (currentBoundFramebuffers[target] !== framebuffer) {
+                                               gl.bindFramebuffer(target, framebuffer);
+                                               currentBoundFramebuffers[target] = framebuffer;
 
-               function setScissorTest(scissorTest) {
-                       if (scissorTest) {
-                               enable(gl.SCISSOR_TEST);
-                       } else {
-                               disable(gl.SCISSOR_TEST);
-                       }
-               } // texture
+                                               if (isWebGL2) {
+                                                       // gl.DRAW_FRAMEBUFFER is equivalent to gl.FRAMEBUFFER
+                                                       if (target === gl.DRAW_FRAMEBUFFER) {
+                                                               currentBoundFramebuffers[gl.FRAMEBUFFER] = framebuffer;
+                                                       }
 
+                                                       if (target === gl.FRAMEBUFFER) {
+                                                               currentBoundFramebuffers[gl.DRAW_FRAMEBUFFER] = framebuffer;
+                                                       }
+                                               }
 
-               function activeTexture(webglSlot) {
-                       if (webglSlot === undefined) webglSlot = gl.TEXTURE0 + maxTextures - 1;
+                                               return true;
+                                       }
 
-                       if (currentTextureSlot !== webglSlot) {
-                               gl.activeTexture(webglSlot);
-                               currentTextureSlot = webglSlot;
-                       }
-               }
+                                       return false;
+                               }
 
-               function bindTexture(webglType, webglTexture) {
-                       if (currentTextureSlot === null) {
-                               activeTexture();
-                       }
+                               function useProgram(program) {
+                                       if (currentProgram !== program) {
+                                               gl.useProgram(program);
+                                               currentProgram = program;
+                                               return true;
+                                       }
 
-                       let boundTexture = currentBoundTextures[currentTextureSlot];
+                                       return false;
+                               }
 
-                       if (boundTexture === undefined) {
-                               boundTexture = {
-                                       type: undefined,
-                                       texture: undefined
+                               const equationToGL = {
+                                       [AddEquation]: gl.FUNC_ADD,
+                                       [SubtractEquation]: gl.FUNC_SUBTRACT,
+                                       [ReverseSubtractEquation]: gl.FUNC_REVERSE_SUBTRACT
                                };
-                               currentBoundTextures[currentTextureSlot] = boundTexture;
-                       }
 
-                       if (boundTexture.type !== webglType || boundTexture.texture !== webglTexture) {
-                               gl.bindTexture(webglType, webglTexture || emptyTextures[webglType]);
-                               boundTexture.type = webglType;
-                               boundTexture.texture = webglTexture;
-                       }
-               }
+                               if (isWebGL2) {
+                                       equationToGL[MinEquation] = gl.MIN;
+                                       equationToGL[MaxEquation] = gl.MAX;
+                               } else {
+                                       const extension = extensions.get('EXT_blend_minmax');
 
-               function unbindTexture() {
-                       const boundTexture = currentBoundTextures[currentTextureSlot];
+                                       if (extension !== null) {
+                                               equationToGL[MinEquation] = extension.MIN_EXT;
+                                               equationToGL[MaxEquation] = extension.MAX_EXT;
+                                       }
+                               }
 
-                       if (boundTexture !== undefined && boundTexture.type !== undefined) {
-                               gl.bindTexture(boundTexture.type, null);
-                               boundTexture.type = undefined;
-                               boundTexture.texture = undefined;
-                       }
-               }
+                               const factorToGL = {
+                                       [ZeroFactor]: gl.ZERO,
+                                       [OneFactor]: gl.ONE,
+                                       [SrcColorFactor]: gl.SRC_COLOR,
+                                       [SrcAlphaFactor]: gl.SRC_ALPHA,
+                                       [SrcAlphaSaturateFactor]: gl.SRC_ALPHA_SATURATE,
+                                       [DstColorFactor]: gl.DST_COLOR,
+                                       [DstAlphaFactor]: gl.DST_ALPHA,
+                                       [OneMinusSrcColorFactor]: gl.ONE_MINUS_SRC_COLOR,
+                                       [OneMinusSrcAlphaFactor]: gl.ONE_MINUS_SRC_ALPHA,
+                                       [OneMinusDstColorFactor]: gl.ONE_MINUS_DST_COLOR,
+                                       [OneMinusDstAlphaFactor]: gl.ONE_MINUS_DST_ALPHA
+                               };
 
-               function compressedTexImage2D() {
-                       try {
-                               gl.compressedTexImage2D.apply(gl, arguments);
-                       } catch (error) {
-                               console.error('THREE.WebGLState:', error);
-                       }
-               }
+                               function setBlending(blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha) {
+                                       if (blending === NoBlending) {
+                                               if (currentBlendingEnabled === true) {
+                                                       disable(gl.BLEND);
+                                                       currentBlendingEnabled = false;
+                                               }
 
-               function texImage2D() {
-                       try {
-                               gl.texImage2D.apply(gl, arguments);
-                       } catch (error) {
-                               console.error('THREE.WebGLState:', error);
-                       }
-               }
+                                               return;
+                                       }
 
-               function texImage3D() {
-                       try {
-                               gl.texImage3D.apply(gl, arguments);
-                       } catch (error) {
-                               console.error('THREE.WebGLState:', error);
-                       }
-               } //
+                                       if (currentBlendingEnabled === false) {
+                                               enable(gl.BLEND);
+                                               currentBlendingEnabled = true;
+                                       }
 
+                                       if (blending !== CustomBlending) {
+                                               if (blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha) {
+                                                       if (currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation) {
+                                                               gl.blendEquation(gl.FUNC_ADD);
+                                                               currentBlendEquation = AddEquation;
+                                                               currentBlendEquationAlpha = AddEquation;
+                                                       }
 
-               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() {
-                       // reset state
-                       gl.disable(gl.BLEND);
-                       gl.disable(gl.CULL_FACE);
-                       gl.disable(gl.DEPTH_TEST);
-                       gl.disable(gl.POLYGON_OFFSET_FILL);
-                       gl.disable(gl.SCISSOR_TEST);
-                       gl.disable(gl.STENCIL_TEST);
-                       gl.disable(gl.SAMPLE_ALPHA_TO_COVERAGE);
-                       gl.blendEquation(gl.FUNC_ADD);
-                       gl.blendFunc(gl.ONE, gl.ZERO);
-                       gl.blendFuncSeparate(gl.ONE, gl.ZERO, gl.ONE, gl.ZERO);
-                       gl.colorMask(true, true, true, true);
-                       gl.clearColor(0, 0, 0, 0);
-                       gl.depthMask(true);
-                       gl.depthFunc(gl.LESS);
-                       gl.clearDepth(1);
-                       gl.stencilMask(0xffffffff);
-                       gl.stencilFunc(gl.ALWAYS, 0, 0xffffffff);
-                       gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);
-                       gl.clearStencil(0);
-                       gl.cullFace(gl.BACK);
-                       gl.frontFace(gl.CCW);
-                       gl.polygonOffset(0, 0);
-                       gl.activeTexture(gl.TEXTURE0);
-                       gl.bindFramebuffer(gl.FRAMEBUFFER, null);
-
-                       if (isWebGL2 === true) {
-                               gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
-                               gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
-                       }
-
-                       gl.useProgram(null);
-                       gl.lineWidth(1);
-                       gl.scissor(0, 0, gl.canvas.width, gl.canvas.height);
-                       gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); // reset internals
-
-                       enabledCapabilities = {};
-                       currentTextureSlot = null;
-                       currentBoundTextures = {};
-                       xrFramebuffer = null;
-                       currentBoundFramebuffers = {};
-                       currentProgram = null;
-                       currentBlendingEnabled = false;
-                       currentBlending = null;
-                       currentBlendEquation = null;
-                       currentBlendSrc = null;
-                       currentBlendDst = null;
-                       currentBlendEquationAlpha = null;
-                       currentBlendSrcAlpha = null;
-                       currentBlendDstAlpha = null;
-                       currentPremultipledAlpha = false;
-                       currentFlipSided = null;
-                       currentCullFace = null;
-                       currentLineWidth = null;
-                       currentPolygonOffsetFactor = null;
-                       currentPolygonOffsetUnits = null;
-                       currentScissor.set(0, 0, gl.canvas.width, gl.canvas.height);
-                       currentViewport.set(0, 0, gl.canvas.width, gl.canvas.height);
-                       colorBuffer.reset();
-                       depthBuffer.reset();
-                       stencilBuffer.reset();
-               }
+                                                       if (premultipliedAlpha) {
+                                                               switch (blending) {
+                                                                       case NormalBlending:
+                                                                               gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
+                                                                               break;
 
-               return {
-                       buffers: {
-                               color: colorBuffer,
-                               depth: depthBuffer,
-                               stencil: stencilBuffer
-                       },
-                       enable: enable,
-                       disable: disable,
-                       bindFramebuffer: bindFramebuffer,
-                       bindXRFramebuffer: bindXRFramebuffer,
-                       useProgram: useProgram,
-                       setBlending: setBlending,
-                       setMaterial: setMaterial,
-                       setFlipSided: setFlipSided,
-                       setCullFace: setCullFace,
-                       setLineWidth: setLineWidth,
-                       setPolygonOffset: setPolygonOffset,
-                       setScissorTest: setScissorTest,
-                       activeTexture: activeTexture,
-                       bindTexture: bindTexture,
-                       unbindTexture: unbindTexture,
-                       compressedTexImage2D: compressedTexImage2D,
-                       texImage2D: texImage2D,
-                       texImage3D: texImage3D,
-                       scissor: scissor,
-                       viewport: viewport,
-                       reset: reset
-               };
-       }
-
-       function WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info) {
-               const isWebGL2 = capabilities.isWebGL2;
-               const maxTextures = capabilities.maxTextures;
-               const maxCubemapSize = capabilities.maxCubemapSize;
-               const maxTextureSize = capabilities.maxTextureSize;
-               const maxSamples = capabilities.maxSamples;
+                                                                       case AdditiveBlending:
+                                                                               gl.blendFunc(gl.ONE, gl.ONE);
+                                                                               break;
 
-               const _videoTextures = new WeakMap();
+                                                                       case SubtractiveBlending:
+                                                                               gl.blendFuncSeparate(gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA);
+                                                                               break;
 
-               let _canvas; // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
-               // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
-               // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
+                                                                       case MultiplyBlending:
+                                                                               gl.blendFuncSeparate(gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA);
+                                                                               break;
 
+                                                                       default:
+                                                                               console.error('THREE.WebGLState: Invalid blending: ', blending);
+                                                                               break;
+                                                               }
+                                                       } else {
+                                                               switch (blending) {
+                                                                       case NormalBlending:
+                                                                               gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
+                                                                               break;
+
+                                                                       case AdditiveBlending:
+                                                                               gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
+                                                                               break;
+
+                                                                       case SubtractiveBlending:
+                                                                               gl.blendFunc(gl.ZERO, gl.ONE_MINUS_SRC_COLOR);
+                                                                               break;
+
+                                                                       case MultiplyBlending:
+                                                                               gl.blendFunc(gl.ZERO, gl.SRC_COLOR);
+                                                                               break;
+
+                                                                       default:
+                                                                               console.error('THREE.WebGLState: Invalid blending: ', blending);
+                                                                               break;
+                                                               }
+                                                       }
 
-               let useOffscreenCanvas = false;
+                                                       currentBlendSrc = null;
+                                                       currentBlendDst = null;
+                                                       currentBlendSrcAlpha = null;
+                                                       currentBlendDstAlpha = null;
+                                                       currentBlending = blending;
+                                                       currentPremultipledAlpha = premultipliedAlpha;
+                                               }
 
-               try {
-                       useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined' && new OffscreenCanvas(1, 1).getContext('2d') !== null;
-               } catch (err) {// Ignore any errors
-               }
+                                               return;
+                                       } // custom blending
 
-               function createCanvas(width, height) {
-                       // Use OffscreenCanvas when available. Specially needed in web workers
-                       return useOffscreenCanvas ? new OffscreenCanvas(width, height) : document.createElementNS('http://www.w3.org/1999/xhtml', 'canvas');
-               }
 
-               function resizeImage(image, needsPowerOfTwo, needsNewCanvas, maxSize) {
-                       let scale = 1; // handle case if texture exceeds max size
+                                       blendEquationAlpha = blendEquationAlpha || blendEquation;
+                                       blendSrcAlpha = blendSrcAlpha || blendSrc;
+                                       blendDstAlpha = blendDstAlpha || blendDst;
 
-                       if (image.width > maxSize || image.height > maxSize) {
-                               scale = maxSize / Math.max(image.width, image.height);
-                       } // only perform resize if necessary
+                                       if (blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha) {
+                                               gl.blendEquationSeparate(equationToGL[blendEquation], equationToGL[blendEquationAlpha]);
+                                               currentBlendEquation = blendEquation;
+                                               currentBlendEquationAlpha = blendEquationAlpha;
+                                       }
 
+                                       if (blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha) {
+                                               gl.blendFuncSeparate(factorToGL[blendSrc], factorToGL[blendDst], factorToGL[blendSrcAlpha], factorToGL[blendDstAlpha]);
+                                               currentBlendSrc = blendSrc;
+                                               currentBlendDst = blendDst;
+                                               currentBlendSrcAlpha = blendSrcAlpha;
+                                               currentBlendDstAlpha = blendDstAlpha;
+                                       }
 
-                       if (scale < 1 || needsPowerOfTwo === true) {
-                               // only perform resize for certain image types
-                               if (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement || typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap) {
-                                       const floor = needsPowerOfTwo ? floorPowerOfTwo : Math.floor;
-                                       const width = floor(scale * image.width);
-                                       const height = floor(scale * image.height);
-                                       if (_canvas === undefined) _canvas = createCanvas(width, height); // cube textures can't reuse the same canvas
-
-                                       const canvas = needsNewCanvas ? createCanvas(width, height) : _canvas;
-                                       canvas.width = width;
-                                       canvas.height = height;
-                                       const context = canvas.getContext('2d');
-                                       context.drawImage(image, 0, 0, width, height);
-                                       console.warn('THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').');
-                                       return canvas;
-                               } else {
-                                       if ('data' in image) {
-                                               console.warn('THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').');
+                                       currentBlending = blending;
+                                       currentPremultipledAlpha = null;
+                               }
+
+                               function setMaterial(material, frontFaceCW) {
+                                       material.side === DoubleSide ? disable(gl.CULL_FACE) : enable(gl.CULL_FACE);
+                                       let 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);
+                                       const stencilWrite = material.stencilWrite;
+                                       stencilBuffer.setTest(stencilWrite);
+
+                                       if (stencilWrite) {
+                                               stencilBuffer.setMask(material.stencilWriteMask);
+                                               stencilBuffer.setFunc(material.stencilFunc, material.stencilRef, material.stencilFuncMask);
+                                               stencilBuffer.setOp(material.stencilFail, material.stencilZFail, material.stencilZPass);
                                        }
 
-                                       return image;
-                               }
-                       }
+                                       setPolygonOffset(material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits);
+                                       material.alphaToCoverage === true ? enable(gl.SAMPLE_ALPHA_TO_COVERAGE) : disable(gl.SAMPLE_ALPHA_TO_COVERAGE);
+                               } //
 
-                       return image;
-               }
 
-               function isPowerOfTwo$1(image) {
-                       return isPowerOfTwo(image.width) && isPowerOfTwo(image.height);
-               }
+                               function setFlipSided(flipSided) {
+                                       if (currentFlipSided !== flipSided) {
+                                               if (flipSided) {
+                                                       gl.frontFace(gl.CW);
+                                               } else {
+                                                       gl.frontFace(gl.CCW);
+                                               }
 
-               function textureNeedsPowerOfTwo(texture) {
-                       if (isWebGL2) return false;
-                       return texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping || texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
-               }
+                                               currentFlipSided = flipSided;
+                                       }
+                               }
 
-               function textureNeedsGenerateMipmaps(texture, supportsMips) {
-                       return texture.generateMipmaps && supportsMips && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
-               }
+                               function setCullFace(cullFace) {
+                                       if (cullFace !== CullFaceNone) {
+                                               enable(gl.CULL_FACE);
 
-               function generateMipmap(target, texture, width, height, depth = 1) {
-                       _gl.generateMipmap(target);
+                                               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);
+                                       }
 
-                       const textureProperties = properties.get(texture);
-                       textureProperties.__maxMipLevel = Math.log2(Math.max(width, height, depth));
-               }
+                                       currentCullFace = cullFace;
+                               }
 
-               function getInternalFormat(internalFormatName, glFormat, glType) {
-                       if (isWebGL2 === false) return glFormat;
+                               function setLineWidth(width) {
+                                       if (width !== currentLineWidth) {
+                                               if (lineWidthAvailable) gl.lineWidth(width);
+                                               currentLineWidth = width;
+                                       }
+                               }
 
-                       if (internalFormatName !== null) {
-                               if (_gl[internalFormatName] !== undefined) return _gl[internalFormatName];
-                               console.warn('THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'');
-                       }
+                               function setPolygonOffset(polygonOffset, factor, units) {
+                                       if (polygonOffset) {
+                                               enable(gl.POLYGON_OFFSET_FILL);
 
-                       let internalFormat = glFormat;
+                                               if (currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units) {
+                                                       gl.polygonOffset(factor, units);
+                                                       currentPolygonOffsetFactor = factor;
+                                                       currentPolygonOffsetUnits = units;
+                                               }
+                                       } else {
+                                               disable(gl.POLYGON_OFFSET_FILL);
+                                       }
+                               }
 
-                       if (glFormat === _gl.RED) {
-                               if (glType === _gl.FLOAT) internalFormat = _gl.R32F;
-                               if (glType === _gl.HALF_FLOAT) internalFormat = _gl.R16F;
-                               if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.R8;
-                       }
+                               function setScissorTest(scissorTest) {
+                                       if (scissorTest) {
+                                               enable(gl.SCISSOR_TEST);
+                                       } else {
+                                               disable(gl.SCISSOR_TEST);
+                                       }
+                               } // texture
 
-                       if (glFormat === _gl.RGB) {
-                               if (glType === _gl.FLOAT) internalFormat = _gl.RGB32F;
-                               if (glType === _gl.HALF_FLOAT) internalFormat = _gl.RGB16F;
-                               if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.RGB8;
-                       }
 
-                       if (glFormat === _gl.RGBA) {
-                               if (glType === _gl.FLOAT) internalFormat = _gl.RGBA32F;
-                               if (glType === _gl.HALF_FLOAT) internalFormat = _gl.RGBA16F;
-                               if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.RGBA8;
-                       }
+                               function activeTexture(webglSlot) {
+                                       if (webglSlot === undefined) webglSlot = gl.TEXTURE0 + maxTextures - 1;
 
-                       if (internalFormat === _gl.R16F || internalFormat === _gl.R32F || internalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F) {
-                               extensions.get('EXT_color_buffer_float');
-                       }
+                                       if (currentTextureSlot !== webglSlot) {
+                                               gl.activeTexture(webglSlot);
+                                               currentTextureSlot = webglSlot;
+                                       }
+                               }
 
-                       return internalFormat;
-               } // Fallback filters for non-power-of-2 textures
+                               function bindTexture(webglType, webglTexture) {
+                                       if (currentTextureSlot === null) {
+                                               activeTexture();
+                                       }
 
+                                       let boundTexture = currentBoundTextures[currentTextureSlot];
 
-               function filterFallback(f) {
-                       if (f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter) {
-                               return _gl.NEAREST;
-                       }
+                                       if (boundTexture === undefined) {
+                                               boundTexture = {
+                                                       type: undefined,
+                                                       texture: undefined
+                                               };
+                                               currentBoundTextures[currentTextureSlot] = boundTexture;
+                                       }
 
-                       return _gl.LINEAR;
-               } //
+                                       if (boundTexture.type !== webglType || boundTexture.texture !== webglTexture) {
+                                               gl.bindTexture(webglType, webglTexture || emptyTextures[webglType]);
+                                               boundTexture.type = webglType;
+                                               boundTexture.texture = webglTexture;
+                                       }
+                               }
 
+                               function unbindTexture() {
+                                       const boundTexture = currentBoundTextures[currentTextureSlot];
 
-               function onTextureDispose(event) {
-                       const texture = event.target;
-                       texture.removeEventListener('dispose', onTextureDispose);
-                       deallocateTexture(texture);
+                                       if (boundTexture !== undefined && boundTexture.type !== undefined) {
+                                               gl.bindTexture(boundTexture.type, null);
+                                               boundTexture.type = undefined;
+                                               boundTexture.texture = undefined;
+                                       }
+                               }
 
-                       if (texture.isVideoTexture) {
-                               _videoTextures.delete(texture);
-                       }
+                               function compressedTexImage2D() {
+                                       try {
+                                               gl.compressedTexImage2D.apply(gl, arguments);
+                                       } catch (error) {
+                                               console.error('THREE.WebGLState:', error);
+                                       }
+                               }
 
-                       info.memory.textures--;
-               }
+                               function texImage2D() {
+                                       try {
+                                               gl.texImage2D.apply(gl, arguments);
+                                       } catch (error) {
+                                               console.error('THREE.WebGLState:', error);
+                                       }
+                               }
 
-               function onRenderTargetDispose(event) {
-                       const renderTarget = event.target;
-                       renderTarget.removeEventListener('dispose', onRenderTargetDispose);
-                       deallocateRenderTarget(renderTarget);
-               } //
+                               function texImage3D() {
+                                       try {
+                                               gl.texImage3D.apply(gl, arguments);
+                                       } catch (error) {
+                                               console.error('THREE.WebGLState:', error);
+                                       }
+                               } //
 
 
-               function deallocateTexture(texture) {
-                       const textureProperties = properties.get(texture);
-                       if (textureProperties.__webglInit === undefined) return;
+                               function scissor(scissor) {
+                                       if (currentScissor.equals(scissor) === false) {
+                                               gl.scissor(scissor.x, scissor.y, scissor.z, scissor.w);
+                                               currentScissor.copy(scissor);
+                                       }
+                               }
 
-                       _gl.deleteTexture(textureProperties.__webglTexture);
+                               function viewport(viewport) {
+                                       if (currentViewport.equals(viewport) === false) {
+                                               gl.viewport(viewport.x, viewport.y, viewport.z, viewport.w);
+                                               currentViewport.copy(viewport);
+                                       }
+                               } //
 
-                       properties.remove(texture);
-               }
 
-               function deallocateRenderTarget(renderTarget) {
-                       const texture = renderTarget.texture;
-                       const renderTargetProperties = properties.get(renderTarget);
-                       const textureProperties = properties.get(texture);
-                       if (!renderTarget) return;
+                               function reset() {
+                                       // reset state
+                                       gl.disable(gl.BLEND);
+                                       gl.disable(gl.CULL_FACE);
+                                       gl.disable(gl.DEPTH_TEST);
+                                       gl.disable(gl.POLYGON_OFFSET_FILL);
+                                       gl.disable(gl.SCISSOR_TEST);
+                                       gl.disable(gl.STENCIL_TEST);
+                                       gl.disable(gl.SAMPLE_ALPHA_TO_COVERAGE);
+                                       gl.blendEquation(gl.FUNC_ADD);
+                                       gl.blendFunc(gl.ONE, gl.ZERO);
+                                       gl.blendFuncSeparate(gl.ONE, gl.ZERO, gl.ONE, gl.ZERO);
+                                       gl.colorMask(true, true, true, true);
+                                       gl.clearColor(0, 0, 0, 0);
+                                       gl.depthMask(true);
+                                       gl.depthFunc(gl.LESS);
+                                       gl.clearDepth(1);
+                                       gl.stencilMask(0xffffffff);
+                                       gl.stencilFunc(gl.ALWAYS, 0, 0xffffffff);
+                                       gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);
+                                       gl.clearStencil(0);
+                                       gl.cullFace(gl.BACK);
+                                       gl.frontFace(gl.CCW);
+                                       gl.polygonOffset(0, 0);
+                                       gl.activeTexture(gl.TEXTURE0);
+                                       gl.bindFramebuffer(gl.FRAMEBUFFER, null);
 
-                       if (textureProperties.__webglTexture !== undefined) {
-                               _gl.deleteTexture(textureProperties.__webglTexture);
+                                       if (isWebGL2 === true) {
+                                               gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
+                                               gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
+                                       }
 
-                               info.memory.textures--;
-                       }
+                                       gl.useProgram(null);
+                                       gl.lineWidth(1);
+                                       gl.scissor(0, 0, gl.canvas.width, gl.canvas.height);
+                                       gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); // reset internals
+
+                                       enabledCapabilities = {};
+                                       currentTextureSlot = null;
+                                       currentBoundTextures = {};
+                                       xrFramebuffer = null;
+                                       currentBoundFramebuffers = {};
+                                       currentProgram = null;
+                                       currentBlendingEnabled = false;
+                                       currentBlending = null;
+                                       currentBlendEquation = null;
+                                       currentBlendSrc = null;
+                                       currentBlendDst = null;
+                                       currentBlendEquationAlpha = null;
+                                       currentBlendSrcAlpha = null;
+                                       currentBlendDstAlpha = null;
+                                       currentPremultipledAlpha = false;
+                                       currentFlipSided = null;
+                                       currentCullFace = null;
+                                       currentLineWidth = null;
+                                       currentPolygonOffsetFactor = null;
+                                       currentPolygonOffsetUnits = null;
+                                       currentScissor.set(0, 0, gl.canvas.width, gl.canvas.height);
+                                       currentViewport.set(0, 0, gl.canvas.width, gl.canvas.height);
+                                       colorBuffer.reset();
+                                       depthBuffer.reset();
+                                       stencilBuffer.reset();
+                               }
 
-                       if (renderTarget.depthTexture) {
-                               renderTarget.depthTexture.dispose();
+                               return {
+                                       buffers: {
+                                               color: colorBuffer,
+                                               depth: depthBuffer,
+                                               stencil: stencilBuffer
+                                       },
+                                       enable: enable,
+                                       disable: disable,
+                                       bindFramebuffer: bindFramebuffer,
+                                       bindXRFramebuffer: bindXRFramebuffer,
+                                       useProgram: useProgram,
+                                       setBlending: setBlending,
+                                       setMaterial: setMaterial,
+                                       setFlipSided: setFlipSided,
+                                       setCullFace: setCullFace,
+                                       setLineWidth: setLineWidth,
+                                       setPolygonOffset: setPolygonOffset,
+                                       setScissorTest: setScissorTest,
+                                       activeTexture: activeTexture,
+                                       bindTexture: bindTexture,
+                                       unbindTexture: unbindTexture,
+                                       compressedTexImage2D: compressedTexImage2D,
+                                       texImage2D: texImage2D,
+                                       texImage3D: texImage3D,
+                                       scissor: scissor,
+                                       viewport: viewport,
+                                       reset: reset
+                               };
                        }
 
-                       if (renderTarget.isWebGLCubeRenderTarget) {
-                               for (let i = 0; i < 6; i++) {
-                                       _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer[i]);
-
-                                       if (renderTargetProperties.__webglDepthbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer[i]);
-                               }
-                       } else {
-                               _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer);
+                       function WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info) {
+                               const isWebGL2 = capabilities.isWebGL2;
+                               const maxTextures = capabilities.maxTextures;
+                               const maxCubemapSize = capabilities.maxCubemapSize;
+                               const maxTextureSize = capabilities.maxTextureSize;
+                               const maxSamples = capabilities.maxSamples;
 
-                               if (renderTargetProperties.__webglDepthbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer);
-                               if (renderTargetProperties.__webglMultisampledFramebuffer) _gl.deleteFramebuffer(renderTargetProperties.__webglMultisampledFramebuffer);
-                               if (renderTargetProperties.__webglColorRenderbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglColorRenderbuffer);
-                               if (renderTargetProperties.__webglDepthRenderbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthRenderbuffer);
-                       }
+                               const _videoTextures = new WeakMap();
 
-                       if (renderTarget.isWebGLMultipleRenderTargets) {
-                               for (let i = 0, il = texture.length; i < il; i++) {
-                                       const attachmentProperties = properties.get(texture[i]);
+                               let _canvas; // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
+                               // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
+                               // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
 
-                                       if (attachmentProperties.__webglTexture) {
-                                               _gl.deleteTexture(attachmentProperties.__webglTexture);
 
-                                               info.memory.textures--;
-                                       }
+                               let useOffscreenCanvas = false;
 
-                                       properties.remove(texture[i]);
+                               try {
+                                       useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined' && new OffscreenCanvas(1, 1).getContext('2d') !== null;
+                               } catch (err) {// Ignore any errors
                                }
-                       }
-
-                       properties.remove(texture);
-                       properties.remove(renderTarget);
-               } //
 
+                               function createCanvas(width, height) {
+                                       // Use OffscreenCanvas when available. Specially needed in web workers
+                                       return useOffscreenCanvas ? new OffscreenCanvas(width, height) : document.createElementNS('http://www.w3.org/1999/xhtml', 'canvas');
+                               }
 
-               let textureUnits = 0;
+                               function resizeImage(image, needsPowerOfTwo, needsNewCanvas, maxSize) {
+                                       let scale = 1; // handle case if texture exceeds max size
 
-               function resetTextureUnits() {
-                       textureUnits = 0;
-               }
+                                       if (image.width > maxSize || image.height > maxSize) {
+                                               scale = maxSize / Math.max(image.width, image.height);
+                                       } // only perform resize if necessary
 
-               function allocateTextureUnit() {
-                       const textureUnit = textureUnits;
 
-                       if (textureUnit >= maxTextures) {
-                               console.warn('THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures);
-                       }
+                                       if (scale < 1 || needsPowerOfTwo === true) {
+                                               // only perform resize for certain image types
+                                               if (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement || typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap) {
+                                                       const floor = needsPowerOfTwo ? floorPowerOfTwo : Math.floor;
+                                                       const width = floor(scale * image.width);
+                                                       const height = floor(scale * image.height);
+                                                       if (_canvas === undefined) _canvas = createCanvas(width, height); // cube textures can't reuse the same canvas
 
-                       textureUnits += 1;
-                       return textureUnit;
-               } //
+                                                       const canvas = needsNewCanvas ? createCanvas(width, height) : _canvas;
+                                                       canvas.width = width;
+                                                       canvas.height = height;
+                                                       const context = canvas.getContext('2d');
+                                                       context.drawImage(image, 0, 0, width, height);
+                                                       console.warn('THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').');
+                                                       return canvas;
+                                               } else {
+                                                       if ('data' in image) {
+                                                               console.warn('THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').');
+                                                       }
 
+                                                       return image;
+                                               }
+                                       }
 
-               function setTexture2D(texture, slot) {
-                       const textureProperties = properties.get(texture);
-                       if (texture.isVideoTexture) updateVideoTexture(texture);
+                                       return image;
+                               }
 
-                       if (texture.version > 0 && textureProperties.__version !== texture.version) {
-                               const image = texture.image;
+                               function isPowerOfTwo$1(image) {
+                                       return isPowerOfTwo(image.width) && isPowerOfTwo(image.height);
+                               }
 
-                               if (image === undefined) {
-                                       console.warn('THREE.WebGLRenderer: Texture marked for update but image is undefined');
-                               } else if (image.complete === false) {
-                                       console.warn('THREE.WebGLRenderer: Texture marked for update but image is incomplete');
-                               } else {
-                                       uploadTexture(textureProperties, texture, slot);
-                                       return;
+                               function textureNeedsPowerOfTwo(texture) {
+                                       if (isWebGL2) return false;
+                                       return texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping || texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
                                }
-                       }
 
-                       state.activeTexture(_gl.TEXTURE0 + slot);
-                       state.bindTexture(_gl.TEXTURE_2D, textureProperties.__webglTexture);
-               }
+                               function textureNeedsGenerateMipmaps(texture, supportsMips) {
+                                       return texture.generateMipmaps && supportsMips && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
+                               }
 
-               function setTexture2DArray(texture, slot) {
-                       const textureProperties = properties.get(texture);
+                               function generateMipmap(target, texture, width, height, depth = 1) {
+                                       _gl.generateMipmap(target);
 
-                       if (texture.version > 0 && textureProperties.__version !== texture.version) {
-                               uploadTexture(textureProperties, texture, slot);
-                               return;
-                       }
+                                       const textureProperties = properties.get(texture);
+                                       textureProperties.__maxMipLevel = Math.log2(Math.max(width, height, depth));
+                               }
 
-                       state.activeTexture(_gl.TEXTURE0 + slot);
-                       state.bindTexture(_gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture);
-               }
+                               function getInternalFormat(internalFormatName, glFormat, glType) {
+                                       if (isWebGL2 === false) return glFormat;
 
-               function setTexture3D(texture, slot) {
-                       const textureProperties = properties.get(texture);
+                                       if (internalFormatName !== null) {
+                                               if (_gl[internalFormatName] !== undefined) return _gl[internalFormatName];
+                                               console.warn('THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'');
+                                       }
 
-                       if (texture.version > 0 && textureProperties.__version !== texture.version) {
-                               uploadTexture(textureProperties, texture, slot);
-                               return;
-                       }
+                                       let internalFormat = glFormat;
 
-                       state.activeTexture(_gl.TEXTURE0 + slot);
-                       state.bindTexture(_gl.TEXTURE_3D, textureProperties.__webglTexture);
-               }
+                                       if (glFormat === _gl.RED) {
+                                               if (glType === _gl.FLOAT) internalFormat = _gl.R32F;
+                                               if (glType === _gl.HALF_FLOAT) internalFormat = _gl.R16F;
+                                               if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.R8;
+                                       }
 
-               function setTextureCube(texture, slot) {
-                       const textureProperties = properties.get(texture);
+                                       if (glFormat === _gl.RGB) {
+                                               if (glType === _gl.FLOAT) internalFormat = _gl.RGB32F;
+                                               if (glType === _gl.HALF_FLOAT) internalFormat = _gl.RGB16F;
+                                               if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.RGB8;
+                                       }
 
-                       if (texture.version > 0 && textureProperties.__version !== texture.version) {
-                               uploadCubeTexture(textureProperties, texture, slot);
-                               return;
-                       }
+                                       if (glFormat === _gl.RGBA) {
+                                               if (glType === _gl.FLOAT) internalFormat = _gl.RGBA32F;
+                                               if (glType === _gl.HALF_FLOAT) internalFormat = _gl.RGBA16F;
+                                               if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.RGBA8;
+                                       }
 
-                       state.activeTexture(_gl.TEXTURE0 + slot);
-                       state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture);
-               }
+                                       if (internalFormat === _gl.R16F || internalFormat === _gl.R32F || internalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F) {
+                                               extensions.get('EXT_color_buffer_float');
+                                       }
 
-               const wrappingToGL = {
-                       [RepeatWrapping]: _gl.REPEAT,
-                       [ClampToEdgeWrapping]: _gl.CLAMP_TO_EDGE,
-                       [MirroredRepeatWrapping]: _gl.MIRRORED_REPEAT
-               };
-               const filterToGL = {
-                       [NearestFilter]: _gl.NEAREST,
-                       [NearestMipmapNearestFilter]: _gl.NEAREST_MIPMAP_NEAREST,
-                       [NearestMipmapLinearFilter]: _gl.NEAREST_MIPMAP_LINEAR,
-                       [LinearFilter]: _gl.LINEAR,
-                       [LinearMipmapNearestFilter]: _gl.LINEAR_MIPMAP_NEAREST,
-                       [LinearMipmapLinearFilter]: _gl.LINEAR_MIPMAP_LINEAR
-               };
+                                       return internalFormat;
+                               } // Fallback filters for non-power-of-2 textures
 
-               function setTextureParameters(textureType, texture, supportsMips) {
-                       if (supportsMips) {
-                               _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[texture.wrapS]);
 
-                               _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[texture.wrapT]);
+                               function filterFallback(f) {
+                                       if (f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter) {
+                                               return _gl.NEAREST;
+                                       }
 
-                               if (textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY) {
-                                       _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[texture.wrapR]);
-                               }
+                                       return _gl.LINEAR;
+                               } //
 
-                               _gl.texParameteri(textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[texture.magFilter]);
 
-                               _gl.texParameteri(textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[texture.minFilter]);
-                       } else {
-                               _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE);
+                               function onTextureDispose(event) {
+                                       const texture = event.target;
+                                       texture.removeEventListener('dispose', onTextureDispose);
+                                       deallocateTexture(texture);
 
-                               _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE);
+                                       if (texture.isVideoTexture) {
+                                               _videoTextures.delete(texture);
+                                       }
 
-                               if (textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY) {
-                                       _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_R, _gl.CLAMP_TO_EDGE);
+                                       info.memory.textures--;
                                }
 
-                               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.');
-                               }
+                               function onRenderTargetDispose(event) {
+                                       const renderTarget = event.target;
+                                       renderTarget.removeEventListener('dispose', onRenderTargetDispose);
+                                       deallocateRenderTarget(renderTarget);
+                               } //
+
 
-                               _gl.texParameteri(textureType, _gl.TEXTURE_MAG_FILTER, filterFallback(texture.magFilter));
+                               function deallocateTexture(texture) {
+                                       const textureProperties = properties.get(texture);
+                                       if (textureProperties.__webglInit === undefined) return;
 
-                               _gl.texParameteri(textureType, _gl.TEXTURE_MIN_FILTER, filterFallback(texture.minFilter));
+                                       _gl.deleteTexture(textureProperties.__webglTexture);
 
-                               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.');
+                                       properties.remove(texture);
                                }
-                       }
 
-                       if (extensions.has('EXT_texture_filter_anisotropic') === true) {
-                               const extension = extensions.get('EXT_texture_filter_anisotropic');
-                               if (texture.type === FloatType && extensions.has('OES_texture_float_linear') === false) return; // verify extension for WebGL 1 and WebGL 2
+                               function deallocateRenderTarget(renderTarget) {
+                                       const texture = renderTarget.texture;
+                                       const renderTargetProperties = properties.get(renderTarget);
+                                       const textureProperties = properties.get(texture);
+                                       if (!renderTarget) return;
 
-                               if (isWebGL2 === false && texture.type === HalfFloatType && extensions.has('OES_texture_half_float_linear') === false) return; // verify extension for WebGL 1 only
+                                       if (textureProperties.__webglTexture !== undefined) {
+                                               _gl.deleteTexture(textureProperties.__webglTexture);
 
-                               if (texture.anisotropy > 1 || properties.get(texture).__currentAnisotropy) {
-                                       _gl.texParameterf(textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(texture.anisotropy, capabilities.getMaxAnisotropy()));
+                                               info.memory.textures--;
+                                       }
 
-                                       properties.get(texture).__currentAnisotropy = texture.anisotropy;
-                               }
-                       }
-               }
+                                       if (renderTarget.depthTexture) {
+                                               renderTarget.depthTexture.dispose();
+                                       }
 
-               function initTexture(textureProperties, texture) {
-                       if (textureProperties.__webglInit === undefined) {
-                               textureProperties.__webglInit = true;
-                               texture.addEventListener('dispose', onTextureDispose);
-                               textureProperties.__webglTexture = _gl.createTexture();
-                               info.memory.textures++;
-                       }
-               }
+                                       if (renderTarget.isWebGLCubeRenderTarget) {
+                                               for (let i = 0; i < 6; i++) {
+                                                       _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer[i]);
 
-               function uploadTexture(textureProperties, texture, slot) {
-                       let textureType = _gl.TEXTURE_2D;
-                       if (texture.isDataTexture2DArray) textureType = _gl.TEXTURE_2D_ARRAY;
-                       if (texture.isDataTexture3D) textureType = _gl.TEXTURE_3D;
-                       initTexture(textureProperties, texture);
-                       state.activeTexture(_gl.TEXTURE0 + slot);
-                       state.bindTexture(textureType, textureProperties.__webglTexture);
+                                                       if (renderTargetProperties.__webglDepthbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer[i]);
+                                               }
+                                       } else {
+                                               _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer);
 
-                       _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, texture.flipY);
+                                               if (renderTargetProperties.__webglDepthbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer);
+                                               if (renderTargetProperties.__webglMultisampledFramebuffer) _gl.deleteFramebuffer(renderTargetProperties.__webglMultisampledFramebuffer);
+                                               if (renderTargetProperties.__webglColorRenderbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglColorRenderbuffer);
+                                               if (renderTargetProperties.__webglDepthRenderbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthRenderbuffer);
+                                       }
 
-                       _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha);
+                                       if (renderTarget.isWebGLMultipleRenderTargets) {
+                                               for (let i = 0, il = texture.length; i < il; i++) {
+                                                       const attachmentProperties = properties.get(texture[i]);
 
-                       _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, texture.unpackAlignment);
+                                                       if (attachmentProperties.__webglTexture) {
+                                                               _gl.deleteTexture(attachmentProperties.__webglTexture);
 
-                       _gl.pixelStorei(_gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE);
+                                                               info.memory.textures--;
+                                                       }
 
-                       const needsPowerOfTwo = textureNeedsPowerOfTwo(texture) && isPowerOfTwo$1(texture.image) === false;
-                       const image = resizeImage(texture.image, needsPowerOfTwo, false, maxTextureSize);
-                       const supportsMips = isPowerOfTwo$1(image) || isWebGL2,
-                                               glFormat = utils.convert(texture.format);
-                       let glType = utils.convert(texture.type),
-                                       glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType);
-                       setTextureParameters(textureType, texture, supportsMips);
-                       let mipmap;
-                       const mipmaps = texture.mipmaps;
+                                                       properties.remove(texture[i]);
+                                               }
+                                       }
 
-                       if (texture.isDepthTexture) {
-                               // populate depth texture with dummy data
-                               glInternalFormat = _gl.DEPTH_COMPONENT;
+                                       properties.remove(texture);
+                                       properties.remove(renderTarget);
+                               } //
 
-                               if (isWebGL2) {
-                                       if (texture.type === FloatType) {
-                                               glInternalFormat = _gl.DEPTH_COMPONENT32F;
-                                       } else if (texture.type === UnsignedIntType) {
-                                               glInternalFormat = _gl.DEPTH_COMPONENT24;
-                                       } else if (texture.type === UnsignedInt248Type) {
-                                               glInternalFormat = _gl.DEPTH24_STENCIL8;
-                                       } else {
-                                               glInternalFormat = _gl.DEPTH_COMPONENT16; // WebGL2 requires sized internalformat for glTexImage2D
-                                       }
-                               } else {
-                                       if (texture.type === FloatType) {
-                                               console.error('WebGLRenderer: Floating point depth texture requires WebGL2.');
-                                       }
-                               } // validation checks for WebGL 1
 
+                               let textureUnits = 0;
 
-                               if (texture.format === DepthFormat && glInternalFormat === _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);
-                                       }
+                               function resetTextureUnits() {
+                                       textureUnits = 0;
                                }
 
-                               if (texture.format === DepthStencilFormat && glInternalFormat === _gl.DEPTH_COMPONENT) {
-                                       // Depth stencil textures need the DEPTH_STENCIL internal format
-                                       // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
-                                       glInternalFormat = _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/)
+                               function allocateTextureUnit() {
+                                       const textureUnit = textureUnits;
 
-                                       if (texture.type !== UnsignedInt248Type) {
-                                               console.warn('THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.');
-                                               texture.type = UnsignedInt248Type;
-                                               glType = utils.convert(texture.type);
+                                       if (textureUnit >= maxTextures) {
+                                               console.warn('THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures);
                                        }
+
+                                       textureUnits += 1;
+                                       return textureUnit;
                                } //
 
 
-                               state.texImage2D(_gl.TEXTURE_2D, 0, glInternalFormat, 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 && supportsMips) {
-                                       for (let i = 0, il = mipmaps.length; i < il; i++) {
-                                               mipmap = mipmaps[i];
-                                               state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
-                                       }
+                               function setTexture2D(texture, slot) {
+                                       const textureProperties = properties.get(texture);
+                                       if (texture.isVideoTexture) updateVideoTexture(texture);
 
-                                       texture.generateMipmaps = false;
-                                       textureProperties.__maxMipLevel = mipmaps.length - 1;
-                               } else {
-                                       state.texImage2D(_gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data);
-                                       textureProperties.__maxMipLevel = 0;
-                               }
-                       } else if (texture.isCompressedTexture) {
-                               for (let i = 0, il = mipmaps.length; i < il; i++) {
-                                       mipmap = mipmaps[i];
+                                       if (texture.version > 0 && textureProperties.__version !== texture.version) {
+                                               const image = texture.image;
 
-                                       if (texture.format !== RGBAFormat && texture.format !== RGBFormat) {
-                                               if (glFormat !== null) {
-                                                       state.compressedTexImage2D(_gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data);
+                                               if (image === undefined) {
+                                                       console.warn('THREE.WebGLRenderer: Texture marked for update but image is undefined');
+                                               } else if (image.complete === false) {
+                                                       console.warn('THREE.WebGLRenderer: Texture marked for update but image is incomplete');
                                                } else {
-                                                       console.warn('THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()');
+                                                       uploadTexture(textureProperties, texture, slot);
+                                                       return;
                                                }
-                                       } else {
-                                               state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
                                        }
-                               }
 
-                               textureProperties.__maxMipLevel = mipmaps.length - 1;
-                       } else if (texture.isDataTexture2DArray) {
-                               state.texImage3D(_gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data);
-                               textureProperties.__maxMipLevel = 0;
-                       } else if (texture.isDataTexture3D) {
-                               state.texImage3D(_gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data);
-                               textureProperties.__maxMipLevel = 0;
-                       } 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 && supportsMips) {
-                                       for (let i = 0, il = mipmaps.length; i < il; i++) {
-                                               mipmap = mipmaps[i];
-                                               state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap);
-                                       }
-
-                                       texture.generateMipmaps = false;
-                                       textureProperties.__maxMipLevel = mipmaps.length - 1;
-                               } else {
-                                       state.texImage2D(_gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image);
-                                       textureProperties.__maxMipLevel = 0;
+                                       state.activeTexture(_gl.TEXTURE0 + slot);
+                                       state.bindTexture(_gl.TEXTURE_2D, textureProperties.__webglTexture);
                                }
-                       }
-
-                       if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
-                               generateMipmap(textureType, texture, image.width, image.height);
-                       }
-
-                       textureProperties.__version = texture.version;
-                       if (texture.onUpdate) texture.onUpdate(texture);
-               }
-
-               function uploadCubeTexture(textureProperties, texture, slot) {
-                       if (texture.image.length !== 6) return;
-                       initTexture(textureProperties, texture);
-                       state.activeTexture(_gl.TEXTURE0 + slot);
-                       state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture);
 
-                       _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, texture.flipY);
+                               function setTexture2DArray(texture, slot) {
+                                       const textureProperties = properties.get(texture);
 
-                       _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha);
+                                       if (texture.version > 0 && textureProperties.__version !== texture.version) {
+                                               uploadTexture(textureProperties, texture, slot);
+                                               return;
+                                       }
 
-                       _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, texture.unpackAlignment);
+                                       state.activeTexture(_gl.TEXTURE0 + slot);
+                                       state.bindTexture(_gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture);
+                               }
 
-                       _gl.pixelStorei(_gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE);
+                               function setTexture3D(texture, slot) {
+                                       const textureProperties = properties.get(texture);
 
-                       const isCompressed = texture && (texture.isCompressedTexture || texture.image[0].isCompressedTexture);
-                       const isDataTexture = texture.image[0] && texture.image[0].isDataTexture;
-                       const cubeImage = [];
+                                       if (texture.version > 0 && textureProperties.__version !== texture.version) {
+                                               uploadTexture(textureProperties, texture, slot);
+                                               return;
+                                       }
 
-                       for (let i = 0; i < 6; i++) {
-                               if (!isCompressed && !isDataTexture) {
-                                       cubeImage[i] = resizeImage(texture.image[i], false, true, maxCubemapSize);
-                               } else {
-                                       cubeImage[i] = isDataTexture ? texture.image[i].image : texture.image[i];
+                                       state.activeTexture(_gl.TEXTURE0 + slot);
+                                       state.bindTexture(_gl.TEXTURE_3D, textureProperties.__webglTexture);
                                }
-                       }
-
-                       const image = cubeImage[0],
-                                               supportsMips = isPowerOfTwo$1(image) || isWebGL2,
-                                               glFormat = utils.convert(texture.format),
-                                               glType = utils.convert(texture.type),
-                                               glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType);
-                       setTextureParameters(_gl.TEXTURE_CUBE_MAP, texture, supportsMips);
-                       let mipmaps;
 
-                       if (isCompressed) {
-                               for (let i = 0; i < 6; i++) {
-                                       mipmaps = cubeImage[i].mipmaps;
+                               function setTextureCube(texture, slot) {
+                                       const textureProperties = properties.get(texture);
 
-                                       for (let j = 0; j < mipmaps.length; j++) {
-                                               const mipmap = mipmaps[j];
-
-                                               if (texture.format !== RGBAFormat && texture.format !== RGBFormat) {
-                                                       if (glFormat !== null) {
-                                                               state.compressedTexImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, 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, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
-                                               }
+                                       if (texture.version > 0 && textureProperties.__version !== texture.version) {
+                                               uploadCubeTexture(textureProperties, texture, slot);
+                                               return;
                                        }
+
+                                       state.activeTexture(_gl.TEXTURE0 + slot);
+                                       state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture);
                                }
 
-                               textureProperties.__maxMipLevel = mipmaps.length - 1;
-                       } else {
-                               mipmaps = texture.mipmaps;
+                               const wrappingToGL = {
+                                       [RepeatWrapping]: _gl.REPEAT,
+                                       [ClampToEdgeWrapping]: _gl.CLAMP_TO_EDGE,
+                                       [MirroredRepeatWrapping]: _gl.MIRRORED_REPEAT
+                               };
+                               const filterToGL = {
+                                       [NearestFilter]: _gl.NEAREST,
+                                       [NearestMipmapNearestFilter]: _gl.NEAREST_MIPMAP_NEAREST,
+                                       [NearestMipmapLinearFilter]: _gl.NEAREST_MIPMAP_LINEAR,
+                                       [LinearFilter]: _gl.LINEAR,
+                                       [LinearMipmapNearestFilter]: _gl.LINEAR_MIPMAP_NEAREST,
+                                       [LinearMipmapLinearFilter]: _gl.LINEAR_MIPMAP_LINEAR
+                               };
 
-                               for (let i = 0; i < 6; i++) {
-                                       if (isDataTexture) {
-                                               state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[i].width, cubeImage[i].height, 0, glFormat, glType, cubeImage[i].data);
+                               function setTextureParameters(textureType, texture, supportsMips) {
+                                       if (supportsMips) {
+                                               _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[texture.wrapS]);
 
-                                               for (let j = 0; j < mipmaps.length; j++) {
-                                                       const mipmap = mipmaps[j];
-                                                       const mipmapImage = mipmap.image[i].image;
-                                                       state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data);
-                                               }
-                                       } else {
-                                               state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[i]);
+                                               _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[texture.wrapT]);
 
-                                               for (let j = 0; j < mipmaps.length; j++) {
-                                                       const mipmap = mipmaps[j];
-                                                       state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[i]);
+                                               if (textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY) {
+                                                       _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[texture.wrapR]);
                                                }
-                                       }
-                               }
-
-                               textureProperties.__maxMipLevel = mipmaps.length;
-                       }
 
-                       if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
-                               // 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);
-               } // Render targets
-               // Setup storage for target texture and bind it to correct framebuffer
+                                               _gl.texParameteri(textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[texture.magFilter]);
 
+                                               _gl.texParameteri(textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[texture.minFilter]);
+                                       } else {
+                                               _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE);
 
-               function setupFrameBufferTexture(framebuffer, renderTarget, texture, attachment, textureTarget) {
-                       const glFormat = utils.convert(texture.format);
-                       const glType = utils.convert(texture.type);
-                       const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType);
+                                               _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE);
 
-                       if (textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY) {
-                               state.texImage3D(textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null);
-                       } else {
-                               state.texImage2D(textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null);
-                       }
+                                               if (textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY) {
+                                                       _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_R, _gl.CLAMP_TO_EDGE);
+                                               }
 
-                       state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
+                                               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.');
+                                               }
 
-                       _gl.framebufferTexture2D(_gl.FRAMEBUFFER, attachment, textureTarget, properties.get(texture).__webglTexture, 0);
+                                               _gl.texParameteri(textureType, _gl.TEXTURE_MAG_FILTER, filterFallback(texture.magFilter));
 
-                       state.bindFramebuffer(_gl.FRAMEBUFFER, null);
-               } // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
+                                               _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.');
+                                               }
+                                       }
 
-               function setupRenderBufferStorage(renderbuffer, renderTarget, isMultisample) {
-                       _gl.bindRenderbuffer(_gl.RENDERBUFFER, renderbuffer);
+                                       if (extensions.has('EXT_texture_filter_anisotropic') === true) {
+                                               const extension = extensions.get('EXT_texture_filter_anisotropic');
+                                               if (texture.type === FloatType && extensions.has('OES_texture_float_linear') === false) return; // verify extension for WebGL 1 and WebGL 2
 
-                       if (renderTarget.depthBuffer && !renderTarget.stencilBuffer) {
-                               let glInternalFormat = _gl.DEPTH_COMPONENT16;
+                                               if (isWebGL2 === false && texture.type === HalfFloatType && extensions.has('OES_texture_half_float_linear') === false) return; // verify extension for WebGL 1 only
 
-                               if (isMultisample) {
-                                       const depthTexture = renderTarget.depthTexture;
+                                               if (texture.anisotropy > 1 || properties.get(texture).__currentAnisotropy) {
+                                                       _gl.texParameterf(textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(texture.anisotropy, capabilities.getMaxAnisotropy()));
 
-                                       if (depthTexture && depthTexture.isDepthTexture) {
-                                               if (depthTexture.type === FloatType) {
-                                                       glInternalFormat = _gl.DEPTH_COMPONENT32F;
-                                               } else if (depthTexture.type === UnsignedIntType) {
-                                                       glInternalFormat = _gl.DEPTH_COMPONENT24;
+                                                       properties.get(texture).__currentAnisotropy = texture.anisotropy;
                                                }
                                        }
-
-                                       const samples = getRenderTargetSamples(renderTarget);
-
-                                       _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height);
-                               } else {
-                                       _gl.renderbufferStorage(_gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height);
                                }
 
-                               _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer);
-                       } else if (renderTarget.depthBuffer && renderTarget.stencilBuffer) {
-                               if (isMultisample) {
-                                       const samples = getRenderTargetSamples(renderTarget);
-
-                                       _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height);
-                               } else {
-                                       _gl.renderbufferStorage(_gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height);
+                               function initTexture(textureProperties, texture) {
+                                       if (textureProperties.__webglInit === undefined) {
+                                               textureProperties.__webglInit = true;
+                                               texture.addEventListener('dispose', onTextureDispose);
+                                               textureProperties.__webglTexture = _gl.createTexture();
+                                               info.memory.textures++;
+                                       }
                                }
 
-                               _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer);
-                       } else {
-                               // Use the first texture for MRT so far
-                               const texture = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture[0] : renderTarget.texture;
-                               const glFormat = utils.convert(texture.format);
-                               const glType = utils.convert(texture.type);
-                               const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType);
-
-                               if (isMultisample) {
-                                       const samples = getRenderTargetSamples(renderTarget);
-
-                                       _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height);
-                               } else {
-                                       _gl.renderbufferStorage(_gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height);
-                               }
-                       }
+                               function uploadTexture(textureProperties, texture, slot) {
+                                       let textureType = _gl.TEXTURE_2D;
+                                       if (texture.isDataTexture2DArray) textureType = _gl.TEXTURE_2D_ARRAY;
+                                       if (texture.isDataTexture3D) textureType = _gl.TEXTURE_3D;
+                                       initTexture(textureProperties, texture);
+                                       state.activeTexture(_gl.TEXTURE0 + slot);
+                                       state.bindTexture(textureType, textureProperties.__webglTexture);
 
-                       _gl.bindRenderbuffer(_gl.RENDERBUFFER, null);
-               } // Setup resources for a Depth Texture for a FBO (needs an extension)
+                                       _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, texture.flipY);
 
+                                       _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha);
 
-               function setupDepthTexture(framebuffer, renderTarget) {
-                       const isCube = renderTarget && renderTarget.isWebGLCubeRenderTarget;
-                       if (isCube) throw new Error('Depth Texture with cube render targets is not supported');
-                       state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
+                                       _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, texture.unpackAlignment);
 
-                       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
+                                       _gl.pixelStorei(_gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE);
 
+                                       const needsPowerOfTwo = textureNeedsPowerOfTwo(texture) && isPowerOfTwo$1(texture.image) === false;
+                                       const image = resizeImage(texture.image, needsPowerOfTwo, false, maxTextureSize);
+                                       const supportsMips = isPowerOfTwo$1(image) || isWebGL2,
+                                               glFormat = utils.convert(texture.format);
+                                       let glType = utils.convert(texture.type),
+                                               glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType);
+                                       setTextureParameters(textureType, texture, supportsMips);
+                                       let mipmap;
+                                       const mipmaps = texture.mipmaps;
+
+                                       if (texture.isDepthTexture) {
+                                               // populate depth texture with dummy data
+                                               glInternalFormat = _gl.DEPTH_COMPONENT;
+
+                                               if (isWebGL2) {
+                                                       if (texture.type === FloatType) {
+                                                               glInternalFormat = _gl.DEPTH_COMPONENT32F;
+                                                       } else if (texture.type === UnsignedIntType) {
+                                                               glInternalFormat = _gl.DEPTH_COMPONENT24;
+                                                       } else if (texture.type === UnsignedInt248Type) {
+                                                               glInternalFormat = _gl.DEPTH24_STENCIL8;
+                                                       } else {
+                                                               glInternalFormat = _gl.DEPTH_COMPONENT16; // WebGL2 requires sized internalformat for glTexImage2D
+                                                       }
+                                               } else {
+                                                       if (texture.type === FloatType) {
+                                                               console.error('WebGLRenderer: Floating point depth texture requires WebGL2.');
+                                                       }
+                                               } // validation checks for WebGL 1
 
-                       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);
+                                               if (texture.format === DepthFormat && glInternalFormat === _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);
+                                                       }
+                                               }
 
-                       const webglDepthTexture = properties.get(renderTarget.depthTexture).__webglTexture;
+                                               if (texture.format === DepthStencilFormat && glInternalFormat === _gl.DEPTH_COMPONENT) {
+                                                       // Depth stencil textures need the DEPTH_STENCIL internal format
+                                                       // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
+                                                       glInternalFormat = _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, glInternalFormat, 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 && supportsMips) {
+                                                       for (let i = 0, il = mipmaps.length; i < il; i++) {
+                                                               mipmap = mipmaps[i];
+                                                               state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
+                                                       }
 
-                       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
+                                                       texture.generateMipmaps = false;
+                                                       textureProperties.__maxMipLevel = mipmaps.length - 1;
+                                               } else {
+                                                       state.texImage2D(_gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data);
+                                                       textureProperties.__maxMipLevel = 0;
+                                               }
+                                       } else if (texture.isCompressedTexture) {
+                                               for (let i = 0, il = mipmaps.length; i < il; i++) {
+                                                       mipmap = mipmaps[i];
 
+                                                       if (texture.format !== RGBAFormat && texture.format !== RGBFormat) {
+                                                               if (glFormat !== null) {
+                                                                       state.compressedTexImage2D(_gl.TEXTURE_2D, i, glInternalFormat, 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, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
+                                                       }
+                                               }
 
-               function setupDepthRenderbuffer(renderTarget) {
-                       const renderTargetProperties = properties.get(renderTarget);
-                       const isCube = renderTarget.isWebGLCubeRenderTarget === true;
+                                               textureProperties.__maxMipLevel = mipmaps.length - 1;
+                                       } else if (texture.isDataTexture2DArray) {
+                                               state.texImage3D(_gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data);
+                                               textureProperties.__maxMipLevel = 0;
+                                       } else if (texture.isDataTexture3D) {
+                                               state.texImage3D(_gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data);
+                                               textureProperties.__maxMipLevel = 0;
+                                       } 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 && supportsMips) {
+                                                       for (let i = 0, il = mipmaps.length; i < il; i++) {
+                                                               mipmap = mipmaps[i];
+                                                               state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap);
+                                                       }
 
-                       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 = [];
+                                                       texture.generateMipmaps = false;
+                                                       textureProperties.__maxMipLevel = mipmaps.length - 1;
+                                               } else {
+                                                       state.texImage2D(_gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image);
+                                                       textureProperties.__maxMipLevel = 0;
+                                               }
+                                       }
 
-                                       for (let i = 0; i < 6; i++) {
-                                               state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[i]);
-                                               renderTargetProperties.__webglDepthbuffer[i] = _gl.createRenderbuffer();
-                                               setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer[i], renderTarget, false);
+                                       if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
+                                               generateMipmap(textureType, texture, image.width, image.height);
                                        }
-                               } else {
-                                       state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer);
-                                       renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
-                                       setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer, renderTarget, false);
+
+                                       textureProperties.__version = texture.version;
+                                       if (texture.onUpdate) texture.onUpdate(texture);
                                }
-                       }
 
-                       state.bindFramebuffer(_gl.FRAMEBUFFER, null);
-               } // Set up GL resources for the render target
+                               function uploadCubeTexture(textureProperties, texture, slot) {
+                                       if (texture.image.length !== 6) return;
+                                       initTexture(textureProperties, texture);
+                                       state.activeTexture(_gl.TEXTURE0 + slot);
+                                       state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture);
 
+                                       _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, texture.flipY);
 
-               function setupRenderTarget(renderTarget) {
-                       const texture = renderTarget.texture;
-                       const renderTargetProperties = properties.get(renderTarget);
-                       const textureProperties = properties.get(texture);
-                       renderTarget.addEventListener('dispose', onRenderTargetDispose);
+                                       _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha);
 
-                       if (renderTarget.isWebGLMultipleRenderTargets !== true) {
-                               textureProperties.__webglTexture = _gl.createTexture();
-                               textureProperties.__version = texture.version;
-                               info.memory.textures++;
-                       }
+                                       _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, texture.unpackAlignment);
 
-                       const isCube = renderTarget.isWebGLCubeRenderTarget === true;
-                       const isMultipleRenderTargets = renderTarget.isWebGLMultipleRenderTargets === true;
-                       const isMultisample = renderTarget.isWebGLMultisampleRenderTarget === true;
-                       const isRenderTarget3D = texture.isDataTexture3D || texture.isDataTexture2DArray;
-                       const supportsMips = isPowerOfTwo$1(renderTarget) || isWebGL2; // Handles WebGL2 RGBFormat fallback - #18858
+                                       _gl.pixelStorei(_gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE);
 
-                       if (isWebGL2 && texture.format === RGBFormat && (texture.type === FloatType || texture.type === HalfFloatType)) {
-                               texture.format = RGBAFormat;
-                               console.warn('THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.');
-                       } // Setup framebuffer
+                                       const isCompressed = texture && (texture.isCompressedTexture || texture.image[0].isCompressedTexture);
+                                       const isDataTexture = texture.image[0] && texture.image[0].isDataTexture;
+                                       const cubeImage = [];
 
+                                       for (let i = 0; i < 6; i++) {
+                                               if (!isCompressed && !isDataTexture) {
+                                                       cubeImage[i] = resizeImage(texture.image[i], false, true, maxCubemapSize);
+                                               } else {
+                                                       cubeImage[i] = isDataTexture ? texture.image[i].image : texture.image[i];
+                                               }
+                                       }
 
-                       if (isCube) {
-                               renderTargetProperties.__webglFramebuffer = [];
+                                       const image = cubeImage[0],
+                                               supportsMips = isPowerOfTwo$1(image) || isWebGL2,
+                                               glFormat = utils.convert(texture.format),
+                                               glType = utils.convert(texture.type),
+                                               glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType);
+                                       setTextureParameters(_gl.TEXTURE_CUBE_MAP, texture, supportsMips);
+                                       let mipmaps;
+
+                                       if (isCompressed) {
+                                               for (let i = 0; i < 6; i++) {
+                                                       mipmaps = cubeImage[i].mipmaps;
+
+                                                       for (let j = 0; j < mipmaps.length; j++) {
+                                                               const mipmap = mipmaps[j];
+
+                                                               if (texture.format !== RGBAFormat && texture.format !== RGBFormat) {
+                                                                       if (glFormat !== null) {
+                                                                               state.compressedTexImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, 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, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
+                                                               }
+                                                       }
+                                               }
 
-                               for (let i = 0; i < 6; i++) {
-                                       renderTargetProperties.__webglFramebuffer[i] = _gl.createFramebuffer();
-                               }
-                       } else {
-                               renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
+                                               textureProperties.__maxMipLevel = mipmaps.length - 1;
+                                       } else {
+                                               mipmaps = texture.mipmaps;
 
-                               if (isMultipleRenderTargets) {
-                                       if (capabilities.drawBuffers) {
-                                               const textures = renderTarget.texture;
+                                               for (let i = 0; i < 6; i++) {
+                                                       if (isDataTexture) {
+                                                               state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[i].width, cubeImage[i].height, 0, glFormat, glType, cubeImage[i].data);
 
-                                               for (let i = 0, il = textures.length; i < il; i++) {
-                                                       const attachmentProperties = properties.get(textures[i]);
+                                                               for (let j = 0; j < mipmaps.length; j++) {
+                                                                       const mipmap = mipmaps[j];
+                                                                       const mipmapImage = mipmap.image[i].image;
+                                                                       state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data);
+                                                               }
+                                                       } else {
+                                                               state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[i]);
 
-                                                       if (attachmentProperties.__webglTexture === undefined) {
-                                                               attachmentProperties.__webglTexture = _gl.createTexture();
-                                                               info.memory.textures++;
+                                                               for (let j = 0; j < mipmaps.length; j++) {
+                                                                       const mipmap = mipmaps[j];
+                                                                       state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[i]);
+                                                               }
                                                        }
                                                }
-                                       } else {
-                                               console.warn('THREE.WebGLRenderer: WebGLMultipleRenderTargets can only be used with WebGL2 or WEBGL_draw_buffers extension.');
+
+                                               textureProperties.__maxMipLevel = mipmaps.length;
                                        }
-                               } else if (isMultisample) {
-                                       if (isWebGL2) {
-                                               renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
-                                               renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
 
-                                               _gl.bindRenderbuffer(_gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer);
+                                       if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
+                                               // We assume images for cube map have the same size.
+                                               generateMipmap(_gl.TEXTURE_CUBE_MAP, texture, image.width, image.height);
+                                       }
 
-                                               const glFormat = utils.convert(texture.format);
-                                               const glType = utils.convert(texture.type);
-                                               const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType);
-                                               const samples = getRenderTargetSamples(renderTarget);
+                                       textureProperties.__version = texture.version;
+                                       if (texture.onUpdate) texture.onUpdate(texture);
+                               } // Render targets
+                               // Setup storage for target texture and bind it to correct framebuffer
 
-                                               _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height);
 
-                                               state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer);
+                               function setupFrameBufferTexture(framebuffer, renderTarget, texture, attachment, textureTarget) {
+                                       const glFormat = utils.convert(texture.format);
+                                       const glType = utils.convert(texture.type);
+                                       const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType);
 
-                                               _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer);
+                                       if (textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY) {
+                                               state.texImage3D(textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null);
+                                       } else {
+                                               state.texImage2D(textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null);
+                                       }
 
-                                               _gl.bindRenderbuffer(_gl.RENDERBUFFER, null);
+                                       state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
 
-                                               if (renderTarget.depthBuffer) {
-                                                       renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
-                                                       setupRenderBufferStorage(renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true);
-                                               }
+                                       _gl.framebufferTexture2D(_gl.FRAMEBUFFER, attachment, textureTarget, properties.get(texture).__webglTexture, 0);
 
-                                               state.bindFramebuffer(_gl.FRAMEBUFFER, null);
-                                       } else {
-                                               console.warn('THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.');
-                                       }
-                               }
-                       } // Setup color buffer
+                                       state.bindFramebuffer(_gl.FRAMEBUFFER, null);
+                               } // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
 
 
-                       if (isCube) {
-                               state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture);
-                               setTextureParameters(_gl.TEXTURE_CUBE_MAP, texture, supportsMips);
+                               function setupRenderBufferStorage(renderbuffer, renderTarget, isMultisample) {
+                                       _gl.bindRenderbuffer(_gl.RENDERBUFFER, renderbuffer);
 
-                               for (let i = 0; i < 6; i++) {
-                                       setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer[i], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i);
-                               }
+                                       if (renderTarget.depthBuffer && !renderTarget.stencilBuffer) {
+                                               let glInternalFormat = _gl.DEPTH_COMPONENT16;
 
-                               if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
-                                       generateMipmap(_gl.TEXTURE_CUBE_MAP, texture, renderTarget.width, renderTarget.height);
-                               }
+                                               if (isMultisample) {
+                                                       const depthTexture = renderTarget.depthTexture;
 
-                               state.unbindTexture();
-                       } else if (isMultipleRenderTargets) {
-                               const textures = renderTarget.texture;
+                                                       if (depthTexture && depthTexture.isDepthTexture) {
+                                                               if (depthTexture.type === FloatType) {
+                                                                       glInternalFormat = _gl.DEPTH_COMPONENT32F;
+                                                               } else if (depthTexture.type === UnsignedIntType) {
+                                                                       glInternalFormat = _gl.DEPTH_COMPONENT24;
+                                                               }
+                                                       }
 
-                               for (let i = 0, il = textures.length; i < il; i++) {
-                                       const attachment = textures[i];
-                                       const attachmentProperties = properties.get(attachment);
-                                       state.bindTexture(_gl.TEXTURE_2D, attachmentProperties.__webglTexture);
-                                       setTextureParameters(_gl.TEXTURE_2D, attachment, supportsMips);
-                                       setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D);
+                                                       const samples = getRenderTargetSamples(renderTarget);
 
-                                       if (textureNeedsGenerateMipmaps(attachment, supportsMips)) {
-                                               generateMipmap(_gl.TEXTURE_2D, attachment, renderTarget.width, renderTarget.height);
-                                       }
-                               }
+                                                       _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height);
+                                               } else {
+                                                       _gl.renderbufferStorage(_gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height);
+                                               }
 
-                               state.unbindTexture();
-                       } else {
-                               let glTextureType = _gl.TEXTURE_2D;
+                                               _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer);
+                                       } else if (renderTarget.depthBuffer && renderTarget.stencilBuffer) {
+                                               if (isMultisample) {
+                                                       const samples = getRenderTargetSamples(renderTarget);
 
-                               if (isRenderTarget3D) {
-                                       // Render targets containing layers, i.e: Texture 3D and 2d arrays
-                                       if (isWebGL2) {
-                                               const isTexture3D = texture.isDataTexture3D;
-                                               glTextureType = isTexture3D ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY;
+                                                       _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height);
+                                               } else {
+                                                       _gl.renderbufferStorage(_gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height);
+                                               }
+
+                                               _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer);
                                        } else {
-                                               console.warn('THREE.DataTexture3D and THREE.DataTexture2DArray only supported with WebGL2.');
+                                               // Use the first texture for MRT so far
+                                               const texture = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture[0] : renderTarget.texture;
+                                               const glFormat = utils.convert(texture.format);
+                                               const glType = utils.convert(texture.type);
+                                               const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType);
+
+                                               if (isMultisample) {
+                                                       const samples = getRenderTargetSamples(renderTarget);
+
+                                                       _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height);
+                                               } else {
+                                                       _gl.renderbufferStorage(_gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height);
+                                               }
                                        }
-                               }
 
-                               state.bindTexture(glTextureType, textureProperties.__webglTexture);
-                               setTextureParameters(glTextureType, texture, supportsMips);
-                               setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType);
+                                       _gl.bindRenderbuffer(_gl.RENDERBUFFER, null);
+                               } // Setup resources for a Depth Texture for a FBO (needs an extension)
 
-                               if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
-                                       generateMipmap(glTextureType, texture, renderTarget.width, renderTarget.height, renderTarget.depth);
-                               }
 
-                               state.unbindTexture();
-                       } // Setup depth and stencil buffers
+                               function setupDepthTexture(framebuffer, renderTarget) {
+                                       const isCube = renderTarget && renderTarget.isWebGLCubeRenderTarget;
+                                       if (isCube) throw new Error('Depth Texture with cube render targets is not supported');
+                                       state.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 (renderTarget.depthBuffer) {
-                               setupDepthRenderbuffer(renderTarget);
-                       }
-               }
 
-               function updateRenderTargetMipmap(renderTarget) {
-                       const supportsMips = isPowerOfTwo$1(renderTarget) || isWebGL2;
-                       const textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [renderTarget.texture];
+                                       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;
+                                       }
 
-                       for (let i = 0, il = textures.length; i < il; i++) {
-                               const texture = textures[i];
+                                       setTexture2D(renderTarget.depthTexture, 0);
 
-                               if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
-                                       const target = renderTarget.isWebGLCubeRenderTarget ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
+                                       const webglDepthTexture = properties.get(renderTarget.depthTexture).__webglTexture;
 
-                                       const webglTexture = properties.get(texture).__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
 
-                                       state.bindTexture(target, webglTexture);
-                                       generateMipmap(target, texture, renderTarget.width, renderTarget.height);
-                                       state.unbindTexture();
-                               }
-                       }
-               }
 
-               function updateMultisampleRenderTarget(renderTarget) {
-                       if (renderTarget.isWebGLMultisampleRenderTarget) {
-                               if (isWebGL2) {
-                                       const width = renderTarget.width;
-                                       const height = renderTarget.height;
-                                       let mask = _gl.COLOR_BUFFER_BIT;
-                                       if (renderTarget.depthBuffer) mask |= _gl.DEPTH_BUFFER_BIT;
-                                       if (renderTarget.stencilBuffer) mask |= _gl.STENCIL_BUFFER_BIT;
+                               function setupDepthRenderbuffer(renderTarget) {
                                        const renderTargetProperties = properties.get(renderTarget);
-                                       state.bindFramebuffer(_gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer);
-                                       state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer);
+                                       const isCube = renderTarget.isWebGLCubeRenderTarget === true;
 
-                                       _gl.blitFramebuffer(0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST);
-
-                                       state.bindFramebuffer(_gl.READ_FRAMEBUFFER, null);
-                                       state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer);
-                               } else {
-                                       console.warn('THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.');
-                               }
-                       }
-               }
+                                       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 = [];
 
-               function getRenderTargetSamples(renderTarget) {
-                       return isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ? Math.min(maxSamples, renderTarget.samples) : 0;
-               }
+                                                       for (let i = 0; i < 6; i++) {
+                                                               state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[i]);
+                                                               renderTargetProperties.__webglDepthbuffer[i] = _gl.createRenderbuffer();
+                                                               setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer[i], renderTarget, false);
+                                                       }
+                                               } else {
+                                                       state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer);
+                                                       renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
+                                                       setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer, renderTarget, false);
+                                               }
+                                       }
 
-               function updateVideoTexture(texture) {
-                       const frame = info.render.frame; // Check the last frame we updated the VideoTexture
+                                       state.bindFramebuffer(_gl.FRAMEBUFFER, null);
+                               } // Set up GL resources for the render target
 
-                       if (_videoTextures.get(texture) !== frame) {
-                               _videoTextures.set(texture, frame);
 
-                               texture.update();
-                       }
-               } // backwards compatibility
+                               function setupRenderTarget(renderTarget) {
+                                       const texture = renderTarget.texture;
+                                       const renderTargetProperties = properties.get(renderTarget);
+                                       const textureProperties = properties.get(texture);
+                                       renderTarget.addEventListener('dispose', onRenderTargetDispose);
 
+                                       if (renderTarget.isWebGLMultipleRenderTargets !== true) {
+                                               textureProperties.__webglTexture = _gl.createTexture();
+                                               textureProperties.__version = texture.version;
+                                               info.memory.textures++;
+                                       }
 
-               let warnedTexture2D = false;
-               let warnedTextureCube = false;
+                                       const isCube = renderTarget.isWebGLCubeRenderTarget === true;
+                                       const isMultipleRenderTargets = renderTarget.isWebGLMultipleRenderTargets === true;
+                                       const isMultisample = renderTarget.isWebGLMultisampleRenderTarget === true;
+                                       const isRenderTarget3D = texture.isDataTexture3D || texture.isDataTexture2DArray;
+                                       const supportsMips = isPowerOfTwo$1(renderTarget) || isWebGL2; // Handles WebGL2 RGBFormat fallback - #18858
 
-               function safeSetTexture2D(texture, slot) {
-                       if (texture && texture.isWebGLRenderTarget) {
-                               if (warnedTexture2D === false) {
-                                       console.warn('THREE.WebGLTextures.safeSetTexture2D: don\'t use render targets as textures. Use their .texture property instead.');
-                                       warnedTexture2D = true;
-                               }
+                                       if (isWebGL2 && texture.format === RGBFormat && (texture.type === FloatType || texture.type === HalfFloatType)) {
+                                               texture.format = RGBAFormat;
+                                               console.warn('THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.');
+                                       } // Setup framebuffer
 
-                               texture = texture.texture;
-                       }
 
-                       setTexture2D(texture, slot);
-               }
+                                       if (isCube) {
+                                               renderTargetProperties.__webglFramebuffer = [];
 
-               function safeSetTextureCube(texture, slot) {
-                       if (texture && texture.isWebGLCubeRenderTarget) {
-                               if (warnedTextureCube === false) {
-                                       console.warn('THREE.WebGLTextures.safeSetTextureCube: don\'t use cube render targets as textures. Use their .texture property instead.');
-                                       warnedTextureCube = true;
-                               }
+                                               for (let i = 0; i < 6; i++) {
+                                                       renderTargetProperties.__webglFramebuffer[i] = _gl.createFramebuffer();
+                                               }
+                                       } else {
+                                               renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
 
-                               texture = texture.texture;
-                       }
+                                               if (isMultipleRenderTargets) {
+                                                       if (capabilities.drawBuffers) {
+                                                               const textures = renderTarget.texture;
 
-                       setTextureCube(texture, slot);
-               } //
+                                                               for (let i = 0, il = textures.length; i < il; i++) {
+                                                                       const attachmentProperties = properties.get(textures[i]);
 
+                                                                       if (attachmentProperties.__webglTexture === undefined) {
+                                                                               attachmentProperties.__webglTexture = _gl.createTexture();
+                                                                               info.memory.textures++;
+                                                                       }
+                                                               }
+                                                       } else {
+                                                               console.warn('THREE.WebGLRenderer: WebGLMultipleRenderTargets can only be used with WebGL2 or WEBGL_draw_buffers extension.');
+                                                       }
+                                               } else if (isMultisample) {
+                                                       if (isWebGL2) {
+                                                               renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
+                                                               renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
 
-               this.allocateTextureUnit = allocateTextureUnit;
-               this.resetTextureUnits = resetTextureUnits;
-               this.setTexture2D = setTexture2D;
-               this.setTexture2DArray = setTexture2DArray;
-               this.setTexture3D = setTexture3D;
-               this.setTextureCube = setTextureCube;
-               this.setupRenderTarget = setupRenderTarget;
-               this.updateRenderTargetMipmap = updateRenderTargetMipmap;
-               this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
-               this.safeSetTexture2D = safeSetTexture2D;
-               this.safeSetTextureCube = safeSetTextureCube;
-       }
+                                                               _gl.bindRenderbuffer(_gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer);
 
-       function WebGLUtils(gl, extensions, capabilities) {
-               const isWebGL2 = capabilities.isWebGL2;
-
-               function convert(p) {
-                       let extension;
-                       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) {
-                               if (isWebGL2) return gl.HALF_FLOAT;
-                               extension = extensions.get('OES_texture_half_float');
-
-                               if (extension !== null) {
-                                       return extension.HALF_FLOAT_OES;
-                               } else {
-                                       return null;
-                               }
-                       }
+                                                               const glFormat = utils.convert(texture.format);
+                                                               const glType = utils.convert(texture.type);
+                                                               const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType);
+                                                               const samples = getRenderTargetSamples(renderTarget);
 
-                       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 === RedFormat) return gl.RED; // WebGL2 formats.
+                                                               _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height);
 
-                       if (p === RedIntegerFormat) return gl.RED_INTEGER;
-                       if (p === RGFormat) return gl.RG;
-                       if (p === RGIntegerFormat) return gl.RG_INTEGER;
-                       if (p === RGBIntegerFormat) return gl.RGB_INTEGER;
-                       if (p === RGBAIntegerFormat) return gl.RGBA_INTEGER;
+                                                               state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer);
 
-                       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');
+                                                               _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer);
 
-                               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;
-                               } else {
-                                       return null;
-                               }
-                       }
+                                                               _gl.bindRenderbuffer(_gl.RENDERBUFFER, null);
 
-                       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 (renderTarget.depthBuffer) {
+                                                                       renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
+                                                                       setupRenderBufferStorage(renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true);
+                                                               }
 
-                               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;
-                               } else {
-                                       return null;
-                               }
-                       }
+                                                               state.bindFramebuffer(_gl.FRAMEBUFFER, null);
+                                                       } else {
+                                                               console.warn('THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.');
+                                                       }
+                                               }
+                                       } // Setup color buffer
 
-                       if (p === RGB_ETC1_Format) {
-                               extension = extensions.get('WEBGL_compressed_texture_etc1');
 
-                               if (extension !== null) {
-                                       return extension.COMPRESSED_RGB_ETC1_WEBGL;
-                               } else {
-                                       return null;
-                               }
-                       }
+                                       if (isCube) {
+                                               state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture);
+                                               setTextureParameters(_gl.TEXTURE_CUBE_MAP, texture, supportsMips);
 
-                       if (p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format) {
-                               extension = extensions.get('WEBGL_compressed_texture_etc');
+                                               for (let i = 0; i < 6; i++) {
+                                                       setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer[i], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i);
+                                               }
 
-                               if (extension !== null) {
-                                       if (p === RGB_ETC2_Format) return extension.COMPRESSED_RGB8_ETC2;
-                                       if (p === RGBA_ETC2_EAC_Format) return extension.COMPRESSED_RGBA8_ETC2_EAC;
-                               }
-                       }
+                                               if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
+                                                       generateMipmap(_gl.TEXTURE_CUBE_MAP, texture, renderTarget.width, renderTarget.height);
+                                               }
 
-                       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 || p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format || p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format || p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format || p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format || p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format) {
-                               extension = extensions.get('WEBGL_compressed_texture_astc');
+                                               state.unbindTexture();
+                                       } else if (isMultipleRenderTargets) {
+                                               const textures = renderTarget.texture;
 
-                               if (extension !== null) {
-                                       // TODO Complete?
-                                       return p;
-                               } else {
-                                       return null;
-                               }
-                       }
+                                               for (let i = 0, il = textures.length; i < il; i++) {
+                                                       const attachment = textures[i];
+                                                       const attachmentProperties = properties.get(attachment);
+                                                       state.bindTexture(_gl.TEXTURE_2D, attachmentProperties.__webglTexture);
+                                                       setTextureParameters(_gl.TEXTURE_2D, attachment, supportsMips);
+                                                       setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D);
+
+                                                       if (textureNeedsGenerateMipmaps(attachment, supportsMips)) {
+                                                               generateMipmap(_gl.TEXTURE_2D, attachment, renderTarget.width, renderTarget.height);
+                                                       }
+                                               }
 
-                       if (p === RGBA_BPTC_Format) {
-                               extension = extensions.get('EXT_texture_compression_bptc');
+                                               state.unbindTexture();
+                                       } else {
+                                               let glTextureType = _gl.TEXTURE_2D;
 
-                               if (extension !== null) {
-                                       // TODO Complete?
-                                       return p;
-                               } else {
-                                       return null;
-                               }
-                       }
+                                               if (isRenderTarget3D) {
+                                                       // Render targets containing layers, i.e: Texture 3D and 2d arrays
+                                                       if (isWebGL2) {
+                                                               const isTexture3D = texture.isDataTexture3D;
+                                                               glTextureType = isTexture3D ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY;
+                                                       } else {
+                                                               console.warn('THREE.DataTexture3D and THREE.DataTexture2DArray only supported with WebGL2.');
+                                                       }
+                                               }
 
-                       if (p === UnsignedInt248Type) {
-                               if (isWebGL2) return gl.UNSIGNED_INT_24_8;
-                               extension = extensions.get('WEBGL_depth_texture');
+                                               state.bindTexture(glTextureType, textureProperties.__webglTexture);
+                                               setTextureParameters(glTextureType, texture, supportsMips);
+                                               setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType);
 
-                               if (extension !== null) {
-                                       return extension.UNSIGNED_INT_24_8_WEBGL;
-                               } else {
-                                       return null;
-                               }
-                       }
-               }
+                                               if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
+                                                       generateMipmap(glTextureType, texture, renderTarget.width, renderTarget.height, renderTarget.depth);
+                                               }
 
-               return {
-                       convert: convert
-               };
-       }
+                                               state.unbindTexture();
+                                       } // Setup depth and stencil buffers
 
-       class ArrayCamera extends PerspectiveCamera {
-               constructor(array = []) {
-                       super();
-                       this.cameras = array;
-               }
 
-       }
+                                       if (renderTarget.depthBuffer) {
+                                               setupDepthRenderbuffer(renderTarget);
+                                       }
+                               }
 
-       ArrayCamera.prototype.isArrayCamera = true;
+                               function updateRenderTargetMipmap(renderTarget) {
+                                       const supportsMips = isPowerOfTwo$1(renderTarget) || isWebGL2;
+                                       const textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [renderTarget.texture];
 
-       class Group extends Object3D {
-               constructor() {
-                       super();
-                       this.type = 'Group';
-               }
+                                       for (let i = 0, il = textures.length; i < il; i++) {
+                                               const texture = textures[i];
 
-       }
+                                               if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
+                                                       const target = renderTarget.isWebGLCubeRenderTarget ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
 
-       Group.prototype.isGroup = true;
+                                                       const webglTexture = properties.get(texture).__webglTexture;
 
-       const _moveEvent = {
-               type: 'move'
-       };
+                                                       state.bindTexture(target, webglTexture);
+                                                       generateMipmap(target, texture, renderTarget.width, renderTarget.height);
+                                                       state.unbindTexture();
+                                               }
+                                       }
+                               }
 
-       class WebXRController {
-               constructor() {
-                       this._targetRay = null;
-                       this._grip = null;
-                       this._hand = null;
-               }
+                               function updateMultisampleRenderTarget(renderTarget) {
+                                       if (renderTarget.isWebGLMultisampleRenderTarget) {
+                                               if (isWebGL2) {
+                                                       const width = renderTarget.width;
+                                                       const height = renderTarget.height;
+                                                       let mask = _gl.COLOR_BUFFER_BIT;
+                                                       if (renderTarget.depthBuffer) mask |= _gl.DEPTH_BUFFER_BIT;
+                                                       if (renderTarget.stencilBuffer) mask |= _gl.STENCIL_BUFFER_BIT;
+                                                       const renderTargetProperties = properties.get(renderTarget);
+                                                       state.bindFramebuffer(_gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer);
+                                                       state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer);
 
-               getHandSpace() {
-                       if (this._hand === null) {
-                               this._hand = new Group();
-                               this._hand.matrixAutoUpdate = false;
-                               this._hand.visible = false;
-                               this._hand.joints = {};
-                               this._hand.inputState = {
-                                       pinching: false
-                               };
-                       }
+                                                       _gl.blitFramebuffer(0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST);
 
-                       return this._hand;
-               }
+                                                       state.bindFramebuffer(_gl.READ_FRAMEBUFFER, null);
+                                                       state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer);
+                                               } else {
+                                                       console.warn('THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.');
+                                               }
+                                       }
+                               }
 
-               getTargetRaySpace() {
-                       if (this._targetRay === null) {
-                               this._targetRay = new Group();
-                               this._targetRay.matrixAutoUpdate = false;
-                               this._targetRay.visible = false;
-                               this._targetRay.hasLinearVelocity = false;
-                               this._targetRay.linearVelocity = new Vector3();
-                               this._targetRay.hasAngularVelocity = false;
-                               this._targetRay.angularVelocity = new Vector3();
-                       }
+                               function getRenderTargetSamples(renderTarget) {
+                                       return isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ? Math.min(maxSamples, renderTarget.samples) : 0;
+                               }
 
-                       return this._targetRay;
-               }
+                               function updateVideoTexture(texture) {
+                                       const frame = info.render.frame; // Check the last frame we updated the VideoTexture
 
-               getGripSpace() {
-                       if (this._grip === null) {
-                               this._grip = new Group();
-                               this._grip.matrixAutoUpdate = false;
-                               this._grip.visible = false;
-                               this._grip.hasLinearVelocity = false;
-                               this._grip.linearVelocity = new Vector3();
-                               this._grip.hasAngularVelocity = false;
-                               this._grip.angularVelocity = new Vector3();
-                       }
+                                       if (_videoTextures.get(texture) !== frame) {
+                                               _videoTextures.set(texture, frame);
 
-                       return this._grip;
-               }
+                                               texture.update();
+                                       }
+                               } // backwards compatibility
 
-               dispatchEvent(event) {
-                       if (this._targetRay !== null) {
-                               this._targetRay.dispatchEvent(event);
-                       }
 
-                       if (this._grip !== null) {
-                               this._grip.dispatchEvent(event);
-                       }
+                               let warnedTexture2D = false;
+                               let warnedTextureCube = false;
 
-                       if (this._hand !== null) {
-                               this._hand.dispatchEvent(event);
-                       }
+                               function safeSetTexture2D(texture, slot) {
+                                       if (texture && texture.isWebGLRenderTarget) {
+                                               if (warnedTexture2D === false) {
+                                                       console.warn('THREE.WebGLTextures.safeSetTexture2D: don\'t use render targets as textures. Use their .texture property instead.');
+                                                       warnedTexture2D = true;
+                                               }
 
-                       return this;
-               }
+                                               texture = texture.texture;
+                                       }
 
-               disconnect(inputSource) {
-                       this.dispatchEvent({
-                               type: 'disconnected',
-                               data: inputSource
-                       });
+                                       setTexture2D(texture, slot);
+                               }
 
-                       if (this._targetRay !== null) {
-                               this._targetRay.visible = false;
-                       }
+                               function safeSetTextureCube(texture, slot) {
+                                       if (texture && texture.isWebGLCubeRenderTarget) {
+                                               if (warnedTextureCube === false) {
+                                                       console.warn('THREE.WebGLTextures.safeSetTextureCube: don\'t use cube render targets as textures. Use their .texture property instead.');
+                                                       warnedTextureCube = true;
+                                               }
 
-                       if (this._grip !== null) {
-                               this._grip.visible = false;
-                       }
+                                               texture = texture.texture;
+                                       }
 
-                       if (this._hand !== null) {
-                               this._hand.visible = false;
-                       }
+                                       setTextureCube(texture, slot);
+                               } //
 
-                       return this;
-               }
 
-               update(inputSource, frame, referenceSpace) {
-                       let inputPose = null;
-                       let gripPose = null;
-                       let handPose = null;
-                       const targetRay = this._targetRay;
-                       const grip = this._grip;
-                       const hand = this._hand;
-
-                       if (inputSource && frame.session.visibilityState !== 'visible-blurred') {
-                               if (targetRay !== null) {
-                                       inputPose = frame.getPose(inputSource.targetRaySpace, referenceSpace);
-
-                                       if (inputPose !== null) {
-                                               targetRay.matrix.fromArray(inputPose.transform.matrix);
-                                               targetRay.matrix.decompose(targetRay.position, targetRay.rotation, targetRay.scale);
-
-                                               if (inputPose.linearVelocity) {
-                                                       targetRay.hasLinearVelocity = true;
-                                                       targetRay.linearVelocity.copy(inputPose.linearVelocity);
+                               this.allocateTextureUnit = allocateTextureUnit;
+                               this.resetTextureUnits = resetTextureUnits;
+                               this.setTexture2D = setTexture2D;
+                               this.setTexture2DArray = setTexture2DArray;
+                               this.setTexture3D = setTexture3D;
+                               this.setTextureCube = setTextureCube;
+                               this.setupRenderTarget = setupRenderTarget;
+                               this.updateRenderTargetMipmap = updateRenderTargetMipmap;
+                               this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
+                               this.safeSetTexture2D = safeSetTexture2D;
+                               this.safeSetTextureCube = safeSetTextureCube;
+                       }
+
+                       function WebGLUtils(gl, extensions, capabilities) {
+                               const isWebGL2 = capabilities.isWebGL2;
+
+                               function convert(p) {
+                                       let extension;
+                                       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) {
+                                               if (isWebGL2) return gl.HALF_FLOAT;
+                                               extension = extensions.get('OES_texture_half_float');
+
+                                               if (extension !== null) {
+                                                       return extension.HALF_FLOAT_OES;
                                                } else {
-                                                       targetRay.hasLinearVelocity = false;
+                                                       return null;
                                                }
+                                       }
 
-                                               if (inputPose.angularVelocity) {
-                                                       targetRay.hasAngularVelocity = true;
-                                                       targetRay.angularVelocity.copy(inputPose.angularVelocity);
+                                       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 === RedFormat) return gl.RED; // WebGL2 formats.
+
+                                       if (p === RedIntegerFormat) return gl.RED_INTEGER;
+                                       if (p === RGFormat) return gl.RG;
+                                       if (p === RGIntegerFormat) return gl.RG_INTEGER;
+                                       if (p === RGBIntegerFormat) return gl.RGB_INTEGER;
+                                       if (p === RGBAIntegerFormat) return gl.RGBA_INTEGER;
+
+                                       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;
                                                } else {
-                                                       targetRay.hasAngularVelocity = false;
+                                                       return null;
                                                }
-
-                                               this.dispatchEvent(_moveEvent);
                                        }
-                               }
 
-                               if (hand && inputSource.hand) {
-                                       handPose = true;
+                                       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');
 
-                                       for (const inputjoint of inputSource.hand.values()) {
-                                               // Update the joints groups with the XRJoint poses
-                                               const jointPose = frame.getJointPose(inputjoint, referenceSpace);
+                                               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;
+                                               } else {
+                                                       return null;
+                                               }
+                                       }
 
-                                               if (hand.joints[inputjoint.jointName] === undefined) {
-                                                       // The transform of this joint will be updated with the joint pose on each frame
-                                                       const joint = new Group();
-                                                       joint.matrixAutoUpdate = false;
-                                                       joint.visible = false;
-                                                       hand.joints[inputjoint.jointName] = joint; // ??
+                                       if (p === RGB_ETC1_Format) {
+                                               extension = extensions.get('WEBGL_compressed_texture_etc1');
 
-                                                       hand.add(joint);
+                                               if (extension !== null) {
+                                                       return extension.COMPRESSED_RGB_ETC1_WEBGL;
+                                               } else {
+                                                       return null;
                                                }
+                                       }
 
-                                               const joint = hand.joints[inputjoint.jointName];
+                                       if (p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format) {
+                                               extension = extensions.get('WEBGL_compressed_texture_etc');
 
-                                               if (jointPose !== null) {
-                                                       joint.matrix.fromArray(jointPose.transform.matrix);
-                                                       joint.matrix.decompose(joint.position, joint.rotation, joint.scale);
-                                                       joint.jointRadius = jointPose.radius;
+                                               if (extension !== null) {
+                                                       if (p === RGB_ETC2_Format) return extension.COMPRESSED_RGB8_ETC2;
+                                                       if (p === RGBA_ETC2_EAC_Format) return extension.COMPRESSED_RGBA8_ETC2_EAC;
                                                }
+                                       }
 
-                                               joint.visible = jointPose !== null;
-                                       } // Custom events
-                                       // Check pinchz
+                                       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 || p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format || p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format || p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format || p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format || p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format) {
+                                               extension = extensions.get('WEBGL_compressed_texture_astc');
 
+                                               if (extension !== null) {
+                                                       // TODO Complete?
+                                                       return p;
+                                               } else {
+                                                       return null;
+                                               }
+                                       }
 
-                                       const indexTip = hand.joints['index-finger-tip'];
-                                       const thumbTip = hand.joints['thumb-tip'];
-                                       const distance = indexTip.position.distanceTo(thumbTip.position);
-                                       const distanceToPinch = 0.02;
-                                       const threshold = 0.005;
+                                       if (p === RGBA_BPTC_Format) {
+                                               extension = extensions.get('EXT_texture_compression_bptc');
 
-                                       if (hand.inputState.pinching && distance > distanceToPinch + threshold) {
-                                               hand.inputState.pinching = false;
-                                               this.dispatchEvent({
-                                                       type: 'pinchend',
-                                                       handedness: inputSource.handedness,
-                                                       target: this
-                                               });
-                                       } else if (!hand.inputState.pinching && distance <= distanceToPinch - threshold) {
-                                               hand.inputState.pinching = true;
-                                               this.dispatchEvent({
-                                                       type: 'pinchstart',
-                                                       handedness: inputSource.handedness,
-                                                       target: this
-                                               });
+                                               if (extension !== null) {
+                                                       // TODO Complete?
+                                                       return p;
+                                               } else {
+                                                       return null;
+                                               }
                                        }
-                               } else {
-                                       if (grip !== null && inputSource.gripSpace) {
-                                               gripPose = frame.getPose(inputSource.gripSpace, referenceSpace);
 
-                                               if (gripPose !== null) {
-                                                       grip.matrix.fromArray(gripPose.transform.matrix);
-                                                       grip.matrix.decompose(grip.position, grip.rotation, grip.scale);
+                                       if (p === UnsignedInt248Type) {
+                                               if (isWebGL2) return gl.UNSIGNED_INT_24_8;
+                                               extension = extensions.get('WEBGL_depth_texture');
 
-                                                       if (gripPose.linearVelocity) {
-                                                               grip.hasLinearVelocity = true;
-                                                               grip.linearVelocity.copy(gripPose.linearVelocity);
-                                                       } else {
-                                                               grip.hasLinearVelocity = false;
-                                                       }
-
-                                                       if (gripPose.angularVelocity) {
-                                                               grip.hasAngularVelocity = true;
-                                                               grip.angularVelocity.copy(gripPose.angularVelocity);
-                                                       } else {
-                                                               grip.hasAngularVelocity = false;
-                                                       }
+                                               if (extension !== null) {
+                                                       return extension.UNSIGNED_INT_24_8_WEBGL;
+                                               } else {
+                                                       return null;
                                                }
                                        }
                                }
-                       }
 
-                       if (targetRay !== null) {
-                               targetRay.visible = inputPose !== null;
+                               return {
+                                       convert: convert
+                               };
                        }
 
-                       if (grip !== null) {
-                               grip.visible = gripPose !== null;
-                       }
+                       class ArrayCamera extends PerspectiveCamera {
+                               constructor(array = []) {
+                                       super();
+                                       this.cameras = array;
+                               }
 
-                       if (hand !== null) {
-                               hand.visible = handPose !== null;
                        }
 
-                       return this;
-               }
+                       ArrayCamera.prototype.isArrayCamera = true;
 
-       }
+                       class Group extends Object3D {
+                               constructor() {
+                                       super();
+                                       this.type = 'Group';
+                               }
+
+                       }
+
+                       Group.prototype.isGroup = true;
 
-       class WebXRManager extends EventDispatcher {
-               constructor(renderer, gl) {
-                       super();
-                       const scope = this;
-                       const state = renderer.state;
-                       let session = null;
-                       let framebufferScaleFactor = 1.0;
-                       let referenceSpace = null;
-                       let referenceSpaceType = 'local-floor';
-                       let pose = null;
-                       let glBinding = null;
-                       let glFramebuffer = null;
-                       let glProjLayer = null;
-                       let glBaseLayer = null;
-                       let isMultisample = false;
-                       let glMultisampledFramebuffer = null;
-                       let glColorRenderbuffer = null;
-                       let glDepthRenderbuffer = null;
-                       let xrFrame = null;
-                       let depthStyle = null;
-                       let clearStyle = null;
-                       const controllers = [];
-                       const inputSourcesMap = new Map(); //
-
-                       const cameraL = new PerspectiveCamera();
-                       cameraL.layers.enable(1);
-                       cameraL.viewport = new Vector4();
-                       const cameraR = new PerspectiveCamera();
-                       cameraR.layers.enable(2);
-                       cameraR.viewport = new Vector4();
-                       const cameras = [cameraL, cameraR];
-                       const cameraVR = new ArrayCamera();
-                       cameraVR.layers.enable(1);
-                       cameraVR.layers.enable(2);
-                       let _currentDepthNear = null;
-                       let _currentDepthFar = null; //
-
-                       this.cameraAutoUpdate = true;
-                       this.enabled = false;
-                       this.isPresenting = false;
-
-                       this.getController = function (index) {
-                               let controller = controllers[index];
-
-                               if (controller === undefined) {
-                                       controller = new WebXRController();
-                                       controllers[index] = controller;
-                               }
-
-                               return controller.getTargetRaySpace();
+                       const _moveEvent = {
+                               type: 'move'
                        };
 
-                       this.getControllerGrip = function (index) {
-                               let controller = controllers[index];
+                       class WebXRController {
+                               constructor() {
+                                       this._targetRay = null;
+                                       this._grip = null;
+                                       this._hand = null;
+                               }
+
+                               getHandSpace() {
+                                       if (this._hand === null) {
+                                               this._hand = new Group();
+                                               this._hand.matrixAutoUpdate = false;
+                                               this._hand.visible = false;
+                                               this._hand.joints = {};
+                                               this._hand.inputState = {
+                                                       pinching: false
+                                               };
+                                       }
 
-                               if (controller === undefined) {
-                                       controller = new WebXRController();
-                                       controllers[index] = controller;
+                                       return this._hand;
                                }
 
-                               return controller.getGripSpace();
-                       };
+                               getTargetRaySpace() {
+                                       if (this._targetRay === null) {
+                                               this._targetRay = new Group();
+                                               this._targetRay.matrixAutoUpdate = false;
+                                               this._targetRay.visible = false;
+                                               this._targetRay.hasLinearVelocity = false;
+                                               this._targetRay.linearVelocity = new Vector3();
+                                               this._targetRay.hasAngularVelocity = false;
+                                               this._targetRay.angularVelocity = new Vector3();
+                                       }
+
+                                       return this._targetRay;
+                               }
 
-                       this.getHand = function (index) {
-                               let controller = controllers[index];
+                               getGripSpace() {
+                                       if (this._grip === null) {
+                                               this._grip = new Group();
+                                               this._grip.matrixAutoUpdate = false;
+                                               this._grip.visible = false;
+                                               this._grip.hasLinearVelocity = false;
+                                               this._grip.linearVelocity = new Vector3();
+                                               this._grip.hasAngularVelocity = false;
+                                               this._grip.angularVelocity = new Vector3();
+                                       }
 
-                               if (controller === undefined) {
-                                       controller = new WebXRController();
-                                       controllers[index] = controller;
+                                       return this._grip;
                                }
 
-                               return controller.getHandSpace();
-                       }; //
+                               dispatchEvent(event) {
+                                       if (this._targetRay !== null) {
+                                               this._targetRay.dispatchEvent(event);
+                                       }
 
+                                       if (this._grip !== null) {
+                                               this._grip.dispatchEvent(event);
+                                       }
 
-                       function onSessionEvent(event) {
-                               const controller = inputSourcesMap.get(event.inputSource);
+                                       if (this._hand !== null) {
+                                               this._hand.dispatchEvent(event);
+                                       }
 
-                               if (controller) {
-                                       controller.dispatchEvent({
-                                               type: event.type,
-                                               data: event.inputSource
-                                       });
+                                       return this;
                                }
-                       }
 
-                       function onSessionEnd() {
-                               inputSourcesMap.forEach(function (controller, inputSource) {
-                                       controller.disconnect(inputSource);
-                               });
-                               inputSourcesMap.clear();
-                               _currentDepthNear = null;
-                               _currentDepthFar = null; // restore framebuffer/rendering state
-
-                               state.bindXRFramebuffer(null);
-                               renderer.setRenderTarget(renderer.getRenderTarget());
-                               if (glFramebuffer) gl.deleteFramebuffer(glFramebuffer);
-                               if (glMultisampledFramebuffer) gl.deleteFramebuffer(glMultisampledFramebuffer);
-                               if (glColorRenderbuffer) gl.deleteRenderbuffer(glColorRenderbuffer);
-                               if (glDepthRenderbuffer) gl.deleteRenderbuffer(glDepthRenderbuffer);
-                               glFramebuffer = null;
-                               glMultisampledFramebuffer = null;
-                               glColorRenderbuffer = null;
-                               glDepthRenderbuffer = null;
-                               glBaseLayer = null;
-                               glProjLayer = null;
-                               glBinding = null;
-                               session = null; //
-
-                               animation.stop();
-                               scope.isPresenting = false;
-                               scope.dispatchEvent({
-                                       type: 'sessionend'
-                               });
-                       }
+                               disconnect(inputSource) {
+                                       this.dispatchEvent({
+                                               type: 'disconnected',
+                                               data: inputSource
+                                       });
 
-                       this.setFramebufferScaleFactor = function (value) {
-                               framebufferScaleFactor = value;
+                                       if (this._targetRay !== null) {
+                                               this._targetRay.visible = false;
+                                       }
 
-                               if (scope.isPresenting === true) {
-                                       console.warn('THREE.WebXRManager: Cannot change framebuffer scale while presenting.');
-                               }
-                       };
+                                       if (this._grip !== null) {
+                                               this._grip.visible = false;
+                                       }
 
-                       this.setReferenceSpaceType = function (value) {
-                               referenceSpaceType = value;
+                                       if (this._hand !== null) {
+                                               this._hand.visible = false;
+                                       }
 
-                               if (scope.isPresenting === true) {
-                                       console.warn('THREE.WebXRManager: Cannot change reference space type while presenting.');
+                                       return this;
                                }
-                       };
 
-                       this.getReferenceSpace = function () {
-                               return referenceSpace;
-                       };
+                               update(inputSource, frame, referenceSpace) {
+                                       let inputPose = null;
+                                       let gripPose = null;
+                                       let handPose = null;
+                                       const targetRay = this._targetRay;
+                                       const grip = this._grip;
+                                       const hand = this._hand;
 
-                       this.getBaseLayer = function () {
-                               return glProjLayer !== null ? glProjLayer : glBaseLayer;
-                       };
+                                       if (inputSource && frame.session.visibilityState !== 'visible-blurred') {
+                                               if (targetRay !== null) {
+                                                       inputPose = frame.getPose(inputSource.targetRaySpace, referenceSpace);
 
-                       this.getBinding = function () {
-                               return glBinding;
-                       };
+                                                       if (inputPose !== null) {
+                                                               targetRay.matrix.fromArray(inputPose.transform.matrix);
+                                                               targetRay.matrix.decompose(targetRay.position, targetRay.rotation, targetRay.scale);
 
-                       this.getFrame = function () {
-                               return xrFrame;
-                       };
+                                                               if (inputPose.linearVelocity) {
+                                                                       targetRay.hasLinearVelocity = true;
+                                                                       targetRay.linearVelocity.copy(inputPose.linearVelocity);
+                                                               } else {
+                                                                       targetRay.hasLinearVelocity = false;
+                                                               }
 
-                       this.getSession = function () {
-                               return session;
-                       };
+                                                               if (inputPose.angularVelocity) {
+                                                                       targetRay.hasAngularVelocity = true;
+                                                                       targetRay.angularVelocity.copy(inputPose.angularVelocity);
+                                                               } else {
+                                                                       targetRay.hasAngularVelocity = false;
+                                                               }
 
-                       this.setSession = async function (value) {
-                               session = value;
-
-                               if (session !== null) {
-                                       session.addEventListener('select', onSessionEvent);
-                                       session.addEventListener('selectstart', onSessionEvent);
-                                       session.addEventListener('selectend', onSessionEvent);
-                                       session.addEventListener('squeeze', onSessionEvent);
-                                       session.addEventListener('squeezestart', onSessionEvent);
-                                       session.addEventListener('squeezeend', onSessionEvent);
-                                       session.addEventListener('end', onSessionEnd);
-                                       session.addEventListener('inputsourceschange', onInputSourcesChange);
-                                       const attributes = gl.getContextAttributes();
-
-                                       if (attributes.xrCompatible !== true) {
-                                               await gl.makeXRCompatible();
-                                       }
-
-                                       if (session.renderState.layers === undefined) {
-                                               const layerInit = {
-                                                       antialias: attributes.antialias,
-                                                       alpha: attributes.alpha,
-                                                       depth: attributes.depth,
-                                                       stencil: attributes.stencil,
-                                                       framebufferScaleFactor: framebufferScaleFactor
-                                               };
-                                               glBaseLayer = new XRWebGLLayer(session, gl, layerInit);
-                                               session.updateRenderState({
-                                                       baseLayer: glBaseLayer
-                                               });
-                                       } else if (gl instanceof WebGLRenderingContext) {
-                                               // Use old style webgl layer because we can't use MSAA
-                                               // WebGL2 support.
-                                               const layerInit = {
-                                                       antialias: true,
-                                                       alpha: attributes.alpha,
-                                                       depth: attributes.depth,
-                                                       stencil: attributes.stencil,
-                                                       framebufferScaleFactor: framebufferScaleFactor
-                                               };
-                                               glBaseLayer = new XRWebGLLayer(session, gl, layerInit);
-                                               session.updateRenderState({
-                                                       layers: [glBaseLayer]
-                                               });
-                                       } else {
-                                               isMultisample = attributes.antialias;
-                                               let depthFormat = null;
-
-                                               if (attributes.depth) {
-                                                       clearStyle = gl.DEPTH_BUFFER_BIT;
-                                                       if (attributes.stencil) clearStyle |= gl.STENCIL_BUFFER_BIT;
-                                                       depthStyle = attributes.stencil ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
-                                                       depthFormat = attributes.stencil ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24;
+                                                               this.dispatchEvent(_moveEvent);
+                                                       }
                                                }
 
-                                               const projectionlayerInit = {
-                                                       colorFormat: attributes.alpha ? gl.RGBA8 : gl.RGB8,
-                                                       depthFormat: depthFormat,
-                                                       scaleFactor: framebufferScaleFactor
-                                               };
-                                               glBinding = new XRWebGLBinding(session, gl);
-                                               glProjLayer = glBinding.createProjectionLayer(projectionlayerInit);
-                                               glFramebuffer = gl.createFramebuffer();
-                                               session.updateRenderState({
-                                                       layers: [glProjLayer]
-                                               });
-
-                                               if (isMultisample) {
-                                                       glMultisampledFramebuffer = gl.createFramebuffer();
-                                                       glColorRenderbuffer = gl.createRenderbuffer();
-                                                       gl.bindRenderbuffer(gl.RENDERBUFFER, glColorRenderbuffer);
-                                                       gl.renderbufferStorageMultisample(gl.RENDERBUFFER, 4, gl.RGBA8, glProjLayer.textureWidth, glProjLayer.textureHeight);
-                                                       state.bindFramebuffer(gl.FRAMEBUFFER, glMultisampledFramebuffer);
-                                                       gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, glColorRenderbuffer);
-                                                       gl.bindRenderbuffer(gl.RENDERBUFFER, null);
-
-                                                       if (depthFormat !== null) {
-                                                               glDepthRenderbuffer = gl.createRenderbuffer();
-                                                               gl.bindRenderbuffer(gl.RENDERBUFFER, glDepthRenderbuffer);
-                                                               gl.renderbufferStorageMultisample(gl.RENDERBUFFER, 4, depthFormat, glProjLayer.textureWidth, glProjLayer.textureHeight);
-                                                               gl.framebufferRenderbuffer(gl.FRAMEBUFFER, depthStyle, gl.RENDERBUFFER, glDepthRenderbuffer);
-                                                               gl.bindRenderbuffer(gl.RENDERBUFFER, null);
-                                                       }
+                                               if (hand && inputSource.hand) {
+                                                       handPose = true;
 
-                                                       state.bindFramebuffer(gl.FRAMEBUFFER, null);
-                                               }
-                                       }
+                                                       for (const inputjoint of inputSource.hand.values()) {
+                                                               // Update the joints groups with the XRJoint poses
+                                                               const jointPose = frame.getJointPose(inputjoint, referenceSpace);
 
-                                       referenceSpace = await session.requestReferenceSpace(referenceSpaceType);
-                                       animation.setContext(session);
-                                       animation.start();
-                                       scope.isPresenting = true;
-                                       scope.dispatchEvent({
-                                               type: 'sessionstart'
-                                       });
-                               }
-                       };
+                                                               if (hand.joints[inputjoint.jointName] === undefined) {
+                                                                       // The transform of this joint will be updated with the joint pose on each frame
+                                                                       const joint = new Group();
+                                                                       joint.matrixAutoUpdate = false;
+                                                                       joint.visible = false;
+                                                                       hand.joints[inputjoint.jointName] = joint; // ??
 
-                       function onInputSourcesChange(event) {
-                               const inputSources = session.inputSources; // Assign inputSources to available controllers
+                                                                       hand.add(joint);
+                                                               }
 
-                               for (let i = 0; i < controllers.length; i++) {
-                                       inputSourcesMap.set(inputSources[i], controllers[i]);
-                               } // Notify disconnected
+                                                               const joint = hand.joints[inputjoint.jointName];
 
+                                                               if (jointPose !== null) {
+                                                                       joint.matrix.fromArray(jointPose.transform.matrix);
+                                                                       joint.matrix.decompose(joint.position, joint.rotation, joint.scale);
+                                                                       joint.jointRadius = jointPose.radius;
+                                                               }
 
-                               for (let i = 0; i < event.removed.length; i++) {
-                                       const inputSource = event.removed[i];
-                                       const controller = inputSourcesMap.get(inputSource);
+                                                               joint.visible = jointPose !== null;
+                                                       } // Custom events
+                                                       // Check pinchz
 
-                                       if (controller) {
-                                               controller.dispatchEvent({
-                                                       type: 'disconnected',
-                                                       data: inputSource
-                                               });
-                                               inputSourcesMap.delete(inputSource);
-                                       }
-                               } // Notify connected
 
+                                                       const indexTip = hand.joints['index-finger-tip'];
+                                                       const thumbTip = hand.joints['thumb-tip'];
+                                                       const distance = indexTip.position.distanceTo(thumbTip.position);
+                                                       const distanceToPinch = 0.02;
+                                                       const threshold = 0.005;
 
-                               for (let i = 0; i < event.added.length; i++) {
-                                       const inputSource = event.added[i];
-                                       const controller = inputSourcesMap.get(inputSource);
+                                                       if (hand.inputState.pinching && distance > distanceToPinch + threshold) {
+                                                               hand.inputState.pinching = false;
+                                                               this.dispatchEvent({
+                                                                       type: 'pinchend',
+                                                                       handedness: inputSource.handedness,
+                                                                       target: this
+                                                               });
+                                                       } else if (!hand.inputState.pinching && distance <= distanceToPinch - threshold) {
+                                                               hand.inputState.pinching = true;
+                                                               this.dispatchEvent({
+                                                                       type: 'pinchstart',
+                                                                       handedness: inputSource.handedness,
+                                                                       target: this
+                                                               });
+                                                       }
+                                               } else {
+                                                       if (grip !== null && inputSource.gripSpace) {
+                                                               gripPose = frame.getPose(inputSource.gripSpace, referenceSpace);
+
+                                                               if (gripPose !== null) {
+                                                                       grip.matrix.fromArray(gripPose.transform.matrix);
+                                                                       grip.matrix.decompose(grip.position, grip.rotation, grip.scale);
+
+                                                                       if (gripPose.linearVelocity) {
+                                                                               grip.hasLinearVelocity = true;
+                                                                               grip.linearVelocity.copy(gripPose.linearVelocity);
+                                                                       } else {
+                                                                               grip.hasLinearVelocity = false;
+                                                                       }
+
+                                                                       if (gripPose.angularVelocity) {
+                                                                               grip.hasAngularVelocity = true;
+                                                                               grip.angularVelocity.copy(gripPose.angularVelocity);
+                                                                       } else {
+                                                                               grip.hasAngularVelocity = false;
+                                                                       }
+                                                               }
+                                                       }
+                                               }
+                                       }
 
-                                       if (controller) {
-                                               controller.dispatchEvent({
-                                                       type: 'connected',
-                                                       data: inputSource
-                                               });
+                                       if (targetRay !== null) {
+                                               targetRay.visible = inputPose !== null;
                                        }
-                               }
-                       } //
 
+                                       if (grip !== null) {
+                                               grip.visible = gripPose !== null;
+                                       }
 
-                       const cameraLPos = new Vector3();
-                       const cameraRPos = new Vector3();
-                       /**
-                        * Assumes 2 cameras that are parallel and share an X-axis, and that
-                        * the cameras' projection and world matrices have already been set.
-                        * And that near and far planes are identical for both cameras.
-                        * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
-                        */
+                                       if (hand !== null) {
+                                               hand.visible = handPose !== null;
+                                       }
 
-                       function setProjectionFromUnion(camera, cameraL, cameraR) {
-                               cameraLPos.setFromMatrixPosition(cameraL.matrixWorld);
-                               cameraRPos.setFromMatrixPosition(cameraR.matrixWorld);
-                               const ipd = cameraLPos.distanceTo(cameraRPos);
-                               const projL = cameraL.projectionMatrix.elements;
-                               const projR = cameraR.projectionMatrix.elements; // VR systems will have identical far and near planes, and
-                               // most likely identical top and bottom frustum extents.
-                               // Use the left camera for these values.
-
-                               const near = projL[14] / (projL[10] - 1);
-                               const far = projL[14] / (projL[10] + 1);
-                               const topFov = (projL[9] + 1) / projL[5];
-                               const bottomFov = (projL[9] - 1) / projL[5];
-                               const leftFov = (projL[8] - 1) / projL[0];
-                               const rightFov = (projR[8] + 1) / projR[0];
-                               const left = near * leftFov;
-                               const right = near * rightFov; // Calculate the new camera's position offset from the
-                               // left camera. xOffset should be roughly half `ipd`.
-
-                               const zOffset = ipd / (-leftFov + rightFov);
-                               const xOffset = zOffset * -leftFov; // TODO: Better way to apply this offset?
-
-                               cameraL.matrixWorld.decompose(camera.position, camera.quaternion, camera.scale);
-                               camera.translateX(xOffset);
-                               camera.translateZ(zOffset);
-                               camera.matrixWorld.compose(camera.position, camera.quaternion, camera.scale);
-                               camera.matrixWorldInverse.copy(camera.matrixWorld).invert(); // Find the union of the frustum values of the cameras and scale
-                               // the values so that the near plane's position does not change in world space,
-                               // although must now be relative to the new union camera.
-
-                               const near2 = near + zOffset;
-                               const far2 = far + zOffset;
-                               const left2 = left - xOffset;
-                               const right2 = right + (ipd - xOffset);
-                               const top2 = topFov * far / far2 * near2;
-                               const bottom2 = bottomFov * far / far2 * near2;
-                               camera.projectionMatrix.makePerspective(left2, right2, top2, bottom2, near2, far2);
-                       }
-
-                       function updateCamera(camera, parent) {
-                               if (parent === null) {
-                                       camera.matrixWorld.copy(camera.matrix);
-                               } else {
-                                       camera.matrixWorld.multiplyMatrices(parent.matrixWorld, camera.matrix);
+                                       return this;
                                }
 
-                               camera.matrixWorldInverse.copy(camera.matrixWorld).invert();
                        }
 
-                       this.updateCamera = function (camera) {
-                               if (session === null) return;
-                               cameraVR.near = cameraR.near = cameraL.near = camera.near;
-                               cameraVR.far = cameraR.far = cameraL.far = camera.far;
+                       class WebXRManager extends EventDispatcher {
+                               constructor(renderer, gl) {
+                                       super();
+                                       const scope = this;
+                                       const state = renderer.state;
+                                       let session = null;
+                                       let framebufferScaleFactor = 1.0;
+                                       let referenceSpace = null;
+                                       let referenceSpaceType = 'local-floor';
+                                       let pose = null;
+                                       let glBinding = null;
+                                       let glFramebuffer = null;
+                                       let glProjLayer = null;
+                                       let glBaseLayer = null;
+                                       let isMultisample = false;
+                                       let glMultisampledFramebuffer = null;
+                                       let glColorRenderbuffer = null;
+                                       let glDepthRenderbuffer = null;
+                                       let xrFrame = null;
+                                       let depthStyle = null;
+                                       let clearStyle = null;
+                                       const controllers = [];
+                                       const inputSourcesMap = new Map(); //
+
+                                       const cameraL = new PerspectiveCamera();
+                                       cameraL.layers.enable(1);
+                                       cameraL.viewport = new Vector4();
+                                       const cameraR = new PerspectiveCamera();
+                                       cameraR.layers.enable(2);
+                                       cameraR.viewport = new Vector4();
+                                       const cameras = [cameraL, cameraR];
+                                       const cameraVR = new ArrayCamera();
+                                       cameraVR.layers.enable(1);
+                                       cameraVR.layers.enable(2);
+                                       let _currentDepthNear = null;
+                                       let _currentDepthFar = null; //
+
+                                       this.cameraAutoUpdate = true;
+                                       this.enabled = false;
+                                       this.isPresenting = false;
+
+                                       this.getController = function (index) {
+                                               let controller = controllers[index];
+
+                                               if (controller === undefined) {
+                                                       controller = new WebXRController();
+                                                       controllers[index] = controller;
+                                               }
 
-                               if (_currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far) {
-                                       // Note that the new renderState won't apply until the next frame. See #18320
-                                       session.updateRenderState({
-                                               depthNear: cameraVR.near,
-                                               depthFar: cameraVR.far
-                                       });
-                                       _currentDepthNear = cameraVR.near;
-                                       _currentDepthFar = cameraVR.far;
-                               }
+                                               return controller.getTargetRaySpace();
+                                       };
 
-                               const parent = camera.parent;
-                               const cameras = cameraVR.cameras;
-                               updateCamera(cameraVR, parent);
+                                       this.getControllerGrip = function (index) {
+                                               let controller = controllers[index];
 
-                               for (let i = 0; i < cameras.length; i++) {
-                                       updateCamera(cameras[i], parent);
-                               }
+                                               if (controller === undefined) {
+                                                       controller = new WebXRController();
+                                                       controllers[index] = controller;
+                                               }
 
-                               cameraVR.matrixWorld.decompose(cameraVR.position, cameraVR.quaternion, cameraVR.scale); // update user camera and its children
+                                               return controller.getGripSpace();
+                                       };
 
-                               camera.position.copy(cameraVR.position);
-                               camera.quaternion.copy(cameraVR.quaternion);
-                               camera.scale.copy(cameraVR.scale);
-                               camera.matrix.copy(cameraVR.matrix);
-                               camera.matrixWorld.copy(cameraVR.matrixWorld);
-                               const children = camera.children;
+                                       this.getHand = function (index) {
+                                               let controller = controllers[index];
 
-                               for (let i = 0, l = children.length; i < l; i++) {
-                                       children[i].updateMatrixWorld(true);
-                               } // update projection matrix for proper view frustum culling
+                                               if (controller === undefined) {
+                                                       controller = new WebXRController();
+                                                       controllers[index] = controller;
+                                               }
 
+                                               return controller.getHandSpace();
+                                       }; //
 
-                               if (cameras.length === 2) {
-                                       setProjectionFromUnion(cameraVR, cameraL, cameraR);
-                               } else {
-                                       // assume single camera setup (AR)
-                                       cameraVR.projectionMatrix.copy(cameraL.projectionMatrix);
-                               }
-                       };
 
-                       this.getCamera = function () {
-                               return cameraVR;
-                       };
+                                       function onSessionEvent(event) {
+                                               const controller = inputSourcesMap.get(event.inputSource);
 
-                       this.getFoveation = function () {
-                               if (glProjLayer !== null) {
-                                       return glProjLayer.fixedFoveation;
-                               }
+                                               if (controller) {
+                                                       controller.dispatchEvent({
+                                                               type: event.type,
+                                                               data: event.inputSource
+                                                       });
+                                               }
+                                       }
 
-                               if (glBaseLayer !== null) {
-                                       return glBaseLayer.fixedFoveation;
-                               }
+                                       function onSessionEnd() {
+                                               inputSourcesMap.forEach(function (controller, inputSource) {
+                                                       controller.disconnect(inputSource);
+                                               });
+                                               inputSourcesMap.clear();
+                                               _currentDepthNear = null;
+                                               _currentDepthFar = null; // restore framebuffer/rendering state
+
+                                               state.bindXRFramebuffer(null);
+                                               renderer.setRenderTarget(renderer.getRenderTarget());
+                                               if (glFramebuffer) gl.deleteFramebuffer(glFramebuffer);
+                                               if (glMultisampledFramebuffer) gl.deleteFramebuffer(glMultisampledFramebuffer);
+                                               if (glColorRenderbuffer) gl.deleteRenderbuffer(glColorRenderbuffer);
+                                               if (glDepthRenderbuffer) gl.deleteRenderbuffer(glDepthRenderbuffer);
+                                               glFramebuffer = null;
+                                               glMultisampledFramebuffer = null;
+                                               glColorRenderbuffer = null;
+                                               glDepthRenderbuffer = null;
+                                               glBaseLayer = null;
+                                               glProjLayer = null;
+                                               glBinding = null;
+                                               session = null; //
+
+                                               animation.stop();
+                                               scope.isPresenting = false;
+                                               scope.dispatchEvent({
+                                                       type: 'sessionend'
+                                               });
+                                       }
 
-                               return undefined;
-                       };
+                                       this.setFramebufferScaleFactor = function (value) {
+                                               framebufferScaleFactor = value;
 
-                       this.setFoveation = function (foveation) {
-                               // 0 = no foveation = full resolution
-                               // 1 = maximum foveation = the edges render at lower resolution
-                               if (glProjLayer !== null) {
-                                       glProjLayer.fixedFoveation = foveation;
-                               }
+                                               if (scope.isPresenting === true) {
+                                                       console.warn('THREE.WebXRManager: Cannot change framebuffer scale while presenting.');
+                                               }
+                                       };
 
-                               if (glBaseLayer !== null && glBaseLayer.fixedFoveation !== undefined) {
-                                       glBaseLayer.fixedFoveation = foveation;
-                               }
-                       }; // Animation Loop
+                                       this.setReferenceSpaceType = function (value) {
+                                               referenceSpaceType = value;
 
+                                               if (scope.isPresenting === true) {
+                                                       console.warn('THREE.WebXRManager: Cannot change reference space type while presenting.');
+                                               }
+                                       };
 
-                       let onAnimationFrameCallback = null;
+                                       this.getReferenceSpace = function () {
+                                               return referenceSpace;
+                                       };
 
-                       function onAnimationFrame(time, frame) {
-                               pose = frame.getViewerPose(referenceSpace);
-                               xrFrame = frame;
+                                       this.getBaseLayer = function () {
+                                               return glProjLayer !== null ? glProjLayer : glBaseLayer;
+                                       };
 
-                               if (pose !== null) {
-                                       const views = pose.views;
+                                       this.getBinding = function () {
+                                               return glBinding;
+                                       };
 
-                                       if (glBaseLayer !== null) {
-                                               state.bindXRFramebuffer(glBaseLayer.framebuffer);
-                                       }
+                                       this.getFrame = function () {
+                                               return xrFrame;
+                                       };
 
-                                       let cameraVRNeedsUpdate = false; // check if it's necessary to rebuild cameraVR's camera list
+                                       this.getSession = function () {
+                                               return session;
+                                       };
 
-                                       if (views.length !== cameraVR.cameras.length) {
-                                               cameraVR.cameras.length = 0;
-                                               cameraVRNeedsUpdate = true;
-                                       }
+                                       this.setSession = async function (value) {
+                                               session = value;
+
+                                               if (session !== null) {
+                                                       session.addEventListener('select', onSessionEvent);
+                                                       session.addEventListener('selectstart', onSessionEvent);
+                                                       session.addEventListener('selectend', onSessionEvent);
+                                                       session.addEventListener('squeeze', onSessionEvent);
+                                                       session.addEventListener('squeezestart', onSessionEvent);
+                                                       session.addEventListener('squeezeend', onSessionEvent);
+                                                       session.addEventListener('end', onSessionEnd);
+                                                       session.addEventListener('inputsourceschange', onInputSourcesChange);
+                                                       const attributes = gl.getContextAttributes();
+
+                                                       if (attributes.xrCompatible !== true) {
+                                                               await gl.makeXRCompatible();
+                                                       }
 
-                                       for (let i = 0; i < views.length; i++) {
-                                               const view = views[i];
-                                               let viewport = null;
+                                                       if (session.renderState.layers === undefined) {
+                                                               const layerInit = {
+                                                                       antialias: attributes.antialias,
+                                                                       alpha: attributes.alpha,
+                                                                       depth: attributes.depth,
+                                                                       stencil: attributes.stencil,
+                                                                       framebufferScaleFactor: framebufferScaleFactor
+                                                               };
+                                                               glBaseLayer = new XRWebGLLayer(session, gl, layerInit);
+                                                               session.updateRenderState({
+                                                                       baseLayer: glBaseLayer
+                                                               });
+                                                       } else if (gl instanceof WebGLRenderingContext) {
+                                                               // Use old style webgl layer because we can't use MSAA
+                                                               // WebGL2 support.
+                                                               const layerInit = {
+                                                                       antialias: true,
+                                                                       alpha: attributes.alpha,
+                                                                       depth: attributes.depth,
+                                                                       stencil: attributes.stencil,
+                                                                       framebufferScaleFactor: framebufferScaleFactor
+                                                               };
+                                                               glBaseLayer = new XRWebGLLayer(session, gl, layerInit);
+                                                               session.updateRenderState({
+                                                                       layers: [glBaseLayer]
+                                                               });
+                                                       } else {
+                                                               isMultisample = attributes.antialias;
+                                                               let depthFormat = null;
+
+                                                               if (attributes.depth) {
+                                                                       clearStyle = gl.DEPTH_BUFFER_BIT;
+                                                                       if (attributes.stencil) clearStyle |= gl.STENCIL_BUFFER_BIT;
+                                                                       depthStyle = attributes.stencil ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
+                                                                       depthFormat = attributes.stencil ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24;
+                                                               }
 
-                                               if (glBaseLayer !== null) {
-                                                       viewport = glBaseLayer.getViewport(view);
-                                               } else {
-                                                       const glSubImage = glBinding.getViewSubImage(glProjLayer, view);
-                                                       state.bindXRFramebuffer(glFramebuffer);
+                                                               const projectionlayerInit = {
+                                                                       colorFormat: attributes.alpha ? gl.RGBA8 : gl.RGB8,
+                                                                       depthFormat: depthFormat,
+                                                                       scaleFactor: framebufferScaleFactor
+                                                               };
+                                                               glBinding = new XRWebGLBinding(session, gl);
+                                                               glProjLayer = glBinding.createProjectionLayer(projectionlayerInit);
+                                                               glFramebuffer = gl.createFramebuffer();
+                                                               session.updateRenderState({
+                                                                       layers: [glProjLayer]
+                                                               });
 
-                                                       if (glSubImage.depthStencilTexture !== undefined) {
-                                                               gl.framebufferTexture2D(gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, glSubImage.depthStencilTexture, 0);
+                                                               if (isMultisample) {
+                                                                       glMultisampledFramebuffer = gl.createFramebuffer();
+                                                                       glColorRenderbuffer = gl.createRenderbuffer();
+                                                                       gl.bindRenderbuffer(gl.RENDERBUFFER, glColorRenderbuffer);
+                                                                       gl.renderbufferStorageMultisample(gl.RENDERBUFFER, 4, gl.RGBA8, glProjLayer.textureWidth, glProjLayer.textureHeight);
+                                                                       state.bindFramebuffer(gl.FRAMEBUFFER, glMultisampledFramebuffer);
+                                                                       gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, glColorRenderbuffer);
+                                                                       gl.bindRenderbuffer(gl.RENDERBUFFER, null);
+
+                                                                       if (depthFormat !== null) {
+                                                                               glDepthRenderbuffer = gl.createRenderbuffer();
+                                                                               gl.bindRenderbuffer(gl.RENDERBUFFER, glDepthRenderbuffer);
+                                                                               gl.renderbufferStorageMultisample(gl.RENDERBUFFER, 4, depthFormat, glProjLayer.textureWidth, glProjLayer.textureHeight);
+                                                                               gl.framebufferRenderbuffer(gl.FRAMEBUFFER, depthStyle, gl.RENDERBUFFER, glDepthRenderbuffer);
+                                                                               gl.bindRenderbuffer(gl.RENDERBUFFER, null);
+                                                                       }
+
+                                                                       state.bindFramebuffer(gl.FRAMEBUFFER, null);
+                                                               }
                                                        }
 
-                                                       gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, glSubImage.colorTexture, 0);
-                                                       viewport = glSubImage.viewport;
+                                                       referenceSpace = await session.requestReferenceSpace(referenceSpaceType);
+                                                       animation.setContext(session);
+                                                       animation.start();
+                                                       scope.isPresenting = true;
+                                                       scope.dispatchEvent({
+                                                               type: 'sessionstart'
+                                                       });
                                                }
+                                       };
 
-                                               const camera = cameras[i];
-                                               camera.matrix.fromArray(view.transform.matrix);
-                                               camera.projectionMatrix.fromArray(view.projectionMatrix);
-                                               camera.viewport.set(viewport.x, viewport.y, viewport.width, viewport.height);
+                                       function onInputSourcesChange(event) {
+                                               const inputSources = session.inputSources; // Assign inputSources to available controllers
 
-                                               if (i === 0) {
-                                                       cameraVR.matrix.copy(camera.matrix);
-                                               }
+                                               for (let i = 0; i < controllers.length; i++) {
+                                                       inputSourcesMap.set(inputSources[i], controllers[i]);
+                                               } // Notify disconnected
 
-                                               if (cameraVRNeedsUpdate === true) {
-                                                       cameraVR.cameras.push(camera);
+
+                                               for (let i = 0; i < event.removed.length; i++) {
+                                                       const inputSource = event.removed[i];
+                                                       const controller = inputSourcesMap.get(inputSource);
+
+                                                       if (controller) {
+                                                               controller.dispatchEvent({
+                                                                       type: 'disconnected',
+                                                                       data: inputSource
+                                                               });
+                                                               inputSourcesMap.delete(inputSource);
+                                                       }
+                                               } // Notify connected
+
+
+                                               for (let i = 0; i < event.added.length; i++) {
+                                                       const inputSource = event.added[i];
+                                                       const controller = inputSourcesMap.get(inputSource);
+
+                                                       if (controller) {
+                                                               controller.dispatchEvent({
+                                                                       type: 'connected',
+                                                                       data: inputSource
+                                                               });
+                                                       }
                                                }
+                                       } //
+
+
+                                       const cameraLPos = new Vector3();
+                                       const cameraRPos = new Vector3();
+
+                                       /**
+                                        * Assumes 2 cameras that are parallel and share an X-axis, and that
+                                        * the cameras' projection and world matrices have already been set.
+                                        * And that near and far planes are identical for both cameras.
+                                        * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
+                                        */
+
+                                       function setProjectionFromUnion(camera, cameraL, cameraR) {
+                                               cameraLPos.setFromMatrixPosition(cameraL.matrixWorld);
+                                               cameraRPos.setFromMatrixPosition(cameraR.matrixWorld);
+                                               const ipd = cameraLPos.distanceTo(cameraRPos);
+                                               const projL = cameraL.projectionMatrix.elements;
+                                               const projR = cameraR.projectionMatrix.elements; // VR systems will have identical far and near planes, and
+                                               // most likely identical top and bottom frustum extents.
+                                               // Use the left camera for these values.
+
+                                               const near = projL[14] / (projL[10] - 1);
+                                               const far = projL[14] / (projL[10] + 1);
+                                               const topFov = (projL[9] + 1) / projL[5];
+                                               const bottomFov = (projL[9] - 1) / projL[5];
+                                               const leftFov = (projL[8] - 1) / projL[0];
+                                               const rightFov = (projR[8] + 1) / projR[0];
+                                               const left = near * leftFov;
+                                               const right = near * rightFov; // Calculate the new camera's position offset from the
+                                               // left camera. xOffset should be roughly half `ipd`.
+
+                                               const zOffset = ipd / (-leftFov + rightFov);
+                                               const xOffset = zOffset * -leftFov; // TODO: Better way to apply this offset?
+
+                                               cameraL.matrixWorld.decompose(camera.position, camera.quaternion, camera.scale);
+                                               camera.translateX(xOffset);
+                                               camera.translateZ(zOffset);
+                                               camera.matrixWorld.compose(camera.position, camera.quaternion, camera.scale);
+                                               camera.matrixWorldInverse.copy(camera.matrixWorld).invert(); // Find the union of the frustum values of the cameras and scale
+                                               // the values so that the near plane's position does not change in world space,
+                                               // although must now be relative to the new union camera.
+
+                                               const near2 = near + zOffset;
+                                               const far2 = far + zOffset;
+                                               const left2 = left - xOffset;
+                                               const right2 = right + (ipd - xOffset);
+                                               const top2 = topFov * far / far2 * near2;
+                                               const bottom2 = bottomFov * far / far2 * near2;
+                                               camera.projectionMatrix.makePerspective(left2, right2, top2, bottom2, near2, far2);
                                        }
 
-                                       if (isMultisample) {
-                                               state.bindXRFramebuffer(glMultisampledFramebuffer);
-                                               if (clearStyle !== null) gl.clear(clearStyle);
+                                       function updateCamera(camera, parent) {
+                                               if (parent === null) {
+                                                       camera.matrixWorld.copy(camera.matrix);
+                                               } else {
+                                                       camera.matrixWorld.multiplyMatrices(parent.matrixWorld, camera.matrix);
+                                               }
+
+                                               camera.matrixWorldInverse.copy(camera.matrixWorld).invert();
                                        }
-                               } //
 
+                                       this.updateCamera = function (camera) {
+                                               if (session === null) return;
+                                               cameraVR.near = cameraR.near = cameraL.near = camera.near;
+                                               cameraVR.far = cameraR.far = cameraL.far = camera.far;
+
+                                               if (_currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far) {
+                                                       // Note that the new renderState won't apply until the next frame. See #18320
+                                                       session.updateRenderState({
+                                                               depthNear: cameraVR.near,
+                                                               depthFar: cameraVR.far
+                                                       });
+                                                       _currentDepthNear = cameraVR.near;
+                                                       _currentDepthFar = cameraVR.far;
+                                               }
 
-                               const inputSources = session.inputSources;
+                                               const parent = camera.parent;
+                                               const cameras = cameraVR.cameras;
+                                               updateCamera(cameraVR, parent);
 
-                               for (let i = 0; i < controllers.length; i++) {
-                                       const controller = controllers[i];
-                                       const inputSource = inputSources[i];
-                                       controller.update(inputSource, frame, referenceSpace);
-                               }
+                                               for (let i = 0; i < cameras.length; i++) {
+                                                       updateCamera(cameras[i], parent);
+                                               }
 
-                               if (onAnimationFrameCallback) onAnimationFrameCallback(time, frame);
+                                               cameraVR.matrixWorld.decompose(cameraVR.position, cameraVR.quaternion, cameraVR.scale); // update user camera and its children
 
-                               if (isMultisample) {
-                                       const width = glProjLayer.textureWidth;
-                                       const height = glProjLayer.textureHeight;
-                                       state.bindFramebuffer(gl.READ_FRAMEBUFFER, glMultisampledFramebuffer);
-                                       state.bindFramebuffer(gl.DRAW_FRAMEBUFFER, glFramebuffer); // Invalidate the depth here to avoid flush of the depth data to main memory.
+                                               camera.position.copy(cameraVR.position);
+                                               camera.quaternion.copy(cameraVR.quaternion);
+                                               camera.scale.copy(cameraVR.scale);
+                                               camera.matrix.copy(cameraVR.matrix);
+                                               camera.matrixWorld.copy(cameraVR.matrixWorld);
+                                               const children = camera.children;
 
-                                       gl.invalidateFramebuffer(gl.READ_FRAMEBUFFER, [depthStyle]);
-                                       gl.invalidateFramebuffer(gl.DRAW_FRAMEBUFFER, [depthStyle]);
-                                       gl.blitFramebuffer(0, 0, width, height, 0, 0, width, height, gl.COLOR_BUFFER_BIT, gl.NEAREST); // Invalidate the MSAA buffer because it's not needed anymore.
+                                               for (let i = 0, l = children.length; i < l; i++) {
+                                                       children[i].updateMatrixWorld(true);
+                                               } // update projection matrix for proper view frustum culling
 
-                                       gl.invalidateFramebuffer(gl.READ_FRAMEBUFFER, [gl.COLOR_ATTACHMENT0]);
-                                       state.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
-                                       state.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
-                                       state.bindFramebuffer(gl.FRAMEBUFFER, glMultisampledFramebuffer);
-                               }
 
-                               xrFrame = null;
-                       }
+                                               if (cameras.length === 2) {
+                                                       setProjectionFromUnion(cameraVR, cameraL, cameraR);
+                                               } else {
+                                                       // assume single camera setup (AR)
+                                                       cameraVR.projectionMatrix.copy(cameraL.projectionMatrix);
+                                               }
+                                       };
 
-                       const animation = new WebGLAnimation();
-                       animation.setAnimationLoop(onAnimationFrame);
+                                       this.getCamera = function () {
+                                               return cameraVR;
+                                       };
 
-                       this.setAnimationLoop = function (callback) {
-                               onAnimationFrameCallback = callback;
-                       };
+                                       this.getFoveation = function () {
+                                               if (glProjLayer !== null) {
+                                                       return glProjLayer.fixedFoveation;
+                                               }
 
-                       this.dispose = function () {};
-               }
+                                               if (glBaseLayer !== null) {
+                                                       return glBaseLayer.fixedFoveation;
+                                               }
 
-       }
+                                               return undefined;
+                                       };
 
-       function WebGLMaterials(properties) {
-               function refreshFogUniforms(uniforms, fog) {
-                       uniforms.fogColor.value.copy(fog.color);
+                                       this.setFoveation = function (foveation) {
+                                               // 0 = no foveation = full resolution
+                                               // 1 = maximum foveation = the edges render at lower resolution
+                                               if (glProjLayer !== null) {
+                                                       glProjLayer.fixedFoveation = foveation;
+                                               }
 
-                       if (fog.isFog) {
-                               uniforms.fogNear.value = fog.near;
-                               uniforms.fogFar.value = fog.far;
-                       } else if (fog.isFogExp2) {
-                               uniforms.fogDensity.value = fog.density;
-                       }
-               }
+                                               if (glBaseLayer !== null && glBaseLayer.fixedFoveation !== undefined) {
+                                                       glBaseLayer.fixedFoveation = foveation;
+                                               }
+                                       }; // Animation Loop
 
-               function refreshMaterialUniforms(uniforms, material, pixelRatio, height, transmissionRenderTarget) {
-                       if (material.isMeshBasicMaterial) {
-                               refreshUniformsCommon(uniforms, material);
-                       } else if (material.isMeshLambertMaterial) {
-                               refreshUniformsCommon(uniforms, material);
-                               refreshUniformsLambert(uniforms, material);
-                       } else if (material.isMeshToonMaterial) {
-                               refreshUniformsCommon(uniforms, material);
-                               refreshUniformsToon(uniforms, material);
-                       } else if (material.isMeshPhongMaterial) {
-                               refreshUniformsCommon(uniforms, material);
-                               refreshUniformsPhong(uniforms, material);
-                       } else if (material.isMeshStandardMaterial) {
-                               refreshUniformsCommon(uniforms, material);
-
-                               if (material.isMeshPhysicalMaterial) {
-                                       refreshUniformsPhysical(uniforms, material, transmissionRenderTarget);
-                               } else {
-                                       refreshUniformsStandard(uniforms, material);
-                               }
-                       } else if (material.isMeshMatcapMaterial) {
-                               refreshUniformsCommon(uniforms, material);
-                               refreshUniformsMatcap(uniforms, material);
-                       } else if (material.isMeshDepthMaterial) {
-                               refreshUniformsCommon(uniforms, material);
-                               refreshUniformsDepth(uniforms, material);
-                       } else if (material.isMeshDistanceMaterial) {
-                               refreshUniformsCommon(uniforms, material);
-                               refreshUniformsDistance(uniforms, material);
-                       } else if (material.isMeshNormalMaterial) {
-                               refreshUniformsCommon(uniforms, material);
-                               refreshUniformsNormal(uniforms, material);
-                       } else if (material.isLineBasicMaterial) {
-                               refreshUniformsLine(uniforms, material);
-
-                               if (material.isLineDashedMaterial) {
-                                       refreshUniformsDash(uniforms, material);
-                               }
-                       } else if (material.isPointsMaterial) {
-                               refreshUniformsPoints(uniforms, material, pixelRatio, height);
-                       } else if (material.isSpriteMaterial) {
-                               refreshUniformsSprites(uniforms, material);
-                       } else if (material.isShadowMaterial) {
-                               uniforms.color.value.copy(material.color);
-                               uniforms.opacity.value = material.opacity;
-                       } else if (material.isShaderMaterial) {
-                               material.uniformsNeedUpdate = false; // #15581
-                       }
-               }
 
-               function refreshUniformsCommon(uniforms, material) {
-                       uniforms.opacity.value = material.opacity;
-
-                       if (material.color) {
-                               uniforms.diffuse.value.copy(material.color);
-                       }
+                                       let onAnimationFrameCallback = null;
 
-                       if (material.emissive) {
-                               uniforms.emissive.value.copy(material.emissive).multiplyScalar(material.emissiveIntensity);
-                       }
+                                       function onAnimationFrame(time, frame) {
+                                               pose = frame.getViewerPose(referenceSpace);
+                                               xrFrame = frame;
 
-                       if (material.map) {
-                               uniforms.map.value = material.map;
-                       }
+                                               if (pose !== null) {
+                                                       const views = pose.views;
 
-                       if (material.alphaMap) {
-                               uniforms.alphaMap.value = material.alphaMap;
-                       }
+                                                       if (glBaseLayer !== null) {
+                                                               state.bindXRFramebuffer(glBaseLayer.framebuffer);
+                                                       }
 
-                       if (material.specularMap) {
-                               uniforms.specularMap.value = material.specularMap;
-                       }
+                                                       let cameraVRNeedsUpdate = false; // check if it's necessary to rebuild cameraVR's camera list
 
-                       if (material.alphaTest > 0) {
-                               uniforms.alphaTest.value = material.alphaTest;
-                       }
+                                                       if (views.length !== cameraVR.cameras.length) {
+                                                               cameraVR.cameras.length = 0;
+                                                               cameraVRNeedsUpdate = true;
+                                                       }
 
-                       const envMap = properties.get(material).envMap;
+                                                       for (let i = 0; i < views.length; i++) {
+                                                               const view = views[i];
+                                                               let viewport = null;
 
-                       if (envMap) {
-                               uniforms.envMap.value = envMap;
-                               uniforms.flipEnvMap.value = envMap.isCubeTexture && envMap.isRenderTargetTexture === false ? -1 : 1;
-                               uniforms.reflectivity.value = material.reflectivity;
-                               uniforms.ior.value = material.ior;
-                               uniforms.refractionRatio.value = material.refractionRatio;
+                                                               if (glBaseLayer !== null) {
+                                                                       viewport = glBaseLayer.getViewport(view);
+                                                               } else {
+                                                                       const glSubImage = glBinding.getViewSubImage(glProjLayer, view);
+                                                                       state.bindXRFramebuffer(glFramebuffer);
 
-                               const maxMipLevel = properties.get(envMap).__maxMipLevel;
+                                                                       if (glSubImage.depthStencilTexture !== undefined) {
+                                                                               gl.framebufferTexture2D(gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, glSubImage.depthStencilTexture, 0);
+                                                                       }
 
-                               if (maxMipLevel !== undefined) {
-                                       uniforms.maxMipLevel.value = maxMipLevel;
-                               }
-                       }
+                                                                       gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, glSubImage.colorTexture, 0);
+                                                                       viewport = glSubImage.viewport;
+                                                               }
 
-                       if (material.lightMap) {
-                               uniforms.lightMap.value = material.lightMap;
-                               uniforms.lightMapIntensity.value = material.lightMapIntensity;
-                       }
+                                                               const camera = cameras[i];
+                                                               camera.matrix.fromArray(view.transform.matrix);
+                                                               camera.projectionMatrix.fromArray(view.projectionMatrix);
+                                                               camera.viewport.set(viewport.x, viewport.y, viewport.width, viewport.height);
 
-                       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. displacementMap map
-                       // 4. normal map
-                       // 5. bump map
-                       // 6. roughnessMap map
-                       // 7. metalnessMap map
-                       // 8. alphaMap map
-                       // 9. emissiveMap map
-                       // 10. clearcoat map
-                       // 11. clearcoat normal map
-                       // 12. clearcoat roughnessMap map
-                       // 13. specular intensity map
-                       // 14. specular tint map
-                       // 15. transmission map
-                       // 16. thickness map
+                                                               if (i === 0) {
+                                                                       cameraVR.matrix.copy(camera.matrix);
+                                                               }
 
+                                                               if (cameraVRNeedsUpdate === true) {
+                                                                       cameraVR.cameras.push(camera);
+                                                               }
+                                                       }
 
-                       let uvScaleMap;
+                                                       if (isMultisample) {
+                                                               state.bindXRFramebuffer(glMultisampledFramebuffer);
+                                                               if (clearStyle !== null) gl.clear(clearStyle);
+                                                       }
+                                               } //
 
-                       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;
-                       } else if (material.clearcoatMap) {
-                               uvScaleMap = material.clearcoatMap;
-                       } else if (material.clearcoatNormalMap) {
-                               uvScaleMap = material.clearcoatNormalMap;
-                       } else if (material.clearcoatRoughnessMap) {
-                               uvScaleMap = material.clearcoatRoughnessMap;
-                       } else if (material.specularIntensityMap) {
-                               uvScaleMap = material.specularIntensityMap;
-                       } else if (material.specularTintMap) {
-                               uvScaleMap = material.specularTintMap;
-                       } else if (material.transmissionMap) {
-                               uvScaleMap = material.transmissionMap;
-                       } else if (material.thicknessMap) {
-                               uvScaleMap = material.thicknessMap;
-                       }
 
-                       if (uvScaleMap !== undefined) {
-                               // backwards compatibility
-                               if (uvScaleMap.isWebGLRenderTarget) {
-                                       uvScaleMap = uvScaleMap.texture;
-                               }
+                                               const inputSources = session.inputSources;
 
-                               if (uvScaleMap.matrixAutoUpdate === true) {
-                                       uvScaleMap.updateMatrix();
-                               }
+                                               for (let i = 0; i < controllers.length; i++) {
+                                                       const controller = controllers[i];
+                                                       const inputSource = inputSources[i];
+                                                       controller.update(inputSource, frame, referenceSpace);
+                                               }
+
+                                               if (onAnimationFrameCallback) onAnimationFrameCallback(time, frame);
+
+                                               if (isMultisample) {
+                                                       const width = glProjLayer.textureWidth;
+                                                       const height = glProjLayer.textureHeight;
+                                                       state.bindFramebuffer(gl.READ_FRAMEBUFFER, glMultisampledFramebuffer);
+                                                       state.bindFramebuffer(gl.DRAW_FRAMEBUFFER, glFramebuffer); // Invalidate the depth here to avoid flush of the depth data to main memory.
+
+                                                       gl.invalidateFramebuffer(gl.READ_FRAMEBUFFER, [depthStyle]);
+                                                       gl.invalidateFramebuffer(gl.DRAW_FRAMEBUFFER, [depthStyle]);
+                                                       gl.blitFramebuffer(0, 0, width, height, 0, 0, width, height, gl.COLOR_BUFFER_BIT, gl.NEAREST); // Invalidate the MSAA buffer because it's not needed anymore.
+
+                                                       gl.invalidateFramebuffer(gl.READ_FRAMEBUFFER, [gl.COLOR_ATTACHMENT0]);
+                                                       state.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
+                                                       state.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
+                                                       state.bindFramebuffer(gl.FRAMEBUFFER, glMultisampledFramebuffer);
+                                               }
 
-                               uniforms.uvTransform.value.copy(uvScaleMap.matrix);
-                       } // uv repeat and offset setting priorities for uv2
-                       // 1. ao map
-                       // 2. light map
+                                               xrFrame = null;
+                                       }
 
+                                       const animation = new WebGLAnimation();
+                                       animation.setAnimationLoop(onAnimationFrame);
 
-                       let uv2ScaleMap;
+                                       this.setAnimationLoop = function (callback) {
+                                               onAnimationFrameCallback = callback;
+                                       };
 
-                       if (material.aoMap) {
-                               uv2ScaleMap = material.aoMap;
-                       } else if (material.lightMap) {
-                               uv2ScaleMap = material.lightMap;
-                       }
-
-                       if (uv2ScaleMap !== undefined) {
-                               // backwards compatibility
-                               if (uv2ScaleMap.isWebGLRenderTarget) {
-                                       uv2ScaleMap = uv2ScaleMap.texture;
-                               }
+                                       this.dispose = function () {
+                                       };
+                               }
 
-                               if (uv2ScaleMap.matrixAutoUpdate === true) {
-                                       uv2ScaleMap.updateMatrix();
-                               }
-
-                               uniforms.uv2Transform.value.copy(uv2ScaleMap.matrix);
                        }
-               }
 
-               function refreshUniformsLine(uniforms, material) {
-                       uniforms.diffuse.value.copy(material.color);
-                       uniforms.opacity.value = material.opacity;
-               }
+                       function WebGLMaterials(properties) {
+                               function refreshFogUniforms(uniforms, fog) {
+                                       uniforms.fogColor.value.copy(fog.color);
 
-               function refreshUniformsDash(uniforms, material) {
-                       uniforms.dashSize.value = material.dashSize;
-                       uniforms.totalSize.value = material.dashSize + material.gapSize;
-                       uniforms.scale.value = material.scale;
-               }
+                                       if (fog.isFog) {
+                                               uniforms.fogNear.value = fog.near;
+                                               uniforms.fogFar.value = fog.far;
+                                       } else if (fog.isFogExp2) {
+                                               uniforms.fogDensity.value = fog.density;
+                                       }
+                               }
 
-               function refreshUniformsPoints(uniforms, material, pixelRatio, height) {
-                       uniforms.diffuse.value.copy(material.color);
-                       uniforms.opacity.value = material.opacity;
-                       uniforms.size.value = material.size * pixelRatio;
-                       uniforms.scale.value = height * 0.5;
+                               function refreshMaterialUniforms(uniforms, material, pixelRatio, height, transmissionRenderTarget) {
+                                       if (material.isMeshBasicMaterial) {
+                                               refreshUniformsCommon(uniforms, material);
+                                       } else if (material.isMeshLambertMaterial) {
+                                               refreshUniformsCommon(uniforms, material);
+                                               refreshUniformsLambert(uniforms, material);
+                                       } else if (material.isMeshToonMaterial) {
+                                               refreshUniformsCommon(uniforms, material);
+                                               refreshUniformsToon(uniforms, material);
+                                       } else if (material.isMeshPhongMaterial) {
+                                               refreshUniformsCommon(uniforms, material);
+                                               refreshUniformsPhong(uniforms, material);
+                                       } else if (material.isMeshStandardMaterial) {
+                                               refreshUniformsCommon(uniforms, material);
+
+                                               if (material.isMeshPhysicalMaterial) {
+                                                       refreshUniformsPhysical(uniforms, material, transmissionRenderTarget);
+                                               } else {
+                                                       refreshUniformsStandard(uniforms, material);
+                                               }
+                                       } else if (material.isMeshMatcapMaterial) {
+                                               refreshUniformsCommon(uniforms, material);
+                                               refreshUniformsMatcap(uniforms, material);
+                                       } else if (material.isMeshDepthMaterial) {
+                                               refreshUniformsCommon(uniforms, material);
+                                               refreshUniformsDepth(uniforms, material);
+                                       } else if (material.isMeshDistanceMaterial) {
+                                               refreshUniformsCommon(uniforms, material);
+                                               refreshUniformsDistance(uniforms, material);
+                                       } else if (material.isMeshNormalMaterial) {
+                                               refreshUniformsCommon(uniforms, material);
+                                               refreshUniformsNormal(uniforms, material);
+                                       } else if (material.isLineBasicMaterial) {
+                                               refreshUniformsLine(uniforms, material);
+
+                                               if (material.isLineDashedMaterial) {
+                                                       refreshUniformsDash(uniforms, material);
+                                               }
+                                       } else if (material.isPointsMaterial) {
+                                               refreshUniformsPoints(uniforms, material, pixelRatio, height);
+                                       } else if (material.isSpriteMaterial) {
+                                               refreshUniformsSprites(uniforms, material);
+                                       } else if (material.isShadowMaterial) {
+                                               uniforms.color.value.copy(material.color);
+                                               uniforms.opacity.value = material.opacity;
+                                       } else if (material.isShaderMaterial) {
+                                               material.uniformsNeedUpdate = false; // #15581
+                                       }
+                               }
 
-                       if (material.map) {
-                               uniforms.map.value = material.map;
-                       }
+                               function refreshUniformsCommon(uniforms, material) {
+                                       uniforms.opacity.value = material.opacity;
 
-                       if (material.alphaMap) {
-                               uniforms.alphaMap.value = material.alphaMap;
-                       }
+                                       if (material.color) {
+                                               uniforms.diffuse.value.copy(material.color);
+                                       }
 
-                       if (material.alphaTest > 0) {
-                               uniforms.alphaTest.value = material.alphaTest;
-                       } // uv repeat and offset setting priorities
-                       // 1. color map
-                       // 2. alpha map
+                                       if (material.emissive) {
+                                               uniforms.emissive.value.copy(material.emissive).multiplyScalar(material.emissiveIntensity);
+                                       }
 
+                                       if (material.map) {
+                                               uniforms.map.value = material.map;
+                                       }
 
-                       let uvScaleMap;
+                                       if (material.alphaMap) {
+                                               uniforms.alphaMap.value = material.alphaMap;
+                                       }
 
-                       if (material.map) {
-                               uvScaleMap = material.map;
-                       } else if (material.alphaMap) {
-                               uvScaleMap = material.alphaMap;
-                       }
+                                       if (material.specularMap) {
+                                               uniforms.specularMap.value = material.specularMap;
+                                       }
 
-                       if (uvScaleMap !== undefined) {
-                               if (uvScaleMap.matrixAutoUpdate === true) {
-                                       uvScaleMap.updateMatrix();
-                               }
+                                       if (material.alphaTest > 0) {
+                                               uniforms.alphaTest.value = material.alphaTest;
+                                       }
 
-                               uniforms.uvTransform.value.copy(uvScaleMap.matrix);
-                       }
-               }
+                                       const envMap = properties.get(material).envMap;
 
-               function refreshUniformsSprites(uniforms, material) {
-                       uniforms.diffuse.value.copy(material.color);
-                       uniforms.opacity.value = material.opacity;
-                       uniforms.rotation.value = material.rotation;
+                                       if (envMap) {
+                                               uniforms.envMap.value = envMap;
+                                               uniforms.flipEnvMap.value = envMap.isCubeTexture && envMap.isRenderTargetTexture === false ? -1 : 1;
+                                               uniforms.reflectivity.value = material.reflectivity;
+                                               uniforms.ior.value = material.ior;
+                                               uniforms.refractionRatio.value = material.refractionRatio;
 
-                       if (material.map) {
-                               uniforms.map.value = material.map;
-                       }
+                                               const maxMipLevel = properties.get(envMap).__maxMipLevel;
 
-                       if (material.alphaMap) {
-                               uniforms.alphaMap.value = material.alphaMap;
-                       }
+                                               if (maxMipLevel !== undefined) {
+                                                       uniforms.maxMipLevel.value = maxMipLevel;
+                                               }
+                                       }
 
-                       if (material.alphaTest > 0) {
-                               uniforms.alphaTest.value = material.alphaTest;
-                       } // uv repeat and offset setting priorities
-                       // 1. color map
-                       // 2. alpha map
+                                       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. displacementMap map
+                                       // 4. normal map
+                                       // 5. bump map
+                                       // 6. roughnessMap map
+                                       // 7. metalnessMap map
+                                       // 8. alphaMap map
+                                       // 9. emissiveMap map
+                                       // 10. clearcoat map
+                                       // 11. clearcoat normal map
+                                       // 12. clearcoat roughnessMap map
+                                       // 13. specular intensity map
+                                       // 14. specular tint map
+                                       // 15. transmission map
+                                       // 16. thickness map
+
+
+                                       let 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;
+                                       } else if (material.clearcoatMap) {
+                                               uvScaleMap = material.clearcoatMap;
+                                       } else if (material.clearcoatNormalMap) {
+                                               uvScaleMap = material.clearcoatNormalMap;
+                                       } else if (material.clearcoatRoughnessMap) {
+                                               uvScaleMap = material.clearcoatRoughnessMap;
+                                       } else if (material.specularIntensityMap) {
+                                               uvScaleMap = material.specularIntensityMap;
+                                       } else if (material.specularTintMap) {
+                                               uvScaleMap = material.specularTintMap;
+                                       } else if (material.transmissionMap) {
+                                               uvScaleMap = material.transmissionMap;
+                                       } else if (material.thicknessMap) {
+                                               uvScaleMap = material.thicknessMap;
+                                       }
 
-                       let uvScaleMap;
+                                       if (uvScaleMap !== undefined) {
+                                               // backwards compatibility
+                                               if (uvScaleMap.isWebGLRenderTarget) {
+                                                       uvScaleMap = uvScaleMap.texture;
+                                               }
 
-                       if (material.map) {
-                               uvScaleMap = material.map;
-                       } else if (material.alphaMap) {
-                               uvScaleMap = material.alphaMap;
-                       }
+                                               if (uvScaleMap.matrixAutoUpdate === true) {
+                                                       uvScaleMap.updateMatrix();
+                                               }
 
-                       if (uvScaleMap !== undefined) {
-                               if (uvScaleMap.matrixAutoUpdate === true) {
-                                       uvScaleMap.updateMatrix();
-                               }
+                                               uniforms.uvTransform.value.copy(uvScaleMap.matrix);
+                                       } // uv repeat and offset setting priorities for uv2
+                                       // 1. ao map
+                                       // 2. light map
 
-                               uniforms.uvTransform.value.copy(uvScaleMap.matrix);
-                       }
-               }
 
-               function refreshUniformsLambert(uniforms, material) {
-                       if (material.emissiveMap) {
-                               uniforms.emissiveMap.value = material.emissiveMap;
-                       }
-               }
+                                       let uv2ScaleMap;
 
-               function refreshUniformsPhong(uniforms, material) {
-                       uniforms.specular.value.copy(material.specular);
-                       uniforms.shininess.value = Math.max(material.shininess, 1e-4); // to prevent pow( 0.0, 0.0 )
+                                       if (material.aoMap) {
+                                               uv2ScaleMap = material.aoMap;
+                                       } else if (material.lightMap) {
+                                               uv2ScaleMap = material.lightMap;
+                                       }
 
-                       if (material.emissiveMap) {
-                               uniforms.emissiveMap.value = material.emissiveMap;
-                       }
+                                       if (uv2ScaleMap !== undefined) {
+                                               // backwards compatibility
+                                               if (uv2ScaleMap.isWebGLRenderTarget) {
+                                                       uv2ScaleMap = uv2ScaleMap.texture;
+                                               }
 
-                       if (material.bumpMap) {
-                               uniforms.bumpMap.value = material.bumpMap;
-                               uniforms.bumpScale.value = material.bumpScale;
-                               if (material.side === BackSide) uniforms.bumpScale.value *= -1;
-                       }
+                                               if (uv2ScaleMap.matrixAutoUpdate === true) {
+                                                       uv2ScaleMap.updateMatrix();
+                                               }
 
-                       if (material.normalMap) {
-                               uniforms.normalMap.value = material.normalMap;
-                               uniforms.normalScale.value.copy(material.normalScale);
-                               if (material.side === BackSide) uniforms.normalScale.value.negate();
-                       }
+                                               uniforms.uv2Transform.value.copy(uv2ScaleMap.matrix);
+                                       }
+                               }
 
-                       if (material.displacementMap) {
-                               uniforms.displacementMap.value = material.displacementMap;
-                               uniforms.displacementScale.value = material.displacementScale;
-                               uniforms.displacementBias.value = material.displacementBias;
-                       }
-               }
+                               function refreshUniformsLine(uniforms, material) {
+                                       uniforms.diffuse.value.copy(material.color);
+                                       uniforms.opacity.value = material.opacity;
+                               }
 
-               function refreshUniformsToon(uniforms, material) {
-                       if (material.gradientMap) {
-                               uniforms.gradientMap.value = material.gradientMap;
-                       }
+                               function refreshUniformsDash(uniforms, material) {
+                                       uniforms.dashSize.value = material.dashSize;
+                                       uniforms.totalSize.value = material.dashSize + material.gapSize;
+                                       uniforms.scale.value = material.scale;
+                               }
 
-                       if (material.emissiveMap) {
-                               uniforms.emissiveMap.value = material.emissiveMap;
-                       }
+                               function refreshUniformsPoints(uniforms, material, pixelRatio, height) {
+                                       uniforms.diffuse.value.copy(material.color);
+                                       uniforms.opacity.value = material.opacity;
+                                       uniforms.size.value = material.size * pixelRatio;
+                                       uniforms.scale.value = height * 0.5;
 
-                       if (material.bumpMap) {
-                               uniforms.bumpMap.value = material.bumpMap;
-                               uniforms.bumpScale.value = material.bumpScale;
-                               if (material.side === BackSide) uniforms.bumpScale.value *= -1;
-                       }
+                                       if (material.map) {
+                                               uniforms.map.value = material.map;
+                                       }
 
-                       if (material.normalMap) {
-                               uniforms.normalMap.value = material.normalMap;
-                               uniforms.normalScale.value.copy(material.normalScale);
-                               if (material.side === BackSide) uniforms.normalScale.value.negate();
-                       }
+                                       if (material.alphaMap) {
+                                               uniforms.alphaMap.value = material.alphaMap;
+                                       }
 
-                       if (material.displacementMap) {
-                               uniforms.displacementMap.value = material.displacementMap;
-                               uniforms.displacementScale.value = material.displacementScale;
-                               uniforms.displacementBias.value = material.displacementBias;
-                       }
-               }
+                                       if (material.alphaTest > 0) {
+                                               uniforms.alphaTest.value = material.alphaTest;
+                                       } // uv repeat and offset setting priorities
+                                       // 1. color map
+                                       // 2. alpha map
 
-               function refreshUniformsStandard(uniforms, material) {
-                       uniforms.roughness.value = material.roughness;
-                       uniforms.metalness.value = material.metalness;
 
-                       if (material.roughnessMap) {
-                               uniforms.roughnessMap.value = material.roughnessMap;
-                       }
+                                       let uvScaleMap;
 
-                       if (material.metalnessMap) {
-                               uniforms.metalnessMap.value = material.metalnessMap;
-                       }
+                                       if (material.map) {
+                                               uvScaleMap = material.map;
+                                       } else if (material.alphaMap) {
+                                               uvScaleMap = material.alphaMap;
+                                       }
 
-                       if (material.emissiveMap) {
-                               uniforms.emissiveMap.value = material.emissiveMap;
-                       }
+                                       if (uvScaleMap !== undefined) {
+                                               if (uvScaleMap.matrixAutoUpdate === true) {
+                                                       uvScaleMap.updateMatrix();
+                                               }
 
-                       if (material.bumpMap) {
-                               uniforms.bumpMap.value = material.bumpMap;
-                               uniforms.bumpScale.value = material.bumpScale;
-                               if (material.side === BackSide) uniforms.bumpScale.value *= -1;
-                       }
+                                               uniforms.uvTransform.value.copy(uvScaleMap.matrix);
+                                       }
+                               }
 
-                       if (material.normalMap) {
-                               uniforms.normalMap.value = material.normalMap;
-                               uniforms.normalScale.value.copy(material.normalScale);
-                               if (material.side === BackSide) uniforms.normalScale.value.negate();
-                       }
+                               function refreshUniformsSprites(uniforms, material) {
+                                       uniforms.diffuse.value.copy(material.color);
+                                       uniforms.opacity.value = material.opacity;
+                                       uniforms.rotation.value = material.rotation;
 
-                       if (material.displacementMap) {
-                               uniforms.displacementMap.value = material.displacementMap;
-                               uniforms.displacementScale.value = material.displacementScale;
-                               uniforms.displacementBias.value = material.displacementBias;
-                       }
+                                       if (material.map) {
+                                               uniforms.map.value = material.map;
+                                       }
 
-                       const envMap = properties.get(material).envMap;
+                                       if (material.alphaMap) {
+                                               uniforms.alphaMap.value = material.alphaMap;
+                                       }
 
-                       if (envMap) {
-                               //uniforms.envMap.value = material.envMap; // part of uniforms common
-                               uniforms.envMapIntensity.value = material.envMapIntensity;
-                       }
-               }
+                                       if (material.alphaTest > 0) {
+                                               uniforms.alphaTest.value = material.alphaTest;
+                                       } // uv repeat and offset setting priorities
+                                       // 1. color map
+                                       // 2. alpha map
 
-               function refreshUniformsPhysical(uniforms, material, transmissionRenderTarget) {
-                       refreshUniformsStandard(uniforms, material);
-                       uniforms.ior.value = material.ior; // also part of uniforms common
 
-                       if (material.sheenTint) uniforms.sheenTint.value.copy(material.sheenTint);
+                                       let uvScaleMap;
 
-                       if (material.clearcoat > 0) {
-                               uniforms.clearcoat.value = material.clearcoat;
-                               uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
+                                       if (material.map) {
+                                               uvScaleMap = material.map;
+                                       } else if (material.alphaMap) {
+                                               uvScaleMap = material.alphaMap;
+                                       }
 
-                               if (material.clearcoatMap) {
-                                       uniforms.clearcoatMap.value = material.clearcoatMap;
-                               }
+                                       if (uvScaleMap !== undefined) {
+                                               if (uvScaleMap.matrixAutoUpdate === true) {
+                                                       uvScaleMap.updateMatrix();
+                                               }
 
-                               if (material.clearcoatRoughnessMap) {
-                                       uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
+                                               uniforms.uvTransform.value.copy(uvScaleMap.matrix);
+                                       }
                                }
 
-                               if (material.clearcoatNormalMap) {
-                                       uniforms.clearcoatNormalScale.value.copy(material.clearcoatNormalScale);
-                                       uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
-
-                                       if (material.side === BackSide) {
-                                               uniforms.clearcoatNormalScale.value.negate();
+                               function refreshUniformsLambert(uniforms, material) {
+                                       if (material.emissiveMap) {
+                                               uniforms.emissiveMap.value = material.emissiveMap;
                                        }
                                }
-                       }
 
-                       if (material.transmission > 0) {
-                               uniforms.transmission.value = material.transmission;
-                               uniforms.transmissionSamplerMap.value = transmissionRenderTarget.texture;
-                               uniforms.transmissionSamplerSize.value.set(transmissionRenderTarget.width, transmissionRenderTarget.height);
+                               function refreshUniformsPhong(uniforms, material) {
+                                       uniforms.specular.value.copy(material.specular);
+                                       uniforms.shininess.value = Math.max(material.shininess, 1e-4); // to prevent pow( 0.0, 0.0 )
 
-                               if (material.transmissionMap) {
-                                       uniforms.transmissionMap.value = material.transmissionMap;
-                               }
+                                       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;
+                                       }
 
-                               uniforms.thickness.value = material.thickness;
+                                       if (material.normalMap) {
+                                               uniforms.normalMap.value = material.normalMap;
+                                               uniforms.normalScale.value.copy(material.normalScale);
+                                               if (material.side === BackSide) uniforms.normalScale.value.negate();
+                                       }
 
-                               if (material.thicknessMap) {
-                                       uniforms.thicknessMap.value = material.thicknessMap;
+                                       if (material.displacementMap) {
+                                               uniforms.displacementMap.value = material.displacementMap;
+                                               uniforms.displacementScale.value = material.displacementScale;
+                                               uniforms.displacementBias.value = material.displacementBias;
+                                       }
                                }
 
-                               uniforms.attenuationDistance.value = material.attenuationDistance;
-                               uniforms.attenuationTint.value.copy(material.attenuationTint);
-                       }
+                               function refreshUniformsToon(uniforms, material) {
+                                       if (material.gradientMap) {
+                                               uniforms.gradientMap.value = material.gradientMap;
+                                       }
 
-                       uniforms.specularIntensity.value = material.specularIntensity;
-                       uniforms.specularTint.value.copy(material.specularTint);
+                                       if (material.emissiveMap) {
+                                               uniforms.emissiveMap.value = material.emissiveMap;
+                                       }
 
-                       if (material.specularIntensityMap) {
-                               uniforms.specularIntensityMap.value = material.specularIntensityMap;
-                       }
+                                       if (material.bumpMap) {
+                                               uniforms.bumpMap.value = material.bumpMap;
+                                               uniforms.bumpScale.value = material.bumpScale;
+                                               if (material.side === BackSide) uniforms.bumpScale.value *= -1;
+                                       }
 
-                       if (material.specularTintMap) {
-                               uniforms.specularTintMap.value = material.specularTintMap;
-                       }
-               }
+                                       if (material.normalMap) {
+                                               uniforms.normalMap.value = material.normalMap;
+                                               uniforms.normalScale.value.copy(material.normalScale);
+                                               if (material.side === BackSide) uniforms.normalScale.value.negate();
+                                       }
 
-               function refreshUniformsMatcap(uniforms, material) {
-                       if (material.matcap) {
-                               uniforms.matcap.value = material.matcap;
-                       }
+                                       if (material.displacementMap) {
+                                               uniforms.displacementMap.value = material.displacementMap;
+                                               uniforms.displacementScale.value = material.displacementScale;
+                                               uniforms.displacementBias.value = material.displacementBias;
+                                       }
+                               }
 
-                       if (material.bumpMap) {
-                               uniforms.bumpMap.value = material.bumpMap;
-                               uniforms.bumpScale.value = material.bumpScale;
-                               if (material.side === BackSide) uniforms.bumpScale.value *= -1;
-                       }
+                               function refreshUniformsStandard(uniforms, material) {
+                                       uniforms.roughness.value = material.roughness;
+                                       uniforms.metalness.value = material.metalness;
 
-                       if (material.normalMap) {
-                               uniforms.normalMap.value = material.normalMap;
-                               uniforms.normalScale.value.copy(material.normalScale);
-                               if (material.side === BackSide) uniforms.normalScale.value.negate();
-                       }
+                                       if (material.roughnessMap) {
+                                               uniforms.roughnessMap.value = material.roughnessMap;
+                                       }
 
-                       if (material.displacementMap) {
-                               uniforms.displacementMap.value = material.displacementMap;
-                               uniforms.displacementScale.value = material.displacementScale;
-                               uniforms.displacementBias.value = material.displacementBias;
-                       }
-               }
+                                       if (material.metalnessMap) {
+                                               uniforms.metalnessMap.value = material.metalnessMap;
+                                       }
 
-               function refreshUniformsDepth(uniforms, material) {
-                       if (material.displacementMap) {
-                               uniforms.displacementMap.value = material.displacementMap;
-                               uniforms.displacementScale.value = material.displacementScale;
-                               uniforms.displacementBias.value = material.displacementBias;
-                       }
-               }
+                                       if (material.emissiveMap) {
+                                               uniforms.emissiveMap.value = material.emissiveMap;
+                                       }
 
-               function refreshUniformsDistance(uniforms, material) {
-                       if (material.displacementMap) {
-                               uniforms.displacementMap.value = material.displacementMap;
-                               uniforms.displacementScale.value = material.displacementScale;
-                               uniforms.displacementBias.value = material.displacementBias;
-                       }
+                                       if (material.bumpMap) {
+                                               uniforms.bumpMap.value = material.bumpMap;
+                                               uniforms.bumpScale.value = material.bumpScale;
+                                               if (material.side === BackSide) uniforms.bumpScale.value *= -1;
+                                       }
 
-                       uniforms.referencePosition.value.copy(material.referencePosition);
-                       uniforms.nearDistance.value = material.nearDistance;
-                       uniforms.farDistance.value = material.farDistance;
-               }
+                                       if (material.normalMap) {
+                                               uniforms.normalMap.value = material.normalMap;
+                                               uniforms.normalScale.value.copy(material.normalScale);
+                                               if (material.side === BackSide) uniforms.normalScale.value.negate();
+                                       }
 
-               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.displacementMap) {
+                                               uniforms.displacementMap.value = material.displacementMap;
+                                               uniforms.displacementScale.value = material.displacementScale;
+                                               uniforms.displacementBias.value = material.displacementBias;
+                                       }
 
-                       if (material.normalMap) {
-                               uniforms.normalMap.value = material.normalMap;
-                               uniforms.normalScale.value.copy(material.normalScale);
-                               if (material.side === BackSide) uniforms.normalScale.value.negate();
-                       }
+                                       const envMap = properties.get(material).envMap;
 
-                       if (material.displacementMap) {
-                               uniforms.displacementMap.value = material.displacementMap;
-                               uniforms.displacementScale.value = material.displacementScale;
-                               uniforms.displacementBias.value = material.displacementBias;
-                       }
-               }
+                                       if (envMap) {
+                                               //uniforms.envMap.value = material.envMap; // part of uniforms common
+                                               uniforms.envMapIntensity.value = material.envMapIntensity;
+                                       }
+                               }
 
-               return {
-                       refreshFogUniforms: refreshFogUniforms,
-                       refreshMaterialUniforms: refreshMaterialUniforms
-               };
-       }
+                               function refreshUniformsPhysical(uniforms, material, transmissionRenderTarget) {
+                                       refreshUniformsStandard(uniforms, material);
+                                       uniforms.ior.value = material.ior; // also part of uniforms common
 
-       function createCanvasElement() {
-               const canvas = document.createElementNS('http://www.w3.org/1999/xhtml', 'canvas');
-               canvas.style.display = 'block';
-               return canvas;
-       }
+                                       if (material.sheenTint) uniforms.sheenTint.value.copy(material.sheenTint);
 
-       function WebGLRenderer(parameters = {}) {
-               const _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(),
-                                       _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',
-                                       _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
+                                       if (material.clearcoat > 0) {
+                                               uniforms.clearcoat.value = material.clearcoat;
+                                               uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
 
-               let currentRenderList = null;
-               let currentRenderState = null; // render() can be called from within a callback triggered by another render.
-               // We track this so that the nested render call gets its list and state isolated from the parent render call.
+                                               if (material.clearcoatMap) {
+                                                       uniforms.clearcoatMap.value = material.clearcoatMap;
+                                               }
 
-               const renderListStack = [];
-               const renderStateStack = []; // public properties
+                                               if (material.clearcoatRoughnessMap) {
+                                                       uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
+                                               }
 
-               this.domElement = _canvas; // Debug configuration container
+                                               if (material.clearcoatNormalMap) {
+                                                       uniforms.clearcoatNormalScale.value.copy(material.clearcoatNormalScale);
+                                                       uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
 
-               this.debug = {
-                       /**
-                        * Enables error checking and reporting when shader programs are being compiled
-                        * @type {boolean}
-                        */
-                       checkShaderErrors: true
-               }; // clearing
+                                                       if (material.side === BackSide) {
+                                                               uniforms.clearcoatNormalScale.value.negate();
+                                                       }
+                                               }
+                                       }
 
-               this.autoClear = true;
-               this.autoClearColor = true;
-               this.autoClearDepth = true;
-               this.autoClearStencil = true; // scene graph
+                                       if (material.transmission > 0) {
+                                               uniforms.transmission.value = material.transmission;
+                                               uniforms.transmissionSamplerMap.value = transmissionRenderTarget.texture;
+                                               uniforms.transmissionSamplerSize.value.set(transmissionRenderTarget.width, transmissionRenderTarget.height);
 
-               this.sortObjects = true; // user-defined clipping
+                                               if (material.transmissionMap) {
+                                                       uniforms.transmissionMap.value = material.transmissionMap;
+                                               }
 
-               this.clippingPlanes = [];
-               this.localClippingEnabled = false; // physically based shading
+                                               uniforms.thickness.value = material.thickness;
 
-               this.gammaFactor = 2.0; // for backwards compatibility
+                                               if (material.thicknessMap) {
+                                                       uniforms.thicknessMap.value = material.thicknessMap;
+                                               }
 
-               this.outputEncoding = LinearEncoding; // physical lights
+                                               uniforms.attenuationDistance.value = material.attenuationDistance;
+                                               uniforms.attenuationTint.value.copy(material.attenuationTint);
+                                       }
 
-               this.physicallyCorrectLights = false; // tone mapping
+                                       uniforms.specularIntensity.value = material.specularIntensity;
+                                       uniforms.specularTint.value.copy(material.specularTint);
 
-               this.toneMapping = NoToneMapping;
-               this.toneMappingExposure = 1.0; // internal properties
+                                       if (material.specularIntensityMap) {
+                                               uniforms.specularIntensityMap.value = material.specularIntensityMap;
+                                       }
 
-               const _this = this;
+                                       if (material.specularTintMap) {
+                                               uniforms.specularTintMap.value = material.specularTintMap;
+                                       }
+                               }
 
-               let _isContextLost = false; // internal state cache
+                               function refreshUniformsMatcap(uniforms, material) {
+                                       if (material.matcap) {
+                                               uniforms.matcap.value = material.matcap;
+                                       }
 
-               let _currentActiveCubeFace = 0;
-               let _currentActiveMipmapLevel = 0;
-               let _currentRenderTarget = null;
+                                       if (material.bumpMap) {
+                                               uniforms.bumpMap.value = material.bumpMap;
+                                               uniforms.bumpScale.value = material.bumpScale;
+                                               if (material.side === BackSide) uniforms.bumpScale.value *= -1;
+                                       }
 
-               let _currentMaterialId = -1;
+                                       if (material.normalMap) {
+                                               uniforms.normalMap.value = material.normalMap;
+                                               uniforms.normalScale.value.copy(material.normalScale);
+                                               if (material.side === BackSide) uniforms.normalScale.value.negate();
+                                       }
 
-               let _currentCamera = null;
+                                       if (material.displacementMap) {
+                                               uniforms.displacementMap.value = material.displacementMap;
+                                               uniforms.displacementScale.value = material.displacementScale;
+                                               uniforms.displacementBias.value = material.displacementBias;
+                                       }
+                               }
 
-               const _currentViewport = new Vector4();
+                               function refreshUniformsDepth(uniforms, material) {
+                                       if (material.displacementMap) {
+                                               uniforms.displacementMap.value = material.displacementMap;
+                                               uniforms.displacementScale.value = material.displacementScale;
+                                               uniforms.displacementBias.value = material.displacementBias;
+                                       }
+                               }
 
-               const _currentScissor = new Vector4();
+                               function refreshUniformsDistance(uniforms, material) {
+                                       if (material.displacementMap) {
+                                               uniforms.displacementMap.value = material.displacementMap;
+                                               uniforms.displacementScale.value = material.displacementScale;
+                                               uniforms.displacementBias.value = material.displacementBias;
+                                       }
 
-               let _currentScissorTest = null; //
+                                       uniforms.referencePosition.value.copy(material.referencePosition);
+                                       uniforms.nearDistance.value = material.nearDistance;
+                                       uniforms.farDistance.value = material.farDistance;
+                               }
 
-               let _width = _canvas.width;
-               let _height = _canvas.height;
-               let _pixelRatio = 1;
-               let _opaqueSort = null;
-               let _transparentSort = null;
+                               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;
+                                       }
 
-               const _viewport = new Vector4(0, 0, _width, _height);
+                                       if (material.normalMap) {
+                                               uniforms.normalMap.value = material.normalMap;
+                                               uniforms.normalScale.value.copy(material.normalScale);
+                                               if (material.side === BackSide) uniforms.normalScale.value.negate();
+                                       }
 
-               const _scissor = new Vector4(0, 0, _width, _height);
+                                       if (material.displacementMap) {
+                                               uniforms.displacementMap.value = material.displacementMap;
+                                               uniforms.displacementScale.value = material.displacementScale;
+                                               uniforms.displacementBias.value = material.displacementBias;
+                                       }
+                               }
 
-               let _scissorTest = false; //
+                               return {
+                                       refreshFogUniforms: refreshFogUniforms,
+                                       refreshMaterialUniforms: refreshMaterialUniforms
+                               };
+                       }
 
-               const _currentDrawBuffers = []; // frustum
+                       function createCanvasElement() {
+                               const canvas = document.createElementNS('http://www.w3.org/1999/xhtml', 'canvas');
+                               canvas.style.display = 'block';
+                               return canvas;
+                       }
 
-               const _frustum = new Frustum(); // clipping
+                       function WebGLRenderer(parameters = {}) {
+                               const _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(),
+                                       _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',
+                                       _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
 
+                               let currentRenderList = null;
+                               let currentRenderState = null; // render() can be called from within a callback triggered by another render.
+                               // We track this so that the nested render call gets its list and state isolated from the parent render call.
 
-               let _clippingEnabled = false;
-               let _localClippingEnabled = false; // transmission
+                               const renderListStack = [];
+                               const renderStateStack = []; // public properties
 
-               let _transmissionRenderTarget = null; // camera matrices cache
+                               this.domElement = _canvas; // Debug configuration container
 
-               const _projScreenMatrix = new Matrix4();
+                               this.debug = {
+                                       /**
+                                        * Enables error checking and reporting when shader programs are being compiled
+                                        * @type {boolean}
+                                        */
+                                       checkShaderErrors: true
+                               }; // clearing
 
-               const _vector3 = new Vector3();
+                               this.autoClear = true;
+                               this.autoClearColor = true;
+                               this.autoClearDepth = true;
+                               this.autoClearStencil = true; // scene graph
 
-               const _emptyScene = {
-                       background: null,
-                       fog: null,
-                       environment: null,
-                       overrideMaterial: null,
-                       isScene: true
-               };
+                               this.sortObjects = true; // user-defined clipping
 
-               function getTargetPixelRatio() {
-                       return _currentRenderTarget === null ? _pixelRatio : 1;
-               } // initialize
+                               this.clippingPlanes = [];
+                               this.localClippingEnabled = false; // physically based shading
 
+                               this.gammaFactor = 2.0; // for backwards compatibility
 
-               let _gl = _context;
+                               this.outputEncoding = LinearEncoding; // physical lights
 
-               function getContext(contextNames, contextAttributes) {
-                       for (let i = 0; i < contextNames.length; i++) {
-                               const contextName = contextNames[i];
+                               this.physicallyCorrectLights = false; // tone mapping
 
-                               const context = _canvas.getContext(contextName, contextAttributes);
+                               this.toneMapping = NoToneMapping;
+                               this.toneMappingExposure = 1.0; // internal properties
 
-                               if (context !== null) return context;
-                       }
+                               const _this = this;
 
-                       return null;
-               }
+                               let _isContextLost = false; // internal state cache
 
-               try {
-                       const contextAttributes = {
-                               alpha: _alpha,
-                               depth: _depth,
-                               stencil: _stencil,
-                               antialias: _antialias,
-                               premultipliedAlpha: _premultipliedAlpha,
-                               preserveDrawingBuffer: _preserveDrawingBuffer,
-                               powerPreference: _powerPreference,
-                               failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
-                       }; // event listeners must be registered before WebGL context is created, see #12753
+                               let _currentActiveCubeFace = 0;
+                               let _currentActiveMipmapLevel = 0;
+                               let _currentRenderTarget = null;
 
-                       _canvas.addEventListener('webglcontextlost', onContextLost, false);
+                               let _currentMaterialId = -1;
 
-                       _canvas.addEventListener('webglcontextrestored', onContextRestore, false);
+                               let _currentCamera = null;
 
-                       if (_gl === null) {
-                               const contextNames = ['webgl2', 'webgl', 'experimental-webgl'];
+                               const _currentViewport = new Vector4();
 
-                               if (_this.isWebGL1Renderer === true) {
-                                       contextNames.shift();
-                               }
+                               const _currentScissor = new Vector4();
 
-                               _gl = getContext(contextNames, contextAttributes);
+                               let _currentScissorTest = null; //
 
-                               if (_gl === null) {
-                                       if (getContext(contextNames)) {
-                                               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
+                               let _width = _canvas.width;
+                               let _height = _canvas.height;
+                               let _pixelRatio = 1;
+                               let _opaqueSort = null;
+                               let _transparentSort = null;
 
+                               const _viewport = new Vector4(0, 0, _width, _height);
 
-                       if (_gl.getShaderPrecisionFormat === undefined) {
-                               _gl.getShaderPrecisionFormat = function () {
-                                       return {
-                                               'rangeMin': 1,
-                                               'rangeMax': 1,
-                                               'precision': 1
-                                       };
-                               };
-                       }
-               } catch (error) {
-                       console.error('THREE.WebGLRenderer: ' + error.message);
-                       throw error;
-               }
+                               const _scissor = new Vector4(0, 0, _width, _height);
 
-               let extensions, capabilities, state, info;
-               let properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects;
-               let programCache, materials, renderLists, renderStates, clipping, shadowMap;
-               let background, morphtargets, bufferRenderer, indexedBufferRenderer;
-               let utils, bindingStates;
-
-               function initGLContext() {
-                       extensions = new WebGLExtensions(_gl);
-                       capabilities = new WebGLCapabilities(_gl, extensions, parameters);
-                       extensions.init(capabilities);
-                       utils = new WebGLUtils(_gl, extensions, capabilities);
-                       state = new WebGLState(_gl, extensions, capabilities);
-                       _currentDrawBuffers[0] = _gl.BACK;
-                       info = new WebGLInfo(_gl);
-                       properties = new WebGLProperties();
-                       textures = new WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info);
-                       cubemaps = new WebGLCubeMaps(_this);
-                       cubeuvmaps = new WebGLCubeUVMaps(_this);
-                       attributes = new WebGLAttributes(_gl, capabilities);
-                       bindingStates = new WebGLBindingStates(_gl, extensions, attributes, capabilities);
-                       geometries = new WebGLGeometries(_gl, attributes, info, bindingStates);
-                       objects = new WebGLObjects(_gl, geometries, attributes, info);
-                       morphtargets = new WebGLMorphtargets(_gl);
-                       clipping = new WebGLClipping(properties);
-                       programCache = new WebGLPrograms(_this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping);
-                       materials = new WebGLMaterials(properties);
-                       renderLists = new WebGLRenderLists(properties);
-                       renderStates = new WebGLRenderStates(extensions, capabilities);
-                       background = new WebGLBackground(_this, cubemaps, state, objects, _premultipliedAlpha);
-                       shadowMap = new WebGLShadowMap(_this, objects, capabilities);
-                       bufferRenderer = new WebGLBufferRenderer(_gl, extensions, info, capabilities);
-                       indexedBufferRenderer = new WebGLIndexedBufferRenderer(_gl, extensions, info, capabilities);
-                       info.programs = programCache.programs;
-                       _this.capabilities = capabilities;
-                       _this.extensions = extensions;
-                       _this.properties = properties;
-                       _this.renderLists = renderLists;
-                       _this.shadowMap = shadowMap;
-                       _this.state = state;
-                       _this.info = info;
-               }
+                               let _scissorTest = false; //
 
-               initGLContext(); // xr
+                               const _currentDrawBuffers = []; // frustum
 
-               const xr = new WebXRManager(_this, _gl);
-               this.xr = xr; // API
+                               const _frustum = new Frustum(); // clipping
 
-               this.getContext = function () {
-                       return _gl;
-               };
 
-               this.getContextAttributes = function () {
-                       return _gl.getContextAttributes();
-               };
+                               let _clippingEnabled = false;
+                               let _localClippingEnabled = false; // transmission
 
-               this.forceContextLoss = function () {
-                       const extension = extensions.get('WEBGL_lose_context');
-                       if (extension) extension.loseContext();
-               };
+                               let _transmissionRenderTarget = null; // camera matrices cache
 
-               this.forceContextRestore = function () {
-                       const extension = extensions.get('WEBGL_lose_context');
-                       if (extension) extension.restoreContext();
-               };
+                               const _projScreenMatrix = new Matrix4();
 
-               this.getPixelRatio = function () {
-                       return _pixelRatio;
-               };
+                               const _vector3 = new Vector3();
 
-               this.setPixelRatio = function (value) {
-                       if (value === undefined) return;
-                       _pixelRatio = value;
-                       this.setSize(_width, _height, false);
-               };
+                               const _emptyScene = {
+                                       background: null,
+                                       fog: null,
+                                       environment: null,
+                                       overrideMaterial: null,
+                                       isScene: true
+                               };
 
-               this.getSize = function (target) {
-                       return target.set(_width, _height);
-               };
+                               function getTargetPixelRatio() {
+                                       return _currentRenderTarget === null ? _pixelRatio : 1;
+                               } // initialize
 
-               this.setSize = function (width, height, updateStyle) {
-                       if (xr.isPresenting) {
-                               console.warn('THREE.WebGLRenderer: Can\'t change size while VR device is presenting.');
-                               return;
-                       }
 
-                       _width = width;
-                       _height = height;
-                       _canvas.width = Math.floor(width * _pixelRatio);
-                       _canvas.height = Math.floor(height * _pixelRatio);
+                               let _gl = _context;
 
-                       if (updateStyle !== false) {
-                               _canvas.style.width = width + 'px';
-                               _canvas.style.height = height + 'px';
-                       }
+                               function getContext(contextNames, contextAttributes) {
+                                       for (let i = 0; i < contextNames.length; i++) {
+                                               const contextName = contextNames[i];
 
-                       this.setViewport(0, 0, width, height);
-               };
+                                               const context = _canvas.getContext(contextName, contextAttributes);
 
-               this.getDrawingBufferSize = function (target) {
-                       return target.set(_width * _pixelRatio, _height * _pixelRatio).floor();
-               };
+                                               if (context !== null) return context;
+                                       }
 
-               this.setDrawingBufferSize = function (width, height, pixelRatio) {
-                       _width = width;
-                       _height = height;
-                       _pixelRatio = pixelRatio;
-                       _canvas.width = Math.floor(width * pixelRatio);
-                       _canvas.height = Math.floor(height * pixelRatio);
-                       this.setViewport(0, 0, width, height);
-               };
+                                       return null;
+                               }
 
-               this.getCurrentViewport = function (target) {
-                       return target.copy(_currentViewport);
-               };
+                               try {
+                                       const contextAttributes = {
+                                               alpha: _alpha,
+                                               depth: _depth,
+                                               stencil: _stencil,
+                                               antialias: _antialias,
+                                               premultipliedAlpha: _premultipliedAlpha,
+                                               preserveDrawingBuffer: _preserveDrawingBuffer,
+                                               powerPreference: _powerPreference,
+                                               failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
+                                       }; // event listeners must be registered before WebGL context is created, see #12753
+
+                                       _canvas.addEventListener('webglcontextlost', onContextLost, false);
+
+                                       _canvas.addEventListener('webglcontextrestored', onContextRestore, false);
+
+                                       if (_gl === null) {
+                                               const contextNames = ['webgl2', 'webgl', 'experimental-webgl'];
+
+                                               if (_this.isWebGL1Renderer === true) {
+                                                       contextNames.shift();
+                                               }
 
-               this.getViewport = function (target) {
-                       return target.copy(_viewport);
-               };
+                                               _gl = getContext(contextNames, contextAttributes);
 
-               this.setViewport = function (x, y, width, height) {
-                       if (x.isVector4) {
-                               _viewport.set(x.x, x.y, x.z, x.w);
-                       } else {
-                               _viewport.set(x, y, width, height);
-                       }
+                                               if (_gl === null) {
+                                                       if (getContext(contextNames)) {
+                                                               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
 
-                       state.viewport(_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor());
-               };
 
-               this.getScissor = function (target) {
-                       return target.copy(_scissor);
-               };
+                                       if (_gl.getShaderPrecisionFormat === undefined) {
+                                               _gl.getShaderPrecisionFormat = function () {
+                                                       return {
+                                                               'rangeMin': 1,
+                                                               'rangeMax': 1,
+                                                               'precision': 1
+                                                       };
+                                               };
+                                       }
+                               } catch (error) {
+                                       console.error('THREE.WebGLRenderer: ' + error.message);
+                                       throw error;
+                               }
+
+                               let extensions, capabilities, state, info;
+                               let properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects;
+                               let programCache, materials, renderLists, renderStates, clipping, shadowMap;
+                               let background, morphtargets, bufferRenderer, indexedBufferRenderer;
+                               let utils, bindingStates;
+
+                               function initGLContext() {
+                                       extensions = new WebGLExtensions(_gl);
+                                       capabilities = new WebGLCapabilities(_gl, extensions, parameters);
+                                       extensions.init(capabilities);
+                                       utils = new WebGLUtils(_gl, extensions, capabilities);
+                                       state = new WebGLState(_gl, extensions, capabilities);
+                                       _currentDrawBuffers[0] = _gl.BACK;
+                                       info = new WebGLInfo(_gl);
+                                       properties = new WebGLProperties();
+                                       textures = new WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info);
+                                       cubemaps = new WebGLCubeMaps(_this);
+                                       cubeuvmaps = new WebGLCubeUVMaps(_this);
+                                       attributes = new WebGLAttributes(_gl, capabilities);
+                                       bindingStates = new WebGLBindingStates(_gl, extensions, attributes, capabilities);
+                                       geometries = new WebGLGeometries(_gl, attributes, info, bindingStates);
+                                       objects = new WebGLObjects(_gl, geometries, attributes, info);
+                                       morphtargets = new WebGLMorphtargets(_gl);
+                                       clipping = new WebGLClipping(properties);
+                                       programCache = new WebGLPrograms(_this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping);
+                                       materials = new WebGLMaterials(properties);
+                                       renderLists = new WebGLRenderLists(properties);
+                                       renderStates = new WebGLRenderStates(extensions, capabilities);
+                                       background = new WebGLBackground(_this, cubemaps, state, objects, _premultipliedAlpha);
+                                       shadowMap = new WebGLShadowMap(_this, objects, capabilities);
+                                       bufferRenderer = new WebGLBufferRenderer(_gl, extensions, info, capabilities);
+                                       indexedBufferRenderer = new WebGLIndexedBufferRenderer(_gl, extensions, info, capabilities);
+                                       info.programs = programCache.programs;
+                                       _this.capabilities = capabilities;
+                                       _this.extensions = extensions;
+                                       _this.properties = properties;
+                                       _this.renderLists = renderLists;
+                                       _this.shadowMap = shadowMap;
+                                       _this.state = state;
+                                       _this.info = info;
+                               }
+
+                               initGLContext(); // xr
+
+                               const xr = new WebXRManager(_this, _gl);
+                               this.xr = xr; // API
+
+                               this.getContext = function () {
+                                       return _gl;
+                               };
 
-               this.setScissor = function (x, y, width, height) {
-                       if (x.isVector4) {
-                               _scissor.set(x.x, x.y, x.z, x.w);
-                       } else {
-                               _scissor.set(x, y, width, height);
-                       }
+                               this.getContextAttributes = function () {
+                                       return _gl.getContextAttributes();
+                               };
 
-                       state.scissor(_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor());
-               };
+                               this.forceContextLoss = function () {
+                                       const extension = extensions.get('WEBGL_lose_context');
+                                       if (extension) extension.loseContext();
+                               };
 
-               this.getScissorTest = function () {
-                       return _scissorTest;
-               };
+                               this.forceContextRestore = function () {
+                                       const extension = extensions.get('WEBGL_lose_context');
+                                       if (extension) extension.restoreContext();
+                               };
 
-               this.setScissorTest = function (boolean) {
-                       state.setScissorTest(_scissorTest = boolean);
-               };
+                               this.getPixelRatio = function () {
+                                       return _pixelRatio;
+                               };
 
-               this.setOpaqueSort = function (method) {
-                       _opaqueSort = method;
-               };
+                               this.setPixelRatio = function (value) {
+                                       if (value === undefined) return;
+                                       _pixelRatio = value;
+                                       this.setSize(_width, _height, false);
+                               };
 
-               this.setTransparentSort = function (method) {
-                       _transparentSort = method;
-               }; // Clearing
+                               this.getSize = function (target) {
+                                       return target.set(_width, _height);
+                               };
 
+                               this.setSize = function (width, height, updateStyle) {
+                                       if (xr.isPresenting) {
+                                               console.warn('THREE.WebGLRenderer: Can\'t change size while VR device is presenting.');
+                                               return;
+                                       }
 
-               this.getClearColor = function (target) {
-                       return target.copy(background.getClearColor());
-               };
+                                       _width = width;
+                                       _height = height;
+                                       _canvas.width = Math.floor(width * _pixelRatio);
+                                       _canvas.height = Math.floor(height * _pixelRatio);
 
-               this.setClearColor = function () {
-                       background.setClearColor.apply(background, arguments);
-               };
+                                       if (updateStyle !== false) {
+                                               _canvas.style.width = width + 'px';
+                                               _canvas.style.height = height + 'px';
+                                       }
 
-               this.getClearAlpha = function () {
-                       return background.getClearAlpha();
-               };
+                                       this.setViewport(0, 0, width, height);
+                               };
 
-               this.setClearAlpha = function () {
-                       background.setClearAlpha.apply(background, arguments);
-               };
+                               this.getDrawingBufferSize = function (target) {
+                                       return target.set(_width * _pixelRatio, _height * _pixelRatio).floor();
+                               };
 
-               this.clear = function (color, depth, stencil) {
-                       let 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;
+                               this.setDrawingBufferSize = function (width, height, pixelRatio) {
+                                       _width = width;
+                                       _height = height;
+                                       _pixelRatio = pixelRatio;
+                                       _canvas.width = Math.floor(width * pixelRatio);
+                                       _canvas.height = Math.floor(height * pixelRatio);
+                                       this.setViewport(0, 0, width, height);
+                               };
 
-                       _gl.clear(bits);
-               };
+                               this.getCurrentViewport = function (target) {
+                                       return target.copy(_currentViewport);
+                               };
 
-               this.clearColor = function () {
-                       this.clear(true, false, false);
-               };
+                               this.getViewport = function (target) {
+                                       return target.copy(_viewport);
+                               };
 
-               this.clearDepth = function () {
-                       this.clear(false, true, false);
-               };
+                               this.setViewport = function (x, y, width, height) {
+                                       if (x.isVector4) {
+                                               _viewport.set(x.x, x.y, x.z, x.w);
+                                       } else {
+                                               _viewport.set(x, y, width, height);
+                                       }
 
-               this.clearStencil = function () {
-                       this.clear(false, false, true);
-               }; //
+                                       state.viewport(_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor());
+                               };
 
+                               this.getScissor = function (target) {
+                                       return target.copy(_scissor);
+                               };
 
-               this.dispose = function () {
-                       _canvas.removeEventListener('webglcontextlost', onContextLost, false);
+                               this.setScissor = function (x, y, width, height) {
+                                       if (x.isVector4) {
+                                               _scissor.set(x.x, x.y, x.z, x.w);
+                                       } else {
+                                               _scissor.set(x, y, width, height);
+                                       }
 
-                       _canvas.removeEventListener('webglcontextrestored', onContextRestore, false);
+                                       state.scissor(_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor());
+                               };
 
-                       renderLists.dispose();
-                       renderStates.dispose();
-                       properties.dispose();
-                       cubemaps.dispose();
-                       cubeuvmaps.dispose();
-                       objects.dispose();
-                       bindingStates.dispose();
-                       xr.dispose();
-                       xr.removeEventListener('sessionstart', onXRSessionStart);
-                       xr.removeEventListener('sessionend', onXRSessionEnd);
+                               this.getScissorTest = function () {
+                                       return _scissorTest;
+                               };
 
-                       if (_transmissionRenderTarget) {
-                               _transmissionRenderTarget.dispose();
+                               this.setScissorTest = function (boolean) {
+                                       state.setScissorTest(_scissorTest = boolean);
+                               };
 
-                               _transmissionRenderTarget = null;
-                       }
+                               this.setOpaqueSort = function (method) {
+                                       _opaqueSort = method;
+                               };
 
-                       animation.stop();
-               }; // Events
+                               this.setTransparentSort = function (method) {
+                                       _transparentSort = method;
+                               }; // Clearing
 
 
-               function onContextLost(event) {
-                       event.preventDefault();
-                       console.log('THREE.WebGLRenderer: Context Lost.');
-                       _isContextLost = true;
-               }
+                               this.getClearColor = function (target) {
+                                       return target.copy(background.getClearColor());
+                               };
 
-               function onContextRestore() {
-                       console.log('THREE.WebGLRenderer: Context Restored.');
-                       _isContextLost = false;
-                       const infoAutoReset = info.autoReset;
-                       const shadowMapEnabled = shadowMap.enabled;
-                       const shadowMapAutoUpdate = shadowMap.autoUpdate;
-                       const shadowMapNeedsUpdate = shadowMap.needsUpdate;
-                       const shadowMapType = shadowMap.type;
-                       initGLContext();
-                       info.autoReset = infoAutoReset;
-                       shadowMap.enabled = shadowMapEnabled;
-                       shadowMap.autoUpdate = shadowMapAutoUpdate;
-                       shadowMap.needsUpdate = shadowMapNeedsUpdate;
-                       shadowMap.type = shadowMapType;
-               }
+                               this.setClearColor = function () {
+                                       background.setClearColor.apply(background, arguments);
+                               };
 
-               function onMaterialDispose(event) {
-                       const material = event.target;
-                       material.removeEventListener('dispose', onMaterialDispose);
-                       deallocateMaterial(material);
-               } // Buffer deallocation
+                               this.getClearAlpha = function () {
+                                       return background.getClearAlpha();
+                               };
 
+                               this.setClearAlpha = function () {
+                                       background.setClearAlpha.apply(background, arguments);
+                               };
 
-               function deallocateMaterial(material) {
-                       releaseMaterialProgramReferences(material);
-                       properties.remove(material);
-               }
+                               this.clear = function (color, depth, stencil) {
+                                       let 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;
 
-               function releaseMaterialProgramReferences(material) {
-                       const programs = properties.get(material).programs;
+                                       _gl.clear(bits);
+                               };
 
-                       if (programs !== undefined) {
-                               programs.forEach(function (program) {
-                                       programCache.releaseProgram(program);
-                               });
-                       }
-               } // Buffer rendering
+                               this.clearColor = function () {
+                                       this.clear(true, false, false);
+                               };
 
+                               this.clearDepth = function () {
+                                       this.clear(false, true, false);
+                               };
 
-               function renderObjectImmediate(object, program) {
-                       object.render(function (object) {
-                               _this.renderBufferImmediate(object, program);
-                       });
-               }
+                               this.clearStencil = function () {
+                                       this.clear(false, false, true);
+                               }; //
 
-               this.renderBufferImmediate = function (object, program) {
-                       bindingStates.initAttributes();
-                       const 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();
-                       const programAttributes = program.getAttributes();
 
-                       if (object.hasPositions) {
-                               _gl.bindBuffer(_gl.ARRAY_BUFFER, buffers.position);
+                               this.dispose = function () {
+                                       _canvas.removeEventListener('webglcontextlost', onContextLost, false);
 
-                               _gl.bufferData(_gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW);
+                                       _canvas.removeEventListener('webglcontextrestored', onContextRestore, false);
 
-                               bindingStates.enableAttribute(programAttributes.position.location);
+                                       renderLists.dispose();
+                                       renderStates.dispose();
+                                       properties.dispose();
+                                       cubemaps.dispose();
+                                       cubeuvmaps.dispose();
+                                       objects.dispose();
+                                       bindingStates.dispose();
+                                       xr.dispose();
+                                       xr.removeEventListener('sessionstart', onXRSessionStart);
+                                       xr.removeEventListener('sessionend', onXRSessionEnd);
 
-                               _gl.vertexAttribPointer(programAttributes.position.location, 3, _gl.FLOAT, false, 0, 0);
-                       }
+                                       if (_transmissionRenderTarget) {
+                                               _transmissionRenderTarget.dispose();
 
-                       if (object.hasNormals) {
-                               _gl.bindBuffer(_gl.ARRAY_BUFFER, buffers.normal);
+                                               _transmissionRenderTarget = null;
+                                       }
 
-                               _gl.bufferData(_gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW);
+                                       animation.stop();
+                               }; // Events
 
-                               bindingStates.enableAttribute(programAttributes.normal.location);
 
-                               _gl.vertexAttribPointer(programAttributes.normal.location, 3, _gl.FLOAT, false, 0, 0);
-                       }
+                               function onContextLost(event) {
+                                       event.preventDefault();
+                                       console.log('THREE.WebGLRenderer: Context Lost.');
+                                       _isContextLost = true;
+                               }
 
-                       if (object.hasUvs) {
-                               _gl.bindBuffer(_gl.ARRAY_BUFFER, buffers.uv);
+                               function onContextRestore() {
+                                       console.log('THREE.WebGLRenderer: Context Restored.');
+                                       _isContextLost = false;
+                                       const infoAutoReset = info.autoReset;
+                                       const shadowMapEnabled = shadowMap.enabled;
+                                       const shadowMapAutoUpdate = shadowMap.autoUpdate;
+                                       const shadowMapNeedsUpdate = shadowMap.needsUpdate;
+                                       const shadowMapType = shadowMap.type;
+                                       initGLContext();
+                                       info.autoReset = infoAutoReset;
+                                       shadowMap.enabled = shadowMapEnabled;
+                                       shadowMap.autoUpdate = shadowMapAutoUpdate;
+                                       shadowMap.needsUpdate = shadowMapNeedsUpdate;
+                                       shadowMap.type = shadowMapType;
+                               }
 
-                               _gl.bufferData(_gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW);
+                               function onMaterialDispose(event) {
+                                       const material = event.target;
+                                       material.removeEventListener('dispose', onMaterialDispose);
+                                       deallocateMaterial(material);
+                               } // Buffer deallocation
 
-                               bindingStates.enableAttribute(programAttributes.uv.location);
 
-                               _gl.vertexAttribPointer(programAttributes.uv.location, 2, _gl.FLOAT, false, 0, 0);
-                       }
+                               function deallocateMaterial(material) {
+                                       releaseMaterialProgramReferences(material);
+                                       properties.remove(material);
+                               }
 
-                       if (object.hasColors) {
-                               _gl.bindBuffer(_gl.ARRAY_BUFFER, buffers.color);
+                               function releaseMaterialProgramReferences(material) {
+                                       const programs = properties.get(material).programs;
 
-                               _gl.bufferData(_gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW);
+                                       if (programs !== undefined) {
+                                               programs.forEach(function (program) {
+                                                       programCache.releaseProgram(program);
+                                               });
+                                       }
+                               } // Buffer rendering
 
-                               bindingStates.enableAttribute(programAttributes.color.location);
 
-                               _gl.vertexAttribPointer(programAttributes.color.location, 3, _gl.FLOAT, false, 0, 0);
-                       }
+                               function renderObjectImmediate(object, program) {
+                                       object.render(function (object) {
+                                               _this.renderBufferImmediate(object, program);
+                                       });
+                               }
 
-                       bindingStates.disableUnusedAttributes();
+                               this.renderBufferImmediate = function (object, program) {
+                                       bindingStates.initAttributes();
+                                       const 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();
+                                       const programAttributes = program.getAttributes();
 
-                       _gl.drawArrays(_gl.TRIANGLES, 0, object.count);
+                                       if (object.hasPositions) {
+                                               _gl.bindBuffer(_gl.ARRAY_BUFFER, buffers.position);
 
-                       object.count = 0;
-               };
+                                               _gl.bufferData(_gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW);
 
-               this.renderBufferDirect = function (camera, scene, geometry, material, object, group) {
-                       if (scene === null) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
+                                               bindingStates.enableAttribute(programAttributes.position.location);
 
-                       const frontFaceCW = object.isMesh && object.matrixWorld.determinant() < 0;
-                       const program = setProgram(camera, scene, material, object);
-                       state.setMaterial(material, frontFaceCW); //
+                                               _gl.vertexAttribPointer(programAttributes.position.location, 3, _gl.FLOAT, false, 0, 0);
+                                       }
 
-                       let index = geometry.index;
-                       const position = geometry.attributes.position; //
+                                       if (object.hasNormals) {
+                                               _gl.bindBuffer(_gl.ARRAY_BUFFER, buffers.normal);
 
-                       if (index === null) {
-                               if (position === undefined || position.count === 0) return;
-                       } else if (index.count === 0) {
-                               return;
-                       } //
+                                               _gl.bufferData(_gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW);
 
+                                               bindingStates.enableAttribute(programAttributes.normal.location);
 
-                       let rangeFactor = 1;
+                                               _gl.vertexAttribPointer(programAttributes.normal.location, 3, _gl.FLOAT, false, 0, 0);
+                                       }
 
-                       if (material.wireframe === true) {
-                               index = geometries.getWireframeAttribute(geometry);
-                               rangeFactor = 2;
-                       }
+                                       if (object.hasUvs) {
+                                               _gl.bindBuffer(_gl.ARRAY_BUFFER, buffers.uv);
 
-                       if (geometry.morphAttributes.position !== undefined || geometry.morphAttributes.normal !== undefined) {
-                               morphtargets.update(object, geometry, material, program);
-                       }
+                                               _gl.bufferData(_gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW);
 
-                       bindingStates.setup(object, material, program, geometry, index);
-                       let attribute;
-                       let renderer = bufferRenderer;
+                                               bindingStates.enableAttribute(programAttributes.uv.location);
 
-                       if (index !== null) {
-                               attribute = attributes.get(index);
-                               renderer = indexedBufferRenderer;
-                               renderer.setIndex(attribute);
-                       } //
+                                               _gl.vertexAttribPointer(programAttributes.uv.location, 2, _gl.FLOAT, false, 0, 0);
+                                       }
 
+                                       if (object.hasColors) {
+                                               _gl.bindBuffer(_gl.ARRAY_BUFFER, buffers.color);
 
-                       const dataCount = index !== null ? index.count : position.count;
-                       const rangeStart = geometry.drawRange.start * rangeFactor;
-                       const rangeCount = geometry.drawRange.count * rangeFactor;
-                       const groupStart = group !== null ? group.start * rangeFactor : 0;
-                       const groupCount = group !== null ? group.count * rangeFactor : Infinity;
-                       const drawStart = Math.max(rangeStart, groupStart);
-                       const drawEnd = Math.min(dataCount, rangeStart + rangeCount, groupStart + groupCount) - 1;
-                       const 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 {
-                                       renderer.setMode(_gl.TRIANGLES);
-                               }
-                       } else if (object.isLine) {
-                               let lineWidth = material.linewidth;
-                               if (lineWidth === undefined) lineWidth = 1; // Not using Line*Material
+                                               _gl.bufferData(_gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW);
 
-                               state.setLineWidth(lineWidth * getTargetPixelRatio());
+                                               bindingStates.enableAttribute(programAttributes.color.location);
 
-                               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);
-                       } else if (object.isSprite) {
-                               renderer.setMode(_gl.TRIANGLES);
-                       }
+                                               _gl.vertexAttribPointer(programAttributes.color.location, 3, _gl.FLOAT, false, 0, 0);
+                                       }
 
-                       if (object.isInstancedMesh) {
-                               renderer.renderInstances(drawStart, drawCount, object.count);
-                       } else if (geometry.isInstancedBufferGeometry) {
-                               const instanceCount = Math.min(geometry.instanceCount, geometry._maxInstanceCount);
-                               renderer.renderInstances(drawStart, drawCount, instanceCount);
-                       } else {
-                               renderer.render(drawStart, drawCount);
-                       }
-               }; // Compile
+                                       bindingStates.disableUnusedAttributes();
+
+                                       _gl.drawArrays(_gl.TRIANGLES, 0, object.count);
+
+                                       object.count = 0;
+                               };
+
+                               this.renderBufferDirect = function (camera, scene, geometry, material, object, group) {
+                                       if (scene === null) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
+
+                                       const frontFaceCW = object.isMesh && object.matrixWorld.determinant() < 0;
+                                       const program = setProgram(camera, scene, material, object);
+                                       state.setMaterial(material, frontFaceCW); //
+
+                                       let index = geometry.index;
+                                       const position = geometry.attributes.position; //
+
+                                       if (index === null) {
+                                               if (position === undefined || position.count === 0) return;
+                                       } else if (index.count === 0) {
+                                               return;
+                                       } //
 
 
-               this.compile = function (scene, camera) {
-                       currentRenderState = renderStates.get(scene);
-                       currentRenderState.init();
-                       renderStateStack.push(currentRenderState);
-                       scene.traverseVisible(function (object) {
-                               if (object.isLight && object.layers.test(camera.layers)) {
-                                       currentRenderState.pushLight(object);
+                                       let rangeFactor = 1;
 
-                                       if (object.castShadow) {
-                                               currentRenderState.pushShadow(object);
+                                       if (material.wireframe === true) {
+                                               index = geometries.getWireframeAttribute(geometry);
+                                               rangeFactor = 2;
                                        }
-                               }
-                       });
-                       currentRenderState.setupLights(_this.physicallyCorrectLights);
-                       scene.traverse(function (object) {
-                               const material = object.material;
 
-                               if (material) {
-                                       if (Array.isArray(material)) {
-                                               for (let i = 0; i < material.length; i++) {
-                                                       const material2 = material[i];
-                                                       getProgram(material2, scene, object);
+                                       if (geometry.morphAttributes.position !== undefined || geometry.morphAttributes.normal !== undefined) {
+                                               morphtargets.update(object, geometry, material, program);
+                                       }
+
+                                       bindingStates.setup(object, material, program, geometry, index);
+                                       let attribute;
+                                       let renderer = bufferRenderer;
+
+                                       if (index !== null) {
+                                               attribute = attributes.get(index);
+                                               renderer = indexedBufferRenderer;
+                                               renderer.setIndex(attribute);
+                                       } //
+
+
+                                       const dataCount = index !== null ? index.count : position.count;
+                                       const rangeStart = geometry.drawRange.start * rangeFactor;
+                                       const rangeCount = geometry.drawRange.count * rangeFactor;
+                                       const groupStart = group !== null ? group.start * rangeFactor : 0;
+                                       const groupCount = group !== null ? group.count * rangeFactor : Infinity;
+                                       const drawStart = Math.max(rangeStart, groupStart);
+                                       const drawEnd = Math.min(dataCount, rangeStart + rangeCount, groupStart + groupCount) - 1;
+                                       const 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 {
+                                                       renderer.setMode(_gl.TRIANGLES);
                                                }
-                                       } else {
-                                               getProgram(material, scene, object);
+                                       } else if (object.isLine) {
+                                               let 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);
+                                       } else if (object.isSprite) {
+                                               renderer.setMode(_gl.TRIANGLES);
                                        }
-                               }
-                       });
-                       renderStateStack.pop();
-                       currentRenderState = null;
-               }; // Animation Loop
 
+                                       if (object.isInstancedMesh) {
+                                               renderer.renderInstances(drawStart, drawCount, object.count);
+                                       } else if (geometry.isInstancedBufferGeometry) {
+                                               const instanceCount = Math.min(geometry.instanceCount, geometry._maxInstanceCount);
+                                               renderer.renderInstances(drawStart, drawCount, instanceCount);
+                                       } else {
+                                               renderer.render(drawStart, drawCount);
+                                       }
+                               }; // Compile
 
-               let onAnimationFrameCallback = null;
 
-               function onAnimationFrame(time) {
-                       if (onAnimationFrameCallback) onAnimationFrameCallback(time);
-               }
+                               this.compile = function (scene, camera) {
+                                       currentRenderState = renderStates.get(scene);
+                                       currentRenderState.init();
+                                       renderStateStack.push(currentRenderState);
+                                       scene.traverseVisible(function (object) {
+                                               if (object.isLight && object.layers.test(camera.layers)) {
+                                                       currentRenderState.pushLight(object);
 
-               function onXRSessionStart() {
-                       animation.stop();
-               }
+                                                       if (object.castShadow) {
+                                                               currentRenderState.pushShadow(object);
+                                                       }
+                                               }
+                                       });
+                                       currentRenderState.setupLights(_this.physicallyCorrectLights);
+                                       scene.traverse(function (object) {
+                                               const material = object.material;
 
-               function onXRSessionEnd() {
-                       animation.start();
-               }
+                                               if (material) {
+                                                       if (Array.isArray(material)) {
+                                                               for (let i = 0; i < material.length; i++) {
+                                                                       const material2 = material[i];
+                                                                       getProgram(material2, scene, object);
+                                                               }
+                                                       } else {
+                                                               getProgram(material, scene, object);
+                                                       }
+                                               }
+                                       });
+                                       renderStateStack.pop();
+                                       currentRenderState = null;
+                               }; // Animation Loop
 
-               const animation = new WebGLAnimation();
-               animation.setAnimationLoop(onAnimationFrame);
-               if (typeof window !== 'undefined') animation.setContext(window);
 
-               this.setAnimationLoop = function (callback) {
-                       onAnimationFrameCallback = callback;
-                       xr.setAnimationLoop(callback);
-                       callback === null ? animation.stop() : animation.start();
-               };
+                               let onAnimationFrameCallback = null;
 
-               xr.addEventListener('sessionstart', onXRSessionStart);
-               xr.addEventListener('sessionend', onXRSessionEnd); // Rendering
+                               function onAnimationFrame(time) {
+                                       if (onAnimationFrameCallback) onAnimationFrameCallback(time);
+                               }
 
-               this.render = function (scene, camera) {
-                       if (camera !== undefined && camera.isCamera !== true) {
-                               console.error('THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.');
-                               return;
-                       }
+                               function onXRSessionStart() {
+                                       animation.stop();
+                               }
 
-                       if (_isContextLost === true) return; // update scene graph
+                               function onXRSessionEnd() {
+                                       animation.start();
+                               }
 
-                       if (scene.autoUpdate === true) scene.updateMatrixWorld(); // update camera matrices and frustum
+                               const animation = new WebGLAnimation();
+                               animation.setAnimationLoop(onAnimationFrame);
+                               if (typeof window !== 'undefined') animation.setContext(window);
 
-                       if (camera.parent === null) camera.updateMatrixWorld();
+                               this.setAnimationLoop = function (callback) {
+                                       onAnimationFrameCallback = callback;
+                                       xr.setAnimationLoop(callback);
+                                       callback === null ? animation.stop() : animation.start();
+                               };
 
-                       if (xr.enabled === true && xr.isPresenting === true) {
-                               if (xr.cameraAutoUpdate === true) xr.updateCamera(camera);
-                               camera = xr.getCamera(); // use XR camera for rendering
-                       } //
+                               xr.addEventListener('sessionstart', onXRSessionStart);
+                               xr.addEventListener('sessionend', onXRSessionEnd); // Rendering
 
+                               this.render = function (scene, camera) {
+                                       if (camera !== undefined && camera.isCamera !== true) {
+                                               console.error('THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.');
+                                               return;
+                                       }
 
-                       if (scene.isScene === true) scene.onBeforeRender(_this, scene, camera, _currentRenderTarget);
-                       currentRenderState = renderStates.get(scene, renderStateStack.length);
-                       currentRenderState.init();
-                       renderStateStack.push(currentRenderState);
+                                       if (_isContextLost === true) return; // update scene graph
 
-                       _projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
+                                       if (scene.autoUpdate === true) scene.updateMatrixWorld(); // update camera matrices and frustum
 
-                       _frustum.setFromProjectionMatrix(_projScreenMatrix);
+                                       if (camera.parent === null) camera.updateMatrixWorld();
 
-                       _localClippingEnabled = this.localClippingEnabled;
-                       _clippingEnabled = clipping.init(this.clippingPlanes, _localClippingEnabled, camera);
-                       currentRenderList = renderLists.get(scene, renderListStack.length);
-                       currentRenderList.init();
-                       renderListStack.push(currentRenderList);
-                       projectObject(scene, camera, 0, _this.sortObjects);
-                       currentRenderList.finish();
+                                       if (xr.enabled === true && xr.isPresenting === true) {
+                                               if (xr.cameraAutoUpdate === true) xr.updateCamera(camera);
+                                               camera = xr.getCamera(); // use XR camera for rendering
+                                       } //
 
-                       if (_this.sortObjects === true) {
-                               currentRenderList.sort(_opaqueSort, _transparentSort);
-                       } //
 
+                                       if (scene.isScene === true) scene.onBeforeRender(_this, scene, camera, _currentRenderTarget);
+                                       currentRenderState = renderStates.get(scene, renderStateStack.length);
+                                       currentRenderState.init();
+                                       renderStateStack.push(currentRenderState);
 
-                       if (_clippingEnabled === true) clipping.beginShadows();
-                       const shadowsArray = currentRenderState.state.shadowsArray;
-                       shadowMap.render(shadowsArray, scene, camera);
-                       if (_clippingEnabled === true) clipping.endShadows(); //
+                                       _projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
 
-                       if (this.info.autoReset === true) this.info.reset(); //
+                                       _frustum.setFromProjectionMatrix(_projScreenMatrix);
 
-                       background.render(currentRenderList, scene); // render scene
+                                       _localClippingEnabled = this.localClippingEnabled;
+                                       _clippingEnabled = clipping.init(this.clippingPlanes, _localClippingEnabled, camera);
+                                       currentRenderList = renderLists.get(scene, renderListStack.length);
+                                       currentRenderList.init();
+                                       renderListStack.push(currentRenderList);
+                                       projectObject(scene, camera, 0, _this.sortObjects);
+                                       currentRenderList.finish();
 
-                       currentRenderState.setupLights(_this.physicallyCorrectLights);
+                                       if (_this.sortObjects === true) {
+                                               currentRenderList.sort(_opaqueSort, _transparentSort);
+                                       } //
 
-                       if (camera.isArrayCamera) {
-                               const cameras = camera.cameras;
 
-                               for (let i = 0, l = cameras.length; i < l; i++) {
-                                       const camera2 = cameras[i];
-                                       renderScene(currentRenderList, scene, camera2, camera2.viewport);
-                               }
-                       } else {
-                               renderScene(currentRenderList, scene, camera);
-                       } //
+                                       if (_clippingEnabled === true) clipping.beginShadows();
+                                       const shadowsArray = currentRenderState.state.shadowsArray;
+                                       shadowMap.render(shadowsArray, scene, camera);
+                                       if (_clippingEnabled === true) clipping.endShadows(); //
 
+                                       if (this.info.autoReset === true) this.info.reset(); //
 
-                       if (_currentRenderTarget !== null) {
-                               // resolve multisample renderbuffers to a single-sample texture if necessary
-                               textures.updateMultisampleRenderTarget(_currentRenderTarget); // Generate mipmap if we're using any kind of mipmap filtering
+                                       background.render(currentRenderList, scene); // render scene
 
-                               textures.updateRenderTargetMipmap(_currentRenderTarget);
-                       } //
+                                       currentRenderState.setupLights(_this.physicallyCorrectLights);
 
+                                       if (camera.isArrayCamera) {
+                                               const cameras = camera.cameras;
 
-                       if (scene.isScene === true) scene.onAfterRender(_this, scene, camera); // Ensure depth buffer writing is enabled so it can be cleared on next render
+                                               for (let i = 0, l = cameras.length; i < l; i++) {
+                                                       const camera2 = cameras[i];
+                                                       renderScene(currentRenderList, scene, camera2, camera2.viewport);
+                                               }
+                                       } else {
+                                               renderScene(currentRenderList, scene, camera);
+                                       } //
 
-                       state.buffers.depth.setTest(true);
-                       state.buffers.depth.setMask(true);
-                       state.buffers.color.setMask(true);
-                       state.setPolygonOffset(false); // _gl.finish();
 
-                       bindingStates.resetDefaultState();
-                       _currentMaterialId = -1;
-                       _currentCamera = null;
-                       renderStateStack.pop();
+                                       if (_currentRenderTarget !== null) {
+                                               // resolve multisample renderbuffers to a single-sample texture if necessary
+                                               textures.updateMultisampleRenderTarget(_currentRenderTarget); // Generate mipmap if we're using any kind of mipmap filtering
 
-                       if (renderStateStack.length > 0) {
-                               currentRenderState = renderStateStack[renderStateStack.length - 1];
-                       } else {
-                               currentRenderState = null;
-                       }
+                                               textures.updateRenderTargetMipmap(_currentRenderTarget);
+                                       } //
 
-                       renderListStack.pop();
 
-                       if (renderListStack.length > 0) {
-                               currentRenderList = renderListStack[renderListStack.length - 1];
-                       } else {
-                               currentRenderList = null;
-                       }
-               };
+                                       if (scene.isScene === true) scene.onAfterRender(_this, scene, camera); // Ensure depth buffer writing is enabled so it can be cleared on next render
 
-               function projectObject(object, camera, groupOrder, sortObjects) {
-                       if (object.visible === false) return;
-                       const visible = object.layers.test(camera.layers);
+                                       state.buffers.depth.setTest(true);
+                                       state.buffers.depth.setMask(true);
+                                       state.buffers.color.setMask(true);
+                                       state.setPolygonOffset(false); // _gl.finish();
 
-                       if (visible) {
-                               if (object.isGroup) {
-                                       groupOrder = object.renderOrder;
-                               } else if (object.isLOD) {
-                                       if (object.autoUpdate === true) object.update(camera);
-                               } else if (object.isLight) {
-                                       currentRenderState.pushLight(object);
+                                       bindingStates.resetDefaultState();
+                                       _currentMaterialId = -1;
+                                       _currentCamera = null;
+                                       renderStateStack.pop();
 
-                                       if (object.castShadow) {
-                                               currentRenderState.pushShadow(object);
+                                       if (renderStateStack.length > 0) {
+                                               currentRenderState = renderStateStack[renderStateStack.length - 1];
+                                       } else {
+                                               currentRenderState = null;
                                        }
-                               } else if (object.isSprite) {
-                                       if (!object.frustumCulled || _frustum.intersectsSprite(object)) {
-                                               if (sortObjects) {
-                                                       _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix);
-                                               }
 
-                                               const geometry = objects.update(object);
-                                               const material = object.material;
+                                       renderListStack.pop();
 
-                                               if (material.visible) {
-                                                       currentRenderList.push(object, geometry, material, groupOrder, _vector3.z, null);
-                                               }
-                                       }
-                               } else if (object.isImmediateRenderObject) {
-                                       if (sortObjects) {
-                                               _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix);
+                                       if (renderListStack.length > 0) {
+                                               currentRenderList = renderListStack[renderListStack.length - 1];
+                                       } else {
+                                               currentRenderList = null;
                                        }
+                               };
 
-                                       currentRenderList.push(object, null, object.material, groupOrder, _vector3.z, null);
-                               } else if (object.isMesh || object.isLine || object.isPoints) {
-                                       if (object.isSkinnedMesh) {
-                                               // update skeleton only once in a frame
-                                               if (object.skeleton.frame !== info.render.frame) {
-                                                       object.skeleton.update();
-                                                       object.skeleton.frame = info.render.frame;
-                                               }
-                                       }
+                               function projectObject(object, camera, groupOrder, sortObjects) {
+                                       if (object.visible === false) return;
+                                       const visible = object.layers.test(camera.layers);
 
-                                       if (!object.frustumCulled || _frustum.intersectsObject(object)) {
-                                               if (sortObjects) {
-                                                       _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix);
-                                               }
+                                       if (visible) {
+                                               if (object.isGroup) {
+                                                       groupOrder = object.renderOrder;
+                                               } else if (object.isLOD) {
+                                                       if (object.autoUpdate === true) object.update(camera);
+                                               } else if (object.isLight) {
+                                                       currentRenderState.pushLight(object);
 
-                                               const geometry = objects.update(object);
-                                               const material = object.material;
+                                                       if (object.castShadow) {
+                                                               currentRenderState.pushShadow(object);
+                                                       }
+                                               } else if (object.isSprite) {
+                                                       if (!object.frustumCulled || _frustum.intersectsSprite(object)) {
+                                                               if (sortObjects) {
+                                                                       _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix);
+                                                               }
 
-                                               if (Array.isArray(material)) {
-                                                       const groups = geometry.groups;
+                                                               const geometry = objects.update(object);
+                                                               const material = object.material;
 
-                                                       for (let i = 0, l = groups.length; i < l; i++) {
-                                                               const group = groups[i];
-                                                               const groupMaterial = material[group.materialIndex];
+                                                               if (material.visible) {
+                                                                       currentRenderList.push(object, geometry, material, groupOrder, _vector3.z, null);
+                                                               }
+                                                       }
+                                               } else if (object.isImmediateRenderObject) {
+                                                       if (sortObjects) {
+                                                               _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix);
+                                                       }
 
-                                                               if (groupMaterial && groupMaterial.visible) {
-                                                                       currentRenderList.push(object, geometry, groupMaterial, groupOrder, _vector3.z, group);
+                                                       currentRenderList.push(object, null, object.material, groupOrder, _vector3.z, null);
+                                               } else if (object.isMesh || object.isLine || object.isPoints) {
+                                                       if (object.isSkinnedMesh) {
+                                                               // update skeleton only once in a frame
+                                                               if (object.skeleton.frame !== info.render.frame) {
+                                                                       object.skeleton.update();
+                                                                       object.skeleton.frame = info.render.frame;
                                                                }
                                                        }
-                                               } else if (material.visible) {
-                                                       currentRenderList.push(object, geometry, material, groupOrder, _vector3.z, null);
-                                               }
-                                       }
-                               }
-                       }
 
-                       const children = object.children;
+                                                       if (!object.frustumCulled || _frustum.intersectsObject(object)) {
+                                                               if (sortObjects) {
+                                                                       _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix);
+                                                               }
 
-                       for (let i = 0, l = children.length; i < l; i++) {
-                               projectObject(children[i], camera, groupOrder, sortObjects);
-                       }
-               }
+                                                               const geometry = objects.update(object);
+                                                               const material = object.material;
 
-               function renderScene(currentRenderList, scene, camera, viewport) {
-                       const opaqueObjects = currentRenderList.opaque;
-                       const transmissiveObjects = currentRenderList.transmissive;
-                       const transparentObjects = currentRenderList.transparent;
-                       currentRenderState.setupLightsView(camera);
-                       if (transmissiveObjects.length > 0) renderTransmissionPass(opaqueObjects, scene, camera);
-                       if (viewport) state.viewport(_currentViewport.copy(viewport));
-                       if (opaqueObjects.length > 0) renderObjects(opaqueObjects, scene, camera);
-                       if (transmissiveObjects.length > 0) renderObjects(transmissiveObjects, scene, camera);
-                       if (transparentObjects.length > 0) renderObjects(transparentObjects, scene, camera);
-               }
+                                                               if (Array.isArray(material)) {
+                                                                       const groups = geometry.groups;
 
-               function renderTransmissionPass(opaqueObjects, scene, camera) {
-                       if (_transmissionRenderTarget === null) {
-                               const needsAntialias = _antialias === true && capabilities.isWebGL2 === true;
-                               const renderTargetType = needsAntialias ? WebGLMultisampleRenderTarget : WebGLRenderTarget;
-                               _transmissionRenderTarget = new renderTargetType(1024, 1024, {
-                                       generateMipmaps: true,
-                                       type: utils.convert(HalfFloatType) !== null ? HalfFloatType : UnsignedByteType,
-                                       minFilter: LinearMipmapLinearFilter,
-                                       magFilter: NearestFilter,
-                                       wrapS: ClampToEdgeWrapping,
-                                       wrapT: ClampToEdgeWrapping
-                               });
-                       }
+                                                                       for (let i = 0, l = groups.length; i < l; i++) {
+                                                                               const group = groups[i];
+                                                                               const groupMaterial = material[group.materialIndex];
+
+                                                                               if (groupMaterial && groupMaterial.visible) {
+                                                                                       currentRenderList.push(object, geometry, groupMaterial, groupOrder, _vector3.z, group);
+                                                                               }
+                                                                       }
+                                                               } else if (material.visible) {
+                                                                       currentRenderList.push(object, geometry, material, groupOrder, _vector3.z, null);
+                                                               }
+                                                       }
+                                               }
+                                       }
 
-                       const currentRenderTarget = _this.getRenderTarget();
+                                       const children = object.children;
 
-                       _this.setRenderTarget(_transmissionRenderTarget);
+                                       for (let i = 0, l = children.length; i < l; i++) {
+                                               projectObject(children[i], camera, groupOrder, sortObjects);
+                                       }
+                               }
 
-                       _this.clear(); // Turn off the features which can affect the frag color for opaque objects pass.
-                       // Otherwise they are applied twice in opaque objects pass and transmission objects pass.
+                               function renderScene(currentRenderList, scene, camera, viewport) {
+                                       const opaqueObjects = currentRenderList.opaque;
+                                       const transmissiveObjects = currentRenderList.transmissive;
+                                       const transparentObjects = currentRenderList.transparent;
+                                       currentRenderState.setupLightsView(camera);
+                                       if (transmissiveObjects.length > 0) renderTransmissionPass(opaqueObjects, scene, camera);
+                                       if (viewport) state.viewport(_currentViewport.copy(viewport));
+                                       if (opaqueObjects.length > 0) renderObjects(opaqueObjects, scene, camera);
+                                       if (transmissiveObjects.length > 0) renderObjects(transmissiveObjects, scene, camera);
+                                       if (transparentObjects.length > 0) renderObjects(transparentObjects, scene, camera);
+                               }
+
+                               function renderTransmissionPass(opaqueObjects, scene, camera) {
+                                       if (_transmissionRenderTarget === null) {
+                                               const needsAntialias = _antialias === true && capabilities.isWebGL2 === true;
+                                               const renderTargetType = needsAntialias ? WebGLMultisampleRenderTarget : WebGLRenderTarget;
+                                               _transmissionRenderTarget = new renderTargetType(1024, 1024, {
+                                                       generateMipmaps: true,
+                                                       type: utils.convert(HalfFloatType) !== null ? HalfFloatType : UnsignedByteType,
+                                                       minFilter: LinearMipmapLinearFilter,
+                                                       magFilter: NearestFilter,
+                                                       wrapS: ClampToEdgeWrapping,
+                                                       wrapT: ClampToEdgeWrapping
+                                               });
+                                       }
 
+                                       const currentRenderTarget = _this.getRenderTarget();
 
-                       const currentToneMapping = _this.toneMapping;
-                       _this.toneMapping = NoToneMapping;
-                       renderObjects(opaqueObjects, scene, camera);
-                       _this.toneMapping = currentToneMapping;
-                       textures.updateMultisampleRenderTarget(_transmissionRenderTarget);
-                       textures.updateRenderTargetMipmap(_transmissionRenderTarget);
+                                       _this.setRenderTarget(_transmissionRenderTarget);
 
-                       _this.setRenderTarget(currentRenderTarget);
-               }
+                                       _this.clear(); // Turn off the features which can affect the frag color for opaque objects pass.
+                                       // Otherwise they are applied twice in opaque objects pass and transmission objects pass.
 
-               function renderObjects(renderList, scene, camera) {
-                       const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
 
-                       for (let i = 0, l = renderList.length; i < l; i++) {
-                               const renderItem = renderList[i];
-                               const object = renderItem.object;
-                               const geometry = renderItem.geometry;
-                               const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
-                               const group = renderItem.group;
+                                       const currentToneMapping = _this.toneMapping;
+                                       _this.toneMapping = NoToneMapping;
+                                       renderObjects(opaqueObjects, scene, camera);
+                                       _this.toneMapping = currentToneMapping;
+                                       textures.updateMultisampleRenderTarget(_transmissionRenderTarget);
+                                       textures.updateRenderTargetMipmap(_transmissionRenderTarget);
 
-                               if (object.layers.test(camera.layers)) {
-                                       renderObject(object, scene, camera, geometry, material, group);
+                                       _this.setRenderTarget(currentRenderTarget);
                                }
-                       }
-               }
 
-               function renderObject(object, scene, camera, geometry, material, group) {
-                       object.onBeforeRender(_this, scene, camera, geometry, material, group);
-                       object.modelViewMatrix.multiplyMatrices(camera.matrixWorldInverse, object.matrixWorld);
-                       object.normalMatrix.getNormalMatrix(object.modelViewMatrix);
+                               function renderObjects(renderList, scene, camera) {
+                                       const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
 
-                       if (object.isImmediateRenderObject) {
-                               const program = setProgram(camera, scene, material, object);
-                               state.setMaterial(material);
-                               bindingStates.reset();
-                               renderObjectImmediate(object, program);
-                       } else {
-                               if (material.transparent === true && material.side === DoubleSide) {
-                                       material.side = BackSide;
-                                       material.needsUpdate = true;
+                                       for (let i = 0, l = renderList.length; i < l; i++) {
+                                               const renderItem = renderList[i];
+                                               const object = renderItem.object;
+                                               const geometry = renderItem.geometry;
+                                               const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
+                                               const group = renderItem.group;
 
-                                       _this.renderBufferDirect(camera, scene, geometry, material, object, group);
+                                               if (object.layers.test(camera.layers)) {
+                                                       renderObject(object, scene, camera, geometry, material, group);
+                                               }
+                                       }
+                               }
 
-                                       material.side = FrontSide;
-                                       material.needsUpdate = true;
+                               function renderObject(object, scene, camera, geometry, material, group) {
+                                       object.onBeforeRender(_this, scene, camera, geometry, material, group);
+                                       object.modelViewMatrix.multiplyMatrices(camera.matrixWorldInverse, object.matrixWorld);
+                                       object.normalMatrix.getNormalMatrix(object.modelViewMatrix);
 
-                                       _this.renderBufferDirect(camera, scene, geometry, material, object, group);
+                                       if (object.isImmediateRenderObject) {
+                                               const program = setProgram(camera, scene, material, object);
+                                               state.setMaterial(material);
+                                               bindingStates.reset();
+                                               renderObjectImmediate(object, program);
+                                       } else {
+                                               if (material.transparent === true && material.side === DoubleSide) {
+                                                       material.side = BackSide;
+                                                       material.needsUpdate = true;
 
-                                       material.side = DoubleSide;
-                               } else {
-                                       _this.renderBufferDirect(camera, scene, geometry, material, object, group);
-                               }
-                       }
+                                                       _this.renderBufferDirect(camera, scene, geometry, material, object, group);
 
-                       object.onAfterRender(_this, scene, camera, geometry, material, group);
-               }
+                                                       material.side = FrontSide;
+                                                       material.needsUpdate = true;
 
-               function getProgram(material, scene, object) {
-                       if (scene.isScene !== true) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
+                                                       _this.renderBufferDirect(camera, scene, geometry, material, object, group);
 
-                       const materialProperties = properties.get(material);
-                       const lights = currentRenderState.state.lights;
-                       const shadowsArray = currentRenderState.state.shadowsArray;
-                       const lightsStateVersion = lights.state.version;
-                       const parameters = programCache.getParameters(material, lights.state, shadowsArray, scene, object);
-                       const programCacheKey = programCache.getProgramCacheKey(parameters);
-                       let programs = materialProperties.programs; // always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change
+                                                       material.side = DoubleSide;
+                                               } else {
+                                                       _this.renderBufferDirect(camera, scene, geometry, material, object, group);
+                                               }
+                                       }
 
-                       materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
-                       materialProperties.fog = scene.fog;
-                       materialProperties.envMap = (material.isMeshStandardMaterial ? cubeuvmaps : cubemaps).get(material.envMap || materialProperties.environment);
+                                       object.onAfterRender(_this, scene, camera, geometry, material, group);
+                               }
 
-                       if (programs === undefined) {
-                               // new material
-                               material.addEventListener('dispose', onMaterialDispose);
-                               programs = new Map();
-                               materialProperties.programs = programs;
-                       }
+                               function getProgram(material, scene, object) {
+                                       if (scene.isScene !== true) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
 
-                       let program = programs.get(programCacheKey);
+                                       const materialProperties = properties.get(material);
+                                       const lights = currentRenderState.state.lights;
+                                       const shadowsArray = currentRenderState.state.shadowsArray;
+                                       const lightsStateVersion = lights.state.version;
+                                       const parameters = programCache.getParameters(material, lights.state, shadowsArray, scene, object);
+                                       const programCacheKey = programCache.getProgramCacheKey(parameters);
+                                       let programs = materialProperties.programs; // always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change
 
-                       if (program !== undefined) {
-                               // early out if program and light state is identical
-                               if (materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion) {
-                                       updateCommonMaterialProperties(material, parameters);
-                                       return program;
-                               }
-                       } else {
-                               parameters.uniforms = programCache.getUniforms(material);
-                               material.onBuild(parameters, _this);
-                               material.onBeforeCompile(parameters, _this);
-                               program = programCache.acquireProgram(parameters, programCacheKey);
-                               programs.set(programCacheKey, program);
-                               materialProperties.uniforms = parameters.uniforms;
-                       }
-
-                       const uniforms = materialProperties.uniforms;
-
-                       if (!material.isShaderMaterial && !material.isRawShaderMaterial || material.clipping === true) {
-                               uniforms.clippingPlanes = clipping.uniform;
-                       }
-
-                       updateCommonMaterialProperties(material, parameters); // store the light setup it was created for
-
-                       materialProperties.needsLights = materialNeedsLights(material);
-                       materialProperties.lightsStateVersion = lightsStateVersion;
-
-                       if (materialProperties.needsLights) {
-                               // wire up the material to this renderer's lighting state
-                               uniforms.ambientLightColor.value = lights.state.ambient;
-                               uniforms.lightProbe.value = lights.state.probe;
-                               uniforms.directionalLights.value = lights.state.directional;
-                               uniforms.directionalLightShadows.value = lights.state.directionalShadow;
-                               uniforms.spotLights.value = lights.state.spot;
-                               uniforms.spotLightShadows.value = lights.state.spotShadow;
-                               uniforms.rectAreaLights.value = lights.state.rectArea;
-                               uniforms.ltc_1.value = lights.state.rectAreaLTC1;
-                               uniforms.ltc_2.value = lights.state.rectAreaLTC2;
-                               uniforms.pointLights.value = lights.state.point;
-                               uniforms.pointLightShadows.value = lights.state.pointShadow;
-                               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
-                       }
-
-                       const progUniforms = program.getUniforms();
-                       const uniformsList = WebGLUniforms.seqWithValue(progUniforms.seq, uniforms);
-                       materialProperties.currentProgram = program;
-                       materialProperties.uniformsList = uniformsList;
-                       return program;
-               }
+                                       materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
+                                       materialProperties.fog = scene.fog;
+                                       materialProperties.envMap = (material.isMeshStandardMaterial ? cubeuvmaps : cubemaps).get(material.envMap || materialProperties.environment);
 
-               function updateCommonMaterialProperties(material, parameters) {
-                       const materialProperties = properties.get(material);
-                       materialProperties.outputEncoding = parameters.outputEncoding;
-                       materialProperties.instancing = parameters.instancing;
-                       materialProperties.skinning = parameters.skinning;
-                       materialProperties.morphTargets = parameters.morphTargets;
-                       materialProperties.morphNormals = parameters.morphNormals;
-                       materialProperties.numClippingPlanes = parameters.numClippingPlanes;
-                       materialProperties.numIntersection = parameters.numClipIntersection;
-                       materialProperties.vertexAlphas = parameters.vertexAlphas;
-                       materialProperties.vertexTangents = parameters.vertexTangents;
-               }
+                                       if (programs === undefined) {
+                                               // new material
+                                               material.addEventListener('dispose', onMaterialDispose);
+                                               programs = new Map();
+                                               materialProperties.programs = programs;
+                                       }
 
-               function setProgram(camera, scene, material, object) {
-                       if (scene.isScene !== true) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
-
-                       textures.resetTextureUnits();
-                       const fog = scene.fog;
-                       const environment = material.isMeshStandardMaterial ? scene.environment : null;
-                       const encoding = _currentRenderTarget === null ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
-                       const envMap = (material.isMeshStandardMaterial ? cubeuvmaps : cubemaps).get(material.envMap || environment);
-                       const vertexAlphas = material.vertexColors === true && !!object.geometry && !!object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4;
-                       const vertexTangents = !!object.geometry && !!object.geometry.attributes.tangent;
-                       const morphTargets = !!object.geometry && !!object.geometry.morphAttributes.position;
-                       const morphNormals = !!object.geometry && !!object.geometry.morphAttributes.normal;
-                       const materialProperties = properties.get(material);
-                       const lights = currentRenderState.state.lights;
-
-                       if (_clippingEnabled === true) {
-                               if (_localClippingEnabled === true || camera !== _currentCamera) {
-                                       const 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, camera, useCache);
-                               }
-                       } //
+                                       let program = programs.get(programCacheKey);
+
+                                       if (program !== undefined) {
+                                               // early out if program and light state is identical
+                                               if (materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion) {
+                                                       updateCommonMaterialProperties(material, parameters);
+                                                       return program;
+                                               }
+                                       } else {
+                                               parameters.uniforms = programCache.getUniforms(material);
+                                               material.onBuild(parameters, _this);
+                                               material.onBeforeCompile(parameters, _this);
+                                               program = programCache.acquireProgram(parameters, programCacheKey);
+                                               programs.set(programCacheKey, program);
+                                               materialProperties.uniforms = parameters.uniforms;
+                                       }
+
+                                       const uniforms = materialProperties.uniforms;
+
+                                       if (!material.isShaderMaterial && !material.isRawShaderMaterial || material.clipping === true) {
+                                               uniforms.clippingPlanes = clipping.uniform;
+                                       }
 
+                                       updateCommonMaterialProperties(material, parameters); // store the light setup it was created for
+
+                                       materialProperties.needsLights = materialNeedsLights(material);
+                                       materialProperties.lightsStateVersion = lightsStateVersion;
+
+                                       if (materialProperties.needsLights) {
+                                               // wire up the material to this renderer's lighting state
+                                               uniforms.ambientLightColor.value = lights.state.ambient;
+                                               uniforms.lightProbe.value = lights.state.probe;
+                                               uniforms.directionalLights.value = lights.state.directional;
+                                               uniforms.directionalLightShadows.value = lights.state.directionalShadow;
+                                               uniforms.spotLights.value = lights.state.spot;
+                                               uniforms.spotLightShadows.value = lights.state.spotShadow;
+                                               uniforms.rectAreaLights.value = lights.state.rectArea;
+                                               uniforms.ltc_1.value = lights.state.rectAreaLTC1;
+                                               uniforms.ltc_2.value = lights.state.rectAreaLTC2;
+                                               uniforms.pointLights.value = lights.state.point;
+                                               uniforms.pointLightShadows.value = lights.state.pointShadow;
+                                               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
+                                       }
 
-                       let needsProgramChange = false;
-
-                       if (material.version === materialProperties.__version) {
-                               if (materialProperties.needsLights && materialProperties.lightsStateVersion !== lights.state.version) {
-                                       needsProgramChange = true;
-                               } else if (materialProperties.outputEncoding !== encoding) {
-                                       needsProgramChange = true;
-                               } else if (object.isInstancedMesh && materialProperties.instancing === false) {
-                                       needsProgramChange = true;
-                               } else if (!object.isInstancedMesh && materialProperties.instancing === true) {
-                                       needsProgramChange = true;
-                               } else if (object.isSkinnedMesh && materialProperties.skinning === false) {
-                                       needsProgramChange = true;
-                               } else if (!object.isSkinnedMesh && materialProperties.skinning === true) {
-                                       needsProgramChange = true;
-                               } else if (materialProperties.envMap !== envMap) {
-                                       needsProgramChange = true;
-                               } else if (material.fog && materialProperties.fog !== fog) {
-                                       needsProgramChange = true;
-                               } else if (materialProperties.numClippingPlanes !== undefined && (materialProperties.numClippingPlanes !== clipping.numPlanes || materialProperties.numIntersection !== clipping.numIntersection)) {
-                                       needsProgramChange = true;
-                               } else if (materialProperties.vertexAlphas !== vertexAlphas) {
-                                       needsProgramChange = true;
-                               } else if (materialProperties.vertexTangents !== vertexTangents) {
-                                       needsProgramChange = true;
-                               } else if (materialProperties.morphTargets !== morphTargets) {
-                                       needsProgramChange = true;
-                               } else if (materialProperties.morphNormals !== morphNormals) {
-                                       needsProgramChange = true;
+                                       const progUniforms = program.getUniforms();
+                                       const uniformsList = WebGLUniforms.seqWithValue(progUniforms.seq, uniforms);
+                                       materialProperties.currentProgram = program;
+                                       materialProperties.uniformsList = uniformsList;
+                                       return program;
                                }
-                       } else {
-                               needsProgramChange = true;
-                               materialProperties.__version = material.version;
-                       } //
 
+                               function updateCommonMaterialProperties(material, parameters) {
+                                       const materialProperties = properties.get(material);
+                                       materialProperties.outputEncoding = parameters.outputEncoding;
+                                       materialProperties.instancing = parameters.instancing;
+                                       materialProperties.skinning = parameters.skinning;
+                                       materialProperties.morphTargets = parameters.morphTargets;
+                                       materialProperties.morphNormals = parameters.morphNormals;
+                                       materialProperties.numClippingPlanes = parameters.numClippingPlanes;
+                                       materialProperties.numIntersection = parameters.numClipIntersection;
+                                       materialProperties.vertexAlphas = parameters.vertexAlphas;
+                                       materialProperties.vertexTangents = parameters.vertexTangents;
+                               }
+
+                               function setProgram(camera, scene, material, object) {
+                                       if (scene.isScene !== true) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
+
+                                       textures.resetTextureUnits();
+                                       const fog = scene.fog;
+                                       const environment = material.isMeshStandardMaterial ? scene.environment : null;
+                                       const encoding = _currentRenderTarget === null ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
+                                       const envMap = (material.isMeshStandardMaterial ? cubeuvmaps : cubemaps).get(material.envMap || environment);
+                                       const vertexAlphas = material.vertexColors === true && !!object.geometry && !!object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4;
+                                       const vertexTangents = !!object.geometry && !!object.geometry.attributes.tangent;
+                                       const morphTargets = !!object.geometry && !!object.geometry.morphAttributes.position;
+                                       const morphNormals = !!object.geometry && !!object.geometry.morphAttributes.normal;
+                                       const materialProperties = properties.get(material);
+                                       const lights = currentRenderState.state.lights;
+
+                                       if (_clippingEnabled === true) {
+                                               if (_localClippingEnabled === true || camera !== _currentCamera) {
+                                                       const 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, camera, useCache);
+                                               }
+                                       } //
+
+
+                                       let needsProgramChange = false;
+
+                                       if (material.version === materialProperties.__version) {
+                                               if (materialProperties.needsLights && materialProperties.lightsStateVersion !== lights.state.version) {
+                                                       needsProgramChange = true;
+                                               } else if (materialProperties.outputEncoding !== encoding) {
+                                                       needsProgramChange = true;
+                                               } else if (object.isInstancedMesh && materialProperties.instancing === false) {
+                                                       needsProgramChange = true;
+                                               } else if (!object.isInstancedMesh && materialProperties.instancing === true) {
+                                                       needsProgramChange = true;
+                                               } else if (object.isSkinnedMesh && materialProperties.skinning === false) {
+                                                       needsProgramChange = true;
+                                               } else if (!object.isSkinnedMesh && materialProperties.skinning === true) {
+                                                       needsProgramChange = true;
+                                               } else if (materialProperties.envMap !== envMap) {
+                                                       needsProgramChange = true;
+                                               } else if (material.fog && materialProperties.fog !== fog) {
+                                                       needsProgramChange = true;
+                                               } else if (materialProperties.numClippingPlanes !== undefined && (materialProperties.numClippingPlanes !== clipping.numPlanes || materialProperties.numIntersection !== clipping.numIntersection)) {
+                                                       needsProgramChange = true;
+                                               } else if (materialProperties.vertexAlphas !== vertexAlphas) {
+                                                       needsProgramChange = true;
+                                               } else if (materialProperties.vertexTangents !== vertexTangents) {
+                                                       needsProgramChange = true;
+                                               } else if (materialProperties.morphTargets !== morphTargets) {
+                                                       needsProgramChange = true;
+                                               } else if (materialProperties.morphNormals !== morphNormals) {
+                                                       needsProgramChange = true;
+                                               }
+                                       } else {
+                                               needsProgramChange = true;
+                                               materialProperties.__version = material.version;
+                                       } //
 
-                       let program = materialProperties.currentProgram;
 
-                       if (needsProgramChange === true) {
-                               program = getProgram(material, scene, object);
-                       }
+                                       let program = materialProperties.currentProgram;
 
-                       let refreshProgram = false;
-                       let refreshMaterial = false;
-                       let refreshLights = false;
-                       const p_uniforms = program.getUniforms(),
+                                       if (needsProgramChange === true) {
+                                               program = getProgram(material, scene, object);
+                                       }
+
+                                       let refreshProgram = false;
+                                       let refreshMaterial = false;
+                                       let refreshLights = false;
+                                       const p_uniforms = program.getUniforms(),
                                                m_uniforms = materialProperties.uniforms;
 
-                       if (state.useProgram(program.program)) {
-                               refreshProgram = true;
-                               refreshMaterial = true;
-                               refreshLights = true;
-                       }
+                                       if (state.useProgram(program.program)) {
+                                               refreshProgram = true;
+                                               refreshMaterial = true;
+                                               refreshLights = true;
+                                       }
 
-                       if (material.id !== _currentMaterialId) {
-                               _currentMaterialId = material.id;
-                               refreshMaterial = true;
-                       }
+                                       if (material.id !== _currentMaterialId) {
+                                               _currentMaterialId = material.id;
+                                               refreshMaterial = true;
+                                       }
 
-                       if (refreshProgram || _currentCamera !== camera) {
-                               p_uniforms.setValue(_gl, 'projectionMatrix', camera.projectionMatrix);
+                                       if (refreshProgram || _currentCamera !== camera) {
+                                               p_uniforms.setValue(_gl, 'projectionMatrix', camera.projectionMatrix);
 
-                               if (capabilities.logarithmicDepthBuffer) {
-                                       p_uniforms.setValue(_gl, 'logDepthBufFC', 2.0 / (Math.log(camera.far + 1.0) / Math.LN2));
-                               }
+                                               if (capabilities.logarithmicDepthBuffer) {
+                                                       p_uniforms.setValue(_gl, 'logDepthBufFC', 2.0 / (Math.log(camera.far + 1.0) / Math.LN2));
+                                               }
 
-                               if (_currentCamera !== camera) {
-                                       _currentCamera = camera; // lighting uniforms depend on the camera so enforce an update
-                                       // now, in case this material supports lights - or later, when
-                                       // the next material that does gets activated:
+                                               if (_currentCamera !== camera) {
+                                                       _currentCamera = camera; // lighting uniforms depend on the camera so enforce an update
+                                                       // now, in case this material supports lights - or later, when
+                                                       // the next material that does gets activated:
 
-                                       refreshMaterial = true; // set to true on material change
+                                                       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)
+                                                       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.isMeshToonMaterial || material.isMeshStandardMaterial || material.envMap) {
-                                       const uCamPos = p_uniforms.map.cameraPosition;
+                                               if (material.isShaderMaterial || material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshStandardMaterial || material.envMap) {
+                                                       const uCamPos = p_uniforms.map.cameraPosition;
 
-                                       if (uCamPos !== undefined) {
-                                               uCamPos.setValue(_gl, _vector3.setFromMatrixPosition(camera.matrixWorld));
-                                       }
-                               }
+                                                       if (uCamPos !== undefined) {
+                                                               uCamPos.setValue(_gl, _vector3.setFromMatrixPosition(camera.matrixWorld));
+                                                       }
+                                               }
 
-                               if (material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial) {
-                                       p_uniforms.setValue(_gl, 'isOrthographic', camera.isOrthographicCamera === true);
-                               }
+                                               if (material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial) {
+                                                       p_uniforms.setValue(_gl, 'isOrthographic', camera.isOrthographicCamera === true);
+                                               }
 
-                               if (material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial || material.isShadowMaterial || object.isSkinnedMesh) {
-                                       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
-                       // otherwise textures used for skinning can take over texture units reserved for other material textures
+                                               if (material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial || material.isShadowMaterial || object.isSkinnedMesh) {
+                                                       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
+                                       // otherwise textures used for skinning can take over texture units reserved for other material textures
 
 
-                       if (object.isSkinnedMesh) {
-                               p_uniforms.setOptional(_gl, object, 'bindMatrix');
-                               p_uniforms.setOptional(_gl, object, 'bindMatrixInverse');
-                               const skeleton = object.skeleton;
+                                       if (object.isSkinnedMesh) {
+                                               p_uniforms.setOptional(_gl, object, 'bindMatrix');
+                                               p_uniforms.setOptional(_gl, object, 'bindMatrixInverse');
+                                               const skeleton = object.skeleton;
+
+                                               if (skeleton) {
+                                                       if (capabilities.floatVertexTextures) {
+                                                               if (skeleton.boneTexture === null) skeleton.computeBoneTexture();
+                                                               p_uniforms.setValue(_gl, 'boneTexture', skeleton.boneTexture, textures);
+                                                               p_uniforms.setValue(_gl, 'boneTextureSize', skeleton.boneTextureSize);
+                                                       } else {
+                                                               p_uniforms.setOptional(_gl, skeleton, 'boneMatrices');
+                                                       }
+                                               }
+                                       }
 
-                               if (skeleton) {
-                                       if (capabilities.floatVertexTextures) {
-                                               if (skeleton.boneTexture === null) skeleton.computeBoneTexture();
-                                               p_uniforms.setValue(_gl, 'boneTexture', skeleton.boneTexture, textures);
-                                               p_uniforms.setValue(_gl, 'boneTextureSize', skeleton.boneTextureSize);
-                                       } else {
-                                               p_uniforms.setOptional(_gl, skeleton, 'boneMatrices');
+                                       if (refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow) {
+                                               materialProperties.receiveShadow = object.receiveShadow;
+                                               p_uniforms.setValue(_gl, 'receiveShadow', object.receiveShadow);
                                        }
-                               }
-                       }
 
-                       if (refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow) {
-                               materialProperties.receiveShadow = object.receiveShadow;
-                               p_uniforms.setValue(_gl, 'receiveShadow', object.receiveShadow);
-                       }
+                                       if (refreshMaterial) {
+                                               p_uniforms.setValue(_gl, 'toneMappingExposure', _this.toneMappingExposure);
 
-                       if (refreshMaterial) {
-                               p_uniforms.setValue(_gl, 'toneMappingExposure', _this.toneMappingExposure);
+                                               if (materialProperties.needsLights) {
+                                                       // 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 (materialProperties.needsLights) {
-                                       // 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) {
+                                                       materials.refreshFogUniforms(m_uniforms, fog);
+                                               }
 
-                               if (fog && material.fog) {
-                                       materials.refreshFogUniforms(m_uniforms, fog);
-                               }
+                                               materials.refreshMaterialUniforms(m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget);
+                                               WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, textures);
+                                       }
 
-                               materials.refreshMaterialUniforms(m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget);
-                               WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, textures);
-                       }
+                                       if (material.isShaderMaterial && material.uniformsNeedUpdate === true) {
+                                               WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, textures);
+                                               material.uniformsNeedUpdate = false;
+                                       }
 
-                       if (material.isShaderMaterial && material.uniformsNeedUpdate === true) {
-                               WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, textures);
-                               material.uniformsNeedUpdate = false;
-                       }
+                                       if (material.isSpriteMaterial) {
+                                               p_uniforms.setValue(_gl, 'center', object.center);
+                                       } // common matrices
 
-                       if (material.isSpriteMaterial) {
-                               p_uniforms.setValue(_gl, 'center', object.center);
-                       } // 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;
+                               } // If uniforms are marked as clean, they don't need to be loaded to the GPU.
 
-                       p_uniforms.setValue(_gl, 'modelViewMatrix', object.modelViewMatrix);
-                       p_uniforms.setValue(_gl, 'normalMatrix', object.normalMatrix);
-                       p_uniforms.setValue(_gl, 'modelMatrix', object.matrixWorld);
-                       return program;
-               } // If uniforms are marked as clean, they don't need to be loaded to the GPU.
 
+                               function markUniformsLightsNeedsUpdate(uniforms, value) {
+                                       uniforms.ambientLightColor.needsUpdate = value;
+                                       uniforms.lightProbe.needsUpdate = value;
+                                       uniforms.directionalLights.needsUpdate = value;
+                                       uniforms.directionalLightShadows.needsUpdate = value;
+                                       uniforms.pointLights.needsUpdate = value;
+                                       uniforms.pointLightShadows.needsUpdate = value;
+                                       uniforms.spotLights.needsUpdate = value;
+                                       uniforms.spotLightShadows.needsUpdate = value;
+                                       uniforms.rectAreaLights.needsUpdate = value;
+                                       uniforms.hemisphereLights.needsUpdate = value;
+                               }
 
-               function markUniformsLightsNeedsUpdate(uniforms, value) {
-                       uniforms.ambientLightColor.needsUpdate = value;
-                       uniforms.lightProbe.needsUpdate = value;
-                       uniforms.directionalLights.needsUpdate = value;
-                       uniforms.directionalLightShadows.needsUpdate = value;
-                       uniforms.pointLights.needsUpdate = value;
-                       uniforms.pointLightShadows.needsUpdate = value;
-                       uniforms.spotLights.needsUpdate = value;
-                       uniforms.spotLightShadows.needsUpdate = value;
-                       uniforms.rectAreaLights.needsUpdate = value;
-                       uniforms.hemisphereLights.needsUpdate = value;
-               }
+                               function materialNeedsLights(material) {
+                                       return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial || material.isShadowMaterial || material.isShaderMaterial && material.lights === true;
+                               }
 
-               function materialNeedsLights(material) {
-                       return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial || material.isShadowMaterial || material.isShaderMaterial && material.lights === true;
-               }
+                               this.getActiveCubeFace = function () {
+                                       return _currentActiveCubeFace;
+                               };
 
-               this.getActiveCubeFace = function () {
-                       return _currentActiveCubeFace;
-               };
+                               this.getActiveMipmapLevel = function () {
+                                       return _currentActiveMipmapLevel;
+                               };
 
-               this.getActiveMipmapLevel = function () {
-                       return _currentActiveMipmapLevel;
-               };
+                               this.getRenderTarget = function () {
+                                       return _currentRenderTarget;
+                               };
 
-               this.getRenderTarget = function () {
-                       return _currentRenderTarget;
-               };
+                               this.setRenderTarget = function (renderTarget, activeCubeFace = 0, activeMipmapLevel = 0) {
+                                       _currentRenderTarget = renderTarget;
+                                       _currentActiveCubeFace = activeCubeFace;
+                                       _currentActiveMipmapLevel = activeMipmapLevel;
 
-               this.setRenderTarget = function (renderTarget, activeCubeFace = 0, activeMipmapLevel = 0) {
-                       _currentRenderTarget = renderTarget;
-                       _currentActiveCubeFace = activeCubeFace;
-                       _currentActiveMipmapLevel = activeMipmapLevel;
+                                       if (renderTarget && properties.get(renderTarget).__webglFramebuffer === undefined) {
+                                               textures.setupRenderTarget(renderTarget);
+                                       }
 
-                       if (renderTarget && properties.get(renderTarget).__webglFramebuffer === undefined) {
-                               textures.setupRenderTarget(renderTarget);
-                       }
+                                       let framebuffer = null;
+                                       let isCube = false;
+                                       let isRenderTarget3D = false;
 
-                       let framebuffer = null;
-                       let isCube = false;
-                       let isRenderTarget3D = false;
+                                       if (renderTarget) {
+                                               const texture = renderTarget.texture;
 
-                       if (renderTarget) {
-                               const texture = renderTarget.texture;
+                                               if (texture.isDataTexture3D || texture.isDataTexture2DArray) {
+                                                       isRenderTarget3D = true;
+                                               }
 
-                               if (texture.isDataTexture3D || texture.isDataTexture2DArray) {
-                                       isRenderTarget3D = true;
-                               }
+                                               const __webglFramebuffer = properties.get(renderTarget).__webglFramebuffer;
 
-                               const __webglFramebuffer = properties.get(renderTarget).__webglFramebuffer;
+                                               if (renderTarget.isWebGLCubeRenderTarget) {
+                                                       framebuffer = __webglFramebuffer[activeCubeFace];
+                                                       isCube = true;
+                                               } else if (renderTarget.isWebGLMultisampleRenderTarget) {
+                                                       framebuffer = properties.get(renderTarget).__webglMultisampledFramebuffer;
+                                               } else {
+                                                       framebuffer = __webglFramebuffer;
+                                               }
 
-                               if (renderTarget.isWebGLCubeRenderTarget) {
-                                       framebuffer = __webglFramebuffer[activeCubeFace];
-                                       isCube = true;
-                               } else if (renderTarget.isWebGLMultisampleRenderTarget) {
-                                       framebuffer = properties.get(renderTarget).__webglMultisampledFramebuffer;
-                               } else {
-                                       framebuffer = __webglFramebuffer;
-                               }
+                                               _currentViewport.copy(renderTarget.viewport);
 
-                               _currentViewport.copy(renderTarget.viewport);
+                                               _currentScissor.copy(renderTarget.scissor);
 
-                               _currentScissor.copy(renderTarget.scissor);
+                                               _currentScissorTest = renderTarget.scissorTest;
+                                       } else {
+                                               _currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor();
 
-                               _currentScissorTest = renderTarget.scissorTest;
-                       } else {
-                               _currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor();
+                                               _currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor();
 
-                               _currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor();
+                                               _currentScissorTest = _scissorTest;
+                                       }
 
-                               _currentScissorTest = _scissorTest;
-                       }
+                                       const framebufferBound = state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
 
-                       const framebufferBound = state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
+                                       if (framebufferBound && capabilities.drawBuffers) {
+                                               let needsUpdate = false;
 
-                       if (framebufferBound && capabilities.drawBuffers) {
-                               let needsUpdate = false;
+                                               if (renderTarget) {
+                                                       if (renderTarget.isWebGLMultipleRenderTargets) {
+                                                               const textures = renderTarget.texture;
 
-                               if (renderTarget) {
-                                       if (renderTarget.isWebGLMultipleRenderTargets) {
-                                               const textures = renderTarget.texture;
+                                                               if (_currentDrawBuffers.length !== textures.length || _currentDrawBuffers[0] !== _gl.COLOR_ATTACHMENT0) {
+                                                                       for (let i = 0, il = textures.length; i < il; i++) {
+                                                                               _currentDrawBuffers[i] = _gl.COLOR_ATTACHMENT0 + i;
+                                                                       }
 
-                                               if (_currentDrawBuffers.length !== textures.length || _currentDrawBuffers[0] !== _gl.COLOR_ATTACHMENT0) {
-                                                       for (let i = 0, il = textures.length; i < il; i++) {
-                                                               _currentDrawBuffers[i] = _gl.COLOR_ATTACHMENT0 + i;
+                                                                       _currentDrawBuffers.length = textures.length;
+                                                                       needsUpdate = true;
+                                                               }
+                                                       } else {
+                                                               if (_currentDrawBuffers.length !== 1 || _currentDrawBuffers[0] !== _gl.COLOR_ATTACHMENT0) {
+                                                                       _currentDrawBuffers[0] = _gl.COLOR_ATTACHMENT0;
+                                                                       _currentDrawBuffers.length = 1;
+                                                                       needsUpdate = true;
+                                                               }
+                                                       }
+                                               } else {
+                                                       if (_currentDrawBuffers.length !== 1 || _currentDrawBuffers[0] !== _gl.BACK) {
+                                                               _currentDrawBuffers[0] = _gl.BACK;
+                                                               _currentDrawBuffers.length = 1;
+                                                               needsUpdate = true;
                                                        }
-
-                                                       _currentDrawBuffers.length = textures.length;
-                                                       needsUpdate = true;
                                                }
-                                       } else {
-                                               if (_currentDrawBuffers.length !== 1 || _currentDrawBuffers[0] !== _gl.COLOR_ATTACHMENT0) {
-                                                       _currentDrawBuffers[0] = _gl.COLOR_ATTACHMENT0;
-                                                       _currentDrawBuffers.length = 1;
-                                                       needsUpdate = true;
+
+                                               if (needsUpdate) {
+                                                       if (capabilities.isWebGL2) {
+                                                               _gl.drawBuffers(_currentDrawBuffers);
+                                                       } else {
+                                                               extensions.get('WEBGL_draw_buffers').drawBuffersWEBGL(_currentDrawBuffers);
+                                                       }
                                                }
                                        }
-                               } else {
-                                       if (_currentDrawBuffers.length !== 1 || _currentDrawBuffers[0] !== _gl.BACK) {
-                                               _currentDrawBuffers[0] = _gl.BACK;
-                                               _currentDrawBuffers.length = 1;
-                                               needsUpdate = true;
-                                       }
-                               }
 
-                               if (needsUpdate) {
-                                       if (capabilities.isWebGL2) {
-                                               _gl.drawBuffers(_currentDrawBuffers);
-                                       } else {
-                                               extensions.get('WEBGL_draw_buffers').drawBuffersWEBGL(_currentDrawBuffers);
-                                       }
-                               }
-                       }
+                                       state.viewport(_currentViewport);
+                                       state.scissor(_currentScissor);
+                                       state.setScissorTest(_currentScissorTest);
 
-                       state.viewport(_currentViewport);
-                       state.scissor(_currentScissor);
-                       state.setScissorTest(_currentScissorTest);
+                                       if (isCube) {
+                                               const textureProperties = properties.get(renderTarget.texture);
 
-                       if (isCube) {
-                               const textureProperties = properties.get(renderTarget.texture);
+                                               _gl.framebufferTexture2D(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel);
+                                       } else if (isRenderTarget3D) {
+                                               const textureProperties = properties.get(renderTarget.texture);
+                                               const layer = activeCubeFace || 0;
 
-                               _gl.framebufferTexture2D(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel);
-                       } else if (isRenderTarget3D) {
-                               const textureProperties = properties.get(renderTarget.texture);
-                               const layer = activeCubeFace || 0;
+                                               _gl.framebufferTextureLayer(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer);
+                                       }
 
-                               _gl.framebufferTextureLayer(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer);
-                       }
+                                       _currentMaterialId = -1; // reset current material to ensure correct uniform bindings
+                               };
 
-                       _currentMaterialId = -1; // reset current material to ensure correct uniform bindings
-               };
+                               this.readRenderTargetPixels = function (renderTarget, x, y, width, height, buffer, activeCubeFaceIndex) {
+                                       if (!(renderTarget && renderTarget.isWebGLRenderTarget)) {
+                                               console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.');
+                                               return;
+                                       }
 
-               this.readRenderTargetPixels = function (renderTarget, x, y, width, height, buffer, activeCubeFaceIndex) {
-                       if (!(renderTarget && renderTarget.isWebGLRenderTarget)) {
-                               console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.');
-                               return;
-                       }
+                                       let framebuffer = properties.get(renderTarget).__webglFramebuffer;
 
-                       let framebuffer = properties.get(renderTarget).__webglFramebuffer;
+                                       if (renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined) {
+                                               framebuffer = framebuffer[activeCubeFaceIndex];
+                                       }
 
-                       if (renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined) {
-                               framebuffer = framebuffer[activeCubeFaceIndex];
-                       }
+                                       if (framebuffer) {
+                                               state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
 
-                       if (framebuffer) {
-                               state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
+                                               try {
+                                                       const texture = renderTarget.texture;
+                                                       const textureFormat = texture.format;
+                                                       const textureType = texture.type;
 
-                               try {
-                                       const texture = renderTarget.texture;
-                                       const textureFormat = texture.format;
-                                       const 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 (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;
-                                       }
+                                                       const halfFloatSupportedByExt = textureType === HalfFloatType && (extensions.has('EXT_color_buffer_half_float') || capabilities.isWebGL2 && extensions.has('EXT_color_buffer_float'));
 
-                                       const halfFloatSupportedByExt = textureType === HalfFloatType && (extensions.has('EXT_color_buffer_half_float') || capabilities.isWebGL2 && extensions.has('EXT_color_buffer_float'));
+                                                       if (textureType !== UnsignedByteType && utils.convert(textureType) !== _gl.getParameter(_gl.IMPLEMENTATION_COLOR_READ_TYPE) && // Edge and Chrome Mac < 52 (#9513)
+                                                               !(textureType === FloatType && (capabilities.isWebGL2 || extensions.has('OES_texture_float') || extensions.has('WEBGL_color_buffer_float'))) && // Chrome Mac >= 52 and Firefox
+                                                               !halfFloatSupportedByExt) {
+                                                               console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.');
+                                                               return;
+                                                       }
 
-                                       if (textureType !== UnsignedByteType && utils.convert(textureType) !== _gl.getParameter(_gl.IMPLEMENTATION_COLOR_READ_TYPE) && // Edge and Chrome Mac < 52 (#9513)
-                                       !(textureType === FloatType && (capabilities.isWebGL2 || extensions.has('OES_texture_float') || extensions.has('WEBGL_color_buffer_float'))) && // Chrome Mac >= 52 and Firefox
-                                       !halfFloatSupportedByExt) {
-                                               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 {
+                                                       // restore framebuffer of current render target if necessary
+                                                       const framebuffer = _currentRenderTarget !== null ? properties.get(_currentRenderTarget).__webglFramebuffer : null;
+                                                       state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
+                                               }
                                        }
+                               };
 
-                                       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.');
+                               this.copyFramebufferToTexture = function (position, texture, level = 0) {
+                                       const levelScale = Math.pow(2, -level);
+                                       const width = Math.floor(texture.image.width * levelScale);
+                                       const height = Math.floor(texture.image.height * levelScale);
+                                       let glFormat = utils.convert(texture.format);
+
+                                       if (capabilities.isWebGL2) {
+                                               // Workaround for https://bugs.chromium.org/p/chromium/issues/detail?id=1120100
+                                               // Not needed in Chrome 93+
+                                               if (glFormat === _gl.RGB) glFormat = _gl.RGB8;
+                                               if (glFormat === _gl.RGBA) glFormat = _gl.RGBA8;
                                        }
-                               } finally {
-                                       // restore framebuffer of current render target if necessary
-                                       const framebuffer = _currentRenderTarget !== null ? properties.get(_currentRenderTarget).__webglFramebuffer : null;
-                                       state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
-                               }
-                       }
-               };
 
-               this.copyFramebufferToTexture = function (position, texture, level = 0) {
-                       const levelScale = Math.pow(2, -level);
-                       const width = Math.floor(texture.image.width * levelScale);
-                       const height = Math.floor(texture.image.height * levelScale);
-                       let glFormat = utils.convert(texture.format);
+                                       textures.setTexture2D(texture, 0);
 
-                       if (capabilities.isWebGL2) {
-                               // Workaround for https://bugs.chromium.org/p/chromium/issues/detail?id=1120100
-                               // Not needed in Chrome 93+
-                               if (glFormat === _gl.RGB) glFormat = _gl.RGB8;
-                               if (glFormat === _gl.RGBA) glFormat = _gl.RGBA8;
-                       }
+                                       _gl.copyTexImage2D(_gl.TEXTURE_2D, level, glFormat, position.x, position.y, width, height, 0);
 
-                       textures.setTexture2D(texture, 0);
+                                       state.unbindTexture();
+                               };
 
-                       _gl.copyTexImage2D(_gl.TEXTURE_2D, level, glFormat, position.x, position.y, width, height, 0);
+                               this.copyTextureToTexture = function (position, srcTexture, dstTexture, level = 0) {
+                                       const width = srcTexture.image.width;
+                                       const height = srcTexture.image.height;
+                                       const glFormat = utils.convert(dstTexture.format);
+                                       const glType = utils.convert(dstTexture.type);
+                                       textures.setTexture2D(dstTexture, 0); // As another texture upload may have changed pixelStorei
+                                       // parameters, make sure they are correct for the dstTexture
 
-                       state.unbindTexture();
-               };
+                                       _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY);
 
-               this.copyTextureToTexture = function (position, srcTexture, dstTexture, level = 0) {
-                       const width = srcTexture.image.width;
-                       const height = srcTexture.image.height;
-                       const glFormat = utils.convert(dstTexture.format);
-                       const glType = utils.convert(dstTexture.type);
-                       textures.setTexture2D(dstTexture, 0); // As another texture upload may have changed pixelStorei
-                       // parameters, make sure they are correct for the dstTexture
+                                       _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha);
 
-                       _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY);
+                                       _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment);
 
-                       _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha);
+                                       if (srcTexture.isDataTexture) {
+                                               _gl.texSubImage2D(_gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data);
+                                       } else {
+                                               if (srcTexture.isCompressedTexture) {
+                                                       _gl.compressedTexSubImage2D(_gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[0].width, srcTexture.mipmaps[0].height, glFormat, srcTexture.mipmaps[0].data);
+                                               } else {
+                                                       _gl.texSubImage2D(_gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image);
+                                               }
+                                       } // Generate mipmaps only when copying level 0
 
-                       _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment);
 
-                       if (srcTexture.isDataTexture) {
-                               _gl.texSubImage2D(_gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data);
-                       } else {
-                               if (srcTexture.isCompressedTexture) {
-                                       _gl.compressedTexSubImage2D(_gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[0].width, srcTexture.mipmaps[0].height, glFormat, srcTexture.mipmaps[0].data);
-                               } else {
-                                       _gl.texSubImage2D(_gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image);
-                               }
-                       } // Generate mipmaps only when copying level 0
+                                       if (level === 0 && dstTexture.generateMipmaps) _gl.generateMipmap(_gl.TEXTURE_2D);
+                                       state.unbindTexture();
+                               };
 
+                               this.copyTextureToTexture3D = function (sourceBox, position, srcTexture, dstTexture, level = 0) {
+                                       if (_this.isWebGL1Renderer) {
+                                               console.warn('THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.');
+                                               return;
+                                       }
 
-                       if (level === 0 && dstTexture.generateMipmaps) _gl.generateMipmap(_gl.TEXTURE_2D);
-                       state.unbindTexture();
-               };
+                                       const width = sourceBox.max.x - sourceBox.min.x + 1;
+                                       const height = sourceBox.max.y - sourceBox.min.y + 1;
+                                       const depth = sourceBox.max.z - sourceBox.min.z + 1;
+                                       const glFormat = utils.convert(dstTexture.format);
+                                       const glType = utils.convert(dstTexture.type);
+                                       let glTarget;
+
+                                       if (dstTexture.isDataTexture3D) {
+                                               textures.setTexture3D(dstTexture, 0);
+                                               glTarget = _gl.TEXTURE_3D;
+                                       } else if (dstTexture.isDataTexture2DArray) {
+                                               textures.setTexture2DArray(dstTexture, 0);
+                                               glTarget = _gl.TEXTURE_2D_ARRAY;
+                                       } else {
+                                               console.warn('THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.');
+                                               return;
+                                       }
 
-               this.copyTextureToTexture3D = function (sourceBox, position, srcTexture, dstTexture, level = 0) {
-                       if (_this.isWebGL1Renderer) {
-                               console.warn('THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.');
-                               return;
-                       }
+                                       _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY);
 
-                       const width = sourceBox.max.x - sourceBox.min.x + 1;
-                       const height = sourceBox.max.y - sourceBox.min.y + 1;
-                       const depth = sourceBox.max.z - sourceBox.min.z + 1;
-                       const glFormat = utils.convert(dstTexture.format);
-                       const glType = utils.convert(dstTexture.type);
-                       let glTarget;
+                                       _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha);
 
-                       if (dstTexture.isDataTexture3D) {
-                               textures.setTexture3D(dstTexture, 0);
-                               glTarget = _gl.TEXTURE_3D;
-                       } else if (dstTexture.isDataTexture2DArray) {
-                               textures.setTexture2DArray(dstTexture, 0);
-                               glTarget = _gl.TEXTURE_2D_ARRAY;
-                       } else {
-                               console.warn('THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.');
-                               return;
-                       }
+                                       _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment);
 
-                       _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY);
+                                       const unpackRowLen = _gl.getParameter(_gl.UNPACK_ROW_LENGTH);
 
-                       _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha);
+                                       const unpackImageHeight = _gl.getParameter(_gl.UNPACK_IMAGE_HEIGHT);
 
-                       _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment);
+                                       const unpackSkipPixels = _gl.getParameter(_gl.UNPACK_SKIP_PIXELS);
 
-                       const unpackRowLen = _gl.getParameter(_gl.UNPACK_ROW_LENGTH);
+                                       const unpackSkipRows = _gl.getParameter(_gl.UNPACK_SKIP_ROWS);
 
-                       const unpackImageHeight = _gl.getParameter(_gl.UNPACK_IMAGE_HEIGHT);
+                                       const unpackSkipImages = _gl.getParameter(_gl.UNPACK_SKIP_IMAGES);
 
-                       const unpackSkipPixels = _gl.getParameter(_gl.UNPACK_SKIP_PIXELS);
+                                       const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[0] : srcTexture.image;
 
-                       const unpackSkipRows = _gl.getParameter(_gl.UNPACK_SKIP_ROWS);
+                                       _gl.pixelStorei(_gl.UNPACK_ROW_LENGTH, image.width);
 
-                       const unpackSkipImages = _gl.getParameter(_gl.UNPACK_SKIP_IMAGES);
+                                       _gl.pixelStorei(_gl.UNPACK_IMAGE_HEIGHT, image.height);
 
-                       const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[0] : srcTexture.image;
+                                       _gl.pixelStorei(_gl.UNPACK_SKIP_PIXELS, sourceBox.min.x);
 
-                       _gl.pixelStorei(_gl.UNPACK_ROW_LENGTH, image.width);
+                                       _gl.pixelStorei(_gl.UNPACK_SKIP_ROWS, sourceBox.min.y);
 
-                       _gl.pixelStorei(_gl.UNPACK_IMAGE_HEIGHT, image.height);
+                                       _gl.pixelStorei(_gl.UNPACK_SKIP_IMAGES, sourceBox.min.z);
 
-                       _gl.pixelStorei(_gl.UNPACK_SKIP_PIXELS, sourceBox.min.x);
+                                       if (srcTexture.isDataTexture || srcTexture.isDataTexture3D) {
+                                               _gl.texSubImage3D(glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data);
+                                       } else {
+                                               if (srcTexture.isCompressedTexture) {
+                                                       console.warn('THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture.');
 
-                       _gl.pixelStorei(_gl.UNPACK_SKIP_ROWS, sourceBox.min.y);
+                                                       _gl.compressedTexSubImage3D(glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data);
+                                               } else {
+                                                       _gl.texSubImage3D(glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image);
+                                               }
+                                       }
 
-                       _gl.pixelStorei(_gl.UNPACK_SKIP_IMAGES, sourceBox.min.z);
+                                       _gl.pixelStorei(_gl.UNPACK_ROW_LENGTH, unpackRowLen);
 
-                       if (srcTexture.isDataTexture || srcTexture.isDataTexture3D) {
-                               _gl.texSubImage3D(glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data);
-                       } else {
-                               if (srcTexture.isCompressedTexture) {
-                                       console.warn('THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture.');
+                                       _gl.pixelStorei(_gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight);
 
-                                       _gl.compressedTexSubImage3D(glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data);
-                               } else {
-                                       _gl.texSubImage3D(glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image);
-                               }
-                       }
+                                       _gl.pixelStorei(_gl.UNPACK_SKIP_PIXELS, unpackSkipPixels);
 
-                       _gl.pixelStorei(_gl.UNPACK_ROW_LENGTH, unpackRowLen);
+                                       _gl.pixelStorei(_gl.UNPACK_SKIP_ROWS, unpackSkipRows);
 
-                       _gl.pixelStorei(_gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight);
+                                       _gl.pixelStorei(_gl.UNPACK_SKIP_IMAGES, unpackSkipImages); // Generate mipmaps only when copying level 0
 
-                       _gl.pixelStorei(_gl.UNPACK_SKIP_PIXELS, unpackSkipPixels);
 
-                       _gl.pixelStorei(_gl.UNPACK_SKIP_ROWS, unpackSkipRows);
+                                       if (level === 0 && dstTexture.generateMipmaps) _gl.generateMipmap(glTarget);
+                                       state.unbindTexture();
+                               };
 
-                       _gl.pixelStorei(_gl.UNPACK_SKIP_IMAGES, unpackSkipImages); // Generate mipmaps only when copying level 0
+                               this.initTexture = function (texture) {
+                                       textures.setTexture2D(texture, 0);
+                                       state.unbindTexture();
+                               };
 
+                               this.resetState = function () {
+                                       _currentActiveCubeFace = 0;
+                                       _currentActiveMipmapLevel = 0;
+                                       _currentRenderTarget = null;
+                                       state.reset();
+                                       bindingStates.reset();
+                               };
 
-                       if (level === 0 && dstTexture.generateMipmaps) _gl.generateMipmap(glTarget);
-                       state.unbindTexture();
-               };
+                               if (typeof __THREE_DEVTOOLS__ !== 'undefined') {
+                                       __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('observe', {
+                                               detail: this
+                                       })); // eslint-disable-line no-undef
 
-               this.initTexture = function (texture) {
-                       textures.setTexture2D(texture, 0);
-                       state.unbindTexture();
-               };
+                               }
+                       }
 
-               this.resetState = function () {
-                       _currentActiveCubeFace = 0;
-                       _currentActiveMipmapLevel = 0;
-                       _currentRenderTarget = null;
-                       state.reset();
-                       bindingStates.reset();
-               };
+                       class WebGL1Renderer extends WebGLRenderer {
+                       }
 
-               if (typeof __THREE_DEVTOOLS__ !== 'undefined') {
-                       __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('observe', {
-                               detail: this
-                       })); // eslint-disable-line no-undef
+                       WebGL1Renderer.prototype.isWebGL1Renderer = true;
 
-               }
-       }
+                       class FogExp2 {
+                               constructor(color, density = 0.00025) {
+                                       this.name = '';
+                                       this.color = new Color(color);
+                                       this.density = density;
+                               }
 
-       class WebGL1Renderer extends WebGLRenderer {}
+                               clone() {
+                                       return new FogExp2(this.color, this.density);
+                               }
 
-       WebGL1Renderer.prototype.isWebGL1Renderer = true;
+                               toJSON() {
+                                       return {
+                                               type: 'FogExp2',
+                                               color: this.color.getHex(),
+                                               density: this.density
+                                       };
+                               }
 
-       class FogExp2 {
-               constructor(color, density = 0.00025) {
-                       this.name = '';
-                       this.color = new Color(color);
-                       this.density = density;
-               }
+                       }
 
-               clone() {
-                       return new FogExp2(this.color, this.density);
-               }
+                       FogExp2.prototype.isFogExp2 = true;
 
-               toJSON() {
-                       return {
-                               type: 'FogExp2',
-                               color: this.color.getHex(),
-                               density: this.density
-                       };
-               }
+                       class Fog {
+                               constructor(color, near = 1, far = 1000) {
+                                       this.name = '';
+                                       this.color = new Color(color);
+                                       this.near = near;
+                                       this.far = far;
+                               }
 
-       }
+                               clone() {
+                                       return new Fog(this.color, this.near, this.far);
+                               }
 
-       FogExp2.prototype.isFogExp2 = true;
+                               toJSON() {
+                                       return {
+                                               type: 'Fog',
+                                               color: this.color.getHex(),
+                                               near: this.near,
+                                               far: this.far
+                                       };
+                               }
 
-       class Fog {
-               constructor(color, near = 1, far = 1000) {
-                       this.name = '';
-                       this.color = new Color(color);
-                       this.near = near;
-                       this.far = far;
-               }
+                       }
 
-               clone() {
-                       return new Fog(this.color, this.near, this.far);
-               }
+                       Fog.prototype.isFog = true;
 
-               toJSON() {
-                       return {
-                               type: 'Fog',
-                               color: this.color.getHex(),
-                               near: this.near,
-                               far: this.far
-                       };
-               }
+                       class Scene extends Object3D {
+                               constructor() {
+                                       super();
+                                       this.type = 'Scene';
+                                       this.background = null;
+                                       this.environment = null;
+                                       this.fog = null;
+                                       this.overrideMaterial = null;
+                                       this.autoUpdate = true; // checked by the renderer
 
-       }
+                                       if (typeof __THREE_DEVTOOLS__ !== 'undefined') {
+                                               __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('observe', {
+                                                       detail: this
+                                               })); // eslint-disable-line no-undef
 
-       Fog.prototype.isFog = true;
+                                       }
+                               }
 
-       class Scene extends Object3D {
-               constructor() {
-                       super();
-                       this.type = 'Scene';
-                       this.background = null;
-                       this.environment = null;
-                       this.fog = null;
-                       this.overrideMaterial = null;
-                       this.autoUpdate = true; // checked by the renderer
+                               copy(source, recursive) {
+                                       super.copy(source, recursive);
+                                       if (source.background !== null) this.background = source.background.clone();
+                                       if (source.environment !== null) this.environment = source.environment.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;
+                               }
 
-                       if (typeof __THREE_DEVTOOLS__ !== 'undefined') {
-                               __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('observe', {
-                                       detail: this
-                               })); // eslint-disable-line no-undef
+                               toJSON(meta) {
+                                       const data = super.toJSON(meta);
+                                       if (this.fog !== null) data.object.fog = this.fog.toJSON();
+                                       return data;
+                               }
 
                        }
-               }
 
-               copy(source, recursive) {
-                       super.copy(source, recursive);
-                       if (source.background !== null) this.background = source.background.clone();
-                       if (source.environment !== null) this.environment = source.environment.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;
-               }
+                       Scene.prototype.isScene = true;
 
-               toJSON(meta) {
-                       const data = super.toJSON(meta);
-                       if (this.fog !== null) data.object.fog = this.fog.toJSON();
-                       return data;
-               }
+                       class InterleavedBuffer {
+                               constructor(array, stride) {
+                                       this.array = array;
+                                       this.stride = stride;
+                                       this.count = array !== undefined ? array.length / stride : 0;
+                                       this.usage = StaticDrawUsage;
+                                       this.updateRange = {
+                                               offset: 0,
+                                               count: -1
+                                       };
+                                       this.version = 0;
+                                       this.uuid = generateUUID();
+                               }
 
-       }
+                               onUploadCallback() {
+                               }
 
-       Scene.prototype.isScene = true;
-
-       class InterleavedBuffer {
-               constructor(array, stride) {
-                       this.array = array;
-                       this.stride = stride;
-                       this.count = array !== undefined ? array.length / stride : 0;
-                       this.usage = StaticDrawUsage;
-                       this.updateRange = {
-                               offset: 0,
-                               count: -1
-                       };
-                       this.version = 0;
-                       this.uuid = generateUUID();
-               }
+                               set needsUpdate(value) {
+                                       if (value === true) this.version++;
+                               }
 
-               onUploadCallback() {}
+                               setUsage(value) {
+                                       this.usage = value;
+                                       return this;
+                               }
 
-               set needsUpdate(value) {
-                       if (value === true) this.version++;
-               }
+                               copy(source) {
+                                       this.array = new source.array.constructor(source.array);
+                                       this.count = source.count;
+                                       this.stride = source.stride;
+                                       this.usage = source.usage;
+                                       return this;
+                               }
 
-               setUsage(value) {
-                       this.usage = value;
-                       return this;
-               }
+                               copyAt(index1, attribute, index2) {
+                                       index1 *= this.stride;
+                                       index2 *= attribute.stride;
 
-               copy(source) {
-                       this.array = new source.array.constructor(source.array);
-                       this.count = source.count;
-                       this.stride = source.stride;
-                       this.usage = source.usage;
-                       return this;
-               }
+                                       for (let i = 0, l = this.stride; i < l; i++) {
+                                               this.array[index1 + i] = attribute.array[index2 + i];
+                                       }
 
-               copyAt(index1, attribute, index2) {
-                       index1 *= this.stride;
-                       index2 *= attribute.stride;
+                                       return this;
+                               }
 
-                       for (let i = 0, l = this.stride; i < l; i++) {
-                               this.array[index1 + i] = attribute.array[index2 + i];
-                       }
+                               set(value, offset = 0) {
+                                       this.array.set(value, offset);
+                                       return this;
+                               }
 
-                       return this;
-               }
+                               clone(data) {
+                                       if (data.arrayBuffers === undefined) {
+                                               data.arrayBuffers = {};
+                                       }
 
-               set(value, offset = 0) {
-                       this.array.set(value, offset);
-                       return this;
-               }
+                                       if (this.array.buffer._uuid === undefined) {
+                                               this.array.buffer._uuid = generateUUID();
+                                       }
 
-               clone(data) {
-                       if (data.arrayBuffers === undefined) {
-                               data.arrayBuffers = {};
-                       }
+                                       if (data.arrayBuffers[this.array.buffer._uuid] === undefined) {
+                                               data.arrayBuffers[this.array.buffer._uuid] = this.array.slice(0).buffer;
+                                       }
 
-                       if (this.array.buffer._uuid === undefined) {
-                               this.array.buffer._uuid = generateUUID();
-                       }
+                                       const array = new this.array.constructor(data.arrayBuffers[this.array.buffer._uuid]);
+                                       const ib = new this.constructor(array, this.stride);
+                                       ib.setUsage(this.usage);
+                                       return ib;
+                               }
 
-                       if (data.arrayBuffers[this.array.buffer._uuid] === undefined) {
-                               data.arrayBuffers[this.array.buffer._uuid] = this.array.slice(0).buffer;
-                       }
+                               onUpload(callback) {
+                                       this.onUploadCallback = callback;
+                                       return this;
+                               }
 
-                       const array = new this.array.constructor(data.arrayBuffers[this.array.buffer._uuid]);
-                       const ib = new this.constructor(array, this.stride);
-                       ib.setUsage(this.usage);
-                       return ib;
-               }
+                               toJSON(data) {
+                                       if (data.arrayBuffers === undefined) {
+                                               data.arrayBuffers = {};
+                                       } // generate UUID for array buffer if necessary
 
-               onUpload(callback) {
-                       this.onUploadCallback = callback;
-                       return this;
-               }
 
-               toJSON(data) {
-                       if (data.arrayBuffers === undefined) {
-                               data.arrayBuffers = {};
-                       } // generate UUID for array buffer if necessary
+                                       if (this.array.buffer._uuid === undefined) {
+                                               this.array.buffer._uuid = generateUUID();
+                                       }
 
+                                       if (data.arrayBuffers[this.array.buffer._uuid] === undefined) {
+                                               data.arrayBuffers[this.array.buffer._uuid] = Array.prototype.slice.call(new Uint32Array(this.array.buffer));
+                                       } //
 
-                       if (this.array.buffer._uuid === undefined) {
-                               this.array.buffer._uuid = generateUUID();
-                       }
 
-                       if (data.arrayBuffers[this.array.buffer._uuid] === undefined) {
-                               data.arrayBuffers[this.array.buffer._uuid] = Array.prototype.slice.call(new Uint32Array(this.array.buffer));
-                       } //
+                                       return {
+                                               uuid: this.uuid,
+                                               buffer: this.array.buffer._uuid,
+                                               type: this.array.constructor.name,
+                                               stride: this.stride
+                                       };
+                               }
 
+                       }
 
-                       return {
-                               uuid: this.uuid,
-                               buffer: this.array.buffer._uuid,
-                               type: this.array.constructor.name,
-                               stride: this.stride
-                       };
-               }
+                       InterleavedBuffer.prototype.isInterleavedBuffer = true;
 
-       }
+                       const _vector$6 = /*@__PURE__*/new Vector3();
 
-       InterleavedBuffer.prototype.isInterleavedBuffer = true;
+                       class InterleavedBufferAttribute {
+                               constructor(interleavedBuffer, itemSize, offset, normalized = false) {
+                                       this.name = '';
+                                       this.data = interleavedBuffer;
+                                       this.itemSize = itemSize;
+                                       this.offset = offset;
+                                       this.normalized = normalized === true;
+                               }
 
-       const _vector$6 = /*@__PURE__*/new Vector3();
+                               get count() {
+                                       return this.data.count;
+                               }
 
-       class InterleavedBufferAttribute {
-               constructor(interleavedBuffer, itemSize, offset, normalized = false) {
-                       this.name = '';
-                       this.data = interleavedBuffer;
-                       this.itemSize = itemSize;
-                       this.offset = offset;
-                       this.normalized = normalized === true;
-               }
+                               get array() {
+                                       return this.data.array;
+                               }
 
-               get count() {
-                       return this.data.count;
-               }
+                               set needsUpdate(value) {
+                                       this.data.needsUpdate = value;
+                               }
 
-               get array() {
-                       return this.data.array;
-               }
+                               applyMatrix4(m) {
+                                       for (let i = 0, l = this.data.count; i < l; i++) {
+                                               _vector$6.x = this.getX(i);
+                                               _vector$6.y = this.getY(i);
+                                               _vector$6.z = this.getZ(i);
 
-               set needsUpdate(value) {
-                       this.data.needsUpdate = value;
-               }
+                                               _vector$6.applyMatrix4(m);
 
-               applyMatrix4(m) {
-                       for (let i = 0, l = this.data.count; i < l; i++) {
-                               _vector$6.x = this.getX(i);
-                               _vector$6.y = this.getY(i);
-                               _vector$6.z = this.getZ(i);
+                                               this.setXYZ(i, _vector$6.x, _vector$6.y, _vector$6.z);
+                                       }
 
-                               _vector$6.applyMatrix4(m);
+                                       return this;
+                               }
 
-                               this.setXYZ(i, _vector$6.x, _vector$6.y, _vector$6.z);
-                       }
+                               applyNormalMatrix(m) {
+                                       for (let i = 0, l = this.count; i < l; i++) {
+                                               _vector$6.x = this.getX(i);
+                                               _vector$6.y = this.getY(i);
+                                               _vector$6.z = this.getZ(i);
 
-                       return this;
-               }
+                                               _vector$6.applyNormalMatrix(m);
 
-               applyNormalMatrix(m) {
-                       for (let i = 0, l = this.count; i < l; i++) {
-                               _vector$6.x = this.getX(i);
-                               _vector$6.y = this.getY(i);
-                               _vector$6.z = this.getZ(i);
+                                               this.setXYZ(i, _vector$6.x, _vector$6.y, _vector$6.z);
+                                       }
 
-                               _vector$6.applyNormalMatrix(m);
+                                       return this;
+                               }
 
-                               this.setXYZ(i, _vector$6.x, _vector$6.y, _vector$6.z);
-                       }
+                               transformDirection(m) {
+                                       for (let i = 0, l = this.count; i < l; i++) {
+                                               _vector$6.x = this.getX(i);
+                                               _vector$6.y = this.getY(i);
+                                               _vector$6.z = this.getZ(i);
 
-                       return this;
-               }
+                                               _vector$6.transformDirection(m);
 
-               transformDirection(m) {
-                       for (let i = 0, l = this.count; i < l; i++) {
-                               _vector$6.x = this.getX(i);
-                               _vector$6.y = this.getY(i);
-                               _vector$6.z = this.getZ(i);
+                                               this.setXYZ(i, _vector$6.x, _vector$6.y, _vector$6.z);
+                                       }
 
-                               _vector$6.transformDirection(m);
+                                       return this;
+                               }
 
-                               this.setXYZ(i, _vector$6.x, _vector$6.y, _vector$6.z);
-                       }
+                               setX(index, x) {
+                                       this.data.array[index * this.data.stride + this.offset] = x;
+                                       return this;
+                               }
 
-                       return this;
-               }
+                               setY(index, y) {
+                                       this.data.array[index * this.data.stride + this.offset + 1] = y;
+                                       return this;
+                               }
 
-               setX(index, x) {
-                       this.data.array[index * this.data.stride + this.offset] = x;
-                       return this;
-               }
+                               setZ(index, z) {
+                                       this.data.array[index * this.data.stride + this.offset + 2] = z;
+                                       return this;
+                               }
 
-               setY(index, y) {
-                       this.data.array[index * this.data.stride + this.offset + 1] = y;
-                       return this;
-               }
+                               setW(index, w) {
+                                       this.data.array[index * this.data.stride + this.offset + 3] = w;
+                                       return this;
+                               }
 
-               setZ(index, z) {
-                       this.data.array[index * this.data.stride + this.offset + 2] = z;
-                       return this;
-               }
+                               getX(index) {
+                                       return this.data.array[index * this.data.stride + this.offset];
+                               }
 
-               setW(index, w) {
-                       this.data.array[index * this.data.stride + this.offset + 3] = w;
-                       return this;
-               }
+                               getY(index) {
+                                       return this.data.array[index * this.data.stride + this.offset + 1];
+                               }
 
-               getX(index) {
-                       return this.data.array[index * this.data.stride + this.offset];
-               }
+                               getZ(index) {
+                                       return this.data.array[index * this.data.stride + this.offset + 2];
+                               }
 
-               getY(index) {
-                       return this.data.array[index * this.data.stride + this.offset + 1];
-               }
+                               getW(index) {
+                                       return this.data.array[index * this.data.stride + this.offset + 3];
+                               }
 
-               getZ(index) {
-                       return this.data.array[index * this.data.stride + this.offset + 2];
-               }
+                               setXY(index, x, y) {
+                                       index = index * this.data.stride + this.offset;
+                                       this.data.array[index + 0] = x;
+                                       this.data.array[index + 1] = y;
+                                       return this;
+                               }
 
-               getW(index) {
-                       return this.data.array[index * this.data.stride + this.offset + 3];
-               }
+                               setXYZ(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;
+                               }
 
-               setXY(index, x, y) {
-                       index = index * this.data.stride + this.offset;
-                       this.data.array[index + 0] = x;
-                       this.data.array[index + 1] = y;
-                       return this;
-               }
+                               setXYZW(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;
+                               }
 
-               setXYZ(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;
-               }
+                               clone(data) {
+                                       if (data === undefined) {
+                                               console.log('THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.');
+                                               const array = [];
 
-               setXYZW(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;
-               }
+                                               for (let i = 0; i < this.count; i++) {
+                                                       const index = i * this.data.stride + this.offset;
+
+                                                       for (let j = 0; j < this.itemSize; j++) {
+                                                               array.push(this.data.array[index + j]);
+                                                       }
+                                               }
 
-               clone(data) {
-                       if (data === undefined) {
-                               console.log('THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.');
-                               const array = [];
+                                               return new BufferAttribute(new this.array.constructor(array), this.itemSize, this.normalized);
+                                       } else {
+                                               if (data.interleavedBuffers === undefined) {
+                                                       data.interleavedBuffers = {};
+                                               }
 
-                               for (let i = 0; i < this.count; i++) {
-                                       const index = i * this.data.stride + this.offset;
+                                               if (data.interleavedBuffers[this.data.uuid] === undefined) {
+                                                       data.interleavedBuffers[this.data.uuid] = this.data.clone(data);
+                                               }
 
-                                       for (let j = 0; j < this.itemSize; j++) {
-                                               array.push(this.data.array[index + j]);
+                                               return new InterleavedBufferAttribute(data.interleavedBuffers[this.data.uuid], this.itemSize, this.offset, this.normalized);
                                        }
                                }
 
-                               return new BufferAttribute(new this.array.constructor(array), this.itemSize, this.normalized);
-                       } else {
-                               if (data.interleavedBuffers === undefined) {
-                                       data.interleavedBuffers = {};
-                               }
+                               toJSON(data) {
+                                       if (data === undefined) {
+                                               console.log('THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.');
+                                               const array = [];
 
-                               if (data.interleavedBuffers[this.data.uuid] === undefined) {
-                                       data.interleavedBuffers[this.data.uuid] = this.data.clone(data);
-                               }
+                                               for (let i = 0; i < this.count; i++) {
+                                                       const index = i * this.data.stride + this.offset;
 
-                               return new InterleavedBufferAttribute(data.interleavedBuffers[this.data.uuid], this.itemSize, this.offset, this.normalized);
-                       }
-               }
+                                                       for (let j = 0; j < this.itemSize; j++) {
+                                                               array.push(this.data.array[index + j]);
+                                                       }
+                                               } // deinterleave data and save it as an ordinary buffer attribute for now
 
-               toJSON(data) {
-                       if (data === undefined) {
-                               console.log('THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.');
-                               const array = [];
 
-                               for (let i = 0; i < this.count; i++) {
-                                       const index = i * this.data.stride + this.offset;
+                                               return {
+                                                       itemSize: this.itemSize,
+                                                       type: this.array.constructor.name,
+                                                       array: array,
+                                                       normalized: this.normalized
+                                               };
+                                       } else {
+                                               // save as true interlaved attribtue
+                                               if (data.interleavedBuffers === undefined) {
+                                                       data.interleavedBuffers = {};
+                                               }
 
-                                       for (let j = 0; j < this.itemSize; j++) {
-                                               array.push(this.data.array[index + j]);
+                                               if (data.interleavedBuffers[this.data.uuid] === undefined) {
+                                                       data.interleavedBuffers[this.data.uuid] = this.data.toJSON(data);
+                                               }
+
+                                               return {
+                                                       isInterleavedBufferAttribute: true,
+                                                       itemSize: this.itemSize,
+                                                       data: this.data.uuid,
+                                                       offset: this.offset,
+                                                       normalized: this.normalized
+                                               };
                                        }
-                               } // deinterleave data and save it as an ordinary buffer attribute for now
+                               }
 
+                       }
 
-                               return {
-                                       itemSize: this.itemSize,
-                                       type: this.array.constructor.name,
-                                       array: array,
-                                       normalized: this.normalized
-                               };
-                       } else {
-                               // save as true interlaved attribtue
-                               if (data.interleavedBuffers === undefined) {
-                                       data.interleavedBuffers = {};
-                               }
+                       InterleavedBufferAttribute.prototype.isInterleavedBufferAttribute = true;
+
+                       /**
+                        * parameters = {
+                        *      color: <hex>,
+                        *      map: new THREE.Texture( <Image> ),
+                        *      alphaMap: new THREE.Texture( <Image> ),
+                        *      rotation: <float>,
+                        *      sizeAttenuation: <bool>
+                        * }
+                        */
 
-                               if (data.interleavedBuffers[this.data.uuid] === undefined) {
-                                       data.interleavedBuffers[this.data.uuid] = this.data.toJSON(data);
+                       class SpriteMaterial extends Material {
+                               constructor(parameters) {
+                                       super();
+                                       this.type = 'SpriteMaterial';
+                                       this.color = new Color(0xffffff);
+                                       this.map = null;
+                                       this.alphaMap = null;
+                                       this.rotation = 0;
+                                       this.sizeAttenuation = true;
+                                       this.transparent = true;
+                                       this.setValues(parameters);
+                               }
+
+                               copy(source) {
+                                       super.copy(source);
+                                       this.color.copy(source.color);
+                                       this.map = source.map;
+                                       this.alphaMap = source.alphaMap;
+                                       this.rotation = source.rotation;
+                                       this.sizeAttenuation = source.sizeAttenuation;
+                                       return this;
                                }
 
-                               return {
-                                       isInterleavedBufferAttribute: true,
-                                       itemSize: this.itemSize,
-                                       data: this.data.uuid,
-                                       offset: this.offset,
-                                       normalized: this.normalized
-                               };
                        }
-               }
-
-       }
-
-       InterleavedBufferAttribute.prototype.isInterleavedBufferAttribute = true;
-
-       /**
-        * parameters = {
-        *      color: <hex>,
-        *      map: new THREE.Texture( <Image> ),
-        *      alphaMap: new THREE.Texture( <Image> ),
-        *      rotation: <float>,
-        *      sizeAttenuation: <bool>
-        * }
-        */
-
-       class SpriteMaterial extends Material {
-               constructor(parameters) {
-                       super();
-                       this.type = 'SpriteMaterial';
-                       this.color = new Color(0xffffff);
-                       this.map = null;
-                       this.alphaMap = null;
-                       this.rotation = 0;
-                       this.sizeAttenuation = true;
-                       this.transparent = true;
-                       this.setValues(parameters);
-               }
 
-               copy(source) {
-                       super.copy(source);
-                       this.color.copy(source.color);
-                       this.map = source.map;
-                       this.alphaMap = source.alphaMap;
-                       this.rotation = source.rotation;
-                       this.sizeAttenuation = source.sizeAttenuation;
-                       return this;
-               }
+                       SpriteMaterial.prototype.isSpriteMaterial = true;
 
-       }
+                       let _geometry;
 
-       SpriteMaterial.prototype.isSpriteMaterial = true;
+                       const _intersectPoint = /*@__PURE__*/new Vector3();
 
-       let _geometry;
+                       const _worldScale = /*@__PURE__*/new Vector3();
 
-       const _intersectPoint = /*@__PURE__*/new Vector3();
+                       const _mvPosition = /*@__PURE__*/new Vector3();
 
-       const _worldScale = /*@__PURE__*/new Vector3();
+                       const _alignedPosition = /*@__PURE__*/new Vector2();
 
-       const _mvPosition = /*@__PURE__*/new Vector3();
+                       const _rotatedPosition = /*@__PURE__*/new Vector2();
 
-       const _alignedPosition = /*@__PURE__*/new Vector2();
+                       const _viewWorldMatrix = /*@__PURE__*/new Matrix4();
 
-       const _rotatedPosition = /*@__PURE__*/new Vector2();
+                       const _vA = /*@__PURE__*/new Vector3();
 
-       const _viewWorldMatrix = /*@__PURE__*/new Matrix4();
+                       const _vB = /*@__PURE__*/new Vector3();
 
-       const _vA = /*@__PURE__*/new Vector3();
+                       const _vC = /*@__PURE__*/new Vector3();
 
-       const _vB = /*@__PURE__*/new Vector3();
+                       const _uvA = /*@__PURE__*/new Vector2();
 
-       const _vC = /*@__PURE__*/new Vector3();
+                       const _uvB = /*@__PURE__*/new Vector2();
 
-       const _uvA = /*@__PURE__*/new Vector2();
+                       const _uvC = /*@__PURE__*/new Vector2();
 
-       const _uvB = /*@__PURE__*/new Vector2();
+                       class Sprite extends Object3D {
+                               constructor(material) {
+                                       super();
+                                       this.type = 'Sprite';
 
-       const _uvC = /*@__PURE__*/new Vector2();
+                                       if (_geometry === undefined) {
+                                               _geometry = new BufferGeometry();
+                                               const float32Array = new Float32Array([-0.5, -0.5, 0, 0, 0, 0.5, -0.5, 0, 1, 0, 0.5, 0.5, 0, 1, 1, -0.5, 0.5, 0, 0, 1]);
+                                               const interleavedBuffer = new InterleavedBuffer(float32Array, 5);
 
-       class Sprite extends Object3D {
-               constructor(material) {
-                       super();
-                       this.type = 'Sprite';
+                                               _geometry.setIndex([0, 1, 2, 0, 2, 3]);
 
-                       if (_geometry === undefined) {
-                               _geometry = new BufferGeometry();
-                               const float32Array = new Float32Array([-0.5, -0.5, 0, 0, 0, 0.5, -0.5, 0, 1, 0, 0.5, 0.5, 0, 1, 1, -0.5, 0.5, 0, 0, 1]);
-                               const interleavedBuffer = new InterleavedBuffer(float32Array, 5);
+                                               _geometry.setAttribute('position', new InterleavedBufferAttribute(interleavedBuffer, 3, 0, false));
 
-                               _geometry.setIndex([0, 1, 2, 0, 2, 3]);
+                                               _geometry.setAttribute('uv', new InterleavedBufferAttribute(interleavedBuffer, 2, 3, false));
+                                       }
 
-                               _geometry.setAttribute('position', new InterleavedBufferAttribute(interleavedBuffer, 3, 0, false));
+                                       this.geometry = _geometry;
+                                       this.material = material !== undefined ? material : new SpriteMaterial();
+                                       this.center = new Vector2(0.5, 0.5);
+                               }
 
-                               _geometry.setAttribute('uv', new InterleavedBufferAttribute(interleavedBuffer, 2, 3, false));
-                       }
+                               raycast(raycaster, intersects) {
+                                       if (raycaster.camera === null) {
+                                               console.error('THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.');
+                                       }
 
-                       this.geometry = _geometry;
-                       this.material = material !== undefined ? material : new SpriteMaterial();
-                       this.center = new Vector2(0.5, 0.5);
-               }
+                                       _worldScale.setFromMatrixScale(this.matrixWorld);
 
-               raycast(raycaster, intersects) {
-                       if (raycaster.camera === null) {
-                               console.error('THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.');
-                       }
+                                       _viewWorldMatrix.copy(raycaster.camera.matrixWorld);
 
-                       _worldScale.setFromMatrixScale(this.matrixWorld);
+                                       this.modelViewMatrix.multiplyMatrices(raycaster.camera.matrixWorldInverse, this.matrixWorld);
 
-                       _viewWorldMatrix.copy(raycaster.camera.matrixWorld);
+                                       _mvPosition.setFromMatrixPosition(this.modelViewMatrix);
 
-                       this.modelViewMatrix.multiplyMatrices(raycaster.camera.matrixWorldInverse, this.matrixWorld);
+                                       if (raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false) {
+                                               _worldScale.multiplyScalar(-_mvPosition.z);
+                                       }
 
-                       _mvPosition.setFromMatrixPosition(this.modelViewMatrix);
+                                       const rotation = this.material.rotation;
+                                       let sin, cos;
 
-                       if (raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false) {
-                               _worldScale.multiplyScalar(-_mvPosition.z);
-                       }
+                                       if (rotation !== 0) {
+                                               cos = Math.cos(rotation);
+                                               sin = Math.sin(rotation);
+                                       }
 
-                       const rotation = this.material.rotation;
-                       let sin, cos;
+                                       const 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);
 
-                       if (rotation !== 0) {
-                               cos = Math.cos(rotation);
-                               sin = Math.sin(rotation);
-                       }
+                                       _uvA.set(0, 0);
 
-                       const 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);
+                                       _uvB.set(1, 0);
 
-                       _uvA.set(0, 0);
+                                       _uvC.set(1, 1); // check first triangle
 
-                       _uvB.set(1, 0);
 
-                       _uvC.set(1, 1); // check first triangle
+                                       let 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);
 
-                       let intersect = raycaster.ray.intersectTriangle(_vA, _vB, _vC, false, _intersectPoint);
+                                               _uvB.set(0, 1);
 
-                       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);
 
-                               _uvB.set(0, 1);
+                                               if (intersect === null) {
+                                                       return;
+                                               }
+                                       }
 
-                               intersect = raycaster.ray.intersectTriangle(_vA, _vC, _vB, false, _intersectPoint);
+                                       const distance = raycaster.ray.origin.distanceTo(_intersectPoint);
+                                       if (distance < raycaster.near || distance > raycaster.far) return;
+                                       intersects.push({
+                                               distance: distance,
+                                               point: _intersectPoint.clone(),
+                                               uv: Triangle.getUV(_intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2()),
+                                               face: null,
+                                               object: this
+                                       });
+                               }
 
-                               if (intersect === null) {
-                                       return;
+                               copy(source) {
+                                       super.copy(source);
+                                       if (source.center !== undefined) this.center.copy(source.center);
+                                       this.material = source.material;
+                                       return this;
                                }
+
                        }
 
-                       const distance = raycaster.ray.origin.distanceTo(_intersectPoint);
-                       if (distance < raycaster.near || distance > raycaster.far) return;
-                       intersects.push({
-                               distance: distance,
-                               point: _intersectPoint.clone(),
-                               uv: Triangle.getUV(_intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2()),
-                               face: null,
-                               object: this
-                       });
-               }
+                       Sprite.prototype.isSprite = true;
 
-               copy(source) {
-                       super.copy(source);
-                       if (source.center !== undefined) this.center.copy(source.center);
-                       this.material = source.material;
-                       return this;
-               }
+                       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
 
-       }
 
-       Sprite.prototype.isSprite = true;
+                               if (sin !== undefined) {
+                                       _rotatedPosition.x = cos * _alignedPosition.x - sin * _alignedPosition.y;
+                                       _rotatedPosition.y = sin * _alignedPosition.x + cos * _alignedPosition.y;
+                               } else {
+                                       _rotatedPosition.copy(_alignedPosition);
+                               }
 
-       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
+                               vertexPosition.copy(mvPosition);
+                               vertexPosition.x += _rotatedPosition.x;
+                               vertexPosition.y += _rotatedPosition.y; // transform to world space
 
+                               vertexPosition.applyMatrix4(_viewWorldMatrix);
+                       }
 
-               if (sin !== undefined) {
-                       _rotatedPosition.x = cos * _alignedPosition.x - sin * _alignedPosition.y;
-                       _rotatedPosition.y = sin * _alignedPosition.x + cos * _alignedPosition.y;
-               } else {
-                       _rotatedPosition.copy(_alignedPosition);
-               }
+                       const _v1$2 = /*@__PURE__*/new Vector3();
 
-               vertexPosition.copy(mvPosition);
-               vertexPosition.x += _rotatedPosition.x;
-               vertexPosition.y += _rotatedPosition.y; // transform to world space
+                       const _v2$1 = /*@__PURE__*/new Vector3();
 
-               vertexPosition.applyMatrix4(_viewWorldMatrix);
-       }
+                       class LOD extends Object3D {
+                               constructor() {
+                                       super();
+                                       this._currentLevel = 0;
+                                       this.type = 'LOD';
+                                       Object.defineProperties(this, {
+                                               levels: {
+                                                       enumerable: true,
+                                                       value: []
+                                               },
+                                               isLOD: {
+                                                       value: true
+                                               }
+                                       });
+                                       this.autoUpdate = true;
+                               }
 
-       const _v1$2 = /*@__PURE__*/new Vector3();
+                               copy(source) {
+                                       super.copy(source, false);
+                                       const levels = source.levels;
 
-       const _v2$1 = /*@__PURE__*/new Vector3();
+                                       for (let i = 0, l = levels.length; i < l; i++) {
+                                               const level = levels[i];
+                                               this.addLevel(level.object.clone(), level.distance);
+                                       }
 
-       class LOD extends Object3D {
-               constructor() {
-                       super();
-                       this._currentLevel = 0;
-                       this.type = 'LOD';
-                       Object.defineProperties(this, {
-                               levels: {
-                                       enumerable: true,
-                                       value: []
-                               },
-                               isLOD: {
-                                       value: true
+                                       this.autoUpdate = source.autoUpdate;
+                                       return this;
                                }
-                       });
-                       this.autoUpdate = true;
-               }
-
-               copy(source) {
-                       super.copy(source, false);
-                       const levels = source.levels;
-
-                       for (let i = 0, l = levels.length; i < l; i++) {
-                               const level = levels[i];
-                               this.addLevel(level.object.clone(), level.distance);
-                       }
 
-                       this.autoUpdate = source.autoUpdate;
-                       return this;
-               }
+                               addLevel(object, distance = 0) {
+                                       distance = Math.abs(distance);
+                                       const levels = this.levels;
+                                       let l;
 
-               addLevel(object, distance = 0) {
-                       distance = Math.abs(distance);
-                       const levels = this.levels;
-                       let l;
+                                       for (l = 0; l < levels.length; l++) {
+                                               if (distance < levels[l].distance) {
+                                                       break;
+                                               }
+                                       }
 
-                       for (l = 0; l < levels.length; l++) {
-                               if (distance < levels[l].distance) {
-                                       break;
+                                       levels.splice(l, 0, {
+                                               distance: distance,
+                                               object: object
+                                       });
+                                       this.add(object);
+                                       return this;
                                }
-                       }
 
-                       levels.splice(l, 0, {
-                               distance: distance,
-                               object: object
-                       });
-                       this.add(object);
-                       return this;
-               }
+                               getCurrentLevel() {
+                                       return this._currentLevel;
+                               }
 
-               getCurrentLevel() {
-                       return this._currentLevel;
-               }
+                               getObjectForDistance(distance) {
+                                       const levels = this.levels;
 
-               getObjectForDistance(distance) {
-                       const levels = this.levels;
+                                       if (levels.length > 0) {
+                                               let i, l;
 
-                       if (levels.length > 0) {
-                               let i, l;
+                                               for (i = 1, l = levels.length; i < l; i++) {
+                                                       if (distance < levels[i].distance) {
+                                                               break;
+                                                       }
+                                               }
 
-                               for (i = 1, l = levels.length; i < l; i++) {
-                                       if (distance < levels[i].distance) {
-                                               break;
+                                               return levels[i - 1].object;
                                        }
+
+                                       return null;
                                }
 
-                               return levels[i - 1].object;
-                       }
+                               raycast(raycaster, intersects) {
+                                       const levels = this.levels;
 
-                       return null;
-               }
+                                       if (levels.length > 0) {
+                                               _v1$2.setFromMatrixPosition(this.matrixWorld);
 
-               raycast(raycaster, intersects) {
-                       const levels = this.levels;
+                                               const distance = raycaster.ray.origin.distanceTo(_v1$2);
+                                               this.getObjectForDistance(distance).raycast(raycaster, intersects);
+                                       }
+                               }
 
-                       if (levels.length > 0) {
-                               _v1$2.setFromMatrixPosition(this.matrixWorld);
+                               update(camera) {
+                                       const levels = this.levels;
 
-                               const distance = raycaster.ray.origin.distanceTo(_v1$2);
-                               this.getObjectForDistance(distance).raycast(raycaster, intersects);
-                       }
-               }
+                                       if (levels.length > 1) {
+                                               _v1$2.setFromMatrixPosition(camera.matrixWorld);
 
-               update(camera) {
-                       const levels = this.levels;
+                                               _v2$1.setFromMatrixPosition(this.matrixWorld);
 
-                       if (levels.length > 1) {
-                               _v1$2.setFromMatrixPosition(camera.matrixWorld);
+                                               const distance = _v1$2.distanceTo(_v2$1) / camera.zoom;
+                                               levels[0].object.visible = true;
+                                               let i, l;
 
-                               _v2$1.setFromMatrixPosition(this.matrixWorld);
+                                               for (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;
+                                                       }
+                                               }
 
-                               const distance = _v1$2.distanceTo(_v2$1) / camera.zoom;
-                               levels[0].object.visible = true;
-                               let i, l;
+                                               this._currentLevel = i - 1;
 
-                               for (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;
+                                               }
                                        }
                                }
 
-                               this._currentLevel = i - 1;
+                               toJSON(meta) {
+                                       const data = super.toJSON(meta);
+                                       if (this.autoUpdate === false) data.object.autoUpdate = false;
+                                       data.object.levels = [];
+                                       const levels = this.levels;
+
+                                       for (let i = 0, l = levels.length; i < l; i++) {
+                                               const level = levels[i];
+                                               data.object.levels.push({
+                                                       object: level.object.uuid,
+                                                       distance: level.distance
+                                               });
+                                       }
 
-                               for (; i < l; i++) {
-                                       levels[i].object.visible = false;
+                                       return data;
                                }
-                       }
-               }
 
-               toJSON(meta) {
-                       const data = super.toJSON(meta);
-                       if (this.autoUpdate === false) data.object.autoUpdate = false;
-                       data.object.levels = [];
-                       const levels = this.levels;
-
-                       for (let i = 0, l = levels.length; i < l; i++) {
-                               const level = levels[i];
-                               data.object.levels.push({
-                                       object: level.object.uuid,
-                                       distance: level.distance
-                               });
                        }
 
-                       return data;
-               }
-
-       }
+                       const _basePosition = /*@__PURE__*/new Vector3();
 
-       const _basePosition = /*@__PURE__*/new Vector3();
+                       const _skinIndex = /*@__PURE__*/new Vector4();
 
-       const _skinIndex = /*@__PURE__*/new Vector4();
+                       const _skinWeight = /*@__PURE__*/new Vector4();
 
-       const _skinWeight = /*@__PURE__*/new Vector4();
+                       const _vector$5 = /*@__PURE__*/new Vector3();
 
-       const _vector$5 = /*@__PURE__*/new Vector3();
+                       const _matrix = /*@__PURE__*/new Matrix4();
 
-       const _matrix = /*@__PURE__*/new Matrix4();
+                       class SkinnedMesh extends Mesh {
+                               constructor(geometry, material) {
+                                       super(geometry, material);
+                                       this.type = 'SkinnedMesh';
+                                       this.bindMode = 'attached';
+                                       this.bindMatrix = new Matrix4();
+                                       this.bindMatrixInverse = new Matrix4();
+                               }
 
-       class SkinnedMesh extends Mesh {
-               constructor(geometry, material) {
-                       super(geometry, material);
-                       this.type = 'SkinnedMesh';
-                       this.bindMode = 'attached';
-                       this.bindMatrix = new Matrix4();
-                       this.bindMatrixInverse = new Matrix4();
-               }
+                               copy(source) {
+                                       super.copy(source);
+                                       this.bindMode = source.bindMode;
+                                       this.bindMatrix.copy(source.bindMatrix);
+                                       this.bindMatrixInverse.copy(source.bindMatrixInverse);
+                                       this.skeleton = source.skeleton;
+                                       return this;
+                               }
 
-               copy(source) {
-                       super.copy(source);
-                       this.bindMode = source.bindMode;
-                       this.bindMatrix.copy(source.bindMatrix);
-                       this.bindMatrixInverse.copy(source.bindMatrixInverse);
-                       this.skeleton = source.skeleton;
-                       return this;
-               }
+                               bind(skeleton, bindMatrix) {
+                                       this.skeleton = skeleton;
 
-               bind(skeleton, bindMatrix) {
-                       this.skeleton = skeleton;
+                                       if (bindMatrix === undefined) {
+                                               this.updateMatrixWorld(true);
+                                               this.skeleton.calculateInverses();
+                                               bindMatrix = this.matrixWorld;
+                                       }
 
-                       if (bindMatrix === undefined) {
-                               this.updateMatrixWorld(true);
-                               this.skeleton.calculateInverses();
-                               bindMatrix = this.matrixWorld;
-                       }
+                                       this.bindMatrix.copy(bindMatrix);
+                                       this.bindMatrixInverse.copy(bindMatrix).invert();
+                               }
 
-                       this.bindMatrix.copy(bindMatrix);
-                       this.bindMatrixInverse.copy(bindMatrix).invert();
-               }
+                               pose() {
+                                       this.skeleton.pose();
+                               }
 
-               pose() {
-                       this.skeleton.pose();
-               }
+                               normalizeSkinWeights() {
+                                       const vector = new Vector4();
+                                       const skinWeight = this.geometry.attributes.skinWeight;
 
-               normalizeSkinWeights() {
-                       const vector = new Vector4();
-                       const skinWeight = this.geometry.attributes.skinWeight;
+                                       for (let i = 0, l = skinWeight.count; i < l; i++) {
+                                               vector.x = skinWeight.getX(i);
+                                               vector.y = skinWeight.getY(i);
+                                               vector.z = skinWeight.getZ(i);
+                                               vector.w = skinWeight.getW(i);
+                                               const scale = 1.0 / vector.manhattanLength();
 
-                       for (let i = 0, l = skinWeight.count; i < l; i++) {
-                               vector.x = skinWeight.getX(i);
-                               vector.y = skinWeight.getY(i);
-                               vector.z = skinWeight.getZ(i);
-                               vector.w = skinWeight.getW(i);
-                               const scale = 1.0 / vector.manhattanLength();
+                                               if (scale !== Infinity) {
+                                                       vector.multiplyScalar(scale);
+                                               } else {
+                                                       vector.set(1, 0, 0, 0); // do something reasonable
+                                               }
 
-                               if (scale !== Infinity) {
-                                       vector.multiplyScalar(scale);
-                               } else {
-                                       vector.set(1, 0, 0, 0); // do something reasonable
+                                               skinWeight.setXYZW(i, vector.x, vector.y, vector.z, vector.w);
+                                       }
                                }
 
-                               skinWeight.setXYZW(i, vector.x, vector.y, vector.z, vector.w);
-                       }
-               }
+                               updateMatrixWorld(force) {
+                                       super.updateMatrixWorld(force);
 
-               updateMatrixWorld(force) {
-                       super.updateMatrixWorld(force);
+                                       if (this.bindMode === 'attached') {
+                                               this.bindMatrixInverse.copy(this.matrixWorld).invert();
+                                       } else if (this.bindMode === 'detached') {
+                                               this.bindMatrixInverse.copy(this.bindMatrix).invert();
+                                       } else {
+                                               console.warn('THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode);
+                                       }
+                               }
 
-                       if (this.bindMode === 'attached') {
-                               this.bindMatrixInverse.copy(this.matrixWorld).invert();
-                       } else if (this.bindMode === 'detached') {
-                               this.bindMatrixInverse.copy(this.bindMatrix).invert();
-                       } else {
-                               console.warn('THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode);
-                       }
-               }
+                               boneTransform(index, target) {
+                                       const skeleton = this.skeleton;
+                                       const geometry = this.geometry;
 
-               boneTransform(index, target) {
-                       const skeleton = this.skeleton;
-                       const geometry = this.geometry;
+                                       _skinIndex.fromBufferAttribute(geometry.attributes.skinIndex, index);
 
-                       _skinIndex.fromBufferAttribute(geometry.attributes.skinIndex, index);
+                                       _skinWeight.fromBufferAttribute(geometry.attributes.skinWeight, index);
 
-                       _skinWeight.fromBufferAttribute(geometry.attributes.skinWeight, index);
+                                       _basePosition.fromBufferAttribute(geometry.attributes.position, index).applyMatrix4(this.bindMatrix);
 
-                       _basePosition.fromBufferAttribute(geometry.attributes.position, index).applyMatrix4(this.bindMatrix);
+                                       target.set(0, 0, 0);
 
-                       target.set(0, 0, 0);
+                                       for (let i = 0; i < 4; i++) {
+                                               const weight = _skinWeight.getComponent(i);
 
-                       for (let i = 0; i < 4; i++) {
-                               const weight = _skinWeight.getComponent(i);
+                                               if (weight !== 0) {
+                                                       const boneIndex = _skinIndex.getComponent(i);
 
-                               if (weight !== 0) {
-                                       const boneIndex = _skinIndex.getComponent(i);
+                                                       _matrix.multiplyMatrices(skeleton.bones[boneIndex].matrixWorld, skeleton.boneInverses[boneIndex]);
 
-                                       _matrix.multiplyMatrices(skeleton.bones[boneIndex].matrixWorld, skeleton.boneInverses[boneIndex]);
+                                                       target.addScaledVector(_vector$5.copy(_basePosition).applyMatrix4(_matrix), weight);
+                                               }
+                                       }
 
-                                       target.addScaledVector(_vector$5.copy(_basePosition).applyMatrix4(_matrix), weight);
+                                       return target.applyMatrix4(this.bindMatrixInverse);
                                }
+
                        }
 
-                       return target.applyMatrix4(this.bindMatrixInverse);
-               }
+                       SkinnedMesh.prototype.isSkinnedMesh = true;
 
-       }
+                       class Bone extends Object3D {
+                               constructor() {
+                                       super();
+                                       this.type = 'Bone';
+                               }
 
-       SkinnedMesh.prototype.isSkinnedMesh = true;
+                       }
 
-       class Bone extends Object3D {
-               constructor() {
-                       super();
-                       this.type = 'Bone';
-               }
+                       Bone.prototype.isBone = true;
 
-       }
+                       class DataTexture extends Texture {
+                               constructor(data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, encoding) {
+                                       super(null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding);
+                                       this.image = {
+                                               data: data,
+                                               width: width,
+                                               height: height
+                                       };
+                                       this.magFilter = magFilter;
+                                       this.minFilter = minFilter;
+                                       this.generateMipmaps = false;
+                                       this.flipY = false;
+                                       this.unpackAlignment = 1;
+                                       this.needsUpdate = true;
+                               }
 
-       Bone.prototype.isBone = true;
+                       }
 
-       class DataTexture extends Texture {
-               constructor(data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, encoding) {
-                       super(null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding);
-                       this.image = {
-                               data: data,
-                               width: width,
-                               height: height
-                       };
-                       this.magFilter = magFilter;
-                       this.minFilter = minFilter;
-                       this.generateMipmaps = false;
-                       this.flipY = false;
-                       this.unpackAlignment = 1;
-                       this.needsUpdate = true;
-               }
+                       DataTexture.prototype.isDataTexture = true;
 
-       }
+                       const _offsetMatrix = /*@__PURE__*/new Matrix4();
 
-       DataTexture.prototype.isDataTexture = true;
+                       const _identityMatrix = /*@__PURE__*/new Matrix4();
 
-       const _offsetMatrix = /*@__PURE__*/new Matrix4();
+                       class Skeleton {
+                               constructor(bones = [], boneInverses = []) {
+                                       this.uuid = generateUUID();
+                                       this.bones = bones.slice(0);
+                                       this.boneInverses = boneInverses;
+                                       this.boneMatrices = null;
+                                       this.boneTexture = null;
+                                       this.boneTextureSize = 0;
+                                       this.frame = -1;
+                                       this.init();
+                               }
 
-       const _identityMatrix = /*@__PURE__*/new Matrix4();
+                               init() {
+                                       const bones = this.bones;
+                                       const boneInverses = this.boneInverses;
+                                       this.boneMatrices = new Float32Array(bones.length * 16); // calculate inverse bone matrices if necessary
 
-       class Skeleton {
-               constructor(bones = [], boneInverses = []) {
-                       this.uuid = generateUUID();
-                       this.bones = bones.slice(0);
-                       this.boneInverses = boneInverses;
-                       this.boneMatrices = null;
-                       this.boneTexture = null;
-                       this.boneTextureSize = 0;
-                       this.frame = -1;
-                       this.init();
-               }
+                                       if (boneInverses.length === 0) {
+                                               this.calculateInverses();
+                                       } else {
+                                               // handle special case
+                                               if (bones.length !== boneInverses.length) {
+                                                       console.warn('THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.');
+                                                       this.boneInverses = [];
 
-               init() {
-                       const bones = this.bones;
-                       const boneInverses = this.boneInverses;
-                       this.boneMatrices = new Float32Array(bones.length * 16); // calculate inverse bone matrices if necessary
+                                                       for (let i = 0, il = this.bones.length; i < il; i++) {
+                                                               this.boneInverses.push(new Matrix4());
+                                                       }
+                                               }
+                                       }
+                               }
 
-                       if (boneInverses.length === 0) {
-                               this.calculateInverses();
-                       } else {
-                               // handle special case
-                               if (bones.length !== boneInverses.length) {
-                                       console.warn('THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.');
-                                       this.boneInverses = [];
+                               calculateInverses() {
+                                       this.boneInverses.length = 0;
 
                                        for (let i = 0, il = this.bones.length; i < il; i++) {
-                                               this.boneInverses.push(new Matrix4());
+                                               const inverse = new Matrix4();
+
+                                               if (this.bones[i]) {
+                                                       inverse.copy(this.bones[i].matrixWorld).invert();
+                                               }
+
+                                               this.boneInverses.push(inverse);
                                        }
                                }
-                       }
-               }
 
-               calculateInverses() {
-                       this.boneInverses.length = 0;
+                               pose() {
+                                       // recover the bind-time world matrices
+                                       for (let i = 0, il = this.bones.length; i < il; i++) {
+                                               const bone = this.bones[i];
 
-                       for (let i = 0, il = this.bones.length; i < il; i++) {
-                               const inverse = new Matrix4();
+                                               if (bone) {
+                                                       bone.matrixWorld.copy(this.boneInverses[i]).invert();
+                                               }
+                                       } // compute the local matrices, positions, rotations and scales
 
-                               if (this.bones[i]) {
-                                       inverse.copy(this.bones[i].matrixWorld).invert();
-                               }
 
-                               this.boneInverses.push(inverse);
-                       }
-               }
+                                       for (let i = 0, il = this.bones.length; i < il; i++) {
+                                               const bone = this.bones[i];
 
-               pose() {
-                       // recover the bind-time world matrices
-                       for (let i = 0, il = this.bones.length; i < il; i++) {
-                               const bone = this.bones[i];
+                                               if (bone) {
+                                                       if (bone.parent && bone.parent.isBone) {
+                                                               bone.matrix.copy(bone.parent.matrixWorld).invert();
+                                                               bone.matrix.multiply(bone.matrixWorld);
+                                                       } else {
+                                                               bone.matrix.copy(bone.matrixWorld);
+                                                       }
 
-                               if (bone) {
-                                       bone.matrixWorld.copy(this.boneInverses[i]).invert();
+                                                       bone.matrix.decompose(bone.position, bone.quaternion, bone.scale);
+                                               }
+                                       }
                                }
-                       } // compute the local matrices, positions, rotations and scales
 
+                               update() {
+                                       const bones = this.bones;
+                                       const boneInverses = this.boneInverses;
+                                       const boneMatrices = this.boneMatrices;
+                                       const boneTexture = this.boneTexture; // flatten bone matrices to array
 
-                       for (let i = 0, il = this.bones.length; i < il; i++) {
-                               const bone = this.bones[i];
+                                       for (let i = 0, il = bones.length; i < il; i++) {
+                                               // compute the offset between the current and the original transform
+                                               const matrix = bones[i] ? bones[i].matrixWorld : _identityMatrix;
 
-                               if (bone) {
-                                       if (bone.parent && bone.parent.isBone) {
-                                               bone.matrix.copy(bone.parent.matrixWorld).invert();
-                                               bone.matrix.multiply(bone.matrixWorld);
-                                       } else {
-                                               bone.matrix.copy(bone.matrixWorld);
+                                               _offsetMatrix.multiplyMatrices(matrix, boneInverses[i]);
+
+                                               _offsetMatrix.toArray(boneMatrices, i * 16);
                                        }
 
-                                       bone.matrix.decompose(bone.position, bone.quaternion, bone.scale);
+                                       if (boneTexture !== null) {
+                                               boneTexture.needsUpdate = true;
+                                       }
                                }
-                       }
-               }
 
-               update() {
-                       const bones = this.bones;
-                       const boneInverses = this.boneInverses;
-                       const boneMatrices = this.boneMatrices;
-                       const boneTexture = this.boneTexture; // flatten bone matrices to array
+                               clone() {
+                                       return new Skeleton(this.bones, this.boneInverses);
+                               }
 
-                       for (let i = 0, il = bones.length; i < il; i++) {
-                               // compute the offset between the current and the original transform
-                               const matrix = bones[i] ? bones[i].matrixWorld : _identityMatrix;
+                               computeBoneTexture() {
+                                       // 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)
+                                       let size = Math.sqrt(this.bones.length * 4); // 4 pixels needed for 1 matrix
 
-                               _offsetMatrix.multiplyMatrices(matrix, boneInverses[i]);
+                                       size = ceilPowerOfTwo(size);
+                                       size = Math.max(size, 4);
+                                       const boneMatrices = new Float32Array(size * size * 4); // 4 floats per RGBA pixel
 
-                               _offsetMatrix.toArray(boneMatrices, i * 16);
-                       }
+                                       boneMatrices.set(this.boneMatrices); // copy current values
 
-                       if (boneTexture !== null) {
-                               boneTexture.needsUpdate = true;
-                       }
-               }
+                                       const boneTexture = new DataTexture(boneMatrices, size, size, RGBAFormat, FloatType);
+                                       this.boneMatrices = boneMatrices;
+                                       this.boneTexture = boneTexture;
+                                       this.boneTextureSize = size;
+                                       return this;
+                               }
 
-               clone() {
-                       return new Skeleton(this.bones, this.boneInverses);
-               }
+                               getBoneByName(name) {
+                                       for (let i = 0, il = this.bones.length; i < il; i++) {
+                                               const bone = this.bones[i];
 
-               computeBoneTexture() {
-                       // 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)
-                       let size = Math.sqrt(this.bones.length * 4); // 4 pixels needed for 1 matrix
-
-                       size = ceilPowerOfTwo(size);
-                       size = Math.max(size, 4);
-                       const boneMatrices = new Float32Array(size * size * 4); // 4 floats per RGBA pixel
-
-                       boneMatrices.set(this.boneMatrices); // copy current values
-
-                       const boneTexture = new DataTexture(boneMatrices, size, size, RGBAFormat, FloatType);
-                       this.boneMatrices = boneMatrices;
-                       this.boneTexture = boneTexture;
-                       this.boneTextureSize = size;
-                       return this;
-               }
+                                               if (bone.name === name) {
+                                                       return bone;
+                                               }
+                                       }
 
-               getBoneByName(name) {
-                       for (let i = 0, il = this.bones.length; i < il; i++) {
-                               const bone = this.bones[i];
+                                       return undefined;
+                               }
 
-                               if (bone.name === name) {
-                                       return bone;
+                               dispose() {
+                                       if (this.boneTexture !== null) {
+                                               this.boneTexture.dispose();
+                                               this.boneTexture = null;
+                                       }
                                }
-                       }
 
-                       return undefined;
-               }
+                               fromJSON(json, bones) {
+                                       this.uuid = json.uuid;
 
-               dispose() {
-                       if (this.boneTexture !== null) {
-                               this.boneTexture.dispose();
-                               this.boneTexture = null;
-                       }
-               }
+                                       for (let i = 0, l = json.bones.length; i < l; i++) {
+                                               const uuid = json.bones[i];
+                                               let bone = bones[uuid];
 
-               fromJSON(json, bones) {
-                       this.uuid = json.uuid;
+                                               if (bone === undefined) {
+                                                       console.warn('THREE.Skeleton: No bone found with UUID:', uuid);
+                                                       bone = new Bone();
+                                               }
 
-                       for (let i = 0, l = json.bones.length; i < l; i++) {
-                               const uuid = json.bones[i];
-                               let bone = bones[uuid];
+                                               this.bones.push(bone);
+                                               this.boneInverses.push(new Matrix4().fromArray(json.boneInverses[i]));
+                                       }
 
-                               if (bone === undefined) {
-                                       console.warn('THREE.Skeleton: No bone found with UUID:', uuid);
-                                       bone = new Bone();
+                                       this.init();
+                                       return this;
                                }
 
-                               this.bones.push(bone);
-                               this.boneInverses.push(new Matrix4().fromArray(json.boneInverses[i]));
-                       }
-
-                       this.init();
-                       return this;
-               }
+                               toJSON() {
+                                       const data = {
+                                               metadata: {
+                                                       version: 4.5,
+                                                       type: 'Skeleton',
+                                                       generator: 'Skeleton.toJSON'
+                                               },
+                                               bones: [],
+                                               boneInverses: []
+                                       };
+                                       data.uuid = this.uuid;
+                                       const bones = this.bones;
+                                       const boneInverses = this.boneInverses;
+
+                                       for (let i = 0, l = bones.length; i < l; i++) {
+                                               const bone = bones[i];
+                                               data.bones.push(bone.uuid);
+                                               const boneInverse = boneInverses[i];
+                                               data.boneInverses.push(boneInverse.toArray());
+                                       }
 
-               toJSON() {
-                       const data = {
-                               metadata: {
-                                       version: 4.5,
-                                       type: 'Skeleton',
-                                       generator: 'Skeleton.toJSON'
-                               },
-                               bones: [],
-                               boneInverses: []
-                       };
-                       data.uuid = this.uuid;
-                       const bones = this.bones;
-                       const boneInverses = this.boneInverses;
+                                       return data;
+                               }
 
-                       for (let i = 0, l = bones.length; i < l; i++) {
-                               const bone = bones[i];
-                               data.bones.push(bone.uuid);
-                               const boneInverse = boneInverses[i];
-                               data.boneInverses.push(boneInverse.toArray());
                        }
 
-                       return data;
-               }
+                       class InstancedBufferAttribute extends BufferAttribute {
+                               constructor(array, itemSize, normalized, meshPerAttribute = 1) {
+                                       if (typeof normalized === 'number') {
+                                               meshPerAttribute = normalized;
+                                               normalized = false;
+                                               console.error('THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.');
+                                       }
 
-       }
+                                       super(array, itemSize, normalized);
+                                       this.meshPerAttribute = meshPerAttribute;
+                               }
+
+                               copy(source) {
+                                       super.copy(source);
+                                       this.meshPerAttribute = source.meshPerAttribute;
+                                       return this;
+                               }
+
+                               toJSON() {
+                                       const data = super.toJSON();
+                                       data.meshPerAttribute = this.meshPerAttribute;
+                                       data.isInstancedBufferAttribute = true;
+                                       return data;
+                               }
 
-       class InstancedBufferAttribute extends BufferAttribute {
-               constructor(array, itemSize, normalized, meshPerAttribute = 1) {
-                       if (typeof normalized === 'number') {
-                               meshPerAttribute = normalized;
-                               normalized = false;
-                               console.error('THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.');
                        }
 
-                       super(array, itemSize, normalized);
-                       this.meshPerAttribute = meshPerAttribute;
-               }
+                       InstancedBufferAttribute.prototype.isInstancedBufferAttribute = true;
 
-               copy(source) {
-                       super.copy(source);
-                       this.meshPerAttribute = source.meshPerAttribute;
-                       return this;
-               }
-
-               toJSON() {
-                       const data = super.toJSON();
-                       data.meshPerAttribute = this.meshPerAttribute;
-                       data.isInstancedBufferAttribute = true;
-                       return data;
-               }
+                       const _instanceLocalMatrix = /*@__PURE__*/new Matrix4();
 
-       }
+                       const _instanceWorldMatrix = /*@__PURE__*/new Matrix4();
 
-       InstancedBufferAttribute.prototype.isInstancedBufferAttribute = true;
+                       const _instanceIntersects = [];
 
-       const _instanceLocalMatrix = /*@__PURE__*/new Matrix4();
+                       const _mesh = /*@__PURE__*/new Mesh();
 
-       const _instanceWorldMatrix = /*@__PURE__*/new Matrix4();
+                       class InstancedMesh extends Mesh {
+                               constructor(geometry, material, count) {
+                                       super(geometry, material);
+                                       this.instanceMatrix = new InstancedBufferAttribute(new Float32Array(count * 16), 16);
+                                       this.instanceColor = null;
+                                       this.count = count;
+                                       this.frustumCulled = false;
+                               }
 
-       const _instanceIntersects = [];
+                               copy(source) {
+                                       super.copy(source);
+                                       this.instanceMatrix.copy(source.instanceMatrix);
+                                       if (source.instanceColor !== null) this.instanceColor = source.instanceColor.clone();
+                                       this.count = source.count;
+                                       return this;
+                               }
 
-       const _mesh = /*@__PURE__*/new Mesh();
+                               getColorAt(index, color) {
+                                       color.fromArray(this.instanceColor.array, index * 3);
+                               }
 
-       class InstancedMesh extends Mesh {
-               constructor(geometry, material, count) {
-                       super(geometry, material);
-                       this.instanceMatrix = new InstancedBufferAttribute(new Float32Array(count * 16), 16);
-                       this.instanceColor = null;
-                       this.count = count;
-                       this.frustumCulled = false;
-               }
+                               getMatrixAt(index, matrix) {
+                                       matrix.fromArray(this.instanceMatrix.array, index * 16);
+                               }
 
-               copy(source) {
-                       super.copy(source);
-                       this.instanceMatrix.copy(source.instanceMatrix);
-                       if (source.instanceColor !== null) this.instanceColor = source.instanceColor.clone();
-                       this.count = source.count;
-                       return this;
-               }
+                               raycast(raycaster, intersects) {
+                                       const matrixWorld = this.matrixWorld;
+                                       const raycastTimes = this.count;
+                                       _mesh.geometry = this.geometry;
+                                       _mesh.material = this.material;
+                                       if (_mesh.material === undefined) return;
 
-               getColorAt(index, color) {
-                       color.fromArray(this.instanceColor.array, index * 3);
-               }
+                                       for (let instanceId = 0; instanceId < raycastTimes; instanceId++) {
+                                               // calculate the world matrix for each instance
+                                               this.getMatrixAt(instanceId, _instanceLocalMatrix);
 
-               getMatrixAt(index, matrix) {
-                       matrix.fromArray(this.instanceMatrix.array, index * 16);
-               }
+                                               _instanceWorldMatrix.multiplyMatrices(matrixWorld, _instanceLocalMatrix); // the mesh represents this single instance
 
-               raycast(raycaster, intersects) {
-                       const matrixWorld = this.matrixWorld;
-                       const raycastTimes = this.count;
-                       _mesh.geometry = this.geometry;
-                       _mesh.material = this.material;
-                       if (_mesh.material === undefined) return;
 
-                       for (let instanceId = 0; instanceId < raycastTimes; instanceId++) {
-                               // calculate the world matrix for each instance
-                               this.getMatrixAt(instanceId, _instanceLocalMatrix);
+                                               _mesh.matrixWorld = _instanceWorldMatrix;
 
-                               _instanceWorldMatrix.multiplyMatrices(matrixWorld, _instanceLocalMatrix); // the mesh represents this single instance
+                                               _mesh.raycast(raycaster, _instanceIntersects); // process the result of raycast
 
 
-                               _mesh.matrixWorld = _instanceWorldMatrix;
+                                               for (let i = 0, l = _instanceIntersects.length; i < l; i++) {
+                                                       const intersect = _instanceIntersects[i];
+                                                       intersect.instanceId = instanceId;
+                                                       intersect.object = this;
+                                                       intersects.push(intersect);
+                                               }
 
-                               _mesh.raycast(raycaster, _instanceIntersects); // process the result of raycast
+                                               _instanceIntersects.length = 0;
+                                       }
+                               }
 
+                               setColorAt(index, color) {
+                                       if (this.instanceColor === null) {
+                                               this.instanceColor = new InstancedBufferAttribute(new Float32Array(this.instanceMatrix.count * 3), 3);
+                                       }
 
-                               for (let i = 0, l = _instanceIntersects.length; i < l; i++) {
-                                       const intersect = _instanceIntersects[i];
-                                       intersect.instanceId = instanceId;
-                                       intersect.object = this;
-                                       intersects.push(intersect);
+                                       color.toArray(this.instanceColor.array, index * 3);
                                }
 
-                               _instanceIntersects.length = 0;
-                       }
-               }
-
-               setColorAt(index, color) {
-                       if (this.instanceColor === null) {
-                               this.instanceColor = new InstancedBufferAttribute(new Float32Array(this.instanceMatrix.count * 3), 3);
-                       }
+                               setMatrixAt(index, matrix) {
+                                       matrix.toArray(this.instanceMatrix.array, index * 16);
+                               }
 
-                       color.toArray(this.instanceColor.array, index * 3);
-               }
+                               updateMorphTargets() {
+                               }
 
-               setMatrixAt(index, matrix) {
-                       matrix.toArray(this.instanceMatrix.array, index * 16);
-               }
+                               dispose() {
+                                       this.dispatchEvent({
+                                               type: 'dispose'
+                                       });
+                               }
 
-               updateMorphTargets() {}
+                       }
 
-               dispose() {
-                       this.dispatchEvent({
-                               type: 'dispose'
-                       });
-               }
+                       InstancedMesh.prototype.isInstancedMesh = true;
 
-       }
+                       /**
+                        * parameters = {
+                        *      color: <hex>,
+                        *      opacity: <float>,
+                        *
+                        *      linewidth: <float>,
+                        *      linecap: "round",
+                        *      linejoin: "round"
+                        * }
+                        */
 
-       InstancedMesh.prototype.isInstancedMesh = true;
-
-       /**
-        * parameters = {
-        *      color: <hex>,
-        *      opacity: <float>,
-        *
-        *      linewidth: <float>,
-        *      linecap: "round",
-        *      linejoin: "round"
-        * }
-        */
-
-       class LineBasicMaterial extends Material {
-               constructor(parameters) {
-                       super();
-                       this.type = 'LineBasicMaterial';
-                       this.color = new Color(0xffffff);
-                       this.linewidth = 1;
-                       this.linecap = 'round';
-                       this.linejoin = 'round';
-                       this.setValues(parameters);
-               }
+                       class LineBasicMaterial extends Material {
+                               constructor(parameters) {
+                                       super();
+                                       this.type = 'LineBasicMaterial';
+                                       this.color = new Color(0xffffff);
+                                       this.linewidth = 1;
+                                       this.linecap = 'round';
+                                       this.linejoin = 'round';
+                                       this.setValues(parameters);
+                               }
+
+                               copy(source) {
+                                       super.copy(source);
+                                       this.color.copy(source.color);
+                                       this.linewidth = source.linewidth;
+                                       this.linecap = source.linecap;
+                                       this.linejoin = source.linejoin;
+                                       return this;
+                               }
 
-               copy(source) {
-                       super.copy(source);
-                       this.color.copy(source.color);
-                       this.linewidth = source.linewidth;
-                       this.linecap = source.linecap;
-                       this.linejoin = source.linejoin;
-                       return this;
-               }
+                       }
 
-       }
+                       LineBasicMaterial.prototype.isLineBasicMaterial = true;
 
-       LineBasicMaterial.prototype.isLineBasicMaterial = true;
+                       const _start$1 = /*@__PURE__*/new Vector3();
 
-       const _start$1 = /*@__PURE__*/new Vector3();
+                       const _end$1 = /*@__PURE__*/new Vector3();
 
-       const _end$1 = /*@__PURE__*/new Vector3();
+                       const _inverseMatrix$1 = /*@__PURE__*/new Matrix4();
 
-       const _inverseMatrix$1 = /*@__PURE__*/new Matrix4();
+                       const _ray$1 = /*@__PURE__*/new Ray();
 
-       const _ray$1 = /*@__PURE__*/new Ray();
+                       const _sphere$1 = /*@__PURE__*/new Sphere();
 
-       const _sphere$1 = /*@__PURE__*/new Sphere();
+                       class Line extends Object3D {
+                               constructor(geometry = new BufferGeometry(), material = new LineBasicMaterial()) {
+                                       super();
+                                       this.type = 'Line';
+                                       this.geometry = geometry;
+                                       this.material = material;
+                                       this.updateMorphTargets();
+                               }
 
-       class Line extends Object3D {
-               constructor(geometry = new BufferGeometry(), material = new LineBasicMaterial()) {
-                       super();
-                       this.type = 'Line';
-                       this.geometry = geometry;
-                       this.material = material;
-                       this.updateMorphTargets();
-               }
+                               copy(source) {
+                                       super.copy(source);
+                                       this.material = source.material;
+                                       this.geometry = source.geometry;
+                                       return this;
+                               }
 
-               copy(source) {
-                       super.copy(source);
-                       this.material = source.material;
-                       this.geometry = source.geometry;
-                       return this;
-               }
+                               computeLineDistances() {
+                                       const geometry = this.geometry;
 
-               computeLineDistances() {
-                       const geometry = this.geometry;
+                                       if (geometry.isBufferGeometry) {
+                                               // we assume non-indexed geometry
+                                               if (geometry.index === null) {
+                                                       const positionAttribute = geometry.attributes.position;
+                                                       const lineDistances = [0];
 
-                       if (geometry.isBufferGeometry) {
-                               // we assume non-indexed geometry
-                               if (geometry.index === null) {
-                                       const positionAttribute = geometry.attributes.position;
-                                       const lineDistances = [0];
+                                                       for (let i = 1, l = positionAttribute.count; i < l; i++) {
+                                                               _start$1.fromBufferAttribute(positionAttribute, i - 1);
 
-                                       for (let i = 1, l = positionAttribute.count; i < l; i++) {
-                                               _start$1.fromBufferAttribute(positionAttribute, i - 1);
+                                                               _end$1.fromBufferAttribute(positionAttribute, i);
 
-                                               _end$1.fromBufferAttribute(positionAttribute, i);
+                                                               lineDistances[i] = lineDistances[i - 1];
+                                                               lineDistances[i] += _start$1.distanceTo(_end$1);
+                                                       }
 
-                                               lineDistances[i] = lineDistances[i - 1];
-                                               lineDistances[i] += _start$1.distanceTo(_end$1);
+                                                       geometry.setAttribute('lineDistance', new Float32BufferAttribute(lineDistances, 1));
+                                               } else {
+                                                       console.warn('THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.');
+                                               }
+                                       } else if (geometry.isGeometry) {
+                                               console.error('THREE.Line.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
                                        }
 
-                                       geometry.setAttribute('lineDistance', new Float32BufferAttribute(lineDistances, 1));
-                               } else {
-                                       console.warn('THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.');
+                                       return this;
                                }
-                       } else if (geometry.isGeometry) {
-                               console.error('THREE.Line.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
-                       }
-
-                       return this;
-               }
 
-               raycast(raycaster, intersects) {
-                       const geometry = this.geometry;
-                       const matrixWorld = this.matrixWorld;
-                       const threshold = raycaster.params.Line.threshold;
-                       const drawRange = geometry.drawRange; // Checking boundingSphere distance to ray
+                               raycast(raycaster, intersects) {
+                                       const geometry = this.geometry;
+                                       const matrixWorld = this.matrixWorld;
+                                       const threshold = raycaster.params.Line.threshold;
+                                       const drawRange = geometry.drawRange; // Checking boundingSphere distance to ray
 
-                       if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
+                                       if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
 
-                       _sphere$1.copy(geometry.boundingSphere);
+                                       _sphere$1.copy(geometry.boundingSphere);
 
-                       _sphere$1.applyMatrix4(matrixWorld);
+                                       _sphere$1.applyMatrix4(matrixWorld);
 
-                       _sphere$1.radius += threshold;
-                       if (raycaster.ray.intersectsSphere(_sphere$1) === false) return; //
+                                       _sphere$1.radius += threshold;
+                                       if (raycaster.ray.intersectsSphere(_sphere$1) === false) return; //
 
-                       _inverseMatrix$1.copy(matrixWorld).invert();
+                                       _inverseMatrix$1.copy(matrixWorld).invert();
 
-                       _ray$1.copy(raycaster.ray).applyMatrix4(_inverseMatrix$1);
+                                       _ray$1.copy(raycaster.ray).applyMatrix4(_inverseMatrix$1);
 
-                       const localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3);
-                       const localThresholdSq = localThreshold * localThreshold;
-                       const vStart = new Vector3();
-                       const vEnd = new Vector3();
-                       const interSegment = new Vector3();
-                       const interRay = new Vector3();
-                       const step = this.isLineSegments ? 2 : 1;
+                                       const localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3);
+                                       const localThresholdSq = localThreshold * localThreshold;
+                                       const vStart = new Vector3();
+                                       const vEnd = new Vector3();
+                                       const interSegment = new Vector3();
+                                       const interRay = new Vector3();
+                                       const step = this.isLineSegments ? 2 : 1;
 
-                       if (geometry.isBufferGeometry) {
-                               const index = geometry.index;
-                               const attributes = geometry.attributes;
-                               const positionAttribute = attributes.position;
+                                       if (geometry.isBufferGeometry) {
+                                               const index = geometry.index;
+                                               const attributes = geometry.attributes;
+                                               const positionAttribute = attributes.position;
 
-                               if (index !== null) {
-                                       const start = Math.max(0, drawRange.start);
-                                       const end = Math.min(index.count, drawRange.start + drawRange.count);
+                                               if (index !== null) {
+                                                       const start = Math.max(0, drawRange.start);
+                                                       const end = Math.min(index.count, drawRange.start + drawRange.count);
 
-                                       for (let i = start, l = end - 1; i < l; i += step) {
-                                               const a = index.getX(i);
-                                               const b = index.getX(i + 1);
-                                               vStart.fromBufferAttribute(positionAttribute, a);
-                                               vEnd.fromBufferAttribute(positionAttribute, b);
+                                                       for (let i = start, l = end - 1; i < l; i += step) {
+                                                               const a = index.getX(i);
+                                                               const b = index.getX(i + 1);
+                                                               vStart.fromBufferAttribute(positionAttribute, a);
+                                                               vEnd.fromBufferAttribute(positionAttribute, b);
 
-                                               const distSq = _ray$1.distanceSqToSegment(vStart, vEnd, interRay, interSegment);
+                                                               const distSq = _ray$1.distanceSqToSegment(vStart, vEnd, interRay, interSegment);
 
-                                               if (distSq > localThresholdSq) continue;
-                                               interRay.applyMatrix4(this.matrixWorld); //Move back to world space for distance calculation
+                                                               if (distSq > localThresholdSq) continue;
+                                                               interRay.applyMatrix4(this.matrixWorld); //Move back to world space for distance calculation
 
-                                               const 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 {
-                                       const start = Math.max(0, drawRange.start);
-                                       const end = Math.min(positionAttribute.count, drawRange.start + drawRange.count);
-
-                                       for (let i = start, l = end - 1; i < l; i += step) {
-                                               vStart.fromBufferAttribute(positionAttribute, i);
-                                               vEnd.fromBufferAttribute(positionAttribute, i + 1);
-
-                                               const distSq = _ray$1.distanceSqToSegment(vStart, vEnd, interRay, interSegment);
-
-                                               if (distSq > localThresholdSq) continue;
-                                               interRay.applyMatrix4(this.matrixWorld); //Move back to world space for distance calculation
-
-                                               const 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
-                                               });
+                                                               const 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 {
+                                                       const start = Math.max(0, drawRange.start);
+                                                       const end = Math.min(positionAttribute.count, drawRange.start + drawRange.count);
+
+                                                       for (let i = start, l = end - 1; i < l; i += step) {
+                                                               vStart.fromBufferAttribute(positionAttribute, i);
+                                                               vEnd.fromBufferAttribute(positionAttribute, i + 1);
+
+                                                               const distSq = _ray$1.distanceSqToSegment(vStart, vEnd, interRay, interSegment);
+
+                                                               if (distSq > localThresholdSq) continue;
+                                                               interRay.applyMatrix4(this.matrixWorld); //Move back to world space for distance calculation
+
+                                                               const 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) {
+                                               console.error('THREE.Line.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
                                        }
                                }
-                       } else if (geometry.isGeometry) {
-                               console.error('THREE.Line.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
-                       }
-               }
 
-               updateMorphTargets() {
-                       const geometry = this.geometry;
+                               updateMorphTargets() {
+                                       const geometry = this.geometry;
 
-                       if (geometry.isBufferGeometry) {
-                               const morphAttributes = geometry.morphAttributes;
-                               const keys = Object.keys(morphAttributes);
+                                       if (geometry.isBufferGeometry) {
+                                               const morphAttributes = geometry.morphAttributes;
+                                               const keys = Object.keys(morphAttributes);
 
-                               if (keys.length > 0) {
-                                       const morphAttribute = morphAttributes[keys[0]];
+                                               if (keys.length > 0) {
+                                                       const morphAttribute = morphAttributes[keys[0]];
 
-                                       if (morphAttribute !== undefined) {
-                                               this.morphTargetInfluences = [];
-                                               this.morphTargetDictionary = {};
+                                                       if (morphAttribute !== undefined) {
+                                                               this.morphTargetInfluences = [];
+                                                               this.morphTargetDictionary = {};
 
-                                               for (let m = 0, ml = morphAttribute.length; m < ml; m++) {
-                                                       const name = morphAttribute[m].name || String(m);
-                                                       this.morphTargetInfluences.push(0);
-                                                       this.morphTargetDictionary[name] = m;
+                                                               for (let m = 0, ml = morphAttribute.length; m < ml; m++) {
+                                                                       const name = morphAttribute[m].name || String(m);
+                                                                       this.morphTargetInfluences.push(0);
+                                                                       this.morphTargetDictionary[name] = m;
+                                                               }
+                                                       }
+                                               }
+                                       } else {
+                                               const morphTargets = geometry.morphTargets;
+
+                                               if (morphTargets !== undefined && morphTargets.length > 0) {
+                                                       console.error('THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.');
                                                }
                                        }
                                }
-                       } else {
-                               const morphTargets = geometry.morphTargets;
 
-                               if (morphTargets !== undefined && morphTargets.length > 0) {
-                                       console.error('THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.');
-                               }
                        }
-               }
 
-       }
+                       Line.prototype.isLine = true;
 
-       Line.prototype.isLine = true;
+                       const _start = /*@__PURE__*/new Vector3();
 
-       const _start = /*@__PURE__*/new Vector3();
+                       const _end = /*@__PURE__*/new Vector3();
 
-       const _end = /*@__PURE__*/new Vector3();
+                       class LineSegments extends Line {
+                               constructor(geometry, material) {
+                                       super(geometry, material);
+                                       this.type = 'LineSegments';
+                               }
 
-       class LineSegments extends Line {
-               constructor(geometry, material) {
-                       super(geometry, material);
-                       this.type = 'LineSegments';
-               }
+                               computeLineDistances() {
+                                       const geometry = this.geometry;
 
-               computeLineDistances() {
-                       const geometry = this.geometry;
+                                       if (geometry.isBufferGeometry) {
+                                               // we assume non-indexed geometry
+                                               if (geometry.index === null) {
+                                                       const positionAttribute = geometry.attributes.position;
+                                                       const lineDistances = [];
 
-                       if (geometry.isBufferGeometry) {
-                               // we assume non-indexed geometry
-                               if (geometry.index === null) {
-                                       const positionAttribute = geometry.attributes.position;
-                                       const lineDistances = [];
+                                                       for (let i = 0, l = positionAttribute.count; i < l; i += 2) {
+                                                               _start.fromBufferAttribute(positionAttribute, i);
 
-                                       for (let i = 0, l = positionAttribute.count; i < l; i += 2) {
-                                               _start.fromBufferAttribute(positionAttribute, i);
+                                                               _end.fromBufferAttribute(positionAttribute, i + 1);
 
-                                               _end.fromBufferAttribute(positionAttribute, i + 1);
+                                                               lineDistances[i] = i === 0 ? 0 : lineDistances[i - 1];
+                                                               lineDistances[i + 1] = lineDistances[i] + _start.distanceTo(_end);
+                                                       }
 
-                                               lineDistances[i] = i === 0 ? 0 : lineDistances[i - 1];
-                                               lineDistances[i + 1] = lineDistances[i] + _start.distanceTo(_end);
+                                                       geometry.setAttribute('lineDistance', new Float32BufferAttribute(lineDistances, 1));
+                                               } else {
+                                                       console.warn('THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.');
+                                               }
+                                       } else if (geometry.isGeometry) {
+                                               console.error('THREE.LineSegments.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
                                        }
 
-                                       geometry.setAttribute('lineDistance', new Float32BufferAttribute(lineDistances, 1));
-                               } else {
-                                       console.warn('THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.');
+                                       return this;
                                }
-                       } else if (geometry.isGeometry) {
-                               console.error('THREE.LineSegments.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
-                       }
 
-                       return this;
-               }
+                       }
 
-       }
+                       LineSegments.prototype.isLineSegments = true;
 
-       LineSegments.prototype.isLineSegments = true;
+                       class LineLoop extends Line {
+                               constructor(geometry, material) {
+                                       super(geometry, material);
+                                       this.type = 'LineLoop';
+                               }
 
-       class LineLoop extends Line {
-               constructor(geometry, material) {
-                       super(geometry, material);
-                       this.type = 'LineLoop';
-               }
+                       }
 
-       }
+                       LineLoop.prototype.isLineLoop = true;
 
-       LineLoop.prototype.isLineLoop = true;
-
-       /**
-        * parameters = {
-        *      color: <hex>,
-        *      opacity: <float>,
-        *      map: new THREE.Texture( <Image> ),
-        *      alphaMap: new THREE.Texture( <Image> ),
-        *
-        *      size: <float>,
-        *      sizeAttenuation: <bool>
-        *
-        * }
-        */
-
-       class PointsMaterial extends Material {
-               constructor(parameters) {
-                       super();
-                       this.type = 'PointsMaterial';
-                       this.color = new Color(0xffffff);
-                       this.map = null;
-                       this.alphaMap = null;
-                       this.size = 1;
-                       this.sizeAttenuation = true;
-                       this.setValues(parameters);
-               }
+                       /**
+                        * parameters = {
+                        *      color: <hex>,
+                        *      opacity: <float>,
+                        *      map: new THREE.Texture( <Image> ),
+                        *      alphaMap: new THREE.Texture( <Image> ),
+                        *
+                        *      size: <float>,
+                        *      sizeAttenuation: <bool>
+                        *
+                        * }
+                        */
 
-               copy(source) {
-                       super.copy(source);
-                       this.color.copy(source.color);
-                       this.map = source.map;
-                       this.alphaMap = source.alphaMap;
-                       this.size = source.size;
-                       this.sizeAttenuation = source.sizeAttenuation;
-                       return this;
-               }
+                       class PointsMaterial extends Material {
+                               constructor(parameters) {
+                                       super();
+                                       this.type = 'PointsMaterial';
+                                       this.color = new Color(0xffffff);
+                                       this.map = null;
+                                       this.alphaMap = null;
+                                       this.size = 1;
+                                       this.sizeAttenuation = true;
+                                       this.setValues(parameters);
+                               }
+
+                               copy(source) {
+                                       super.copy(source);
+                                       this.color.copy(source.color);
+                                       this.map = source.map;
+                                       this.alphaMap = source.alphaMap;
+                                       this.size = source.size;
+                                       this.sizeAttenuation = source.sizeAttenuation;
+                                       return this;
+                               }
 
-       }
+                       }
 
-       PointsMaterial.prototype.isPointsMaterial = true;
+                       PointsMaterial.prototype.isPointsMaterial = true;
 
-       const _inverseMatrix = /*@__PURE__*/new Matrix4();
+                       const _inverseMatrix = /*@__PURE__*/new Matrix4();
 
-       const _ray = /*@__PURE__*/new Ray();
+                       const _ray = /*@__PURE__*/new Ray();
 
-       const _sphere = /*@__PURE__*/new Sphere();
+                       const _sphere = /*@__PURE__*/new Sphere();
 
-       const _position$2 = /*@__PURE__*/new Vector3();
+                       const _position$2 = /*@__PURE__*/new Vector3();
 
-       class Points extends Object3D {
-               constructor(geometry = new BufferGeometry(), material = new PointsMaterial()) {
-                       super();
-                       this.type = 'Points';
-                       this.geometry = geometry;
-                       this.material = material;
-                       this.updateMorphTargets();
-               }
+                       class Points extends Object3D {
+                               constructor(geometry = new BufferGeometry(), material = new PointsMaterial()) {
+                                       super();
+                                       this.type = 'Points';
+                                       this.geometry = geometry;
+                                       this.material = material;
+                                       this.updateMorphTargets();
+                               }
 
-               copy(source) {
-                       super.copy(source);
-                       this.material = source.material;
-                       this.geometry = source.geometry;
-                       return this;
-               }
+                               copy(source) {
+                                       super.copy(source);
+                                       this.material = source.material;
+                                       this.geometry = source.geometry;
+                                       return this;
+                               }
 
-               raycast(raycaster, intersects) {
-                       const geometry = this.geometry;
-                       const matrixWorld = this.matrixWorld;
-                       const threshold = raycaster.params.Points.threshold;
-                       const drawRange = geometry.drawRange; // Checking boundingSphere distance to ray
+                               raycast(raycaster, intersects) {
+                                       const geometry = this.geometry;
+                                       const matrixWorld = this.matrixWorld;
+                                       const threshold = raycaster.params.Points.threshold;
+                                       const drawRange = geometry.drawRange; // Checking boundingSphere distance to ray
 
-                       if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
+                                       if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
 
-                       _sphere.copy(geometry.boundingSphere);
+                                       _sphere.copy(geometry.boundingSphere);
 
-                       _sphere.applyMatrix4(matrixWorld);
+                                       _sphere.applyMatrix4(matrixWorld);
 
-                       _sphere.radius += threshold;
-                       if (raycaster.ray.intersectsSphere(_sphere) === false) return; //
+                                       _sphere.radius += threshold;
+                                       if (raycaster.ray.intersectsSphere(_sphere) === false) return; //
 
-                       _inverseMatrix.copy(matrixWorld).invert();
+                                       _inverseMatrix.copy(matrixWorld).invert();
 
-                       _ray.copy(raycaster.ray).applyMatrix4(_inverseMatrix);
+                                       _ray.copy(raycaster.ray).applyMatrix4(_inverseMatrix);
 
-                       const localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3);
-                       const localThresholdSq = localThreshold * localThreshold;
+                                       const localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3);
+                                       const localThresholdSq = localThreshold * localThreshold;
 
-                       if (geometry.isBufferGeometry) {
-                               const index = geometry.index;
-                               const attributes = geometry.attributes;
-                               const positionAttribute = attributes.position;
+                                       if (geometry.isBufferGeometry) {
+                                               const index = geometry.index;
+                                               const attributes = geometry.attributes;
+                                               const positionAttribute = attributes.position;
 
-                               if (index !== null) {
-                                       const start = Math.max(0, drawRange.start);
-                                       const end = Math.min(index.count, drawRange.start + drawRange.count);
+                                               if (index !== null) {
+                                                       const start = Math.max(0, drawRange.start);
+                                                       const end = Math.min(index.count, drawRange.start + drawRange.count);
 
-                                       for (let i = start, il = end; i < il; i++) {
-                                               const a = index.getX(i);
+                                                       for (let i = start, il = end; i < il; i++) {
+                                                               const a = index.getX(i);
 
-                                               _position$2.fromBufferAttribute(positionAttribute, a);
+                                                               _position$2.fromBufferAttribute(positionAttribute, a);
 
-                                               testPoint(_position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this);
-                                       }
-                               } else {
-                                       const start = Math.max(0, drawRange.start);
-                                       const end = Math.min(positionAttribute.count, drawRange.start + drawRange.count);
+                                                               testPoint(_position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this);
+                                                       }
+                                               } else {
+                                                       const start = Math.max(0, drawRange.start);
+                                                       const end = Math.min(positionAttribute.count, drawRange.start + drawRange.count);
 
-                                       for (let i = start, l = end; i < l; i++) {
-                                               _position$2.fromBufferAttribute(positionAttribute, i);
+                                                       for (let i = start, l = end; i < l; i++) {
+                                                               _position$2.fromBufferAttribute(positionAttribute, i);
 
-                                               testPoint(_position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this);
+                                                               testPoint(_position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this);
+                                                       }
+                                               }
+                                       } else {
+                                               console.error('THREE.Points.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
                                        }
                                }
-                       } else {
-                               console.error('THREE.Points.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
-                       }
-               }
 
-               updateMorphTargets() {
-                       const geometry = this.geometry;
+                               updateMorphTargets() {
+                                       const geometry = this.geometry;
+
+                                       if (geometry.isBufferGeometry) {
+                                               const morphAttributes = geometry.morphAttributes;
+                                               const keys = Object.keys(morphAttributes);
 
-                       if (geometry.isBufferGeometry) {
-                               const morphAttributes = geometry.morphAttributes;
-                               const keys = Object.keys(morphAttributes);
+                                               if (keys.length > 0) {
+                                                       const morphAttribute = morphAttributes[keys[0]];
 
-                               if (keys.length > 0) {
-                                       const morphAttribute = morphAttributes[keys[0]];
+                                                       if (morphAttribute !== undefined) {
+                                                               this.morphTargetInfluences = [];
+                                                               this.morphTargetDictionary = {};
 
-                                       if (morphAttribute !== undefined) {
-                                               this.morphTargetInfluences = [];
-                                               this.morphTargetDictionary = {};
+                                                               for (let m = 0, ml = morphAttribute.length; m < ml; m++) {
+                                                                       const name = morphAttribute[m].name || String(m);
+                                                                       this.morphTargetInfluences.push(0);
+                                                                       this.morphTargetDictionary[name] = m;
+                                                               }
+                                                       }
+                                               }
+                                       } else {
+                                               const morphTargets = geometry.morphTargets;
 
-                                               for (let m = 0, ml = morphAttribute.length; m < ml; m++) {
-                                                       const name = morphAttribute[m].name || String(m);
-                                                       this.morphTargetInfluences.push(0);
-                                                       this.morphTargetDictionary[name] = m;
+                                               if (morphTargets !== undefined && morphTargets.length > 0) {
+                                                       console.error('THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.');
                                                }
                                        }
                                }
-                       } else {
-                               const morphTargets = geometry.morphTargets;
 
-                               if (morphTargets !== undefined && morphTargets.length > 0) {
-                                       console.error('THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.');
-                               }
                        }
-               }
 
-       }
+                       Points.prototype.isPoints = true;
 
-       Points.prototype.isPoints = true;
+                       function testPoint(point, index, localThresholdSq, matrixWorld, raycaster, intersects, object) {
+                               const rayPointDistanceSq = _ray.distanceSqToPoint(point);
 
-       function testPoint(point, index, localThresholdSq, matrixWorld, raycaster, intersects, object) {
-               const rayPointDistanceSq = _ray.distanceSqToPoint(point);
+                               if (rayPointDistanceSq < localThresholdSq) {
+                                       const intersectPoint = new Vector3();
 
-               if (rayPointDistanceSq < localThresholdSq) {
-                       const intersectPoint = new Vector3();
+                                       _ray.closestPointToPoint(point, intersectPoint);
 
-                       _ray.closestPointToPoint(point, intersectPoint);
+                                       intersectPoint.applyMatrix4(matrixWorld);
+                                       const distance = raycaster.ray.origin.distanceTo(intersectPoint);
+                                       if (distance < raycaster.near || distance > raycaster.far) return;
+                                       intersects.push({
+                                               distance: distance,
+                                               distanceToRay: Math.sqrt(rayPointDistanceSq),
+                                               point: intersectPoint,
+                                               index: index,
+                                               face: null,
+                                               object: object
+                                       });
+                               }
+                       }
 
-                       intersectPoint.applyMatrix4(matrixWorld);
-                       const distance = raycaster.ray.origin.distanceTo(intersectPoint);
-                       if (distance < raycaster.near || distance > raycaster.far) return;
-                       intersects.push({
-                               distance: distance,
-                               distanceToRay: Math.sqrt(rayPointDistanceSq),
-                               point: intersectPoint,
-                               index: index,
-                               face: null,
-                               object: object
-                       });
-               }
-       }
+                       class VideoTexture extends Texture {
+                               constructor(video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) {
+                                       super(video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);
+                                       this.format = format !== undefined ? format : RGBFormat;
+                                       this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
+                                       this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
+                                       this.generateMipmaps = false;
+                                       const scope = this;
 
-       class VideoTexture extends Texture {
-               constructor(video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) {
-                       super(video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);
-                       this.format = format !== undefined ? format : RGBFormat;
-                       this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
-                       this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
-                       this.generateMipmaps = false;
-                       const scope = this;
+                                       function updateVideo() {
+                                               scope.needsUpdate = true;
+                                               video.requestVideoFrameCallback(updateVideo);
+                                       }
 
-                       function updateVideo() {
-                               scope.needsUpdate = true;
-                               video.requestVideoFrameCallback(updateVideo);
-                       }
+                                       if ('requestVideoFrameCallback' in video) {
+                                               video.requestVideoFrameCallback(updateVideo);
+                                       }
+                               }
 
-                       if ('requestVideoFrameCallback' in video) {
-                               video.requestVideoFrameCallback(updateVideo);
-                       }
-               }
+                               clone() {
+                                       return new this.constructor(this.image).copy(this);
+                               }
 
-               clone() {
-                       return new this.constructor(this.image).copy(this);
-               }
+                               update() {
+                                       const video = this.image;
+                                       const hasVideoFrameCallback = ('requestVideoFrameCallback' in video);
 
-               update() {
-                       const video = this.image;
-                       const hasVideoFrameCallback = ('requestVideoFrameCallback' in video);
+                                       if (hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA) {
+                                               this.needsUpdate = true;
+                                       }
+                               }
 
-                       if (hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA) {
-                               this.needsUpdate = true;
                        }
-               }
 
-       }
+                       VideoTexture.prototype.isVideoTexture = true;
 
-       VideoTexture.prototype.isVideoTexture = true;
+                       class CompressedTexture extends Texture {
+                               constructor(mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding) {
+                                       super(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 )
 
-       class CompressedTexture extends Texture {
-               constructor(mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding) {
-                       super(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.flipY = false; // can't generate mipmaps for compressed textures
-                       // mips must be embedded in DDS files
+                                       this.generateMipmaps = false;
+                               }
 
-                       this.generateMipmaps = false;
-               }
+                       }
 
-       }
+                       CompressedTexture.prototype.isCompressedTexture = true;
 
-       CompressedTexture.prototype.isCompressedTexture = true;
+                       class CanvasTexture extends Texture {
+                               constructor(canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) {
+                                       super(canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);
+                                       this.needsUpdate = true;
+                               }
 
-       class CanvasTexture extends Texture {
-               constructor(canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) {
-                       super(canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);
-                       this.needsUpdate = true;
-               }
+                       }
 
-       }
+                       CanvasTexture.prototype.isCanvasTexture = true;
 
-       CanvasTexture.prototype.isCanvasTexture = true;
+                       class DepthTexture extends Texture {
+                               constructor(width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format) {
+                                       format = format !== undefined ? format : DepthFormat;
 
-       class DepthTexture extends Texture {
-               constructor(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;
+                                       super(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;
+                               }
 
-                       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;
-                       super(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.isDepthTexture = true;
 
-       }
+                       class CircleGeometry extends BufferGeometry {
+                               constructor(radius = 1, segments = 8, thetaStart = 0, thetaLength = Math.PI * 2) {
+                                       super();
+                                       this.type = 'CircleGeometry';
+                                       this.parameters = {
+                                               radius: radius,
+                                               segments: segments,
+                                               thetaStart: thetaStart,
+                                               thetaLength: thetaLength
+                                       };
+                                       segments = Math.max(3, segments); // buffers
 
-       DepthTexture.prototype.isDepthTexture = true;
-
-       class CircleGeometry extends BufferGeometry {
-               constructor(radius = 1, segments = 8, thetaStart = 0, thetaLength = Math.PI * 2) {
-                       super();
-                       this.type = 'CircleGeometry';
-                       this.parameters = {
-                               radius: radius,
-                               segments: segments,
-                               thetaStart: thetaStart,
-                               thetaLength: thetaLength
-                       };
-                       segments = Math.max(3, segments); // buffers
+                                       const indices = [];
+                                       const vertices = [];
+                                       const normals = [];
+                                       const uvs = []; // helper variables
+
+                                       const vertex = new Vector3();
+                                       const uv = new Vector2(); // center point
+
+                                       vertices.push(0, 0, 0);
+                                       normals.push(0, 0, 1);
+                                       uvs.push(0.5, 0.5);
 
-                       const indices = [];
-                       const vertices = [];
-                       const normals = [];
-                       const uvs = []; // helper variables
+                                       for (let s = 0, i = 3; s <= segments; s++, i += 3) {
+                                               const segment = thetaStart + s / segments * thetaLength; // vertex
 
-                       const vertex = new Vector3();
-                       const uv = new Vector2(); // center point
+                                               vertex.x = radius * Math.cos(segment);
+                                               vertex.y = radius * Math.sin(segment);
+                                               vertices.push(vertex.x, vertex.y, vertex.z); // normal
 
-                       vertices.push(0, 0, 0);
-                       normals.push(0, 0, 1);
-                       uvs.push(0.5, 0.5);
+                                               normals.push(0, 0, 1); // uvs
 
-                       for (let s = 0, i = 3; s <= segments; s++, i += 3) {
-                               const segment = thetaStart + s / segments * thetaLength; // vertex
+                                               uv.x = (vertices[i] / radius + 1) / 2;
+                                               uv.y = (vertices[i + 1] / radius + 1) / 2;
+                                               uvs.push(uv.x, uv.y);
+                                       } // indices
 
-                               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
+                                       for (let i = 1; i <= segments; i++) {
+                                               indices.push(i, i + 1, 0);
+                                       } // build geometry
 
-                               uv.x = (vertices[i] / radius + 1) / 2;
-                               uv.y = (vertices[i + 1] / radius + 1) / 2;
-                               uvs.push(uv.x, uv.y);
-                       } // indices
 
+                                       this.setIndex(indices);
+                                       this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+                                       this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
+                                       this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
+                               }
 
-                       for (let i = 1; i <= segments; i++) {
-                               indices.push(i, i + 1, 0);
-                       } // build geometry
+                               static fromJSON(data) {
+                                       return new CircleGeometry(data.radius, data.segments, data.thetaStart, data.thetaLength);
+                               }
 
+                       }
 
-                       this.setIndex(indices);
-                       this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
-                       this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
-                       this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
-               }
+                       class CylinderGeometry extends BufferGeometry {
+                               constructor(radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2) {
+                                       super();
+                                       this.type = 'CylinderGeometry';
+                                       this.parameters = {
+                                               radiusTop: radiusTop,
+                                               radiusBottom: radiusBottom,
+                                               height: height,
+                                               radialSegments: radialSegments,
+                                               heightSegments: heightSegments,
+                                               openEnded: openEnded,
+                                               thetaStart: thetaStart,
+                                               thetaLength: thetaLength
+                                       };
+                                       const scope = this;
+                                       radialSegments = Math.floor(radialSegments);
+                                       heightSegments = Math.floor(heightSegments); // buffers
 
-               static fromJSON(data) {
-                       return new CircleGeometry(data.radius, data.segments, data.thetaStart, data.thetaLength);
-               }
+                                       const indices = [];
+                                       const vertices = [];
+                                       const normals = [];
+                                       const uvs = []; // helper variables
 
-       }
+                                       let index = 0;
+                                       const indexArray = [];
+                                       const halfHeight = height / 2;
+                                       let groupStart = 0; // generate geometry
 
-       class CylinderGeometry extends BufferGeometry {
-               constructor(radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2) {
-                       super();
-                       this.type = 'CylinderGeometry';
-                       this.parameters = {
-                               radiusTop: radiusTop,
-                               radiusBottom: radiusBottom,
-                               height: height,
-                               radialSegments: radialSegments,
-                               heightSegments: heightSegments,
-                               openEnded: openEnded,
-                               thetaStart: thetaStart,
-                               thetaLength: thetaLength
-                       };
-                       const scope = this;
-                       radialSegments = Math.floor(radialSegments);
-                       heightSegments = Math.floor(heightSegments); // buffers
+                                       generateTorso();
 
-                       const indices = [];
-                       const vertices = [];
-                       const normals = [];
-                       const uvs = []; // helper variables
+                                       if (openEnded === false) {
+                                               if (radiusTop > 0) generateCap(true);
+                                               if (radiusBottom > 0) generateCap(false);
+                                       } // build geometry
 
-                       let index = 0;
-                       const indexArray = [];
-                       const halfHeight = height / 2;
-                       let groupStart = 0; // generate geometry
 
-                       generateTorso();
+                                       this.setIndex(indices);
+                                       this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+                                       this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
+                                       this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
 
-                       if (openEnded === false) {
-                               if (radiusTop > 0) generateCap(true);
-                               if (radiusBottom > 0) generateCap(false);
-                       } // build geometry
+                                       function generateTorso() {
+                                               const normal = new Vector3();
+                                               const vertex = new Vector3();
+                                               let groupCount = 0; // this will be used to calculate the normal
 
+                                               const slope = (radiusBottom - radiusTop) / height; // generate vertices, normals and uvs
 
-                       this.setIndex(indices);
-                       this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
-                       this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
-                       this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
+                                               for (let y = 0; y <= heightSegments; y++) {
+                                                       const indexRow = [];
+                                                       const v = y / heightSegments; // calculate the radius of the current row
 
-                       function generateTorso() {
-                               const normal = new Vector3();
-                               const vertex = new Vector3();
-                               let groupCount = 0; // this will be used to calculate the normal
+                                                       const radius = v * (radiusBottom - radiusTop) + radiusTop;
 
-                               const slope = (radiusBottom - radiusTop) / height; // generate vertices, normals and uvs
+                                                       for (let x = 0; x <= radialSegments; x++) {
+                                                               const u = x / radialSegments;
+                                                               const theta = u * thetaLength + thetaStart;
+                                                               const sinTheta = Math.sin(theta);
+                                                               const cosTheta = Math.cos(theta); // vertex
 
-                               for (let y = 0; y <= heightSegments; y++) {
-                                       const indexRow = [];
-                                       const v = y / heightSegments; // calculate the radius of the current row
+                                                               vertex.x = radius * sinTheta;
+                                                               vertex.y = -v * height + halfHeight;
+                                                               vertex.z = radius * cosTheta;
+                                                               vertices.push(vertex.x, vertex.y, vertex.z); // normal
 
-                                       const radius = v * (radiusBottom - radiusTop) + radiusTop;
+                                                               normal.set(sinTheta, slope, cosTheta).normalize();
+                                                               normals.push(normal.x, normal.y, normal.z); // uv
 
-                                       for (let x = 0; x <= radialSegments; x++) {
-                                               const u = x / radialSegments;
-                                               const theta = u * thetaLength + thetaStart;
-                                               const sinTheta = Math.sin(theta);
-                                               const cosTheta = Math.cos(theta); // vertex
+                                                               uvs.push(u, 1 - v); // save index of vertex in respective row
 
-                                               vertex.x = radius * sinTheta;
-                                               vertex.y = -v * height + halfHeight;
-                                               vertex.z = radius * cosTheta;
-                                               vertices.push(vertex.x, vertex.y, vertex.z); // normal
+                                                               indexRow.push(index++);
+                                                       } // now save vertices of the row in our index array
 
-                                               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
+                                                       indexArray.push(indexRow);
+                                               } // generate indices
 
-                                               indexRow.push(index++);
-                                       } // now save vertices of the row in our index array
 
+                                               for (let x = 0; x < radialSegments; x++) {
+                                                       for (let y = 0; y < heightSegments; y++) {
+                                                               // we use the index array to access the correct indices
+                                                               const a = indexArray[y][x];
+                                                               const b = indexArray[y + 1][x];
+                                                               const c = indexArray[y + 1][x + 1];
+                                                               const d = indexArray[y][x + 1]; // faces
 
-                                       indexArray.push(indexRow);
-                               } // generate indices
+                                                               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
 
-                               for (let x = 0; x < radialSegments; x++) {
-                                       for (let y = 0; y < heightSegments; y++) {
-                                               // we use the index array to access the correct indices
-                                               const a = indexArray[y][x];
-                                               const b = indexArray[y + 1][x];
-                                               const c = indexArray[y + 1][x + 1];
-                                               const d = indexArray[y][x + 1]; // faces
 
-                                               indices.push(a, b, d);
-                                               indices.push(b, c, d); // update group counter
+                                               scope.addGroup(groupStart, groupCount, 0); // calculate new start value for groups
 
-                                               groupCount += 6;
+                                               groupStart += groupCount;
                                        }
-                               } // add a group to the geometry. this will ensure multi material support
-
 
-                               scope.addGroup(groupStart, groupCount, 0); // calculate new start value for groups
+                                       function generateCap(top) {
+                                               // save the index of the first center vertex
+                                               const centerIndexStart = index;
+                                               const uv = new Vector2();
+                                               const vertex = new Vector3();
+                                               let groupCount = 0;
+                                               const radius = top === true ? radiusTop : radiusBottom;
+                                               const sign = top === true ? 1 : -1; // 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
 
-                               groupStart += groupCount;
-                       }
+                                               for (let x = 1; x <= radialSegments; x++) {
+                                                       // vertex
+                                                       vertices.push(0, halfHeight * sign, 0); // normal
 
-                       function generateCap(top) {
-                               // save the index of the first center vertex
-                               const centerIndexStart = index;
-                               const uv = new Vector2();
-                               const vertex = new Vector3();
-                               let groupCount = 0;
-                               const radius = top === true ? radiusTop : radiusBottom;
-                               const sign = top === true ? 1 : -1; // 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
+                                                       normals.push(0, sign, 0); // uv
 
-                               for (let x = 1; x <= radialSegments; x++) {
-                                       // vertex
-                                       vertices.push(0, halfHeight * sign, 0); // normal
+                                                       uvs.push(0.5, 0.5); // increase index
 
-                                       normals.push(0, sign, 0); // uv
+                                                       index++;
+                                               } // save the index of the last center vertex
 
-                                       uvs.push(0.5, 0.5); // increase index
 
-                                       index++;
-                               } // save the index of the last center vertex
+                                               const centerIndexEnd = index; // now we generate the surrounding vertices, normals and uvs
 
+                                               for (let x = 0; x <= radialSegments; x++) {
+                                                       const u = x / radialSegments;
+                                                       const theta = u * thetaLength + thetaStart;
+                                                       const cosTheta = Math.cos(theta);
+                                                       const sinTheta = Math.sin(theta); // vertex
 
-                               const centerIndexEnd = index; // now we generate the surrounding vertices, normals and uvs
+                                                       vertex.x = radius * sinTheta;
+                                                       vertex.y = halfHeight * sign;
+                                                       vertex.z = radius * cosTheta;
+                                                       vertices.push(vertex.x, vertex.y, vertex.z); // normal
 
-                               for (let x = 0; x <= radialSegments; x++) {
-                                       const u = x / radialSegments;
-                                       const theta = u * thetaLength + thetaStart;
-                                       const cosTheta = Math.cos(theta);
-                                       const sinTheta = Math.sin(theta); // vertex
+                                                       normals.push(0, sign, 0); // uv
 
-                                       vertex.x = radius * sinTheta;
-                                       vertex.y = halfHeight * sign;
-                                       vertex.z = radius * cosTheta;
-                                       vertices.push(vertex.x, vertex.y, vertex.z); // normal
+                                                       uv.x = cosTheta * 0.5 + 0.5;
+                                                       uv.y = sinTheta * 0.5 * sign + 0.5;
+                                                       uvs.push(uv.x, uv.y); // increase index
 
-                                       normals.push(0, sign, 0); // uv
+                                                       index++;
+                                               } // generate indices
 
-                                       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 (let x = 0; x < radialSegments; x++) {
+                                                       const c = centerIndexStart + x;
+                                                       const i = centerIndexEnd + x;
 
+                                                       if (top === true) {
+                                                               // face top
+                                                               indices.push(i, i + 1, c);
+                                                       } else {
+                                                               // face bottom
+                                                               indices.push(i + 1, i, c);
+                                                       }
 
-                               for (let x = 0; x < radialSegments; x++) {
-                                       const c = centerIndexStart + x;
-                                       const i = centerIndexEnd + x;
+                                                       groupCount += 3;
+                                               } // add a group to the geometry. this will ensure multi material support
 
-                                       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;
+                                       }
+                               }
 
-                               scope.addGroup(groupStart, groupCount, top === true ? 1 : 2); // calculate new start value for groups
+                               static fromJSON(data) {
+                                       return new CylinderGeometry(data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength);
+                               }
 
-                               groupStart += groupCount;
                        }
-               }
 
-               static fromJSON(data) {
-                       return new CylinderGeometry(data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength);
-               }
+                       class ConeGeometry extends CylinderGeometry {
+                               constructor(radius = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2) {
+                                       super(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
+                                       };
+                               }
 
-       }
+                               static fromJSON(data) {
+                                       return new ConeGeometry(data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength);
+                               }
 
-       class ConeGeometry extends CylinderGeometry {
-               constructor(radius = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2) {
-                       super(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
-                       };
-               }
+                       }
 
-               static fromJSON(data) {
-                       return new ConeGeometry(data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength);
-               }
+                       class PolyhedronGeometry extends BufferGeometry {
+                               constructor(vertices, indices, radius = 1, detail = 0) {
+                                       super();
+                                       this.type = 'PolyhedronGeometry';
+                                       this.parameters = {
+                                               vertices: vertices,
+                                               indices: indices,
+                                               radius: radius,
+                                               detail: detail
+                                       }; // default buffer data
 
-       }
+                                       const vertexBuffer = [];
+                                       const uvBuffer = []; // the subdivision creates the vertex buffer data
+
+                                       subdivide(detail); // all vertices should lie on a conceptual sphere with a given radius
 
-       class PolyhedronGeometry extends BufferGeometry {
-               constructor(vertices, indices, radius = 1, detail = 0) {
-                       super();
-                       this.type = 'PolyhedronGeometry';
-                       this.parameters = {
-                               vertices: vertices,
-                               indices: indices,
-                               radius: radius,
-                               detail: detail
-                       }; // default buffer data
+                                       applyRadius(radius); // finally, create the uv data
 
-                       const vertexBuffer = [];
-                       const uvBuffer = []; // the subdivision creates the vertex buffer data
+                                       generateUVs(); // build non-indexed geometry
 
-                       subdivide(detail); // all vertices should lie on a conceptual sphere with a given radius
+                                       this.setAttribute('position', new Float32BufferAttribute(vertexBuffer, 3));
+                                       this.setAttribute('normal', new Float32BufferAttribute(vertexBuffer.slice(), 3));
+                                       this.setAttribute('uv', new Float32BufferAttribute(uvBuffer, 2));
 
-                       applyRadius(radius); // finally, create the uv data
+                                       if (detail === 0) {
+                                               this.computeVertexNormals(); // flat normals
+                                       } else {
+                                               this.normalizeNormals(); // smooth normals
+                                       } // helper functions
 
-                       generateUVs(); // build non-indexed geometry
 
-                       this.setAttribute('position', new Float32BufferAttribute(vertexBuffer, 3));
-                       this.setAttribute('normal', new Float32BufferAttribute(vertexBuffer.slice(), 3));
-                       this.setAttribute('uv', new Float32BufferAttribute(uvBuffer, 2));
+                                       function subdivide(detail) {
+                                               const a = new Vector3();
+                                               const b = new Vector3();
+                                               const c = new Vector3(); // iterate over all faces and apply a subdivison with the given detail value
 
-                       if (detail === 0) {
-                               this.computeVertexNormals(); // flat normals
-                       } else {
-                               this.normalizeNormals(); // smooth normals
-                       } // helper functions
+                                               for (let 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 subdivide(detail) {
-                               const a = new Vector3();
-                               const b = new Vector3();
-                               const c = new Vector3(); // iterate over all faces and apply a subdivison with the given detail value
+                                       function subdivideFace(a, b, c, detail) {
+                                               const cols = detail + 1; // we use this multidimensional array as a data structure for creating the subdivision
 
-                               for (let 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
+                                               const v = []; // construct all of the vertices for this subdivision
 
-                                       subdivideFace(a, b, c, detail);
-                               }
-                       }
+                                               for (let i = 0; i <= cols; i++) {
+                                                       v[i] = [];
+                                                       const aj = a.clone().lerp(c, i / cols);
+                                                       const bj = b.clone().lerp(c, i / cols);
+                                                       const rows = cols - i;
 
-                       function subdivideFace(a, b, c, detail) {
-                               const cols = detail + 1; // we use this multidimensional array as a data structure for creating the subdivision
+                                                       for (let 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
 
-                               const v = []; // construct all of the vertices for this subdivision
 
-                               for (let i = 0; i <= cols; i++) {
-                                       v[i] = [];
-                                       const aj = a.clone().lerp(c, i / cols);
-                                       const bj = b.clone().lerp(c, i / cols);
-                                       const rows = cols - i;
+                                               for (let i = 0; i < cols; i++) {
+                                                       for (let j = 0; j < 2 * (cols - i) - 1; j++) {
+                                                               const k = Math.floor(j / 2);
 
-                                       for (let j = 0; j <= rows; j++) {
-                                               if (j === 0 && i === cols) {
-                                                       v[i][j] = aj;
-                                               } else {
-                                                       v[i][j] = aj.clone().lerp(bj, j / rows);
+                                                               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]);
+                                                               }
+                                                       }
                                                }
                                        }
-                               } // construct all of the faces
-
 
-                               for (let i = 0; i < cols; i++) {
-                                       for (let j = 0; j < 2 * (cols - i) - 1; j++) {
-                                               const 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 applyRadius(radius) {
+                                               const vertex = new Vector3(); // iterate over the entire buffer and apply the radius to each vertex
+
+                                               for (let 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 applyRadius(radius) {
-                               const vertex = new Vector3(); // iterate over the entire buffer and apply the radius to each vertex
+                                       function generateUVs() {
+                                               const vertex = new Vector3();
 
-                               for (let 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;
-                               }
-                       }
+                                               for (let i = 0; i < vertexBuffer.length; i += 3) {
+                                                       vertex.x = vertexBuffer[i + 0];
+                                                       vertex.y = vertexBuffer[i + 1];
+                                                       vertex.z = vertexBuffer[i + 2];
+                                                       const u = azimuth(vertex) / 2 / Math.PI + 0.5;
+                                                       const v = inclination(vertex) / Math.PI + 0.5;
+                                                       uvBuffer.push(u, 1 - v);
+                                               }
 
-                       function generateUVs() {
-                               const vertex = new Vector3();
+                                               correctUVs();
+                                               correctSeam();
+                                       }
 
-                               for (let i = 0; i < vertexBuffer.length; i += 3) {
-                                       vertex.x = vertexBuffer[i + 0];
-                                       vertex.y = vertexBuffer[i + 1];
-                                       vertex.z = vertexBuffer[i + 2];
-                                       const u = azimuth(vertex) / 2 / Math.PI + 0.5;
-                                       const v = inclination(vertex) / Math.PI + 0.5;
-                                       uvBuffer.push(u, 1 - v);
-                               }
+                                       function correctSeam() {
+                                               // handle case when face straddles the seam, see #3269
+                                               for (let i = 0; i < uvBuffer.length; i += 6) {
+                                                       // uv data of a single face
+                                                       const x0 = uvBuffer[i + 0];
+                                                       const x1 = uvBuffer[i + 2];
+                                                       const x2 = uvBuffer[i + 4];
+                                                       const max = Math.max(x0, x1, x2);
+                                                       const 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;
+                                                       }
+                                               }
+                                       }
 
-                               correctUVs();
-                               correctSeam();
-                       }
+                                       function pushVertex(vertex) {
+                                               vertexBuffer.push(vertex.x, vertex.y, vertex.z);
+                                       }
 
-                       function correctSeam() {
-                               // handle case when face straddles the seam, see #3269
-                               for (let i = 0; i < uvBuffer.length; i += 6) {
-                                       // uv data of a single face
-                                       const x0 = uvBuffer[i + 0];
-                                       const x1 = uvBuffer[i + 2];
-                                       const x2 = uvBuffer[i + 4];
-                                       const max = Math.max(x0, x1, x2);
-                                       const min = Math.min(x0, x1, x2); // 0.9 is somewhat arbitrary
+                                       function getVertexByIndex(index, vertex) {
+                                               const stride = index * 3;
+                                               vertex.x = vertices[stride + 0];
+                                               vertex.y = vertices[stride + 1];
+                                               vertex.z = vertices[stride + 2];
+                                       }
 
-                                       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 correctUVs() {
+                                               const a = new Vector3();
+                                               const b = new Vector3();
+                                               const c = new Vector3();
+                                               const centroid = new Vector3();
+                                               const uvA = new Vector2();
+                                               const uvB = new Vector2();
+                                               const uvC = new Vector2();
+
+                                               for (let 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);
+                                                       const azi = azimuth(centroid);
+                                                       correctUV(uvA, j + 0, a, azi);
+                                                       correctUV(uvB, j + 2, b, azi);
+                                                       correctUV(uvC, j + 4, c, azi);
+                                               }
                                        }
-                               }
-                       }
 
-                       function pushVertex(vertex) {
-                               vertexBuffer.push(vertex.x, vertex.y, vertex.z);
-                       }
+                                       function correctUV(uv, stride, vector, azimuth) {
+                                               if (azimuth < 0 && uv.x === 1) {
+                                                       uvBuffer[stride] = uv.x - 1;
+                                               }
 
-                       function getVertexByIndex(index, vertex) {
-                               const stride = index * 3;
-                               vertex.x = vertices[stride + 0];
-                               vertex.y = vertices[stride + 1];
-                               vertex.z = vertices[stride + 2];
-                       }
+                                               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 correctUVs() {
-                               const a = new Vector3();
-                               const b = new Vector3();
-                               const c = new Vector3();
-                               const centroid = new Vector3();
-                               const uvA = new Vector2();
-                               const uvB = new Vector2();
-                               const uvC = new Vector2();
 
-                               for (let 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);
-                                       const azi = azimuth(centroid);
-                                       correctUV(uvA, j + 0, a, azi);
-                                       correctUV(uvB, j + 2, b, azi);
-                                       correctUV(uvC, j + 4, c, azi);
-                               }
-                       }
+                                       function azimuth(vector) {
+                                               return Math.atan2(vector.z, -vector.x);
+                                       } // Angle above the XZ plane.
 
-                       function correctUV(uv, stride, vector, azimuth) {
-                               if (azimuth < 0 && uv.x === 1) {
-                                       uvBuffer[stride] = uv.x - 1;
+
+                                       function inclination(vector) {
+                                               return Math.atan2(-vector.y, Math.sqrt(vector.x * vector.x + vector.z * vector.z));
+                                       }
                                }
 
-                               if (vector.x === 0 && vector.z === 0) {
-                                       uvBuffer[stride] = azimuth / 2 / Math.PI + 0.5;
+                               static fromJSON(data) {
+                                       return new PolyhedronGeometry(data.vertices, data.indices, data.radius, data.details);
                                }
-                       } // 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.
+                       class DodecahedronGeometry extends PolyhedronGeometry {
+                               constructor(radius = 1, detail = 0) {
+                                       const t = (1 + Math.sqrt(5)) / 2;
+                                       const r = 1 / t;
+                                       const vertices = [// (±1, Â±1, Â±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, Â±1/φ, Â±Ï†)
+                                               0, -r, -t, 0, -r, t, 0, r, -t, 0, r, t, // (±1/φ, Â±Ï†, 0)
+                                               -r, -t, 0, -r, t, 0, r, -t, 0, r, t, 0, // (±φ, 0, Â±1/φ)
+                                               -t, 0, -r, t, 0, -r, -t, 0, r, t, 0, r];
+                                       const 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];
+                                       super(vertices, indices, radius, detail);
+                                       this.type = 'DodecahedronGeometry';
+                                       this.parameters = {
+                                               radius: radius,
+                                               detail: detail
+                                       };
+                               }
 
+                               static fromJSON(data) {
+                                       return new DodecahedronGeometry(data.radius, data.detail);
+                               }
 
-                       function inclination(vector) {
-                               return Math.atan2(-vector.y, Math.sqrt(vector.x * vector.x + vector.z * vector.z));
                        }
-               }
-
-               static fromJSON(data) {
-                       return new PolyhedronGeometry(data.vertices, data.indices, data.radius, data.details);
-               }
 
-       }
+                       const _v0 = new Vector3();
 
-       class DodecahedronGeometry extends PolyhedronGeometry {
-               constructor(radius = 1, detail = 0) {
-                       const t = (1 + Math.sqrt(5)) / 2;
-                       const r = 1 / t;
-                       const vertices = [// (±1, Â±1, Â±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, Â±1/φ, Â±Ï†)
-                       0, -r, -t, 0, -r, t, 0, r, -t, 0, r, t, // (±1/φ, Â±Ï†, 0)
-                       -r, -t, 0, -r, t, 0, r, -t, 0, r, t, 0, // (±φ, 0, Â±1/φ)
-                       -t, 0, -r, t, 0, -r, -t, 0, r, t, 0, r];
-                       const 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];
-                       super(vertices, indices, radius, detail);
-                       this.type = 'DodecahedronGeometry';
-                       this.parameters = {
-                               radius: radius,
-                               detail: detail
-                       };
-               }
+                       const _v1$1 = new Vector3();
 
-               static fromJSON(data) {
-                       return new DodecahedronGeometry(data.radius, data.detail);
-               }
+                       const _normal = new Vector3();
 
-       }
+                       const _triangle = new Triangle();
 
-       const _v0 = new Vector3();
+                       class EdgesGeometry extends BufferGeometry {
+                               constructor(geometry, thresholdAngle) {
+                                       super();
+                                       this.type = 'EdgesGeometry';
+                                       this.parameters = {
+                                               thresholdAngle: thresholdAngle
+                                       };
+                                       thresholdAngle = thresholdAngle !== undefined ? thresholdAngle : 1;
 
-       const _v1$1 = new Vector3();
+                                       if (geometry.isGeometry === true) {
+                                               console.error('THREE.EdgesGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
+                                               return;
+                                       }
 
-       const _normal = new Vector3();
+                                       const precisionPoints = 4;
+                                       const precision = Math.pow(10, precisionPoints);
+                                       const thresholdDot = Math.cos(DEG2RAD * thresholdAngle);
+                                       const indexAttr = geometry.getIndex();
+                                       const positionAttr = geometry.getAttribute('position');
+                                       const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
+                                       const indexArr = [0, 0, 0];
+                                       const vertKeys = ['a', 'b', 'c'];
+                                       const hashes = new Array(3);
+                                       const edgeData = {};
+                                       const vertices = [];
+
+                                       for (let i = 0; i < indexCount; i += 3) {
+                                               if (indexAttr) {
+                                                       indexArr[0] = indexAttr.getX(i);
+                                                       indexArr[1] = indexAttr.getX(i + 1);
+                                                       indexArr[2] = indexAttr.getX(i + 2);
+                                               } else {
+                                                       indexArr[0] = i;
+                                                       indexArr[1] = i + 1;
+                                                       indexArr[2] = i + 2;
+                                               }
 
-       const _triangle = new Triangle();
+                                               const {
+                                                       a,
+                                                       b,
+                                                       c
+                                               } = _triangle;
+                                               a.fromBufferAttribute(positionAttr, indexArr[0]);
+                                               b.fromBufferAttribute(positionAttr, indexArr[1]);
+                                               c.fromBufferAttribute(positionAttr, indexArr[2]);
 
-       class EdgesGeometry extends BufferGeometry {
-               constructor(geometry, thresholdAngle) {
-                       super();
-                       this.type = 'EdgesGeometry';
-                       this.parameters = {
-                               thresholdAngle: thresholdAngle
-                       };
-                       thresholdAngle = thresholdAngle !== undefined ? thresholdAngle : 1;
-
-                       if (geometry.isGeometry === true) {
-                               console.error('THREE.EdgesGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
-                               return;
-                       }
-
-                       const precisionPoints = 4;
-                       const precision = Math.pow(10, precisionPoints);
-                       const thresholdDot = Math.cos(DEG2RAD * thresholdAngle);
-                       const indexAttr = geometry.getIndex();
-                       const positionAttr = geometry.getAttribute('position');
-                       const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
-                       const indexArr = [0, 0, 0];
-                       const vertKeys = ['a', 'b', 'c'];
-                       const hashes = new Array(3);
-                       const edgeData = {};
-                       const vertices = [];
-
-                       for (let i = 0; i < indexCount; i += 3) {
-                               if (indexAttr) {
-                                       indexArr[0] = indexAttr.getX(i);
-                                       indexArr[1] = indexAttr.getX(i + 1);
-                                       indexArr[2] = indexAttr.getX(i + 2);
-                               } else {
-                                       indexArr[0] = i;
-                                       indexArr[1] = i + 1;
-                                       indexArr[2] = i + 2;
-                               }
-
-                               const {
-                                       a,
-                                       b,
-                                       c
-                               } = _triangle;
-                               a.fromBufferAttribute(positionAttr, indexArr[0]);
-                               b.fromBufferAttribute(positionAttr, indexArr[1]);
-                               c.fromBufferAttribute(positionAttr, indexArr[2]);
-
-                               _triangle.getNormal(_normal); // create hashes for the edge from the vertices
-
-
-                               hashes[0] = `${Math.round(a.x * precision)},${Math.round(a.y * precision)},${Math.round(a.z * precision)}`;
-                               hashes[1] = `${Math.round(b.x * precision)},${Math.round(b.y * precision)},${Math.round(b.z * precision)}`;
-                               hashes[2] = `${Math.round(c.x * precision)},${Math.round(c.y * precision)},${Math.round(c.z * precision)}`; // skip degenerate triangles
-
-                               if (hashes[0] === hashes[1] || hashes[1] === hashes[2] || hashes[2] === hashes[0]) {
-                                       continue;
-                               } // iterate over every edge
-
-
-                               for (let j = 0; j < 3; j++) {
-                                       // get the first and next vertex making up the edge
-                                       const jNext = (j + 1) % 3;
-                                       const vecHash0 = hashes[j];
-                                       const vecHash1 = hashes[jNext];
-                                       const v0 = _triangle[vertKeys[j]];
-                                       const v1 = _triangle[vertKeys[jNext]];
-                                       const hash = `${vecHash0}_${vecHash1}`;
-                                       const reverseHash = `${vecHash1}_${vecHash0}`;
-
-                                       if (reverseHash in edgeData && edgeData[reverseHash]) {
-                                               // if we found a sibling edge add it into the vertex array if
-                                               // it meets the angle threshold and delete the edge from the map.
-                                               if (_normal.dot(edgeData[reverseHash].normal) <= thresholdDot) {
-                                                       vertices.push(v0.x, v0.y, v0.z);
-                                                       vertices.push(v1.x, v1.y, v1.z);
-                                               }
-
-                                               edgeData[reverseHash] = null;
-                                       } else if (!(hash in edgeData)) {
-                                               // if we've already got an edge here then skip adding a new one
-                                               edgeData[hash] = {
-                                                       index0: indexArr[j],
-                                                       index1: indexArr[jNext],
-                                                       normal: _normal.clone()
-                                               };
-                                       }
-                               }
-                       } // iterate over all remaining, unmatched edges and add them to the vertex array
+                                               _triangle.getNormal(_normal); // create hashes for the edge from the vertices
 
 
-                       for (const key in edgeData) {
-                               if (edgeData[key]) {
-                                       const {
-                                               index0,
-                                               index1
-                                       } = edgeData[key];
+                                               hashes[0] = `${Math.round(a.x * precision)},${Math.round(a.y * precision)},${Math.round(a.z * precision)}`;
+                                               hashes[1] = `${Math.round(b.x * precision)},${Math.round(b.y * precision)},${Math.round(b.z * precision)}`;
+                                               hashes[2] = `${Math.round(c.x * precision)},${Math.round(c.y * precision)},${Math.round(c.z * precision)}`; // skip degenerate triangles
 
-                                       _v0.fromBufferAttribute(positionAttr, index0);
+                                               if (hashes[0] === hashes[1] || hashes[1] === hashes[2] || hashes[2] === hashes[0]) {
+                                                       continue;
+                                               } // iterate over every edge
 
-                                       _v1$1.fromBufferAttribute(positionAttr, index1);
 
-                                       vertices.push(_v0.x, _v0.y, _v0.z);
-                                       vertices.push(_v1$1.x, _v1$1.y, _v1$1.z);
-                               }
-                       }
+                                               for (let j = 0; j < 3; j++) {
+                                                       // get the first and next vertex making up the edge
+                                                       const jNext = (j + 1) % 3;
+                                                       const vecHash0 = hashes[j];
+                                                       const vecHash1 = hashes[jNext];
+                                                       const v0 = _triangle[vertKeys[j]];
+                                                       const v1 = _triangle[vertKeys[jNext]];
+                                                       const hash = `${vecHash0}_${vecHash1}`;
+                                                       const reverseHash = `${vecHash1}_${vecHash0}`;
+
+                                                       if (reverseHash in edgeData && edgeData[reverseHash]) {
+                                                               // if we found a sibling edge add it into the vertex array if
+                                                               // it meets the angle threshold and delete the edge from the map.
+                                                               if (_normal.dot(edgeData[reverseHash].normal) <= thresholdDot) {
+                                                                       vertices.push(v0.x, v0.y, v0.z);
+                                                                       vertices.push(v1.x, v1.y, v1.z);
+                                                               }
 
-                       this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
-               }
+                                                               edgeData[reverseHash] = null;
+                                                       } else if (!(hash in edgeData)) {
+                                                               // if we've already got an edge here then skip adding a new one
+                                                               edgeData[hash] = {
+                                                                       index0: indexArr[j],
+                                                                       index1: indexArr[jNext],
+                                                                       normal: _normal.clone()
+                                                               };
+                                                       }
+                                               }
+                                       } // iterate over all remaining, unmatched edges and add them to the vertex array
 
-       }
 
-       /**
-        * Extensible curve object.
-        *
-        * Some common of curve methods:
-        * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
-        * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
-        * .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.
-        *
-        **/
+                                       for (const key in edgeData) {
+                                               if (edgeData[key]) {
+                                                       const {
+                                                               index0,
+                                                               index1
+                                                       } = edgeData[key];
 
-       class Curve {
-               constructor() {
-                       this.type = 'Curve';
-                       this.arcLengthDivisions = 200;
-               } // Virtual base class method to overwrite and implement in subclasses
-               //      - t [0 .. 1]
+                                                       _v0.fromBufferAttribute(positionAttr, index0);
 
+                                                       _v1$1.fromBufferAttribute(positionAttr, index1);
 
-               getPoint() {
-                       console.warn('THREE.Curve: .getPoint() not implemented.');
-                       return null;
-               } // Get point at relative position in curve according to arc length
-               // - u [0 .. 1]
+                                                       vertices.push(_v0.x, _v0.y, _v0.z);
+                                                       vertices.push(_v1$1.x, _v1$1.y, _v1$1.z);
+                                               }
+                                       }
 
+                                       this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+                               }
 
-               getPointAt(u, optionalTarget) {
-                       const t = this.getUtoTmapping(u);
-                       return this.getPoint(t, optionalTarget);
-               } // Get sequence of points using getPoint( t )
+                       }
 
+                       /**
+                        * Extensible curve object.
+                        *
+                        * Some common of curve methods:
+                        * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
+                        * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
+                        * .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.
+                        *
+                        **/
+
+                       class Curve {
+                               constructor() {
+                                       this.type = 'Curve';
+                                       this.arcLengthDivisions = 200;
+                               } // Virtual base class method to overwrite and implement in subclasses
+                               //      - t [0 .. 1]
+
+
+                               getPoint() {
+                                       console.warn('THREE.Curve: .getPoint() not implemented.');
+                                       return null;
+                               } // Get point at relative position in curve according to arc length
+                               // - u [0 .. 1]
 
-               getPoints(divisions = 5) {
-                       const points = [];
 
-                       for (let d = 0; d <= divisions; d++) {
-                               points.push(this.getPoint(d / divisions));
-                       }
+                               getPointAt(u, optionalTarget) {
+                                       const t = this.getUtoTmapping(u);
+                                       return this.getPoint(t, optionalTarget);
+                               } // Get sequence of points using getPoint( t )
 
-                       return points;
-               } // Get sequence of points using getPointAt( u )
 
+                               getPoints(divisions = 5) {
+                                       const points = [];
 
-               getSpacedPoints(divisions = 5) {
-                       const points = [];
+                                       for (let d = 0; d <= divisions; d++) {
+                                               points.push(this.getPoint(d / divisions));
+                                       }
 
-                       for (let d = 0; d <= divisions; d++) {
-                               points.push(this.getPointAt(d / divisions));
-                       }
+                                       return points;
+                               } // Get sequence of points using getPointAt( u )
 
-                       return points;
-               } // Get total curve arc length
 
+                               getSpacedPoints(divisions = 5) {
+                                       const points = [];
 
-               getLength() {
-                       const lengths = this.getLengths();
-                       return lengths[lengths.length - 1];
-               } // Get list of cumulative segment lengths
+                                       for (let d = 0; d <= divisions; d++) {
+                                               points.push(this.getPointAt(d / divisions));
+                                       }
 
+                                       return points;
+                               } // Get total curve arc length
 
-               getLengths(divisions = this.arcLengthDivisions) {
-                       if (this.cacheArcLengths && this.cacheArcLengths.length === divisions + 1 && !this.needsUpdate) {
-                               return this.cacheArcLengths;
-                       }
 
-                       this.needsUpdate = false;
-                       const cache = [];
-                       let current,
-                                       last = this.getPoint(0);
-                       let sum = 0;
-                       cache.push(0);
+                               getLength() {
+                                       const lengths = this.getLengths();
+                                       return lengths[lengths.length - 1];
+                               } // Get list of cumulative segment lengths
 
-                       for (let 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.
-               }
+                               getLengths(divisions = this.arcLengthDivisions) {
+                                       if (this.cacheArcLengths && this.cacheArcLengths.length === divisions + 1 && !this.needsUpdate) {
+                                               return this.cacheArcLengths;
+                                       }
 
-               updateArcLengths() {
-                       this.needsUpdate = true;
-                       this.getLengths();
-               } // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
+                                       this.needsUpdate = false;
+                                       const cache = [];
+                                       let current,
+                                               last = this.getPoint(0);
+                                       let sum = 0;
+                                       cache.push(0);
+
+                                       for (let 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.
+                               }
 
-               getUtoTmapping(u, distance) {
-                       const arcLengths = this.getLengths();
-                       let i = 0;
-                       const il = arcLengths.length;
-                       let targetArcLength; // The targeted u distance value to get
+                               updateArcLengths() {
+                                       this.needsUpdate = true;
+                                       this.getLengths();
+                               } // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
 
-                       if (distance) {
-                               targetArcLength = distance;
-                       } else {
-                               targetArcLength = u * arcLengths[il - 1];
-                       } // binary search for the index with largest value smaller than target u distance
 
+                               getUtoTmapping(u, distance) {
+                                       const arcLengths = this.getLengths();
+                                       let i = 0;
+                                       const il = arcLengths.length;
+                                       let targetArcLength; // The targeted u distance value to get
 
-                       let low = 0,
-                                       high = il - 1,
-                                       comparison;
+                                       if (distance) {
+                                               targetArcLength = distance;
+                                       } else {
+                                               targetArcLength = u * arcLengths[il - 1];
+                                       } // binary search for the index with largest value smaller than target u distance
 
-                       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;
+                                       let low = 0,
+                                               high = il - 1,
+                                               comparison;
 
-                               if (comparison < 0) {
-                                       low = i + 1;
-                               } else if (comparison > 0) {
-                                       high = i - 1;
-                               } else {
-                                       high = i;
-                                       break; // DONE
-                               }
-                       }
+                                       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
 
-                       i = high;
+                                               comparison = arcLengths[i] - targetArcLength;
 
-                       if (arcLengths[i] === targetArcLength) {
-                               return i / (il - 1);
-                       } // we could get finer grain at lengths, or use simple interpolation between two points
+                                               if (comparison < 0) {
+                                                       low = i + 1;
+                                               } else if (comparison > 0) {
+                                                       high = i - 1;
+                                               } else {
+                                                       high = i;
+                                                       break; // DONE
+                                               }
+                                       }
 
+                                       i = high;
 
-                       const lengthBefore = arcLengths[i];
-                       const lengthAfter = arcLengths[i + 1];
-                       const segmentLength = lengthAfter - lengthBefore; // determine where we are between the 'before' and 'after' points
+                                       if (arcLengths[i] === targetArcLength) {
+                                               return i / (il - 1);
+                                       } // we could get finer grain at lengths, or use simple interpolation between two points
 
-                       const segmentFraction = (targetArcLength - lengthBefore) / segmentLength; // add that fractional amount to t
 
-                       const 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
+                                       const lengthBefore = arcLengths[i];
+                                       const lengthAfter = arcLengths[i + 1];
+                                       const segmentLength = lengthAfter - lengthBefore; // determine where we are between the 'before' and 'after' points
 
+                                       const segmentFraction = (targetArcLength - lengthBefore) / segmentLength; // add that fractional amount to t
 
-               getTangent(t, optionalTarget) {
-                       const delta = 0.0001;
-                       let t1 = t - delta;
-                       let t2 = t + delta; // Capping in case of danger
+                                       const 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
 
-                       if (t1 < 0) t1 = 0;
-                       if (t2 > 1) t2 = 1;
-                       const pt1 = this.getPoint(t1);
-                       const pt2 = this.getPoint(t2);
-                       const tangent = optionalTarget || (pt1.isVector2 ? new Vector2() : new Vector3());
-                       tangent.copy(pt2).sub(pt1).normalize();
-                       return tangent;
-               }
 
-               getTangentAt(u, optionalTarget) {
-                       const t = this.getUtoTmapping(u);
-                       return this.getTangent(t, optionalTarget);
-               }
+                               getTangent(t, optionalTarget) {
+                                       const delta = 0.0001;
+                                       let t1 = t - delta;
+                                       let t2 = t + delta; // Capping in case of danger
 
-               computeFrenetFrames(segments, closed) {
-                       // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
-                       const normal = new Vector3();
-                       const tangents = [];
-                       const normals = [];
-                       const binormals = [];
-                       const vec = new Vector3();
-                       const mat = new Matrix4(); // compute the tangent vectors for each segment on the curve
+                                       if (t1 < 0) t1 = 0;
+                                       if (t2 > 1) t2 = 1;
+                                       const pt1 = this.getPoint(t1);
+                                       const pt2 = this.getPoint(t2);
+                                       const tangent = optionalTarget || (pt1.isVector2 ? new Vector2() : new Vector3());
+                                       tangent.copy(pt2).sub(pt1).normalize();
+                                       return tangent;
+                               }
 
-                       for (let i = 0; i <= segments; i++) {
-                               const u = i / segments;
-                               tangents[i] = this.getTangentAt(u, new Vector3());
-                               tangents[i].normalize();
-                       } // select an initial normal vector perpendicular to the first tangent vector,
-                       // and in the direction of the minimum tangent xyz component
+                               getTangentAt(u, optionalTarget) {
+                                       const t = this.getUtoTmapping(u);
+                                       return this.getTangent(t, optionalTarget);
+                               }
 
+                               computeFrenetFrames(segments, closed) {
+                                       // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
+                                       const normal = new Vector3();
+                                       const tangents = [];
+                                       const normals = [];
+                                       const binormals = [];
+                                       const vec = new Vector3();
+                                       const mat = new Matrix4(); // compute the tangent vectors for each segment on the curve
 
-                       normals[0] = new Vector3();
-                       binormals[0] = new Vector3();
-                       let min = Number.MAX_VALUE;
-                       const tx = Math.abs(tangents[0].x);
-                       const ty = Math.abs(tangents[0].y);
-                       const tz = Math.abs(tangents[0].z);
+                                       for (let i = 0; i <= segments; i++) {
+                                               const u = i / segments;
+                                               tangents[i] = this.getTangentAt(u, new Vector3());
+                                               tangents[i].normalize();
+                                       } // select an initial normal vector perpendicular to the first tangent vector,
+                                       // and in the direction of the minimum tangent xyz component
 
-                       if (tx <= min) {
-                               min = tx;
-                               normal.set(1, 0, 0);
-                       }
 
-                       if (ty <= min) {
-                               min = ty;
-                               normal.set(0, 1, 0);
-                       }
+                                       normals[0] = new Vector3();
+                                       binormals[0] = new Vector3();
+                                       let min = Number.MAX_VALUE;
+                                       const tx = Math.abs(tangents[0].x);
+                                       const ty = Math.abs(tangents[0].y);
+                                       const tz = Math.abs(tangents[0].z);
 
-                       if (tz <= min) {
-                               normal.set(0, 0, 1);
-                       }
+                                       if (tx <= min) {
+                                               min = tx;
+                                               normal.set(1, 0, 0);
+                                       }
 
-                       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
+                                       if (ty <= min) {
+                                               min = ty;
+                                               normal.set(0, 1, 0);
+                                       }
 
-                       for (let 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 (tz <= min) {
+                                               normal.set(0, 0, 1);
+                                       }
 
-                               if (vec.length() > Number.EPSILON) {
-                                       vec.normalize();
-                                       const theta = Math.acos(clamp(tangents[i - 1].dot(tangents[i]), -1, 1)); // clamp for floating pt errors
+                                       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
 
-                                       normals[i].applyMatrix4(mat.makeRotationAxis(vec, theta));
-                               }
+                                       for (let i = 1; i <= segments; i++) {
+                                               normals[i] = normals[i - 1].clone();
+                                               binormals[i] = binormals[i - 1].clone();
+                                               vec.crossVectors(tangents[i - 1], tangents[i]);
 
-                               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 (vec.length() > Number.EPSILON) {
+                                                       vec.normalize();
+                                                       const theta = Math.acos(clamp(tangents[i - 1].dot(tangents[i]), -1, 1)); // clamp for floating pt errors
 
+                                                       normals[i].applyMatrix4(mat.makeRotationAxis(vec, theta));
+                                               }
 
-                       if (closed === true) {
-                               let theta = Math.acos(clamp(normals[0].dot(normals[segments]), -1, 1));
-                               theta /= segments;
+                                               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 (tangents[0].dot(vec.crossVectors(normals[0], normals[segments])) > 0) {
-                                       theta = -theta;
-                               }
 
-                               for (let i = 1; i <= segments; i++) {
-                                       // twist a little...
-                                       normals[i].applyMatrix4(mat.makeRotationAxis(tangents[i], theta * i));
-                                       binormals[i].crossVectors(tangents[i], normals[i]);
-                               }
-                       }
+                                       if (closed === true) {
+                                               let theta = Math.acos(clamp(normals[0].dot(normals[segments]), -1, 1));
+                                               theta /= segments;
 
-                       return {
-                               tangents: tangents,
-                               normals: normals,
-                               binormals: binormals
-                       };
-               }
+                                               if (tangents[0].dot(vec.crossVectors(normals[0], normals[segments])) > 0) {
+                                                       theta = -theta;
+                                               }
 
-               clone() {
-                       return new this.constructor().copy(this);
-               }
+                                               for (let i = 1; i <= segments; i++) {
+                                                       // twist a little...
+                                                       normals[i].applyMatrix4(mat.makeRotationAxis(tangents[i], theta * i));
+                                                       binormals[i].crossVectors(tangents[i], normals[i]);
+                                               }
+                                       }
 
-               copy(source) {
-                       this.arcLengthDivisions = source.arcLengthDivisions;
-                       return this;
-               }
+                                       return {
+                                               tangents: tangents,
+                                               normals: normals,
+                                               binormals: binormals
+                                       };
+                               }
 
-               toJSON() {
-                       const data = {
-                               metadata: {
-                                       version: 4.5,
-                                       type: 'Curve',
-                                       generator: 'Curve.toJSON'
+                               clone() {
+                                       return new this.constructor().copy(this);
                                }
-                       };
-                       data.arcLengthDivisions = this.arcLengthDivisions;
-                       data.type = this.type;
-                       return data;
-               }
 
-               fromJSON(json) {
-                       this.arcLengthDivisions = json.arcLengthDivisions;
-                       return this;
-               }
+                               copy(source) {
+                                       this.arcLengthDivisions = source.arcLengthDivisions;
+                                       return this;
+                               }
 
-       }
+                               toJSON() {
+                                       const data = {
+                                               metadata: {
+                                                       version: 4.5,
+                                                       type: 'Curve',
+                                                       generator: 'Curve.toJSON'
+                                               }
+                                       };
+                                       data.arcLengthDivisions = this.arcLengthDivisions;
+                                       data.type = this.type;
+                                       return data;
+                               }
 
-       class EllipseCurve extends Curve {
-               constructor(aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0) {
-                       super();
-                       this.type = 'EllipseCurve';
-                       this.aX = aX;
-                       this.aY = aY;
-                       this.xRadius = xRadius;
-                       this.yRadius = yRadius;
-                       this.aStartAngle = aStartAngle;
-                       this.aEndAngle = aEndAngle;
-                       this.aClockwise = aClockwise;
-                       this.aRotation = aRotation;
-               }
+                               fromJSON(json) {
+                                       this.arcLengthDivisions = json.arcLengthDivisions;
+                                       return this;
+                               }
 
-               getPoint(t, optionalTarget) {
-                       const point = optionalTarget || new Vector2();
-                       const twoPi = Math.PI * 2;
-                       let deltaAngle = this.aEndAngle - this.aStartAngle;
-                       const samePoints = Math.abs(deltaAngle) < Number.EPSILON; // ensures that deltaAngle is 0 .. 2 PI
+                       }
 
-                       while (deltaAngle < 0) deltaAngle += twoPi;
+                       class EllipseCurve extends Curve {
+                               constructor(aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0) {
+                                       super();
+                                       this.type = 'EllipseCurve';
+                                       this.aX = aX;
+                                       this.aY = aY;
+                                       this.xRadius = xRadius;
+                                       this.yRadius = yRadius;
+                                       this.aStartAngle = aStartAngle;
+                                       this.aEndAngle = aEndAngle;
+                                       this.aClockwise = aClockwise;
+                                       this.aRotation = aRotation;
+                               }
 
-                       while (deltaAngle > twoPi) deltaAngle -= twoPi;
+                               getPoint(t, optionalTarget) {
+                                       const point = optionalTarget || new Vector2();
+                                       const twoPi = Math.PI * 2;
+                                       let deltaAngle = this.aEndAngle - this.aStartAngle;
+                                       const samePoints = Math.abs(deltaAngle) < Number.EPSILON; // ensures that deltaAngle is 0 .. 2 PI
 
-                       if (deltaAngle < Number.EPSILON) {
-                               if (samePoints) {
-                                       deltaAngle = 0;
-                               } else {
-                                       deltaAngle = twoPi;
-                               }
-                       }
+                                       while (deltaAngle < 0) deltaAngle += twoPi;
 
-                       if (this.aClockwise === true && !samePoints) {
-                               if (deltaAngle === twoPi) {
-                                       deltaAngle = -twoPi;
-                               } else {
-                                       deltaAngle = deltaAngle - twoPi;
-                               }
-                       }
+                                       while (deltaAngle > twoPi) deltaAngle -= twoPi;
+
+                                       if (deltaAngle < Number.EPSILON) {
+                                               if (samePoints) {
+                                                       deltaAngle = 0;
+                                               } else {
+                                                       deltaAngle = twoPi;
+                                               }
+                                       }
 
-                       const angle = this.aStartAngle + t * deltaAngle;
-                       let x = this.aX + this.xRadius * Math.cos(angle);
-                       let y = this.aY + this.yRadius * Math.sin(angle);
+                                       if (this.aClockwise === true && !samePoints) {
+                                               if (deltaAngle === twoPi) {
+                                                       deltaAngle = -twoPi;
+                                               } else {
+                                                       deltaAngle = deltaAngle - twoPi;
+                                               }
+                                       }
 
-                       if (this.aRotation !== 0) {
-                               const cos = Math.cos(this.aRotation);
-                               const sin = Math.sin(this.aRotation);
-                               const tx = x - this.aX;
-                               const ty = y - this.aY; // Rotate the point about the center of the ellipse.
+                                       const angle = this.aStartAngle + t * deltaAngle;
+                                       let x = this.aX + this.xRadius * Math.cos(angle);
+                                       let y = this.aY + this.yRadius * Math.sin(angle);
 
-                               x = tx * cos - ty * sin + this.aX;
-                               y = tx * sin + ty * cos + this.aY;
-                       }
+                                       if (this.aRotation !== 0) {
+                                               const cos = Math.cos(this.aRotation);
+                                               const sin = Math.sin(this.aRotation);
+                                               const tx = x - this.aX;
+                                               const ty = y - this.aY; // Rotate the point about the center of the ellipse.
 
-                       return point.set(x, y);
-               }
+                                               x = tx * cos - ty * sin + this.aX;
+                                               y = tx * sin + ty * cos + this.aY;
+                                       }
 
-               copy(source) {
-                       super.copy(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;
-               }
+                                       return point.set(x, y);
+                               }
 
-               toJSON() {
-                       const data = super.toJSON();
-                       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;
-               }
+                               copy(source) {
+                                       super.copy(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;
+                               }
 
-               fromJSON(json) {
-                       super.fromJSON(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;
-               }
+                               toJSON() {
+                                       const data = super.toJSON();
+                                       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;
+                               }
+
+                               fromJSON(json) {
+                                       super.fromJSON(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;
+                               }
 
-       }
+                       }
 
-       EllipseCurve.prototype.isEllipseCurve = true;
+                       EllipseCurve.prototype.isEllipseCurve = true;
 
-       class ArcCurve extends EllipseCurve {
-               constructor(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {
-                       super(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
-                       this.type = 'ArcCurve';
-               }
+                       class ArcCurve extends EllipseCurve {
+                               constructor(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {
+                                       super(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
+                                       this.type = 'ArcCurve';
+                               }
 
-       }
+                       }
 
-       ArcCurve.prototype.isArcCurve = true;
+                       ArcCurve.prototype.isArcCurve = true;
 
-       /**
-        * 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
-        */
+                       /**
+                        * 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
@@ -22705,12 +22759,13 @@ window["THREE"] = require("three");
        which can be placed in CurveUtils.
        */
 
-       function CubicPoly() {
-               let c0 = 0,
-                               c1 = 0,
-                               c2 = 0,
-                               c3 = 0;
-               /*
+                       function CubicPoly() {
+                               let 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
@@ -22719,4004 +22774,4004 @@ window["THREE"] = require("three");
                 *       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;
-               }
+                               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]
-                               let t1 = (x1 - x0) / dt0 - (x2 - x0) / (dt0 + dt1) + (x2 - x1) / dt1;
-                               let 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) {
-                               const t2 = t * t;
-                               const t3 = t2 * t;
-                               return c0 + c1 * t + c2 * t2 + c3 * t3;
-                       }
-               };
-       } //
+                               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]
+                                               let t1 = (x1 - x0) / dt0 - (x2 - x0) / (dt0 + dt1) + (x2 - x1) / dt1;
+                                               let 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) {
+                                               const t2 = t * t;
+                                               const t3 = t2 * t;
+                                               return c0 + c1 * t + c2 * t2 + c3 * t3;
+                                       }
+                               };
+                       } //
 
 
-       const tmp = new Vector3();
-       const px = new CubicPoly(),
+                       const tmp = new Vector3();
+                       const px = new CubicPoly(),
                                py = new CubicPoly(),
                                pz = new CubicPoly();
 
-       class CatmullRomCurve3 extends Curve {
-               constructor(points = [], closed = false, curveType = 'centripetal', tension = 0.5) {
-                       super();
-                       this.type = 'CatmullRomCurve3';
-                       this.points = points;
-                       this.closed = closed;
-                       this.curveType = curveType;
-                       this.tension = tension;
-               }
+                       class CatmullRomCurve3 extends Curve {
+                               constructor(points = [], closed = false, curveType = 'centripetal', tension = 0.5) {
+                                       super();
+                                       this.type = 'CatmullRomCurve3';
+                                       this.points = points;
+                                       this.closed = closed;
+                                       this.curveType = curveType;
+                                       this.tension = tension;
+                               }
+
+                               getPoint(t, optionalTarget = new Vector3()) {
+                                       const point = optionalTarget;
+                                       const points = this.points;
+                                       const l = points.length;
+                                       const p = (l - (this.closed ? 0 : 1)) * t;
+                                       let intPoint = Math.floor(p);
+                                       let 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;
+                                       }
 
-               getPoint(t, optionalTarget = new Vector3()) {
-                       const point = optionalTarget;
-                       const points = this.points;
-                       const l = points.length;
-                       const p = (l - (this.closed ? 0 : 1)) * t;
-                       let intPoint = Math.floor(p);
-                       let weight = p - intPoint;
+                                       let p0, p3; // 4 points (p1 & p2 defined below)
 
-                       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;
-                       }
+                                       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;
+                                       }
 
-                       let p0, p3; // 4 points (p1 & p2 defined below)
+                                       const p1 = points[intPoint % l];
+                                       const p2 = points[(intPoint + 1) % l];
 
-                       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;
-                       }
+                                       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;
+                                       }
 
-                       const p1 = points[intPoint % l];
-                       const p2 = points[(intPoint + 1) % l];
+                                       if (this.curveType === 'centripetal' || this.curveType === 'chordal') {
+                                               // init Centripetal / Chordal Catmull-Rom
+                                               const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
+                                               let dt0 = Math.pow(p0.distanceToSquared(p1), pow);
+                                               let dt1 = Math.pow(p1.distanceToSquared(p2), pow);
+                                               let 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);
+                                       }
 
-                       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
-                               const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
-                               let dt0 = Math.pow(p0.distanceToSquared(p1), pow);
-                               let dt1 = Math.pow(p1.distanceToSquared(p2), pow);
-                               let 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;
-               }
+                                       point.set(px.calc(weight), py.calc(weight), pz.calc(weight));
+                                       return point;
+                               }
 
-               copy(source) {
-                       super.copy(source);
-                       this.points = [];
+                               copy(source) {
+                                       super.copy(source);
+                                       this.points = [];
 
-                       for (let i = 0, l = source.points.length; i < l; i++) {
-                               const point = source.points[i];
-                               this.points.push(point.clone());
-                       }
+                                       for (let i = 0, l = source.points.length; i < l; i++) {
+                                               const point = source.points[i];
+                                               this.points.push(point.clone());
+                                       }
 
-                       this.closed = source.closed;
-                       this.curveType = source.curveType;
-                       this.tension = source.tension;
-                       return this;
-               }
+                                       this.closed = source.closed;
+                                       this.curveType = source.curveType;
+                                       this.tension = source.tension;
+                                       return this;
+                               }
 
-               toJSON() {
-                       const data = super.toJSON();
-                       data.points = [];
+                               toJSON() {
+                                       const data = super.toJSON();
+                                       data.points = [];
 
-                       for (let i = 0, l = this.points.length; i < l; i++) {
-                               const point = this.points[i];
-                               data.points.push(point.toArray());
-                       }
+                                       for (let i = 0, l = this.points.length; i < l; i++) {
+                                               const point = this.points[i];
+                                               data.points.push(point.toArray());
+                                       }
 
-                       data.closed = this.closed;
-                       data.curveType = this.curveType;
-                       data.tension = this.tension;
-                       return data;
-               }
+                                       data.closed = this.closed;
+                                       data.curveType = this.curveType;
+                                       data.tension = this.tension;
+                                       return data;
+                               }
 
-               fromJSON(json) {
-                       super.fromJSON(json);
-                       this.points = [];
+                               fromJSON(json) {
+                                       super.fromJSON(json);
+                                       this.points = [];
 
-                       for (let i = 0, l = json.points.length; i < l; i++) {
-                               const point = json.points[i];
-                               this.points.push(new Vector3().fromArray(point));
-                       }
+                                       for (let i = 0, l = json.points.length; i < l; i++) {
+                                               const 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;
-               }
+                                       this.closed = json.closed;
+                                       this.curveType = json.curveType;
+                                       this.tension = json.tension;
+                                       return this;
+                               }
 
-       }
+                       }
 
-       CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
+                       CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
 
-       /**
-        * Bezier Curves formulas obtained from
-        * http://en.wikipedia.org/wiki/Bézier_curve
-        */
-       function CatmullRom(t, p0, p1, p2, p3) {
-               const v0 = (p2 - p0) * 0.5;
-               const v1 = (p3 - p1) * 0.5;
-               const t2 = t * t;
-               const t3 = t * t2;
-               return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1;
-       } //
+                       /**
+                        * Bezier Curves formulas obtained from
+                        * http://en.wikipedia.org/wiki/Bézier_curve
+                        */
+                       function CatmullRom(t, p0, p1, p2, p3) {
+                               const v0 = (p2 - p0) * 0.5;
+                               const v1 = (p3 - p1) * 0.5;
+                               const t2 = t * t;
+                               const 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) {
-               const k = 1 - t;
-               return k * k * p;
-       }
+                       function QuadraticBezierP0(t, p) {
+                               const k = 1 - t;
+                               return k * k * p;
+                       }
 
-       function QuadraticBezierP1(t, p) {
-               return 2 * (1 - t) * t * p;
-       }
+                       function QuadraticBezierP1(t, p) {
+                               return 2 * (1 - t) * t * p;
+                       }
 
-       function QuadraticBezierP2(t, p) {
-               return 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 QuadraticBezier(t, p0, p1, p2) {
+                               return QuadraticBezierP0(t, p0) + QuadraticBezierP1(t, p1) + QuadraticBezierP2(t, p2);
+                       } //
 
 
-       function CubicBezierP0(t, p) {
-               const k = 1 - t;
-               return k * k * k * p;
-       }
+                       function CubicBezierP0(t, p) {
+                               const k = 1 - t;
+                               return k * k * k * p;
+                       }
 
-       function CubicBezierP1(t, p) {
-               const k = 1 - t;
-               return 3 * k * k * t * p;
-       }
+                       function CubicBezierP1(t, p) {
+                               const k = 1 - t;
+                               return 3 * k * k * t * p;
+                       }
 
-       function CubicBezierP2(t, p) {
-               return 3 * (1 - t) * t * t * p;
-       }
+                       function CubicBezierP2(t, p) {
+                               return 3 * (1 - t) * t * t * p;
+                       }
 
-       function CubicBezierP3(t, p) {
-               return 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 CubicBezier(t, p0, p1, p2, p3) {
+                               return CubicBezierP0(t, p0) + CubicBezierP1(t, p1) + CubicBezierP2(t, p2) + CubicBezierP3(t, p3);
+                       }
 
-       class CubicBezierCurve extends Curve {
-               constructor(v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2()) {
-                       super();
-                       this.type = 'CubicBezierCurve';
-                       this.v0 = v0;
-                       this.v1 = v1;
-                       this.v2 = v2;
-                       this.v3 = v3;
-               }
+                       class CubicBezierCurve extends Curve {
+                               constructor(v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2()) {
+                                       super();
+                                       this.type = 'CubicBezierCurve';
+                                       this.v0 = v0;
+                                       this.v1 = v1;
+                                       this.v2 = v2;
+                                       this.v3 = v3;
+                               }
 
-               getPoint(t, optionalTarget = new Vector2()) {
-                       const point = optionalTarget;
-                       const v0 = this.v0,
+                               getPoint(t, optionalTarget = new Vector2()) {
+                                       const point = optionalTarget;
+                                       const 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;
-               }
+                                       point.set(CubicBezier(t, v0.x, v1.x, v2.x, v3.x), CubicBezier(t, v0.y, v1.y, v2.y, v3.y));
+                                       return point;
+                               }
 
-               copy(source) {
-                       super.copy(source);
-                       this.v0.copy(source.v0);
-                       this.v1.copy(source.v1);
-                       this.v2.copy(source.v2);
-                       this.v3.copy(source.v3);
-                       return this;
-               }
+                               copy(source) {
+                                       super.copy(source);
+                                       this.v0.copy(source.v0);
+                                       this.v1.copy(source.v1);
+                                       this.v2.copy(source.v2);
+                                       this.v3.copy(source.v3);
+                                       return this;
+                               }
 
-               toJSON() {
-                       const data = super.toJSON();
-                       data.v0 = this.v0.toArray();
-                       data.v1 = this.v1.toArray();
-                       data.v2 = this.v2.toArray();
-                       data.v3 = this.v3.toArray();
-                       return data;
-               }
+                               toJSON() {
+                                       const data = super.toJSON();
+                                       data.v0 = this.v0.toArray();
+                                       data.v1 = this.v1.toArray();
+                                       data.v2 = this.v2.toArray();
+                                       data.v3 = this.v3.toArray();
+                                       return data;
+                               }
 
-               fromJSON(json) {
-                       super.fromJSON(json);
-                       this.v0.fromArray(json.v0);
-                       this.v1.fromArray(json.v1);
-                       this.v2.fromArray(json.v2);
-                       this.v3.fromArray(json.v3);
-                       return this;
-               }
+                               fromJSON(json) {
+                                       super.fromJSON(json);
+                                       this.v0.fromArray(json.v0);
+                                       this.v1.fromArray(json.v1);
+                                       this.v2.fromArray(json.v2);
+                                       this.v3.fromArray(json.v3);
+                                       return this;
+                               }
 
-       }
+                       }
 
-       CubicBezierCurve.prototype.isCubicBezierCurve = true;
+                       CubicBezierCurve.prototype.isCubicBezierCurve = true;
 
-       class CubicBezierCurve3 extends Curve {
-               constructor(v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3()) {
-                       super();
-                       this.type = 'CubicBezierCurve3';
-                       this.v0 = v0;
-                       this.v1 = v1;
-                       this.v2 = v2;
-                       this.v3 = v3;
-               }
+                       class CubicBezierCurve3 extends Curve {
+                               constructor(v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3()) {
+                                       super();
+                                       this.type = 'CubicBezierCurve3';
+                                       this.v0 = v0;
+                                       this.v1 = v1;
+                                       this.v2 = v2;
+                                       this.v3 = v3;
+                               }
 
-               getPoint(t, optionalTarget = new Vector3()) {
-                       const point = optionalTarget;
-                       const v0 = this.v0,
+                               getPoint(t, optionalTarget = new Vector3()) {
+                                       const point = optionalTarget;
+                                       const 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;
-               }
+                                       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;
+                               }
 
-               copy(source) {
-                       super.copy(source);
-                       this.v0.copy(source.v0);
-                       this.v1.copy(source.v1);
-                       this.v2.copy(source.v2);
-                       this.v3.copy(source.v3);
-                       return this;
-               }
+                               copy(source) {
+                                       super.copy(source);
+                                       this.v0.copy(source.v0);
+                                       this.v1.copy(source.v1);
+                                       this.v2.copy(source.v2);
+                                       this.v3.copy(source.v3);
+                                       return this;
+                               }
 
-               toJSON() {
-                       const data = super.toJSON();
-                       data.v0 = this.v0.toArray();
-                       data.v1 = this.v1.toArray();
-                       data.v2 = this.v2.toArray();
-                       data.v3 = this.v3.toArray();
-                       return data;
-               }
+                               toJSON() {
+                                       const data = super.toJSON();
+                                       data.v0 = this.v0.toArray();
+                                       data.v1 = this.v1.toArray();
+                                       data.v2 = this.v2.toArray();
+                                       data.v3 = this.v3.toArray();
+                                       return data;
+                               }
 
-               fromJSON(json) {
-                       super.fromJSON(json);
-                       this.v0.fromArray(json.v0);
-                       this.v1.fromArray(json.v1);
-                       this.v2.fromArray(json.v2);
-                       this.v3.fromArray(json.v3);
-                       return this;
-               }
+                               fromJSON(json) {
+                                       super.fromJSON(json);
+                                       this.v0.fromArray(json.v0);
+                                       this.v1.fromArray(json.v1);
+                                       this.v2.fromArray(json.v2);
+                                       this.v3.fromArray(json.v3);
+                                       return this;
+                               }
 
-       }
+                       }
 
-       CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
+                       CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
 
-       class LineCurve extends Curve {
-               constructor(v1 = new Vector2(), v2 = new Vector2()) {
-                       super();
-                       this.type = 'LineCurve';
-                       this.v1 = v1;
-                       this.v2 = v2;
-               }
+                       class LineCurve extends Curve {
+                               constructor(v1 = new Vector2(), v2 = new Vector2()) {
+                                       super();
+                                       this.type = 'LineCurve';
+                                       this.v1 = v1;
+                                       this.v2 = v2;
+                               }
 
-               getPoint(t, optionalTarget = new Vector2()) {
-                       const point = optionalTarget;
+                               getPoint(t, optionalTarget = new Vector2()) {
+                                       const point = optionalTarget;
 
-                       if (t === 1) {
-                               point.copy(this.v2);
-                       } else {
-                               point.copy(this.v2).sub(this.v1);
-                               point.multiplyScalar(t).add(this.v1);
-                       }
+                                       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
+                                       return point;
+                               } // Line curve is linear, so we can overwrite default getPointAt
 
 
-               getPointAt(u, optionalTarget) {
-                       return this.getPoint(u, optionalTarget);
-               }
+                               getPointAt(u, optionalTarget) {
+                                       return this.getPoint(u, optionalTarget);
+                               }
 
-               getTangent(t, optionalTarget) {
-                       const tangent = optionalTarget || new Vector2();
-                       tangent.copy(this.v2).sub(this.v1).normalize();
-                       return tangent;
-               }
+                               getTangent(t, optionalTarget) {
+                                       const tangent = optionalTarget || new Vector2();
+                                       tangent.copy(this.v2).sub(this.v1).normalize();
+                                       return tangent;
+                               }
 
-               copy(source) {
-                       super.copy(source);
-                       this.v1.copy(source.v1);
-                       this.v2.copy(source.v2);
-                       return this;
-               }
+                               copy(source) {
+                                       super.copy(source);
+                                       this.v1.copy(source.v1);
+                                       this.v2.copy(source.v2);
+                                       return this;
+                               }
 
-               toJSON() {
-                       const data = super.toJSON();
-                       data.v1 = this.v1.toArray();
-                       data.v2 = this.v2.toArray();
-                       return data;
-               }
+                               toJSON() {
+                                       const data = super.toJSON();
+                                       data.v1 = this.v1.toArray();
+                                       data.v2 = this.v2.toArray();
+                                       return data;
+                               }
 
-               fromJSON(json) {
-                       super.fromJSON(json);
-                       this.v1.fromArray(json.v1);
-                       this.v2.fromArray(json.v2);
-                       return this;
-               }
+                               fromJSON(json) {
+                                       super.fromJSON(json);
+                                       this.v1.fromArray(json.v1);
+                                       this.v2.fromArray(json.v2);
+                                       return this;
+                               }
 
-       }
+                       }
 
-       LineCurve.prototype.isLineCurve = true;
+                       LineCurve.prototype.isLineCurve = true;
 
-       class LineCurve3 extends Curve {
-               constructor(v1 = new Vector3(), v2 = new Vector3()) {
-                       super();
-                       this.type = 'LineCurve3';
-                       this.isLineCurve3 = true;
-                       this.v1 = v1;
-                       this.v2 = v2;
-               }
+                       class LineCurve3 extends Curve {
+                               constructor(v1 = new Vector3(), v2 = new Vector3()) {
+                                       super();
+                                       this.type = 'LineCurve3';
+                                       this.isLineCurve3 = true;
+                                       this.v1 = v1;
+                                       this.v2 = v2;
+                               }
 
-               getPoint(t, optionalTarget = new Vector3()) {
-                       const point = optionalTarget;
+                               getPoint(t, optionalTarget = new Vector3()) {
+                                       const point = optionalTarget;
 
-                       if (t === 1) {
-                               point.copy(this.v2);
-                       } else {
-                               point.copy(this.v2).sub(this.v1);
-                               point.multiplyScalar(t).add(this.v1);
-                       }
+                                       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
+                                       return point;
+                               } // Line curve is linear, so we can overwrite default getPointAt
 
 
-               getPointAt(u, optionalTarget) {
-                       return this.getPoint(u, optionalTarget);
-               }
+                               getPointAt(u, optionalTarget) {
+                                       return this.getPoint(u, optionalTarget);
+                               }
 
-               copy(source) {
-                       super.copy(source);
-                       this.v1.copy(source.v1);
-                       this.v2.copy(source.v2);
-                       return this;
-               }
+                               copy(source) {
+                                       super.copy(source);
+                                       this.v1.copy(source.v1);
+                                       this.v2.copy(source.v2);
+                                       return this;
+                               }
 
-               toJSON() {
-                       const data = super.toJSON();
-                       data.v1 = this.v1.toArray();
-                       data.v2 = this.v2.toArray();
-                       return data;
-               }
+                               toJSON() {
+                                       const data = super.toJSON();
+                                       data.v1 = this.v1.toArray();
+                                       data.v2 = this.v2.toArray();
+                                       return data;
+                               }
 
-               fromJSON(json) {
-                       super.fromJSON(json);
-                       this.v1.fromArray(json.v1);
-                       this.v2.fromArray(json.v2);
-                       return this;
-               }
+                               fromJSON(json) {
+                                       super.fromJSON(json);
+                                       this.v1.fromArray(json.v1);
+                                       this.v2.fromArray(json.v2);
+                                       return this;
+                               }
 
-       }
+                       }
 
-       class QuadraticBezierCurve extends Curve {
-               constructor(v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2()) {
-                       super();
-                       this.type = 'QuadraticBezierCurve';
-                       this.v0 = v0;
-                       this.v1 = v1;
-                       this.v2 = v2;
-               }
+                       class QuadraticBezierCurve extends Curve {
+                               constructor(v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2()) {
+                                       super();
+                                       this.type = 'QuadraticBezierCurve';
+                                       this.v0 = v0;
+                                       this.v1 = v1;
+                                       this.v2 = v2;
+                               }
 
-               getPoint(t, optionalTarget = new Vector2()) {
-                       const point = optionalTarget;
-                       const v0 = this.v0,
+                               getPoint(t, optionalTarget = new Vector2()) {
+                                       const point = optionalTarget;
+                                       const 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;
-               }
+                                       point.set(QuadraticBezier(t, v0.x, v1.x, v2.x), QuadraticBezier(t, v0.y, v1.y, v2.y));
+                                       return point;
+                               }
 
-               copy(source) {
-                       super.copy(source);
-                       this.v0.copy(source.v0);
-                       this.v1.copy(source.v1);
-                       this.v2.copy(source.v2);
-                       return this;
-               }
+                               copy(source) {
+                                       super.copy(source);
+                                       this.v0.copy(source.v0);
+                                       this.v1.copy(source.v1);
+                                       this.v2.copy(source.v2);
+                                       return this;
+                               }
 
-               toJSON() {
-                       const data = super.toJSON();
-                       data.v0 = this.v0.toArray();
-                       data.v1 = this.v1.toArray();
-                       data.v2 = this.v2.toArray();
-                       return data;
-               }
+                               toJSON() {
+                                       const data = super.toJSON();
+                                       data.v0 = this.v0.toArray();
+                                       data.v1 = this.v1.toArray();
+                                       data.v2 = this.v2.toArray();
+                                       return data;
+                               }
 
-               fromJSON(json) {
-                       super.fromJSON(json);
-                       this.v0.fromArray(json.v0);
-                       this.v1.fromArray(json.v1);
-                       this.v2.fromArray(json.v2);
-                       return this;
-               }
+                               fromJSON(json) {
+                                       super.fromJSON(json);
+                                       this.v0.fromArray(json.v0);
+                                       this.v1.fromArray(json.v1);
+                                       this.v2.fromArray(json.v2);
+                                       return this;
+                               }
 
-       }
+                       }
 
-       QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
+                       QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
 
-       class QuadraticBezierCurve3 extends Curve {
-               constructor(v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3()) {
-                       super();
-                       this.type = 'QuadraticBezierCurve3';
-                       this.v0 = v0;
-                       this.v1 = v1;
-                       this.v2 = v2;
-               }
+                       class QuadraticBezierCurve3 extends Curve {
+                               constructor(v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3()) {
+                                       super();
+                                       this.type = 'QuadraticBezierCurve3';
+                                       this.v0 = v0;
+                                       this.v1 = v1;
+                                       this.v2 = v2;
+                               }
 
-               getPoint(t, optionalTarget = new Vector3()) {
-                       const point = optionalTarget;
-                       const v0 = this.v0,
+                               getPoint(t, optionalTarget = new Vector3()) {
+                                       const point = optionalTarget;
+                                       const 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;
-               }
-
-               copy(source) {
-                       super.copy(source);
-                       this.v0.copy(source.v0);
-                       this.v1.copy(source.v1);
-                       this.v2.copy(source.v2);
-                       return this;
-               }
+                                       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;
+                               }
 
-               toJSON() {
-                       const data = super.toJSON();
-                       data.v0 = this.v0.toArray();
-                       data.v1 = this.v1.toArray();
-                       data.v2 = this.v2.toArray();
-                       return data;
-               }
+                               copy(source) {
+                                       super.copy(source);
+                                       this.v0.copy(source.v0);
+                                       this.v1.copy(source.v1);
+                                       this.v2.copy(source.v2);
+                                       return this;
+                               }
 
-               fromJSON(json) {
-                       super.fromJSON(json);
-                       this.v0.fromArray(json.v0);
-                       this.v1.fromArray(json.v1);
-                       this.v2.fromArray(json.v2);
-                       return this;
-               }
+                               toJSON() {
+                                       const data = super.toJSON();
+                                       data.v0 = this.v0.toArray();
+                                       data.v1 = this.v1.toArray();
+                                       data.v2 = this.v2.toArray();
+                                       return data;
+                               }
 
-       }
+                               fromJSON(json) {
+                                       super.fromJSON(json);
+                                       this.v0.fromArray(json.v0);
+                                       this.v1.fromArray(json.v1);
+                                       this.v2.fromArray(json.v2);
+                                       return this;
+                               }
 
-       QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
+                       }
 
-       class SplineCurve extends Curve {
-               constructor(points = []) {
-                       super();
-                       this.type = 'SplineCurve';
-                       this.points = points;
-               }
+                       QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
 
-               getPoint(t, optionalTarget = new Vector2()) {
-                       const point = optionalTarget;
-                       const points = this.points;
-                       const p = (points.length - 1) * t;
-                       const intPoint = Math.floor(p);
-                       const weight = p - intPoint;
-                       const p0 = points[intPoint === 0 ? intPoint : intPoint - 1];
-                       const p1 = points[intPoint];
-                       const p2 = points[intPoint > points.length - 2 ? points.length - 1 : intPoint + 1];
-                       const 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;
-               }
+                       class SplineCurve extends Curve {
+                               constructor(points = []) {
+                                       super();
+                                       this.type = 'SplineCurve';
+                                       this.points = points;
+                               }
 
-               copy(source) {
-                       super.copy(source);
-                       this.points = [];
+                               getPoint(t, optionalTarget = new Vector2()) {
+                                       const point = optionalTarget;
+                                       const points = this.points;
+                                       const p = (points.length - 1) * t;
+                                       const intPoint = Math.floor(p);
+                                       const weight = p - intPoint;
+                                       const p0 = points[intPoint === 0 ? intPoint : intPoint - 1];
+                                       const p1 = points[intPoint];
+                                       const p2 = points[intPoint > points.length - 2 ? points.length - 1 : intPoint + 1];
+                                       const 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;
+                               }
 
-                       for (let i = 0, l = source.points.length; i < l; i++) {
-                               const point = source.points[i];
-                               this.points.push(point.clone());
-                       }
+                               copy(source) {
+                                       super.copy(source);
+                                       this.points = [];
 
-                       return this;
-               }
+                                       for (let i = 0, l = source.points.length; i < l; i++) {
+                                               const point = source.points[i];
+                                               this.points.push(point.clone());
+                                       }
 
-               toJSON() {
-                       const data = super.toJSON();
-                       data.points = [];
+                                       return this;
+                               }
 
-                       for (let i = 0, l = this.points.length; i < l; i++) {
-                               const point = this.points[i];
-                               data.points.push(point.toArray());
-                       }
+                               toJSON() {
+                                       const data = super.toJSON();
+                                       data.points = [];
 
-                       return data;
-               }
+                                       for (let i = 0, l = this.points.length; i < l; i++) {
+                                               const point = this.points[i];
+                                               data.points.push(point.toArray());
+                                       }
 
-               fromJSON(json) {
-                       super.fromJSON(json);
-                       this.points = [];
+                                       return data;
+                               }
+
+                               fromJSON(json) {
+                                       super.fromJSON(json);
+                                       this.points = [];
+
+                                       for (let i = 0, l = json.points.length; i < l; i++) {
+                                               const point = json.points[i];
+                                               this.points.push(new Vector2().fromArray(point));
+                                       }
+
+                                       return this;
+                               }
 
-                       for (let i = 0, l = json.points.length; i < l; i++) {
-                               const point = json.points[i];
-                               this.points.push(new Vector2().fromArray(point));
                        }
 
-                       return this;
-               }
+                       SplineCurve.prototype.isSplineCurve = true;
 
-       }
+                       var Curves = /*#__PURE__*/Object.freeze({
+                               __proto__: null,
+                               ArcCurve: ArcCurve,
+                               CatmullRomCurve3: CatmullRomCurve3,
+                               CubicBezierCurve: CubicBezierCurve,
+                               CubicBezierCurve3: CubicBezierCurve3,
+                               EllipseCurve: EllipseCurve,
+                               LineCurve: LineCurve,
+                               LineCurve3: LineCurve3,
+                               QuadraticBezierCurve: QuadraticBezierCurve,
+                               QuadraticBezierCurve3: QuadraticBezierCurve3,
+                               SplineCurve: SplineCurve
+                       });
 
-       SplineCurve.prototype.isSplineCurve = true;
-
-       var Curves = /*#__PURE__*/Object.freeze({
-               __proto__: null,
-               ArcCurve: ArcCurve,
-               CatmullRomCurve3: CatmullRomCurve3,
-               CubicBezierCurve: CubicBezierCurve,
-               CubicBezierCurve3: CubicBezierCurve3,
-               EllipseCurve: EllipseCurve,
-               LineCurve: LineCurve,
-               LineCurve3: LineCurve3,
-               QuadraticBezierCurve: QuadraticBezierCurve,
-               QuadraticBezierCurve3: QuadraticBezierCurve3,
-               SplineCurve: SplineCurve
-       });
-
-       /**
-        * Port from https://github.com/mapbox/earcut (v2.2.2)
-        */
-       const Earcut = {
-               triangulate: function (data, holeIndices, dim = 2) {
-                       const hasHoles = holeIndices && holeIndices.length;
-                       const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
-                       let outerNode = linkedList(data, 0, outerLen, dim, true);
-                       const triangles = [];
-                       if (!outerNode || outerNode.next === outerNode.prev) return triangles;
-                       let 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 (let 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
+                       /**
+                        * Port from https://github.com/mapbox/earcut (v2.2.2)
+                        */
+                       const Earcut = {
+                               triangulate: function (data, holeIndices, dim = 2) {
+                                       const hasHoles = holeIndices && holeIndices.length;
+                                       const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
+                                       let outerNode = linkedList(data, 0, outerLen, dim, true);
+                                       const triangles = [];
+                                       if (!outerNode || outerNode.next === outerNode.prev) return triangles;
+                                       let 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 (let 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;
+                                       }
 
-       function linkedList(data, start, end, dim, clockwise) {
-               let i, last;
+                                       earcutLinked(outerNode, triangles, dim, minX, minY, invSize);
+                                       return triangles;
+                               }
+                       }; // create a circular doubly linked list from polygon points in the specified winding order
 
-               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);
-               }
+                       function linkedList(data, start, end, dim, clockwise) {
+                               let i, last;
 
-               if (last && equals(last, last.next)) {
-                       removeNode(last);
-                       last = last.next;
-               }
+                               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);
+                               }
 
-               return last;
-       } // eliminate colinear or duplicate points
+                               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;
-               let p = start,
-                               again;
 
-               do {
-                       again = false;
+                       function filterPoints(start, end) {
+                               if (!start) return start;
+                               if (!end) end = start;
+                               let p = start,
+                                       again;
 
-                       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);
+                               do {
+                                       again = false;
 
-               return end;
-       } // main ear slicing loop which triangulates a polygon (given as a linked list)
+                                       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);
-               let stop = ear,
-                               prev,
-                               next; // iterate through ears, slicing them one by one
+                       function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
+                               if (!ear) return; // interlink polygon nodes in z-order
 
-               while (ear.prev !== ear.next) {
-                       prev = ear.prev;
-                       next = ear.next;
+                               if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
+                               let stop = ear,
+                                       prev,
+                                       next; // iterate through ears, slicing them one by one
 
-                       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 vertex leads to less sliver triangles
+                               while (ear.prev !== ear.next) {
+                                       prev = ear.prev;
+                                       next = ear.next;
 
-                               ear = next.next;
-                               stop = next.next;
-                               continue;
-                       }
+                                       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 vertex leads to less sliver triangles
 
-                       ear = next; // if we looped through the whole remaining polygon and can't find any more ears
+                                               ear = next.next;
+                                               stop = next.next;
+                                               continue;
+                                       }
 
-                       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(filterPoints(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);
-                               }
+                                       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(filterPoints(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
+                                               break;
+                                       }
+                               }
+                       } // check whether a polygon node forms a valid ear with adjacent nodes
 
 
-       function isEar(ear) {
-               const a = ear.prev,
+                       function isEar(ear) {
+                               const 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
+                               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
 
-               let p = ear.next.next;
+                               let 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;
-               }
+                               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;
-       }
+                               return true;
+                       }
 
-       function isEarHashed(ear, minX, minY, invSize) {
-               const a = ear.prev,
+                       function isEarHashed(ear, minX, minY, invSize) {
+                               const 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
+                               if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
+                               // triangle bbox; min & max are calculated like this for speed
 
-               const minTX = a.x < b.x ? a.x < c.x ? a.x : c.x : b.x < c.x ? b.x : c.x,
+                               const 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;
 
-               const minZ = zOrder(minTX, minTY, minX, minY, invSize),
+                               const minZ = zOrder(minTX, minTY, minX, minY, invSize),
                                        maxZ = zOrder(maxTX, maxTY, minX, minY, invSize);
-               let p = ear.prevZ,
-                               n = ear.nextZ; // look for points inside the triangle in both directions
+                               let p = ear.prevZ,
+                                       n = ear.nextZ; // look for points inside the triangle in both directions
 
-               while (p && p.z >= minZ && n && n.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.prevZ;
-                       if (n !== ear.prev && n !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
-                       n = n.nextZ;
-               } // look for remaining points in decreasing z-order
+                               while (p && p.z >= minZ && n && n.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.prevZ;
+                                       if (n !== ear.prev && n !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
+                                       n = n.nextZ;
+                               } // look for remaining points in decreasing z-order
 
 
-               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;
-               } // look for remaining points in increasing z-order
+                               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;
+                               } // look for remaining points in increasing z-order
 
 
-               while (n && n.z <= maxZ) {
-                       if (n !== ear.prev && n !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
-                       n = n.nextZ;
-               }
+                               while (n && n.z <= maxZ) {
+                                       if (n !== ear.prev && n !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
+                                       n = n.nextZ;
+                               }
 
-               return true;
-       } // go through all polygon nodes and cure small local self-intersections
+                               return true;
+                       } // go through all polygon nodes and cure small local self-intersections
 
 
-       function cureLocalIntersections(start, triangles, dim) {
-               let p = start;
+                       function cureLocalIntersections(start, triangles, dim) {
+                               let p = start;
 
-               do {
-                       const a = p.prev,
+                               do {
+                                       const 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
+                                       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;
-                       }
+                                               removeNode(p);
+                                               removeNode(p.next);
+                                               p = start = b;
+                                       }
 
-                       p = p.next;
-               } while (p !== start);
+                                       p = p.next;
+                               } while (p !== start);
 
-               return filterPoints(p);
-       } // try splitting polygon into two and triangulate them independently
+                               return filterPoints(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
-               let a = start;
+                       function splitEarcut(start, triangles, dim, minX, minY, invSize) {
+                               // look for a valid diagonal that divides the polygon into two
+                               let a = start;
 
-               do {
-                       let b = a.next.next;
+                               do {
+                                       let b = a.next.next;
 
-                       while (b !== a.prev) {
-                               if (a.i !== b.i && isValidDiagonal(a, b)) {
-                                       // split the polygon in two by the diagonal
-                                       let c = splitPolygon(a, b); // filter colinear points around the cuts
+                                       while (b !== a.prev) {
+                                               if (a.i !== b.i && isValidDiagonal(a, b)) {
+                                                       // split the polygon in two by the diagonal
+                                                       let 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
+                                                       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;
-                               }
+                                                       earcutLinked(a, triangles, dim, minX, minY, invSize);
+                                                       earcutLinked(c, triangles, dim, minX, minY, invSize);
+                                                       return;
+                                               }
 
-                               b = b.next;
-                       }
+                                               b = b.next;
+                                       }
 
-                       a = a.next;
-               } while (a !== start);
-       } // link every hole into the outer loop, producing a single-ring polygon without holes
+                                       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) {
-               const queue = [];
-               let i, len, start, end, list;
+                       function eliminateHoles(data, holeIndices, outerNode, dim) {
+                               const queue = [];
+                               let 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));
-               }
+                               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
+                               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);
-               }
+                               for (i = 0; i < queue.length; i++) {
+                                       eliminateHole(queue[i], outerNode);
+                                       outerNode = filterPoints(outerNode, outerNode.next);
+                               }
 
-               return outerNode;
-       }
+                               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 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);
+                       function eliminateHole(hole, outerNode) {
+                               outerNode = findHoleBridge(hole, outerNode);
 
-               if (outerNode) {
-                       const b = splitPolygon(outerNode, hole); // filter collinear points around the cuts
+                               if (outerNode) {
+                                       const b = splitPolygon(outerNode, hole); // filter collinear points around the cuts
 
-                       filterPoints(outerNode, outerNode.next);
-                       filterPoints(b, b.next);
-               }
-       } // David Eberly's algorithm for finding a bridge between hole and outer polygon
+                                       filterPoints(outerNode, outerNode.next);
+                                       filterPoints(b, b.next);
+                               }
+                       } // David Eberly's algorithm for finding a bridge between hole and outer polygon
 
 
-       function findHoleBridge(hole, outerNode) {
-               let p = outerNode;
-               const hx = hole.x;
-               const hy = hole.y;
-               let 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
+                       function findHoleBridge(hole, outerNode) {
+                               let p = outerNode;
+                               const hx = hole.x;
+                               const hy = hole.y;
+                               let 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) {
-                               const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
+                               do {
+                                       if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
+                                               const 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 && x > qx) {
+                                                       qx = x;
 
-                                       if (x === hx) {
-                                               if (hy === p.y) return p;
-                                               if (hy === p.next.y) return p.next;
-                                       }
+                                                       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;
-                               }
-                       }
+                                                       m = p.x < p.next.x ? p : p.next;
+                                               }
+                                       }
 
-                       p = p.next;
-               } while (p !== outerNode);
+                                       p = p.next;
+                               } while (p !== outerNode);
 
-               if (!m) return null;
-               if (hx === qx) return m; // hole touches outer segment; pick leftmost 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
+                               if (!m) return null;
+                               if (hx === qx) return m; // hole touches outer segment; pick leftmost 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
 
-               const stop = m,
+                               const stop = m,
                                        mx = m.x,
                                        my = m.y;
-               let tanMin = Infinity,
-                               tan;
-               p = m;
-
-               do {
-                       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 (locallyInside(p, hole) && (tan < tanMin || tan === tanMin && (p.x > m.x || p.x === m.x && sectorContainsSector(m, p)))) {
-                                       m = p;
-                                       tanMin = tan;
-                               }
-                       }
+                               let tanMin = Infinity,
+                                       tan;
+                               p = m;
 
-                       p = p.next;
-               } while (p !== stop);
-
-               return m;
-       } // whether sector in vertex m contains sector in vertex p in the same coordinates
+                               do {
+                                       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 (locallyInside(p, hole) && (tan < tanMin || tan === tanMin && (p.x > m.x || p.x === m.x && sectorContainsSector(m, p)))) {
+                                                       m = p;
+                                                       tanMin = tan;
+                                               }
+                                       }
 
-       function sectorContainsSector(m, p) {
-               return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
-       } // interlink polygon nodes in z-order
+                                       p = p.next;
+                               } while (p !== stop);
 
+                               return m;
+                       } // whether sector in vertex m contains sector in vertex p in the same coordinates
 
-       function indexCurve(start, minX, minY, invSize) {
-               let 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);
+                       function sectorContainsSector(m, p) {
+                               return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
+                       } // interlink polygon nodes in z-order
 
-               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 indexCurve(start, minX, minY, invSize) {
+                               let p = start;
 
-       function sortLinked(list) {
-               let i,
-                               p,
-                               q,
-                               e,
-                               tail,
-                               numMerges,
-                               pSize,
-                               qSize,
-                               inSize = 1;
+                               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) {
+                               let i,
+                                       p,
+                                       q,
+                                       e,
+                                       tail,
+                                       numMerges,
+                                       pSize,
+                                       qSize,
+                                       inSize = 1;
 
-               do {
-                       p = list;
-                       list = null;
-                       tail = null;
-                       numMerges = 0;
+                               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;
+                                               }
 
-                       while (p) {
-                               numMerges++;
-                               q = p;
-                               pSize = 0;
+                                               qSize = inSize;
 
-                               for (i = 0; i < inSize; i++) {
-                                       pSize++;
-                                       q = q.nextZ;
-                                       if (!q) break;
-                               }
+                                               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--;
+                                                       }
 
-                               qSize = inSize;
+                                                       if (tail) tail.nextZ = e; else list = e;
+                                                       e.prevZ = tail;
+                                                       tail = e;
+                                               }
 
-                               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--;
+                                               p = q;
                                        }
 
-                                       if (tail) tail.nextZ = e;else list = e;
-                                       e.prevZ = tail;
-                                       tail = e;
-                               }
-
-                               p = q;
-                       }
-
-                       tail.nextZ = null;
-                       inSize *= 2;
-               } while (numMerges > 1);
+                                       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
+                               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 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) {
-               let p = start,
-                               leftmost = start;
+                       function getLeftmost(start) {
+                               let p = start,
+                                       leftmost = start;
 
-               do {
-                       if (p.x < leftmost.x || p.x === leftmost.x && p.y < leftmost.y) leftmost = p;
-                       p = p.next;
-               } while (p !== start);
+                               do {
+                                       if (p.x < leftmost.x || p.x === leftmost.x && p.y < leftmost.y) leftmost = p;
+                                       p = p.next;
+                               } while (p !== start);
 
-               return leftmost;
-       } // check if a point lies within a convex triangle
+                               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 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) && (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
-               equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
-       } // signed area of a triangle
+                       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) && (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
+                                       equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
+                       } // 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 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 equals(p1, p2) {
+                               return p1.x === p2.x && p1.y === p2.y;
+                       } // check if two segments intersect
 
 
-       function intersects(p1, q1, p2, q2) {
-               const o1 = sign(area(p1, q1, p2));
-               const o2 = sign(area(p1, q1, q2));
-               const o3 = sign(area(p2, q2, p1));
-               const o4 = sign(area(p2, q2, q1));
-               if (o1 !== o2 && o3 !== o4) return true; // general case
+                       function intersects(p1, q1, p2, q2) {
+                               const o1 = sign(area(p1, q1, p2));
+                               const o2 = sign(area(p1, q1, q2));
+                               const o3 = sign(area(p2, q2, p1));
+                               const o4 = sign(area(p2, q2, q1));
+                               if (o1 !== o2 && o3 !== o4) return true; // general case
 
-               if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
+                               if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
 
-               if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
+                               if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
 
-               if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
+                               if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
 
-               if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
+                               if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
 
-               return false;
-       } // for collinear points p, q, r, check if point q lies on segment pr
+                               return false;
+                       } // for collinear points p, q, r, check if point q lies on segment pr
 
 
-       function onSegment(p, q, r) {
-               return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y);
-       }
+                       function onSegment(p, q, r) {
+                               return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y);
+                       }
 
-       function sign(num) {
-               return num > 0 ? 1 : num < 0 ? -1 : 0;
-       } // check if a polygon diagonal intersects any polygon segments
+                       function sign(num) {
+                               return num > 0 ? 1 : num < 0 ? -1 : 0;
+                       } // check if a polygon diagonal intersects any polygon segments
 
 
-       function intersectsPolygon(a, b) {
-               let p = a;
+                       function intersectsPolygon(a, b) {
+                               let 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);
+                               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
+                               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 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) {
-               let p = a,
-                               inside = false;
-               const px = (a.x + b.x) / 2,
+                       function middleInside(a, b) {
+                               let p = a,
+                                       inside = false;
+                               const 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);
+                               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
+                               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) {
-               const a2 = new Node(a.i, a.x, a.y),
+                       function splitPolygon(a, b) {
+                               const 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) {
-               const 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;
-               }
+                               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) {
+                               const 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;
-       }
+                               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 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) {
-               // vertex index in coordinates array
-               this.i = i; // vertex coordinates
+                       function Node(i, x, y) {
+                               // vertex index in coordinates array
+                               this.i = i; // vertex coordinates
 
-               this.x = x;
-               this.y = y; // previous and next vertex nodes in a polygon ring
+                               this.x = x;
+                               this.y = y; // previous and next vertex nodes in a polygon ring
 
-               this.prev = null;
-               this.next = null; // z-order curve value
+                               this.prev = null;
+                               this.next = null; // z-order curve value
 
-               this.z = null; // previous and next nodes in z-order
+                               this.z = null; // previous and next nodes in z-order
 
-               this.prevZ = null;
-               this.nextZ = null; // indicates whether this is a steiner point
+                               this.prevZ = null;
+                               this.nextZ = null; // indicates whether this is a steiner point
 
-               this.steiner = false;
-       }
+                               this.steiner = false;
+                       }
 
-       function signedArea(data, start, end, dim) {
-               let sum = 0;
+                       function signedArea(data, start, end, dim) {
+                               let sum = 0;
 
-               for (let i = start, j = end - dim; i < end; i += dim) {
-                       sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
-                       j = i;
-               }
+                               for (let i = start, j = end - dim; i < end; i += dim) {
+                                       sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
+                                       j = i;
+                               }
 
-               return sum;
-       }
+                               return sum;
+                       }
 
-       class ShapeUtils {
-               // calculate area of the contour polygon
-               static area(contour) {
-                       const n = contour.length;
-                       let a = 0.0;
+                       class ShapeUtils {
+                               // calculate area of the contour polygon
+                               static area(contour) {
+                                       const n = contour.length;
+                                       let a = 0.0;
 
-                       for (let p = n - 1, q = 0; q < n; p = q++) {
-                               a += contour[p].x * contour[q].y - contour[q].x * contour[p].y;
-                       }
+                                       for (let 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;
-               }
+                                       return a * 0.5;
+                               }
 
-               static isClockWise(pts) {
-                       return ShapeUtils.area(pts) < 0;
-               }
+                               static isClockWise(pts) {
+                                       return ShapeUtils.area(pts) < 0;
+                               }
 
-               static triangulateShape(contour, holes) {
-                       const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
+                               static triangulateShape(contour, holes) {
+                                       const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
 
-                       const holeIndices = []; // array of hole indices
+                                       const holeIndices = []; // array of hole indices
 
-                       const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
+                                       const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
 
-                       removeDupEndPts(contour);
-                       addContour(vertices, contour); //
+                                       removeDupEndPts(contour);
+                                       addContour(vertices, contour); //
 
-                       let holeIndex = contour.length;
-                       holes.forEach(removeDupEndPts);
+                                       let holeIndex = contour.length;
+                                       holes.forEach(removeDupEndPts);
 
-                       for (let i = 0; i < holes.length; i++) {
-                               holeIndices.push(holeIndex);
-                               holeIndex += holes[i].length;
-                               addContour(vertices, holes[i]);
-                       } //
+                                       for (let i = 0; i < holes.length; i++) {
+                                               holeIndices.push(holeIndex);
+                                               holeIndex += holes[i].length;
+                                               addContour(vertices, holes[i]);
+                                       } //
 
 
-                       const triangles = Earcut.triangulate(vertices, holeIndices); //
+                                       const triangles = Earcut.triangulate(vertices, holeIndices); //
+
+                                       for (let i = 0; i < triangles.length; i += 3) {
+                                               faces.push(triangles.slice(i, i + 3));
+                                       }
+
+                                       return faces;
+                               }
 
-                       for (let i = 0; i < triangles.length; i += 3) {
-                               faces.push(triangles.slice(i, i + 3));
                        }
 
-                       return faces;
-               }
+                       function removeDupEndPts(points) {
+                               const l = points.length;
 
-       }
+                               if (l > 2 && points[l - 1].equals(points[0])) {
+                                       points.pop();
+                               }
+                       }
 
-       function removeDupEndPts(points) {
-               const l = points.length;
+                       function addContour(vertices, contour) {
+                               for (let i = 0; i < contour.length; i++) {
+                                       vertices.push(contour[i].x);
+                                       vertices.push(contour[i].y);
+                               }
+                       }
 
-               if (l > 2 && points[l - 1].equals(points[0])) {
-                       points.pop();
-               }
-       }
+                       /**
+                        * 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 (including bevelOffset) is bevel
+                        *      bevelOffset: <float>, // how far from shape outline does bevel start
+                        *      bevelSegments: <int>, // number of bevel layers
+                        *
+                        *      extrudePath: <THREE.Curve> // curve to extrude shape along
+                        *
+                        *      UVGenerator: <Object> // object that provides UV generator functions
+                        *
+                        * }
+                        */
 
-       function addContour(vertices, contour) {
-               for (let i = 0; i < contour.length; i++) {
-                       vertices.push(contour[i].x);
-                       vertices.push(contour[i].y);
-               }
-       }
+                       class ExtrudeGeometry extends BufferGeometry {
+                               constructor(shapes, options) {
+                                       super();
+                                       this.type = 'ExtrudeGeometry';
+                                       this.parameters = {
+                                               shapes: shapes,
+                                               options: options
+                                       };
+                                       shapes = Array.isArray(shapes) ? shapes : [shapes];
+                                       const scope = this;
+                                       const verticesArray = [];
+                                       const uvArray = [];
+
+                                       for (let i = 0, l = shapes.length; i < l; i++) {
+                                               const shape = shapes[i];
+                                               addShape(shape);
+                                       } // build geometry
 
-       /**
-        * 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 (including bevelOffset) is bevel
-        *      bevelOffset: <float>, // how far from shape outline does bevel start
-        *      bevelSegments: <int>, // number of bevel layers
-        *
-        *      extrudePath: <THREE.Curve> // curve to extrude shape along
-        *
-        *      UVGenerator: <Object> // object that provides UV generator functions
-        *
-        * }
-        */
-
-       class ExtrudeGeometry extends BufferGeometry {
-               constructor(shapes, options) {
-                       super();
-                       this.type = 'ExtrudeGeometry';
-                       this.parameters = {
-                               shapes: shapes,
-                               options: options
-                       };
-                       shapes = Array.isArray(shapes) ? shapes : [shapes];
-                       const scope = this;
-                       const verticesArray = [];
-                       const uvArray = [];
-
-                       for (let i = 0, l = shapes.length; i < l; i++) {
-                               const shape = shapes[i];
-                               addShape(shape);
-                       } // build geometry
-
-
-                       this.setAttribute('position', new Float32BufferAttribute(verticesArray, 3));
-                       this.setAttribute('uv', new Float32BufferAttribute(uvArray, 2));
-                       this.computeVertexNormals(); // functions
-
-                       function addShape(shape) {
-                               const placeholder = []; // options
-
-                               const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
-                               const steps = options.steps !== undefined ? options.steps : 1;
-                               let depth = options.depth !== undefined ? options.depth : 100;
-                               let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
-                               let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
-                               let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
-                               let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
-                               let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
-                               const extrudePath = options.extrudePath;
-                               const 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;
-                               } //
 
+                                       this.setAttribute('position', new Float32BufferAttribute(verticesArray, 3));
+                                       this.setAttribute('uv', new Float32BufferAttribute(uvArray, 2));
+                                       this.computeVertexNormals(); // functions
 
-                               let extrudePts,
-                                               extrudeByPath = false;
-                               let splineTube, binormal, normal, position2;
+                                       function addShape(shape) {
+                                               const placeholder = []; // options
 
-                               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?
+                                               const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
+                                               const steps = options.steps !== undefined ? options.steps : 1;
+                                               let depth = options.depth !== undefined ? options.depth : 100;
+                                               let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
+                                               let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
+                                               let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
+                                               let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
+                                               let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
+                                               const extrudePath = options.extrudePath;
+                                               const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator; // deprecated options
 
-                                       splineTube = extrudePath.computeFrenetFrames(steps, false); // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
+                                               if (options.amount !== undefined) {
+                                                       console.warn('THREE.ExtrudeBufferGeometry: amount has been renamed to depth.');
+                                                       depth = options.amount;
+                                               } //
 
-                                       binormal = new Vector3();
-                                       normal = new Vector3();
-                                       position2 = new Vector3();
-                               } // Safeguards if bevels are not enabled
 
+                                               let extrudePts,
+                                                       extrudeByPath = false;
+                                               let splineTube, binormal, normal, position2;
 
-                               if (!bevelEnabled) {
-                                       bevelSegments = 0;
-                                       bevelThickness = 0;
-                                       bevelSize = 0;
-                                       bevelOffset = 0;
-                               } // Variables initialization
+                                               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);
 
-                               const shapePoints = shape.extractPoints(curveSegments);
-                               let vertices = shapePoints.shape;
-                               const holes = shapePoints.holes;
-                               const reverse = !ShapeUtils.isClockWise(vertices);
+                                                       binormal = new Vector3();
+                                                       normal = new Vector3();
+                                                       position2 = new Vector3();
+                                               } // Safeguards if bevels are not enabled
 
-                               if (reverse) {
-                                       vertices = vertices.reverse(); // Maybe we should also check if holes are in the opposite direction, just to be safe ...
 
-                                       for (let h = 0, hl = holes.length; h < hl; h++) {
-                                               const ahole = holes[h];
+                                               if (!bevelEnabled) {
+                                                       bevelSegments = 0;
+                                                       bevelThickness = 0;
+                                                       bevelSize = 0;
+                                                       bevelOffset = 0;
+                                               } // Variables initialization
 
-                                               if (ShapeUtils.isClockWise(ahole)) {
-                                                       holes[h] = ahole.reverse();
+
+                                               const shapePoints = shape.extractPoints(curveSegments);
+                                               let vertices = shapePoints.shape;
+                                               const holes = shapePoints.holes;
+                                               const 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 (let h = 0, hl = holes.length; h < hl; h++) {
+                                                               const ahole = holes[h];
+
+                                                               if (ShapeUtils.isClockWise(ahole)) {
+                                                                       holes[h] = ahole.reverse();
+                                                               }
+                                                       }
                                                }
-                                       }
-                               }
 
-                               const faces = ShapeUtils.triangulateShape(vertices, holes);
-                               /* Vertices */
+                                               const faces = ShapeUtils.triangulateShape(vertices, holes);
+                                               /* Vertices */
 
-                               const contour = vertices; // vertices has all points but contour has only points of circumference
+                                               const contour = vertices; // vertices has all points but contour has only points of circumference
 
-                               for (let h = 0, hl = holes.length; h < hl; h++) {
-                                       const ahole = holes[h];
-                                       vertices = vertices.concat(ahole);
-                               }
+                                               for (let h = 0, hl = holes.length; h < hl; h++) {
+                                                       const 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);
-                               }
+                                               function scalePt2(pt, vec, size) {
+                                                       if (!vec) console.error('THREE.ExtrudeGeometry: vec does not exist');
+                                                       return vec.clone().multiplyScalar(size).add(pt);
+                                               }
 
-                               const vlen = vertices.length,
+                                               const vlen = vertices.length,
                                                        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.
-                                       let 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
-
-                                       const v_prev_x = inPt.x - inPrev.x,
+                                               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.
+                                                       let 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
+
+                                                       const v_prev_x = inPt.x - inPrev.x,
                                                                v_prev_y = inPt.y - inPrev.y;
-                                       const v_next_x = inNext.x - inPt.x,
+                                                       const v_next_x = inNext.x - inPt.x,
                                                                v_next_y = inNext.y - inPt.y;
-                                       const v_prev_lensq = v_prev_x * v_prev_x + v_prev_y * v_prev_y; // check for collinear edges
+                                                       const v_prev_lensq = v_prev_x * v_prev_x + v_prev_y * v_prev_y; // check for collinear edges
 
-                                       const collinear0 = v_prev_x * v_next_y - v_prev_y * v_next_x;
+                                                       const 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
-                                               const v_prev_len = Math.sqrt(v_prev_lensq);
-                                               const 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
+                                                       if (Math.abs(collinear0) > Number.EPSILON) {
+                                                               // not collinear
+                                                               // length of vectors for normalizing
+                                                               const v_prev_len = Math.sqrt(v_prev_lensq);
+                                                               const 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
 
-                                               const ptPrevShift_x = inPrev.x - v_prev_y / v_prev_len;
-                                               const ptPrevShift_y = inPrev.y + v_prev_x / v_prev_len;
-                                               const ptNextShift_x = inNext.x - v_next_y / v_next_len;
-                                               const ptNextShift_y = inNext.y + v_next_x / v_next_len; // scaling factor for v_prev to intersection point
+                                                               const ptPrevShift_x = inPrev.x - v_prev_y / v_prev_len;
+                                                               const ptPrevShift_y = inPrev.y + v_prev_x / v_prev_len;
+                                                               const ptNextShift_x = inNext.x - v_next_y / v_next_len;
+                                                               const ptNextShift_y = inNext.y + v_next_x / v_next_len; // scaling factor for v_prev to intersection point
 
-                                               const 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
+                                                               const 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
+                                                               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
 
-                                               const 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
-                                               let direction_eq = false; // assumes: opposite
+                                                               const v_trans_lensq = v_trans_x * v_trans_x + v_trans_y * v_trans_y;
 
-                                               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;
+                                                               if (v_trans_lensq <= 2) {
+                                                                       return new Vector2(v_trans_x, v_trans_y);
+                                                               } else {
+                                                                       shrink_by = Math.sqrt(v_trans_lensq / 2);
                                                                }
                                                        } else {
-                                                               if (Math.sign(v_prev_y) === Math.sign(v_next_y)) {
-                                                                       direction_eq = true;
+                                                               // handle special case of collinear edges
+                                                               let 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);
                                                                }
                                                        }
-                                               }
 
-                                               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);
                                                }
-                                       }
-
-                                       return new Vector2(v_trans_x / shrink_by, v_trans_y / shrink_by);
-                               }
 
-                               const contourMovements = [];
+                                               const contourMovements = [];
 
-                               for (let 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)
+                                               for (let 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]);
-                               }
+                                                       contourMovements[i] = getBevelVec(contour[i], contour[j], contour[k]);
+                                               }
 
-                               const holesMovements = [];
-                               let oneHoleMovements,
-                                               verticesMovements = contourMovements.concat();
+                                               const holesMovements = [];
+                                               let oneHoleMovements,
+                                                       verticesMovements = contourMovements.concat();
 
-                               for (let h = 0, hl = holes.length; h < hl; h++) {
-                                       const ahole = holes[h];
-                                       oneHoleMovements = [];
+                                               for (let h = 0, hl = holes.length; h < hl; h++) {
+                                                       const ahole = holes[h];
+                                                       oneHoleMovements = [];
 
-                                       for (let 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)
+                                                       for (let 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]);
-                                       }
+                                                               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
+                                                       holesMovements.push(oneHoleMovements);
+                                                       verticesMovements = verticesMovements.concat(oneHoleMovements);
+                                               } // Loop bevelSegments, 1 for the front, 1 for the back
 
 
-                               for (let b = 0; b < bevelSegments; b++) {
-                                       //for ( b = bevelSegments; b > 0; b -- ) {
-                                       const t = b / bevelSegments;
-                                       const z = bevelThickness * Math.cos(t * Math.PI / 2);
-                                       const bs = bevelSize * Math.sin(t * Math.PI / 2) + bevelOffset; // contract shape
+                                               for (let b = 0; b < bevelSegments; b++) {
+                                                       //for ( b = bevelSegments; b > 0; b -- ) {
+                                                       const t = b / bevelSegments;
+                                                       const z = bevelThickness * Math.cos(t * Math.PI / 2);
+                                                       const bs = bevelSize * Math.sin(t * Math.PI / 2) + bevelOffset; // contract shape
 
-                                       for (let i = 0, il = contour.length; i < il; i++) {
-                                               const vert = scalePt2(contour[i], contourMovements[i], bs);
-                                               v(vert.x, vert.y, -z);
-                                       } // expand holes
+                                                       for (let i = 0, il = contour.length; i < il; i++) {
+                                                               const vert = scalePt2(contour[i], contourMovements[i], bs);
+                                                               v(vert.x, vert.y, -z);
+                                                       } // expand holes
 
 
-                                       for (let h = 0, hl = holes.length; h < hl; h++) {
-                                               const ahole = holes[h];
-                                               oneHoleMovements = holesMovements[h];
+                                                       for (let h = 0, hl = holes.length; h < hl; h++) {
+                                                               const ahole = holes[h];
+                                                               oneHoleMovements = holesMovements[h];
 
-                                               for (let i = 0, il = ahole.length; i < il; i++) {
-                                                       const vert = scalePt2(ahole[i], oneHoleMovements[i], bs);
-                                                       v(vert.x, vert.y, -z);
+                                                               for (let i = 0, il = ahole.length; i < il; i++) {
+                                                                       const vert = scalePt2(ahole[i], oneHoleMovements[i], bs);
+                                                                       v(vert.x, vert.y, -z);
+                                                               }
+                                                       }
                                                }
-                                       }
-                               }
 
-                               const bs = bevelSize + bevelOffset; // Back facing vertices
+                                               const bs = bevelSize + bevelOffset; // Back facing vertices
 
-                               for (let i = 0; i < vlen; i++) {
-                                       const vert = bevelEnabled ? scalePt2(vertices[i], verticesMovements[i], bs) : vertices[i];
+                                               for (let i = 0; i < vlen; i++) {
+                                                       const 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
+                                                       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
 
 
-                               for (let s = 1; s <= steps; s++) {
-                                       for (let i = 0; i < vlen; i++) {
-                                               const vert = bevelEnabled ? scalePt2(vertices[i], verticesMovements[i], bs) : vertices[i];
+                                               for (let s = 1; s <= steps; s++) {
+                                                       for (let i = 0; i < vlen; i++) {
+                                                               const 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 ++ ) {
+                                                               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 (let b = bevelSegments - 1; b >= 0; b--) {
-                                       const t = b / bevelSegments;
-                                       const z = bevelThickness * Math.cos(t * Math.PI / 2);
-                                       const bs = bevelSize * Math.sin(t * Math.PI / 2) + bevelOffset; // contract shape
+                                               for (let b = bevelSegments - 1; b >= 0; b--) {
+                                                       const t = b / bevelSegments;
+                                                       const z = bevelThickness * Math.cos(t * Math.PI / 2);
+                                                       const bs = bevelSize * Math.sin(t * Math.PI / 2) + bevelOffset; // contract shape
 
-                                       for (let i = 0, il = contour.length; i < il; i++) {
-                                               const vert = scalePt2(contour[i], contourMovements[i], bs);
-                                               v(vert.x, vert.y, depth + z);
-                                       } // expand holes
+                                                       for (let i = 0, il = contour.length; i < il; i++) {
+                                                               const vert = scalePt2(contour[i], contourMovements[i], bs);
+                                                               v(vert.x, vert.y, depth + z);
+                                                       } // expand holes
 
 
-                                       for (let h = 0, hl = holes.length; h < hl; h++) {
-                                               const ahole = holes[h];
-                                               oneHoleMovements = holesMovements[h];
+                                                       for (let h = 0, hl = holes.length; h < hl; h++) {
+                                                               const ahole = holes[h];
+                                                               oneHoleMovements = holesMovements[h];
 
-                                               for (let i = 0, il = ahole.length; i < il; i++) {
-                                                       const vert = scalePt2(ahole[i], oneHoleMovements[i], bs);
+                                                               for (let i = 0, il = ahole.length; i < il; i++) {
+                                                                       const 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);
+                                                                       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
+                                               /* Faces */
+                                               // Top and bottom faces
 
 
-                               buildLidFaces(); // Sides faces
+                                               buildLidFaces(); // Sides faces
 
-                               buildSideFaces(); ///// Internal functions
+                                               buildSideFaces(); ///// Internal functions
 
-                               function buildLidFaces() {
-                                       const start = verticesArray.length / 3;
+                                               function buildLidFaces() {
+                                                       const start = verticesArray.length / 3;
 
-                                       if (bevelEnabled) {
-                                               let layer = 0; // steps + 1
+                                                       if (bevelEnabled) {
+                                                               let layer = 0; // steps + 1
 
-                                               let offset = vlen * layer; // Bottom faces
+                                                               let offset = vlen * layer; // Bottom faces
 
-                                               for (let i = 0; i < flen; i++) {
-                                                       const face = faces[i];
-                                                       f3(face[2] + offset, face[1] + offset, face[0] + offset);
-                                               }
+                                                               for (let i = 0; i < flen; i++) {
+                                                                       const face = faces[i];
+                                                                       f3(face[2] + offset, face[1] + offset, face[0] + offset);
+                                                               }
 
-                                               layer = steps + bevelSegments * 2;
-                                               offset = vlen * layer; // Top faces
+                                                               layer = steps + bevelSegments * 2;
+                                                               offset = vlen * layer; // Top faces
 
-                                               for (let i = 0; i < flen; i++) {
-                                                       const face = faces[i];
-                                                       f3(face[0] + offset, face[1] + offset, face[2] + offset);
-                                               }
-                                       } else {
-                                               // Bottom faces
-                                               for (let i = 0; i < flen; i++) {
-                                                       const face = faces[i];
-                                                       f3(face[2], face[1], face[0]);
-                                               } // Top faces
+                                                               for (let i = 0; i < flen; i++) {
+                                                                       const face = faces[i];
+                                                                       f3(face[0] + offset, face[1] + offset, face[2] + offset);
+                                                               }
+                                                       } else {
+                                                               // Bottom faces
+                                                               for (let i = 0; i < flen; i++) {
+                                                                       const face = faces[i];
+                                                                       f3(face[2], face[1], face[0]);
+                                                               } // Top faces
 
 
-                                               for (let i = 0; i < flen; i++) {
-                                                       const face = faces[i];
-                                                       f3(face[0] + vlen * steps, face[1] + vlen * steps, face[2] + vlen * steps);
-                                               }
-                                       }
+                                                               for (let i = 0; i < flen; i++) {
+                                                                       const 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
+                                                       scope.addGroup(start, verticesArray.length / 3 - start, 0);
+                                               } // Create faces for the z-sides of the shape
 
 
-                               function buildSideFaces() {
-                                       const start = verticesArray.length / 3;
-                                       let layeroffset = 0;
-                                       sidewalls(contour, layeroffset);
-                                       layeroffset += contour.length;
+                                               function buildSideFaces() {
+                                                       const start = verticesArray.length / 3;
+                                                       let layeroffset = 0;
+                                                       sidewalls(contour, layeroffset);
+                                                       layeroffset += contour.length;
 
-                                       for (let h = 0, hl = holes.length; h < hl; h++) {
-                                               const ahole = holes[h];
-                                               sidewalls(ahole, layeroffset); //, true
+                                                       for (let h = 0, hl = holes.length; h < hl; h++) {
+                                                               const ahole = holes[h];
+                                                               sidewalls(ahole, layeroffset); //, true
 
-                                               layeroffset += ahole.length;
-                                       }
+                                                               layeroffset += ahole.length;
+                                                       }
 
-                                       scope.addGroup(start, verticesArray.length / 3 - start, 1);
-                               }
+                                                       scope.addGroup(start, verticesArray.length / 3 - start, 1);
+                                               }
 
-                               function sidewalls(contour, layeroffset) {
-                                       let i = contour.length;
+                                               function sidewalls(contour, layeroffset) {
+                                                       let i = contour.length;
 
-                                       while (--i >= 0) {
-                                               const j = i;
-                                               let k = i - 1;
-                                               if (k < 0) k = contour.length - 1; //console.log('b', i,j, i-1, k,vertices.length);
+                                                       while (--i >= 0) {
+                                                               const j = i;
+                                                               let k = i - 1;
+                                                               if (k < 0) k = contour.length - 1; //console.log('b', i,j, i-1, k,vertices.length);
 
-                                               for (let s = 0, sl = steps + bevelSegments * 2; s < sl; s++) {
-                                                       const slen1 = vlen * s;
-                                                       const slen2 = vlen * (s + 1);
-                                                       const a = layeroffset + j + slen1,
+                                                               for (let s = 0, sl = steps + bevelSegments * 2; s < sl; s++) {
+                                                                       const slen1 = vlen * s;
+                                                                       const slen2 = vlen * (s + 1);
+                                                                       const a = layeroffset + j + slen1,
                                                                                b = layeroffset + k + slen1,
                                                                                c = layeroffset + k + slen2,
                                                                                d = layeroffset + j + slen2;
-                                                       f4(a, b, c, d);
+                                                                       f4(a, b, c, d);
+                                                               }
+                                                       }
                                                }
-                                       }
-                               }
 
-                               function v(x, y, z) {
-                                       placeholder.push(x);
-                                       placeholder.push(y);
-                                       placeholder.push(z);
-                               }
+                                               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);
-                                       const nextIndex = verticesArray.length / 3;
-                                       const uvs = uvgen.generateTopUV(scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1);
-                                       addUV(uvs[0]);
-                                       addUV(uvs[1]);
-                                       addUV(uvs[2]);
-                               }
+                                               function f3(a, b, c) {
+                                                       addVertex(a);
+                                                       addVertex(b);
+                                                       addVertex(c);
+                                                       const nextIndex = verticesArray.length / 3;
+                                                       const 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);
-                                       const nextIndex = verticesArray.length / 3;
-                                       const 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 f4(a, b, c, d) {
+                                                       addVertex(a);
+                                                       addVertex(b);
+                                                       addVertex(d);
+                                                       addVertex(b);
+                                                       addVertex(c);
+                                                       addVertex(d);
+                                                       const nextIndex = verticesArray.length / 3;
+                                                       const 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 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);
+                                               }
+                                       }
                                }
 
-                               function addUV(vector2) {
-                                       uvArray.push(vector2.x);
-                                       uvArray.push(vector2.y);
+                               toJSON() {
+                                       const data = super.toJSON();
+                                       const shapes = this.parameters.shapes;
+                                       const options = this.parameters.options;
+                                       return toJSON$1(shapes, options, data);
                                }
-                       }
-               }
 
-               toJSON() {
-                       const data = super.toJSON();
-                       const shapes = this.parameters.shapes;
-                       const options = this.parameters.options;
-                       return toJSON$1(shapes, options, data);
-               }
+                               static fromJSON(data, shapes) {
+                                       const geometryShapes = [];
 
-               static fromJSON(data, shapes) {
-                       const geometryShapes = [];
+                                       for (let j = 0, jl = data.shapes.length; j < jl; j++) {
+                                               const shape = shapes[data.shapes[j]];
+                                               geometryShapes.push(shape);
+                                       }
 
-                       for (let j = 0, jl = data.shapes.length; j < jl; j++) {
-                               const shape = shapes[data.shapes[j]];
-                               geometryShapes.push(shape);
-                       }
+                                       const extrudePath = data.options.extrudePath;
+
+                                       if (extrudePath !== undefined) {
+                                               data.options.extrudePath = new Curves[extrudePath.type]().fromJSON(extrudePath);
+                                       }
 
-                       const extrudePath = data.options.extrudePath;
+                                       return new ExtrudeGeometry(geometryShapes, data.options);
+                               }
 
-                       if (extrudePath !== undefined) {
-                               data.options.extrudePath = new Curves[extrudePath.type]().fromJSON(extrudePath);
                        }
 
-                       return new ExtrudeGeometry(geometryShapes, data.options);
-               }
+                       const WorldUVGenerator = {
+                               generateTopUV: function (geometry, vertices, indexA, indexB, indexC) {
+                                       const a_x = vertices[indexA * 3];
+                                       const a_y = vertices[indexA * 3 + 1];
+                                       const b_x = vertices[indexB * 3];
+                                       const b_y = vertices[indexB * 3 + 1];
+                                       const c_x = vertices[indexC * 3];
+                                       const 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) {
+                                       const a_x = vertices[indexA * 3];
+                                       const a_y = vertices[indexA * 3 + 1];
+                                       const a_z = vertices[indexA * 3 + 2];
+                                       const b_x = vertices[indexB * 3];
+                                       const b_y = vertices[indexB * 3 + 1];
+                                       const b_z = vertices[indexB * 3 + 2];
+                                       const c_x = vertices[indexC * 3];
+                                       const c_y = vertices[indexC * 3 + 1];
+                                       const c_z = vertices[indexC * 3 + 2];
+                                       const d_x = vertices[indexD * 3];
+                                       const d_y = vertices[indexD * 3 + 1];
+                                       const d_z = vertices[indexD * 3 + 2];
+
+                                       if (Math.abs(a_y - b_y) < Math.abs(a_x - b_x)) {
+                                               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$1(shapes, options, data) {
+                               data.shapes = [];
 
-       const WorldUVGenerator = {
-               generateTopUV: function (geometry, vertices, indexA, indexB, indexC) {
-                       const a_x = vertices[indexA * 3];
-                       const a_y = vertices[indexA * 3 + 1];
-                       const b_x = vertices[indexB * 3];
-                       const b_y = vertices[indexB * 3 + 1];
-                       const c_x = vertices[indexC * 3];
-                       const 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) {
-                       const a_x = vertices[indexA * 3];
-                       const a_y = vertices[indexA * 3 + 1];
-                       const a_z = vertices[indexA * 3 + 2];
-                       const b_x = vertices[indexB * 3];
-                       const b_y = vertices[indexB * 3 + 1];
-                       const b_z = vertices[indexB * 3 + 2];
-                       const c_x = vertices[indexC * 3];
-                       const c_y = vertices[indexC * 3 + 1];
-                       const c_z = vertices[indexC * 3 + 2];
-                       const d_x = vertices[indexD * 3];
-                       const d_y = vertices[indexD * 3 + 1];
-                       const d_z = vertices[indexD * 3 + 2];
-
-                       if (Math.abs(a_y - b_y) < Math.abs(a_x - b_x)) {
-                               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$1(shapes, options, data) {
-               data.shapes = [];
+                               if (Array.isArray(shapes)) {
+                                       for (let i = 0, l = shapes.length; i < l; i++) {
+                                               const shape = shapes[i];
+                                               data.shapes.push(shape.uuid);
+                                       }
+                               } else {
+                                       data.shapes.push(shapes.uuid);
+                               }
 
-               if (Array.isArray(shapes)) {
-                       for (let i = 0, l = shapes.length; i < l; i++) {
-                               const shape = shapes[i];
-                               data.shapes.push(shape.uuid);
+                               if (options.extrudePath !== undefined) data.options.extrudePath = options.extrudePath.toJSON();
+                               return data;
                        }
-               } else {
-                       data.shapes.push(shapes.uuid);
-               }
 
-               if (options.extrudePath !== undefined) data.options.extrudePath = options.extrudePath.toJSON();
-               return data;
-       }
+                       class IcosahedronGeometry extends PolyhedronGeometry {
+                               constructor(radius = 1, detail = 0) {
+                                       const t = (1 + Math.sqrt(5)) / 2;
+                                       const 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];
+                                       const 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];
+                                       super(vertices, indices, radius, detail);
+                                       this.type = 'IcosahedronGeometry';
+                                       this.parameters = {
+                                               radius: radius,
+                                               detail: detail
+                                       };
+                               }
 
-       class IcosahedronGeometry extends PolyhedronGeometry {
-               constructor(radius = 1, detail = 0) {
-                       const t = (1 + Math.sqrt(5)) / 2;
-                       const 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];
-                       const 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];
-                       super(vertices, indices, radius, detail);
-                       this.type = 'IcosahedronGeometry';
-                       this.parameters = {
-                               radius: radius,
-                               detail: detail
-                       };
-               }
+                               static fromJSON(data) {
+                                       return new IcosahedronGeometry(data.radius, data.detail);
+                               }
 
-               static fromJSON(data) {
-                       return new IcosahedronGeometry(data.radius, data.detail);
-               }
+                       }
 
-       }
+                       class LatheGeometry extends BufferGeometry {
+                               constructor(points, segments = 12, phiStart = 0, phiLength = Math.PI * 2) {
+                                       super();
+                                       this.type = 'LatheGeometry';
+                                       this.parameters = {
+                                               points: points,
+                                               segments: segments,
+                                               phiStart: phiStart,
+                                               phiLength: phiLength
+                                       };
+                                       segments = Math.floor(segments); // clamp phiLength so it's in range of [ 0, 2PI ]
 
-       class LatheGeometry extends BufferGeometry {
-               constructor(points, segments = 12, phiStart = 0, phiLength = Math.PI * 2) {
-                       super();
-                       this.type = 'LatheGeometry';
-                       this.parameters = {
-                               points: points,
-                               segments: segments,
-                               phiStart: phiStart,
-                               phiLength: phiLength
-                       };
-                       segments = Math.floor(segments); // clamp phiLength so it's in range of [ 0, 2PI ]
+                                       phiLength = clamp(phiLength, 0, Math.PI * 2); // buffers
 
-                       phiLength = clamp(phiLength, 0, Math.PI * 2); // buffers
+                                       const indices = [];
+                                       const vertices = [];
+                                       const uvs = []; // helper variables
 
-                       const indices = [];
-                       const vertices = [];
-                       const uvs = []; // helper variables
+                                       const inverseSegments = 1.0 / segments;
+                                       const vertex = new Vector3();
+                                       const uv = new Vector2(); // generate vertices and uvs
 
-                       const inverseSegments = 1.0 / segments;
-                       const vertex = new Vector3();
-                       const uv = new Vector2(); // generate vertices and uvs
+                                       for (let i = 0; i <= segments; i++) {
+                                               const phi = phiStart + i * inverseSegments * phiLength;
+                                               const sin = Math.sin(phi);
+                                               const cos = Math.cos(phi);
 
-                       for (let i = 0; i <= segments; i++) {
-                               const phi = phiStart + i * inverseSegments * phiLength;
-                               const sin = Math.sin(phi);
-                               const cos = Math.cos(phi);
+                                               for (let 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
 
-                               for (let 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
 
-                                       uv.x = i / segments;
-                                       uv.y = j / (points.length - 1);
-                                       uvs.push(uv.x, uv.y);
-                               }
-                       } // indices
 
+                                       for (let i = 0; i < segments; i++) {
+                                               for (let j = 0; j < points.length - 1; j++) {
+                                                       const base = j + i * points.length;
+                                                       const a = base;
+                                                       const b = base + points.length;
+                                                       const c = base + points.length + 1;
+                                                       const d = base + 1; // faces
 
-                       for (let i = 0; i < segments; i++) {
-                               for (let j = 0; j < points.length - 1; j++) {
-                                       const base = j + i * points.length;
-                                       const a = base;
-                                       const b = base + points.length;
-                                       const c = base + points.length + 1;
-                                       const d = base + 1; // faces
+                                                       indices.push(a, b, d);
+                                                       indices.push(b, c, d);
+                                               }
+                                       } // build geometry
 
-                                       indices.push(a, b, d);
-                                       indices.push(b, c, d);
-                               }
-                       } // build geometry
 
+                                       this.setIndex(indices);
+                                       this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+                                       this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // generate normals
 
-                       this.setIndex(indices);
-                       this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
-                       this.setAttribute('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).
 
-                       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) {
+                                               const normals = this.attributes.normal.array;
+                                               const n1 = new Vector3();
+                                               const n2 = new Vector3();
+                                               const n = new Vector3(); // this is the buffer offset for the last line of vertices
 
-                       if (phiLength === Math.PI * 2) {
-                               const normals = this.attributes.normal.array;
-                               const n1 = new Vector3();
-                               const n2 = new Vector3();
-                               const n = new Vector3(); // this is the buffer offset for the last line of vertices
+                                               const base = segments * points.length * 3;
 
-                               const base = segments * points.length * 3;
+                                               for (let 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
 
-                               for (let 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
 
-                                       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
 
-                                       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;
+                                               }
+                                       }
+                               }
 
-                                       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;
+                               static fromJSON(data) {
+                                       return new LatheGeometry(data.points, data.segments, data.phiStart, data.phiLength);
                                }
-                       }
-               }
 
-               static fromJSON(data) {
-                       return new LatheGeometry(data.points, data.segments, data.phiStart, data.phiLength);
-               }
+                       }
 
-       }
+                       class OctahedronGeometry extends PolyhedronGeometry {
+                               constructor(radius = 1, detail = 0) {
+                                       const vertices = [1, 0, 0, -1, 0, 0, 0, 1, 0, 0, -1, 0, 0, 0, 1, 0, 0, -1];
+                                       const 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];
+                                       super(vertices, indices, radius, detail);
+                                       this.type = 'OctahedronGeometry';
+                                       this.parameters = {
+                                               radius: radius,
+                                               detail: detail
+                                       };
+                               }
 
-       class OctahedronGeometry extends PolyhedronGeometry {
-               constructor(radius = 1, detail = 0) {
-                       const vertices = [1, 0, 0, -1, 0, 0, 0, 1, 0, 0, -1, 0, 0, 0, 1, 0, 0, -1];
-                       const 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];
-                       super(vertices, indices, radius, detail);
-                       this.type = 'OctahedronGeometry';
-                       this.parameters = {
-                               radius: radius,
-                               detail: detail
-                       };
-               }
+                               static fromJSON(data) {
+                                       return new OctahedronGeometry(data.radius, data.detail);
+                               }
 
-               static fromJSON(data) {
-                       return new OctahedronGeometry(data.radius, data.detail);
-               }
+                       }
 
-       }
+                       /**
+                        * Parametric Surfaces Geometry
+                        * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
+                        */
 
-       /**
-        * Parametric Surfaces Geometry
-        * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
-        */
-
-       class ParametricGeometry extends BufferGeometry {
-               constructor(func, slices, stacks) {
-                       super();
-                       this.type = 'ParametricGeometry';
-                       this.parameters = {
-                               func: func,
-                               slices: slices,
-                               stacks: stacks
-                       }; // buffers
-
-                       const indices = [];
-                       const vertices = [];
-                       const normals = [];
-                       const uvs = [];
-                       const EPS = 0.00001;
-                       const normal = new Vector3();
-                       const p0 = new Vector3(),
+                       class ParametricGeometry extends BufferGeometry {
+                               constructor(func, slices, stacks) {
+                                       super();
+                                       this.type = 'ParametricGeometry';
+                                       this.parameters = {
+                                               func: func,
+                                               slices: slices,
+                                               stacks: stacks
+                                       }; // buffers
+
+                                       const indices = [];
+                                       const vertices = [];
+                                       const normals = [];
+                                       const uvs = [];
+                                       const EPS = 0.00001;
+                                       const normal = new Vector3();
+                                       const p0 = new Vector3(),
                                                p1 = new Vector3();
-                       const pu = new Vector3(),
+                                       const pu = new Vector3(),
                                                pv = new Vector3();
 
-                       if (func.length < 3) {
-                               console.error('THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.');
-                       } // generate vertices, normals and uvs
+                                       if (func.length < 3) {
+                                               console.error('THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.');
+                                       } // generate vertices, normals and uvs
 
 
-                       const sliceCount = slices + 1;
+                                       const sliceCount = slices + 1;
 
-                       for (let i = 0; i <= stacks; i++) {
-                               const v = i / stacks;
+                                       for (let i = 0; i <= stacks; i++) {
+                                               const v = i / stacks;
 
-                               for (let j = 0; j <= slices; j++) {
-                                       const u = j / slices; // vertex
+                                               for (let j = 0; j <= slices; j++) {
+                                                       const u = j / slices; // vertex
 
-                                       func(u, v, p0);
-                                       vertices.push(p0.x, p0.y, p0.z); // normal
-                                       // approximate tangent vectors via finite differences
+                                                       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 (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
+                                                       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
+                                                       normal.crossVectors(pu, pv).normalize();
+                                                       normals.push(normal.x, normal.y, normal.z); // uv
 
-                                       uvs.push(u, v);
-                               }
-                       } // generate indices
+                                                       uvs.push(u, v);
+                                               }
+                                       } // generate indices
+
+
+                                       for (let i = 0; i < stacks; i++) {
+                                               for (let j = 0; j < slices; j++) {
+                                                       const a = i * sliceCount + j;
+                                                       const b = i * sliceCount + j + 1;
+                                                       const c = (i + 1) * sliceCount + j + 1;
+                                                       const d = (i + 1) * sliceCount + j; // faces one and two
 
+                                                       indices.push(a, b, d);
+                                                       indices.push(b, c, d);
+                                               }
+                                       } // build geometry
 
-                       for (let i = 0; i < stacks; i++) {
-                               for (let j = 0; j < slices; j++) {
-                                       const a = i * sliceCount + j;
-                                       const b = i * sliceCount + j + 1;
-                                       const c = (i + 1) * sliceCount + j + 1;
-                                       const d = (i + 1) * sliceCount + j; // faces one and two
 
-                                       indices.push(a, b, d);
-                                       indices.push(b, c, d);
+                                       this.setIndex(indices);
+                                       this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+                                       this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
+                                       this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
                                }
-                       } // build geometry
 
+                       }
 
-                       this.setIndex(indices);
-                       this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
-                       this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
-                       this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
-               }
+                       class RingGeometry extends BufferGeometry {
+                               constructor(innerRadius = 0.5, outerRadius = 1, thetaSegments = 8, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2) {
+                                       super();
+                                       this.type = 'RingGeometry';
+                                       this.parameters = {
+                                               innerRadius: innerRadius,
+                                               outerRadius: outerRadius,
+                                               thetaSegments: thetaSegments,
+                                               phiSegments: phiSegments,
+                                               thetaStart: thetaStart,
+                                               thetaLength: thetaLength
+                                       };
+                                       thetaSegments = Math.max(3, thetaSegments);
+                                       phiSegments = Math.max(1, phiSegments); // buffers
 
-       }
+                                       const indices = [];
+                                       const vertices = [];
+                                       const normals = [];
+                                       const uvs = []; // some helper variables
 
-       class RingGeometry extends BufferGeometry {
-               constructor(innerRadius = 0.5, outerRadius = 1, thetaSegments = 8, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2) {
-                       super();
-                       this.type = 'RingGeometry';
-                       this.parameters = {
-                               innerRadius: innerRadius,
-                               outerRadius: outerRadius,
-                               thetaSegments: thetaSegments,
-                               phiSegments: phiSegments,
-                               thetaStart: thetaStart,
-                               thetaLength: thetaLength
-                       };
-                       thetaSegments = Math.max(3, thetaSegments);
-                       phiSegments = Math.max(1, phiSegments); // buffers
+                                       let radius = innerRadius;
+                                       const radiusStep = (outerRadius - innerRadius) / phiSegments;
+                                       const vertex = new Vector3();
+                                       const uv = new Vector2(); // generate vertices, normals and uvs
 
-                       const indices = [];
-                       const vertices = [];
-                       const normals = [];
-                       const uvs = []; // some helper variables
+                                       for (let j = 0; j <= phiSegments; j++) {
+                                               for (let i = 0; i <= thetaSegments; i++) {
+                                                       // values are generate from the inside of the ring to the outside
+                                                       const segment = thetaStart + i / thetaSegments * thetaLength; // vertex
 
-                       let radius = innerRadius;
-                       const radiusStep = (outerRadius - innerRadius) / phiSegments;
-                       const vertex = new Vector3();
-                       const uv = new Vector2(); // generate vertices, normals and uvs
+                                                       vertex.x = radius * Math.cos(segment);
+                                                       vertex.y = radius * Math.sin(segment);
+                                                       vertices.push(vertex.x, vertex.y, vertex.z); // normal
 
-                       for (let j = 0; j <= phiSegments; j++) {
-                               for (let i = 0; i <= thetaSegments; i++) {
-                                       // values are generate from the inside of the ring to the outside
-                                       const segment = thetaStart + i / thetaSegments * thetaLength; // vertex
+                                                       normals.push(0, 0, 1); // uv
 
-                                       vertex.x = radius * Math.cos(segment);
-                                       vertex.y = radius * Math.sin(segment);
-                                       vertices.push(vertex.x, vertex.y, vertex.z); // normal
+                                                       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
 
-                                       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
 
 
-                               radius += radiusStep;
-                       } // indices
+                                       for (let j = 0; j < phiSegments; j++) {
+                                               const thetaSegmentLevel = j * (thetaSegments + 1);
 
+                                               for (let i = 0; i < thetaSegments; i++) {
+                                                       const segment = i + thetaSegmentLevel;
+                                                       const a = segment;
+                                                       const b = segment + thetaSegments + 1;
+                                                       const c = segment + thetaSegments + 2;
+                                                       const d = segment + 1; // faces
 
-                       for (let j = 0; j < phiSegments; j++) {
-                               const thetaSegmentLevel = j * (thetaSegments + 1);
+                                                       indices.push(a, b, d);
+                                                       indices.push(b, c, d);
+                                               }
+                                       } // build geometry
 
-                               for (let i = 0; i < thetaSegments; i++) {
-                                       const segment = i + thetaSegmentLevel;
-                                       const a = segment;
-                                       const b = segment + thetaSegments + 1;
-                                       const c = segment + thetaSegments + 2;
-                                       const d = segment + 1; // faces
 
-                                       indices.push(a, b, d);
-                                       indices.push(b, c, d);
+                                       this.setIndex(indices);
+                                       this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+                                       this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
+                                       this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
                                }
-                       } // build geometry
 
+                               static fromJSON(data) {
+                                       return new RingGeometry(data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength);
+                               }
 
-                       this.setIndex(indices);
-                       this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
-                       this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
-                       this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
-               }
+                       }
 
-               static fromJSON(data) {
-                       return new RingGeometry(data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength);
-               }
+                       class ShapeGeometry extends BufferGeometry {
+                               constructor(shapes, curveSegments = 12) {
+                                       super();
+                                       this.type = 'ShapeGeometry';
+                                       this.parameters = {
+                                               shapes: shapes,
+                                               curveSegments: curveSegments
+                                       }; // buffers
 
-       }
+                                       const indices = [];
+                                       const vertices = [];
+                                       const normals = [];
+                                       const uvs = []; // helper variables
 
-       class ShapeGeometry extends BufferGeometry {
-               constructor(shapes, curveSegments = 12) {
-                       super();
-                       this.type = 'ShapeGeometry';
-                       this.parameters = {
-                               shapes: shapes,
-                               curveSegments: curveSegments
-                       }; // buffers
-
-                       const indices = [];
-                       const vertices = [];
-                       const normals = [];
-                       const uvs = []; // helper variables
-
-                       let groupStart = 0;
-                       let groupCount = 0; // allow single and array values for "shapes" parameter
-
-                       if (Array.isArray(shapes) === false) {
-                               addShape(shapes);
-                       } else {
-                               for (let i = 0; i < shapes.length; i++) {
-                                       addShape(shapes[i]);
-                                       this.addGroup(groupStart, groupCount, i); // enables MultiMaterial support
+                                       let groupStart = 0;
+                                       let groupCount = 0; // allow single and array values for "shapes" parameter
 
-                                       groupStart += groupCount;
-                                       groupCount = 0;
-                               }
-                       } // build geometry
+                                       if (Array.isArray(shapes) === false) {
+                                               addShape(shapes);
+                                       } else {
+                                               for (let 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.setAttribute('position', new Float32BufferAttribute(vertices, 3));
-                       this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
-                       this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // helper functions
 
-                       function addShape(shape) {
-                               const indexOffset = vertices.length / 3;
-                               const points = shape.extractPoints(curveSegments);
-                               let shapeVertices = points.shape;
-                               const shapeHoles = points.holes; // check direction of vertices
+                                       this.setIndex(indices);
+                                       this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+                                       this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
+                                       this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // helper functions
 
-                               if (ShapeUtils.isClockWise(shapeVertices) === false) {
-                                       shapeVertices = shapeVertices.reverse();
-                               }
+                                       function addShape(shape) {
+                                               const indexOffset = vertices.length / 3;
+                                               const points = shape.extractPoints(curveSegments);
+                                               let shapeVertices = points.shape;
+                                               const shapeHoles = points.holes; // check direction of vertices
 
-                               for (let i = 0, l = shapeHoles.length; i < l; i++) {
-                                       const shapeHole = shapeHoles[i];
+                                               if (ShapeUtils.isClockWise(shapeVertices) === false) {
+                                                       shapeVertices = shapeVertices.reverse();
+                                               }
 
-                                       if (ShapeUtils.isClockWise(shapeHole) === true) {
-                                               shapeHoles[i] = shapeHole.reverse();
-                                       }
-                               }
+                                               for (let i = 0, l = shapeHoles.length; i < l; i++) {
+                                                       const shapeHole = shapeHoles[i];
 
-                               const faces = ShapeUtils.triangulateShape(shapeVertices, shapeHoles); // join vertices of inner and outer paths to a single array
+                                                       if (ShapeUtils.isClockWise(shapeHole) === true) {
+                                                               shapeHoles[i] = shapeHole.reverse();
+                                                       }
+                                               }
 
-                               for (let i = 0, l = shapeHoles.length; i < l; i++) {
-                                       const shapeHole = shapeHoles[i];
-                                       shapeVertices = shapeVertices.concat(shapeHole);
-                               } // vertices, normals, uvs
+                                               const faces = ShapeUtils.triangulateShape(shapeVertices, shapeHoles); // join vertices of inner and outer paths to a single array
 
+                                               for (let i = 0, l = shapeHoles.length; i < l; i++) {
+                                                       const shapeHole = shapeHoles[i];
+                                                       shapeVertices = shapeVertices.concat(shapeHole);
+                                               } // vertices, normals, uvs
 
-                               for (let i = 0, l = shapeVertices.length; i < l; i++) {
-                                       const 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 (let i = 0, l = shapeVertices.length; i < l; i++) {
+                                                       const 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 (let i = 0, l = faces.length; i < l; i++) {
-                                       const face = faces[i];
-                                       const a = face[0] + indexOffset;
-                                       const b = face[1] + indexOffset;
-                                       const c = face[2] + indexOffset;
-                                       indices.push(a, b, c);
-                                       groupCount += 3;
+                                               for (let i = 0, l = faces.length; i < l; i++) {
+                                                       const face = faces[i];
+                                                       const a = face[0] + indexOffset;
+                                                       const b = face[1] + indexOffset;
+                                                       const c = face[2] + indexOffset;
+                                                       indices.push(a, b, c);
+                                                       groupCount += 3;
+                                               }
+                                       }
                                }
-                       }
-               }
 
-               toJSON() {
-                       const data = super.toJSON();
-                       const shapes = this.parameters.shapes;
-                       return toJSON(shapes, data);
-               }
+                               toJSON() {
+                                       const data = super.toJSON();
+                                       const shapes = this.parameters.shapes;
+                                       return toJSON(shapes, data);
+                               }
 
-               static fromJSON(data, shapes) {
-                       const geometryShapes = [];
+                               static fromJSON(data, shapes) {
+                                       const geometryShapes = [];
 
-                       for (let j = 0, jl = data.shapes.length; j < jl; j++) {
-                               const shape = shapes[data.shapes[j]];
-                               geometryShapes.push(shape);
-                       }
+                                       for (let j = 0, jl = data.shapes.length; j < jl; j++) {
+                                               const shape = shapes[data.shapes[j]];
+                                               geometryShapes.push(shape);
+                                       }
 
-                       return new ShapeGeometry(geometryShapes, data.curveSegments);
-               }
+                                       return new ShapeGeometry(geometryShapes, data.curveSegments);
+                               }
 
-       }
+                       }
+
+                       function toJSON(shapes, data) {
+                               data.shapes = [];
 
-       function toJSON(shapes, data) {
-               data.shapes = [];
+                               if (Array.isArray(shapes)) {
+                                       for (let i = 0, l = shapes.length; i < l; i++) {
+                                               const shape = shapes[i];
+                                               data.shapes.push(shape.uuid);
+                                       }
+                               } else {
+                                       data.shapes.push(shapes.uuid);
+                               }
 
-               if (Array.isArray(shapes)) {
-                       for (let i = 0, l = shapes.length; i < l; i++) {
-                               const shape = shapes[i];
-                               data.shapes.push(shape.uuid);
+                               return data;
                        }
-               } else {
-                       data.shapes.push(shapes.uuid);
-               }
 
-               return data;
-       }
+                       class SphereGeometry extends BufferGeometry {
+                               constructor(radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI) {
+                                       super();
+                                       this.type = 'SphereGeometry';
+                                       this.parameters = {
+                                               radius: radius,
+                                               widthSegments: widthSegments,
+                                               heightSegments: heightSegments,
+                                               phiStart: phiStart,
+                                               phiLength: phiLength,
+                                               thetaStart: thetaStart,
+                                               thetaLength: thetaLength
+                                       };
+                                       widthSegments = Math.max(3, Math.floor(widthSegments));
+                                       heightSegments = Math.max(2, Math.floor(heightSegments));
+                                       const thetaEnd = Math.min(thetaStart + thetaLength, Math.PI);
+                                       let index = 0;
+                                       const grid = [];
+                                       const vertex = new Vector3();
+                                       const normal = new Vector3(); // buffers
+
+                                       const indices = [];
+                                       const vertices = [];
+                                       const normals = [];
+                                       const uvs = []; // generate vertices, normals and uvs
+
+                                       for (let iy = 0; iy <= heightSegments; iy++) {
+                                               const verticesRow = [];
+                                               const v = iy / heightSegments; // special case for the poles
+
+                                               let uOffset = 0;
+
+                                               if (iy == 0 && thetaStart == 0) {
+                                                       uOffset = 0.5 / widthSegments;
+                                               } else if (iy == heightSegments && thetaEnd == Math.PI) {
+                                                       uOffset = -0.5 / widthSegments;
+                                               }
 
-       class SphereGeometry extends BufferGeometry {
-               constructor(radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI) {
-                       super();
-                       this.type = 'SphereGeometry';
-                       this.parameters = {
-                               radius: radius,
-                               widthSegments: widthSegments,
-                               heightSegments: heightSegments,
-                               phiStart: phiStart,
-                               phiLength: phiLength,
-                               thetaStart: thetaStart,
-                               thetaLength: thetaLength
-                       };
-                       widthSegments = Math.max(3, Math.floor(widthSegments));
-                       heightSegments = Math.max(2, Math.floor(heightSegments));
-                       const thetaEnd = Math.min(thetaStart + thetaLength, Math.PI);
-                       let index = 0;
-                       const grid = [];
-                       const vertex = new Vector3();
-                       const normal = new Vector3(); // buffers
+                                               for (let ix = 0; ix <= widthSegments; ix++) {
+                                                       const u = ix / widthSegments; // vertex
 
-                       const indices = [];
-                       const vertices = [];
-                       const normals = [];
-                       const uvs = []; // generate vertices, normals and uvs
+                                                       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
 
-                       for (let iy = 0; iy <= heightSegments; iy++) {
-                               const verticesRow = [];
-                               const v = iy / heightSegments; // special case for the poles
+                                                       normal.copy(vertex).normalize();
+                                                       normals.push(normal.x, normal.y, normal.z); // uv
 
-                               let uOffset = 0;
+                                                       uvs.push(u + uOffset, 1 - v);
+                                                       verticesRow.push(index++);
+                                               }
 
-                               if (iy == 0 && thetaStart == 0) {
-                                       uOffset = 0.5 / widthSegments;
-                               } else if (iy == heightSegments && thetaEnd == Math.PI) {
-                                       uOffset = -0.5 / widthSegments;
-                               }
+                                               grid.push(verticesRow);
+                                       } // indices
 
-                               for (let ix = 0; ix <= widthSegments; ix++) {
-                                       const 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
+                                       for (let iy = 0; iy < heightSegments; iy++) {
+                                               for (let ix = 0; ix < widthSegments; ix++) {
+                                                       const a = grid[iy][ix + 1];
+                                                       const b = grid[iy][ix];
+                                                       const c = grid[iy + 1][ix];
+                                                       const 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
 
-                                       normal.copy(vertex).normalize();
-                                       normals.push(normal.x, normal.y, normal.z); // uv
 
-                                       uvs.push(u + uOffset, 1 - v);
-                                       verticesRow.push(index++);
+                                       this.setIndex(indices);
+                                       this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+                                       this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
+                                       this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
                                }
 
-                               grid.push(verticesRow);
-                       } // indices
+                               static fromJSON(data) {
+                                       return new SphereGeometry(data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength);
+                               }
 
+                       }
 
-                       for (let iy = 0; iy < heightSegments; iy++) {
-                               for (let ix = 0; ix < widthSegments; ix++) {
-                                       const a = grid[iy][ix + 1];
-                                       const b = grid[iy][ix];
-                                       const c = grid[iy + 1][ix];
-                                       const 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);
+                       class TetrahedronGeometry extends PolyhedronGeometry {
+                               constructor(radius = 1, detail = 0) {
+                                       const vertices = [1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1];
+                                       const indices = [2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1];
+                                       super(vertices, indices, radius, detail);
+                                       this.type = 'TetrahedronGeometry';
+                                       this.parameters = {
+                                               radius: radius,
+                                               detail: detail
+                                       };
                                }
-                       } // build geometry
 
+                               static fromJSON(data) {
+                                       return new TetrahedronGeometry(data.radius, data.detail);
+                               }
 
-                       this.setIndex(indices);
-                       this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
-                       this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
-                       this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
-               }
+                       }
 
-               static fromJSON(data) {
-                       return new SphereGeometry(data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength);
-               }
+                       /**
+                        * 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 (including bevelOffset) is bevel
+                        *      bevelOffset: <float> // how far from text outline does bevel start
+                        * }
+                        */
 
-       }
+                       class TextGeometry extends ExtrudeGeometry {
+                               constructor(text, parameters = {}) {
+                                       const font = parameters.font;
 
-       class TetrahedronGeometry extends PolyhedronGeometry {
-               constructor(radius = 1, detail = 0) {
-                       const vertices = [1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1];
-                       const indices = [2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1];
-                       super(vertices, indices, radius, detail);
-                       this.type = 'TetrahedronGeometry';
-                       this.parameters = {
-                               radius: radius,
-                               detail: detail
-                       };
-               }
+                                       if (!(font && font.isFont)) {
+                                               console.error('THREE.TextGeometry: font parameter is not an instance of THREE.Font.');
+                                               return new BufferGeometry();
+                                       }
 
-               static fromJSON(data) {
-                       return new TetrahedronGeometry(data.radius, data.detail);
-               }
+                                       const shapes = font.generateShapes(text, parameters.size); // translate parameters to ExtrudeGeometry API
 
-       }
+                                       parameters.depth = parameters.height !== undefined ? parameters.height : 50; // defaults
 
-       /**
-        * 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 (including bevelOffset) is bevel
-        *      bevelOffset: <float> // how far from text outline does bevel start
-        * }
-        */
-
-       class TextGeometry extends ExtrudeGeometry {
-               constructor(text, parameters = {}) {
-                       const font = parameters.font;
-
-                       if (!(font && font.isFont)) {
-                               console.error('THREE.TextGeometry: font parameter is not an instance of THREE.Font.');
-                               return new BufferGeometry();
-                       }
-
-                       const 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;
-                       super(shapes, parameters);
-                       this.type = 'TextGeometry';
-               }
+                                       if (parameters.bevelThickness === undefined) parameters.bevelThickness = 10;
+                                       if (parameters.bevelSize === undefined) parameters.bevelSize = 8;
+                                       if (parameters.bevelEnabled === undefined) parameters.bevelEnabled = false;
+                                       super(shapes, parameters);
+                                       this.type = 'TextGeometry';
+                               }
 
-       }
+                       }
 
-       class TorusGeometry extends BufferGeometry {
-               constructor(radius = 1, tube = 0.4, radialSegments = 8, tubularSegments = 6, arc = Math.PI * 2) {
-                       super();
-                       this.type = 'TorusGeometry';
-                       this.parameters = {
-                               radius: radius,
-                               tube: tube,
-                               radialSegments: radialSegments,
-                               tubularSegments: tubularSegments,
-                               arc: arc
-                       };
-                       radialSegments = Math.floor(radialSegments);
-                       tubularSegments = Math.floor(tubularSegments); // buffers
+                       class TorusGeometry extends BufferGeometry {
+                               constructor(radius = 1, tube = 0.4, radialSegments = 8, tubularSegments = 6, arc = Math.PI * 2) {
+                                       super();
+                                       this.type = 'TorusGeometry';
+                                       this.parameters = {
+                                               radius: radius,
+                                               tube: tube,
+                                               radialSegments: radialSegments,
+                                               tubularSegments: tubularSegments,
+                                               arc: arc
+                                       };
+                                       radialSegments = Math.floor(radialSegments);
+                                       tubularSegments = Math.floor(tubularSegments); // buffers
 
-                       const indices = [];
-                       const vertices = [];
-                       const normals = [];
-                       const uvs = []; // helper variables
+                                       const indices = [];
+                                       const vertices = [];
+                                       const normals = [];
+                                       const uvs = []; // helper variables
 
-                       const center = new Vector3();
-                       const vertex = new Vector3();
-                       const normal = new Vector3(); // generate vertices, normals and uvs
+                                       const center = new Vector3();
+                                       const vertex = new Vector3();
+                                       const normal = new Vector3(); // generate vertices, normals and uvs
 
-                       for (let j = 0; j <= radialSegments; j++) {
-                               for (let i = 0; i <= tubularSegments; i++) {
-                                       const u = i / tubularSegments * arc;
-                                       const v = j / radialSegments * Math.PI * 2; // vertex
+                                       for (let j = 0; j <= radialSegments; j++) {
+                                               for (let i = 0; i <= tubularSegments; i++) {
+                                                       const u = i / tubularSegments * arc;
+                                                       const 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
 
-                                       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
+                                       for (let j = 1; j <= radialSegments; j++) {
+                                               for (let i = 1; i <= tubularSegments; i++) {
+                                                       // indices
+                                                       const a = (tubularSegments + 1) * j + i - 1;
+                                                       const b = (tubularSegments + 1) * (j - 1) + i - 1;
+                                                       const c = (tubularSegments + 1) * (j - 1) + i;
+                                                       const d = (tubularSegments + 1) * j + i; // faces
 
-                                       uvs.push(i / tubularSegments);
-                                       uvs.push(j / radialSegments);
-                               }
-                       } // generate indices
+                                                       indices.push(a, b, d);
+                                                       indices.push(b, c, d);
+                                               }
+                                       } // build geometry
 
 
-                       for (let j = 1; j <= radialSegments; j++) {
-                               for (let i = 1; i <= tubularSegments; i++) {
-                                       // indices
-                                       const a = (tubularSegments + 1) * j + i - 1;
-                                       const b = (tubularSegments + 1) * (j - 1) + i - 1;
-                                       const c = (tubularSegments + 1) * (j - 1) + i;
-                                       const d = (tubularSegments + 1) * j + i; // faces
+                                       this.setIndex(indices);
+                                       this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+                                       this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
+                                       this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
+                               }
 
-                                       indices.push(a, b, d);
-                                       indices.push(b, c, d);
+                               static fromJSON(data) {
+                                       return new TorusGeometry(data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc);
                                }
-                       } // build geometry
 
+                       }
 
-                       this.setIndex(indices);
-                       this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
-                       this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
-                       this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
-               }
+                       class TorusKnotGeometry extends BufferGeometry {
+                               constructor(radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3) {
+                                       super();
+                                       this.type = 'TorusKnotGeometry';
+                                       this.parameters = {
+                                               radius: radius,
+                                               tube: tube,
+                                               tubularSegments: tubularSegments,
+                                               radialSegments: radialSegments,
+                                               p: p,
+                                               q: q
+                                       };
+                                       tubularSegments = Math.floor(tubularSegments);
+                                       radialSegments = Math.floor(radialSegments); // buffers
+
+                                       const indices = [];
+                                       const vertices = [];
+                                       const normals = [];
+                                       const uvs = []; // helper variables
+
+                                       const vertex = new Vector3();
+                                       const normal = new Vector3();
+                                       const P1 = new Vector3();
+                                       const P2 = new Vector3();
+                                       const B = new Vector3();
+                                       const T = new Vector3();
+                                       const N = new Vector3(); // generate vertices, normals and uvs
+
+                                       for (let i = 0; i <= tubularSegments; ++i) {
+                                               // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
+                                               const 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 (let 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.
+                                                       const v = j / radialSegments * Math.PI * 2;
+                                                       const cx = -tube * Math.cos(v);
+                                                       const 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
 
-               static fromJSON(data) {
-                       return new TorusGeometry(data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc);
-               }
 
-       }
+                                       for (let j = 1; j <= tubularSegments; j++) {
+                                               for (let i = 1; i <= radialSegments; i++) {
+                                                       // indices
+                                                       const a = (radialSegments + 1) * (j - 1) + (i - 1);
+                                                       const b = (radialSegments + 1) * j + (i - 1);
+                                                       const c = (radialSegments + 1) * j + i;
+                                                       const d = (radialSegments + 1) * (j - 1) + i; // faces
+
+                                                       indices.push(a, b, d);
+                                                       indices.push(b, c, d);
+                                               }
+                                       } // build geometry
+
+
+                                       this.setIndex(indices);
+                                       this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+                                       this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
+                                       this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // this function calculates the current position on the torus curve
+
+                                       function calculatePositionOnCurve(u, p, q, radius, position) {
+                                               const cu = Math.cos(u);
+                                               const su = Math.sin(u);
+                                               const quOverP = q / p * u;
+                                               const 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;
+                                       }
+                               }
+
+                               static fromJSON(data) {
+                                       return new TorusKnotGeometry(data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q);
+                               }
 
-       class TorusKnotGeometry extends BufferGeometry {
-               constructor(radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3) {
-                       super();
-                       this.type = 'TorusKnotGeometry';
-                       this.parameters = {
-                               radius: radius,
-                               tube: tube,
-                               tubularSegments: tubularSegments,
-                               radialSegments: radialSegments,
-                               p: p,
-                               q: q
-                       };
-                       tubularSegments = Math.floor(tubularSegments);
-                       radialSegments = Math.floor(radialSegments); // buffers
-
-                       const indices = [];
-                       const vertices = [];
-                       const normals = [];
-                       const uvs = []; // helper variables
-
-                       const vertex = new Vector3();
-                       const normal = new Vector3();
-                       const P1 = new Vector3();
-                       const P2 = new Vector3();
-                       const B = new Vector3();
-                       const T = new Vector3();
-                       const N = new Vector3(); // generate vertices, normals and uvs
-
-                       for (let i = 0; i <= tubularSegments; ++i) {
-                               // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
-                               const 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 (let 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.
-                                       const v = j / radialSegments * Math.PI * 2;
-                                       const cx = -tube * Math.cos(v);
-                                       const 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 (let j = 1; j <= tubularSegments; j++) {
-                               for (let i = 1; i <= radialSegments; i++) {
-                                       // indices
-                                       const a = (radialSegments + 1) * (j - 1) + (i - 1);
-                                       const b = (radialSegments + 1) * j + (i - 1);
-                                       const c = (radialSegments + 1) * j + i;
-                                       const d = (radialSegments + 1) * (j - 1) + i; // faces
-
-                                       indices.push(a, b, d);
-                                       indices.push(b, c, d);
-                               }
-                       } // build geometry
-
-
-                       this.setIndex(indices);
-                       this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
-                       this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
-                       this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // this function calculates the current position on the torus curve
-
-                       function calculatePositionOnCurve(u, p, q, radius, position) {
-                               const cu = Math.cos(u);
-                               const su = Math.sin(u);
-                               const quOverP = q / p * u;
-                               const 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;
                        }
-               }
 
-               static fromJSON(data) {
-                       return new TorusKnotGeometry(data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q);
-               }
+                       class TubeGeometry extends BufferGeometry {
+                               constructor(path, tubularSegments = 64, radius = 1, radialSegments = 8, closed = false) {
+                                       super();
+                                       this.type = 'TubeGeometry';
+                                       this.parameters = {
+                                               path: path,
+                                               tubularSegments: tubularSegments,
+                                               radius: radius,
+                                               radialSegments: radialSegments,
+                                               closed: closed
+                                       };
+                                       const frames = path.computeFrenetFrames(tubularSegments, closed); // expose internals
 
-       }
+                                       this.tangents = frames.tangents;
+                                       this.normals = frames.normals;
+                                       this.binormals = frames.binormals; // helper variables
 
-       class TubeGeometry extends BufferGeometry {
-               constructor(path, tubularSegments = 64, radius = 1, radialSegments = 8, closed = false) {
-                       super();
-                       this.type = 'TubeGeometry';
-                       this.parameters = {
-                               path: path,
-                               tubularSegments: tubularSegments,
-                               radius: radius,
-                               radialSegments: radialSegments,
-                               closed: closed
-                       };
-                       const frames = path.computeFrenetFrames(tubularSegments, closed); // expose internals
+                                       const vertex = new Vector3();
+                                       const normal = new Vector3();
+                                       const uv = new Vector2();
+                                       let P = new Vector3(); // buffer
 
-                       this.tangents = frames.tangents;
-                       this.normals = frames.normals;
-                       this.binormals = frames.binormals; // helper variables
+                                       const vertices = [];
+                                       const normals = [];
+                                       const uvs = [];
+                                       const indices = []; // create buffer data
 
-                       const vertex = new Vector3();
-                       const normal = new Vector3();
-                       const uv = new Vector2();
-                       let P = new Vector3(); // buffer
+                                       generateBufferData(); // build geometry
 
-                       const vertices = [];
-                       const normals = [];
-                       const uvs = [];
-                       const indices = []; // create buffer data
+                                       this.setIndex(indices);
+                                       this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+                                       this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
+                                       this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // functions
 
-                       generateBufferData(); // build geometry
+                                       function generateBufferData() {
+                                               for (let 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)
 
-                       this.setIndex(indices);
-                       this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
-                       this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
-                       this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // functions
 
-                       function generateBufferData() {
-                               for (let 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
 
-                               generateSegment(closed === false ? tubularSegments : 0); // uvs are generated in a separate function.
-                               // this makes it easy compute correct values for closed geometries
+                                               generateIndices();
+                                       }
 
-                               generateUVs(); // finally create faces
+                                       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
 
-                               generateIndices();
-                       }
+                                               const N = frames.normals[i];
+                                               const B = frames.binormals[i]; // generate normals and vertices for the current segment
 
-                       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
+                                               for (let j = 0; j <= radialSegments; j++) {
+                                                       const v = j / radialSegments * Math.PI * 2;
+                                                       const sin = Math.sin(v);
+                                                       const cos = -Math.cos(v); // normal
 
-                               const N = frames.normals[i];
-                               const B = frames.binormals[i]; // generate normals and vertices for the current segment
+                                                       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
 
-                               for (let j = 0; j <= radialSegments; j++) {
-                                       const v = j / radialSegments * Math.PI * 2;
-                                       const sin = Math.sin(v);
-                                       const cos = -Math.cos(v); // normal
+                                                       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);
+                                               }
+                                       }
 
-                                       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
+                                       function generateIndices() {
+                                               for (let j = 1; j <= tubularSegments; j++) {
+                                                       for (let i = 1; i <= radialSegments; i++) {
+                                                               const a = (radialSegments + 1) * (j - 1) + (i - 1);
+                                                               const b = (radialSegments + 1) * j + (i - 1);
+                                                               const c = (radialSegments + 1) * j + i;
+                                                               const d = (radialSegments + 1) * (j - 1) + i; // faces
+
+                                                               indices.push(a, b, d);
+                                                               indices.push(b, c, d);
+                                                       }
+                                               }
+                                       }
 
-                                       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 generateUVs() {
+                                               for (let i = 0; i <= tubularSegments; i++) {
+                                                       for (let j = 0; j <= radialSegments; j++) {
+                                                               uv.x = i / tubularSegments;
+                                                               uv.y = j / radialSegments;
+                                                               uvs.push(uv.x, uv.y);
+                                                       }
+                                               }
+                                       }
                                }
-                       }
 
-                       function generateIndices() {
-                               for (let j = 1; j <= tubularSegments; j++) {
-                                       for (let i = 1; i <= radialSegments; i++) {
-                                               const a = (radialSegments + 1) * (j - 1) + (i - 1);
-                                               const b = (radialSegments + 1) * j + (i - 1);
-                                               const c = (radialSegments + 1) * j + i;
-                                               const d = (radialSegments + 1) * (j - 1) + i; // faces
+                               toJSON() {
+                                       const data = super.toJSON();
+                                       data.path = this.parameters.path.toJSON();
+                                       return data;
+                               }
 
-                                               indices.push(a, b, d);
-                                               indices.push(b, c, d);
-                                       }
+                               static fromJSON(data) {
+                                       // This only works for built-in curves (e.g. CatmullRomCurve3).
+                                       // User defined curves or instances of CurvePath will not be deserialized.
+                                       return new TubeGeometry(new Curves[data.path.type]().fromJSON(data.path), data.tubularSegments, data.radius, data.radialSegments, data.closed);
                                }
+
                        }
 
-                       function generateUVs() {
-                               for (let i = 0; i <= tubularSegments; i++) {
-                                       for (let j = 0; j <= radialSegments; j++) {
-                                               uv.x = i / tubularSegments;
-                                               uv.y = j / radialSegments;
-                                               uvs.push(uv.x, uv.y);
-                                       }
+                       class WireframeGeometry extends BufferGeometry {
+                               constructor(geometry) {
+                                       super();
+                                       this.type = 'WireframeGeometry';
+
+                                       if (geometry.isGeometry === true) {
+                                               console.error('THREE.WireframeGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
+                                               return;
+                                       } // buffer
+
+
+                                       const vertices = [];
+                                       const edges = new Set(); // helper variables
+
+                                       const start = new Vector3();
+                                       const end = new Vector3();
+
+                                       if (geometry.index !== null) {
+                                               // indexed BufferGeometry
+                                               const position = geometry.attributes.position;
+                                               const indices = geometry.index;
+                                               let 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 (let o = 0, ol = groups.length; o < ol; ++o) {
+                                                       const group = groups[o];
+                                                       const groupStart = group.start;
+                                                       const groupCount = group.count;
+
+                                                       for (let i = groupStart, l = groupStart + groupCount; i < l; i += 3) {
+                                                               for (let j = 0; j < 3; j++) {
+                                                                       const index1 = indices.getX(i + j);
+                                                                       const index2 = indices.getX(i + (j + 1) % 3);
+                                                                       start.fromBufferAttribute(position, index1);
+                                                                       end.fromBufferAttribute(position, index2);
+
+                                                                       if (isUniqueEdge(start, end, edges) === true) {
+                                                                               vertices.push(start.x, start.y, start.z);
+                                                                               vertices.push(end.x, end.y, end.z);
+                                                                       }
+                                                               }
+                                                       }
+                                               }
+                                       } else {
+                                               // non-indexed BufferGeometry
+                                               const position = geometry.attributes.position;
+
+                                               for (let i = 0, l = position.count / 3; i < l; i++) {
+                                                       for (let 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)
+                                                               const index1 = 3 * i + j;
+                                                               const index2 = 3 * i + (j + 1) % 3;
+                                                               start.fromBufferAttribute(position, index1);
+                                                               end.fromBufferAttribute(position, index2);
+
+                                                               if (isUniqueEdge(start, end, edges) === true) {
+                                                                       vertices.push(start.x, start.y, start.z);
+                                                                       vertices.push(end.x, end.y, end.z);
+                                                               }
+                                                       }
+                                               }
+                                       } // build geometry
+
+
+                                       this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
                                }
+
                        }
-               }
 
-               toJSON() {
-                       const data = super.toJSON();
-                       data.path = this.parameters.path.toJSON();
-                       return data;
-               }
+                       function isUniqueEdge(start, end, edges) {
+                               const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
+                               const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
 
-               static fromJSON(data) {
-                       // This only works for built-in curves (e.g. CatmullRomCurve3).
-                       // User defined curves or instances of CurvePath will not be deserialized.
-                       return new TubeGeometry(new Curves[data.path.type]().fromJSON(data.path), data.tubularSegments, data.radius, data.radialSegments, data.closed);
-               }
+                               if (edges.has(hash1) === true || edges.has(hash2) === true) {
+                                       return false;
+                               } else {
+                                       edges.add(hash1, hash2);
+                                       return true;
+                               }
+                       }
+
+                       var Geometries = /*#__PURE__*/Object.freeze({
+                               __proto__: null,
+                               BoxGeometry: BoxGeometry,
+                               BoxBufferGeometry: BoxGeometry,
+                               CircleGeometry: CircleGeometry,
+                               CircleBufferGeometry: CircleGeometry,
+                               ConeGeometry: ConeGeometry,
+                               ConeBufferGeometry: ConeGeometry,
+                               CylinderGeometry: CylinderGeometry,
+                               CylinderBufferGeometry: CylinderGeometry,
+                               DodecahedronGeometry: DodecahedronGeometry,
+                               DodecahedronBufferGeometry: DodecahedronGeometry,
+                               EdgesGeometry: EdgesGeometry,
+                               ExtrudeGeometry: ExtrudeGeometry,
+                               ExtrudeBufferGeometry: ExtrudeGeometry,
+                               IcosahedronGeometry: IcosahedronGeometry,
+                               IcosahedronBufferGeometry: IcosahedronGeometry,
+                               LatheGeometry: LatheGeometry,
+                               LatheBufferGeometry: LatheGeometry,
+                               OctahedronGeometry: OctahedronGeometry,
+                               OctahedronBufferGeometry: OctahedronGeometry,
+                               ParametricGeometry: ParametricGeometry,
+                               ParametricBufferGeometry: ParametricGeometry,
+                               PlaneGeometry: PlaneGeometry,
+                               PlaneBufferGeometry: PlaneGeometry,
+                               PolyhedronGeometry: PolyhedronGeometry,
+                               PolyhedronBufferGeometry: PolyhedronGeometry,
+                               RingGeometry: RingGeometry,
+                               RingBufferGeometry: RingGeometry,
+                               ShapeGeometry: ShapeGeometry,
+                               ShapeBufferGeometry: ShapeGeometry,
+                               SphereGeometry: SphereGeometry,
+                               SphereBufferGeometry: SphereGeometry,
+                               TetrahedronGeometry: TetrahedronGeometry,
+                               TetrahedronBufferGeometry: TetrahedronGeometry,
+                               TextGeometry: TextGeometry,
+                               TextBufferGeometry: TextGeometry,
+                               TorusGeometry: TorusGeometry,
+                               TorusBufferGeometry: TorusGeometry,
+                               TorusKnotGeometry: TorusKnotGeometry,
+                               TorusKnotBufferGeometry: TorusKnotGeometry,
+                               TubeGeometry: TubeGeometry,
+                               TubeBufferGeometry: TubeGeometry,
+                               WireframeGeometry: WireframeGeometry
+                       });
 
-       }
+                       /**
+                        * parameters = {
+                        *      color: <THREE.Color>
+                        * }
+                        */
 
-       class WireframeGeometry extends BufferGeometry {
-               constructor(geometry) {
-                       super();
-                       this.type = 'WireframeGeometry';
+                       class ShadowMaterial extends Material {
+                               constructor(parameters) {
+                                       super();
+                                       this.type = 'ShadowMaterial';
+                                       this.color = new Color(0x000000);
+                                       this.transparent = true;
+                                       this.setValues(parameters);
+                               }
 
-                       if (geometry.isGeometry === true) {
-                               console.error('THREE.WireframeGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
-                               return;
-                       } // buffer
+                               copy(source) {
+                                       super.copy(source);
+                                       this.color.copy(source.color);
+                                       return this;
+                               }
 
+                       }
 
-                       const vertices = [];
-                       const edges = new Set(); // helper variables
+                       ShadowMaterial.prototype.isShadowMaterial = true;
 
-                       const start = new Vector3();
-                       const end = new Vector3();
+                       /**
+                        * 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>,
+                        *
+                        *      flatShading: <bool>
+                        * }
+                        */
 
-                       if (geometry.index !== null) {
-                               // indexed BufferGeometry
-                               const position = geometry.attributes.position;
-                               const indices = geometry.index;
-                               let groups = geometry.groups;
+                       class MeshStandardMaterial extends Material {
+                               constructor(parameters) {
+                                       super();
+                                       this.defines = {
+                                               'STANDARD': ''
+                                       };
+                                       this.type = 'MeshStandardMaterial';
+                                       this.color = new Color(0xffffff); // diffuse
+
+                                       this.roughness = 1.0;
+                                       this.metalness = 0.0;
+                                       this.map = null;
+                                       this.lightMap = null;
+                                       this.lightMapIntensity = 1.0;
+                                       this.aoMap = null;
+                                       this.aoMapIntensity = 1.0;
+                                       this.emissive = new Color(0x000000);
+                                       this.emissiveIntensity = 1.0;
+                                       this.emissiveMap = null;
+                                       this.bumpMap = null;
+                                       this.bumpScale = 1;
+                                       this.normalMap = null;
+                                       this.normalMapType = TangentSpaceNormalMap;
+                                       this.normalScale = new Vector2(1, 1);
+                                       this.displacementMap = null;
+                                       this.displacementScale = 1;
+                                       this.displacementBias = 0;
+                                       this.roughnessMap = null;
+                                       this.metalnessMap = null;
+                                       this.alphaMap = null;
+                                       this.envMap = null;
+                                       this.envMapIntensity = 1.0;
+                                       this.refractionRatio = 0.98;
+                                       this.wireframe = false;
+                                       this.wireframeLinewidth = 1;
+                                       this.wireframeLinecap = 'round';
+                                       this.wireframeLinejoin = 'round';
+                                       this.flatShading = false;
+                                       this.setValues(parameters);
+                               }
+
+                               copy(source) {
+                                       super.copy(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.flatShading = source.flatShading;
+                                       return this;
+                               }
 
-                               if (groups.length === 0) {
-                                       groups = [{
-                                               start: 0,
-                                               count: indices.count,
-                                               materialIndex: 0
-                                       }];
-                               } // create a data structure that contains all eges without duplicates
+                       }
 
+                       MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
 
-                               for (let o = 0, ol = groups.length; o < ol; ++o) {
-                                       const group = groups[o];
-                                       const groupStart = group.start;
-                                       const groupCount = group.count;
+                       /**
+                        * parameters = {
+                        *      clearcoat: <float>,
+                        *      clearcoatMap: new THREE.Texture( <Image> ),
+                        *      clearcoatRoughness: <float>,
+                        *      clearcoatRoughnessMap: new THREE.Texture( <Image> ),
+                        *      clearcoatNormalScale: <Vector2>,
+                        *      clearcoatNormalMap: new THREE.Texture( <Image> ),
+                        *
+                        *      ior: <float>,
+                        *      reflectivity: <float>,
+                        *
+                        *      sheenTint: <Color>,
+                        *
+                        *      transmission: <float>,
+                        *      transmissionMap: new THREE.Texture( <Image> ),
+                        *
+                        *      thickness: <float>,
+                        *      thicknessMap: new THREE.Texture( <Image> ),
+                        *      attenuationDistance: <float>,
+                        *      attenuationTint: <Color>,
+                        *
+                        *      specularIntensity: <float>,
+                        *      specularIntensityhMap: new THREE.Texture( <Image> ),
+                        *      specularTint: <Color>,
+                        *      specularTintMap: new THREE.Texture( <Image> )
+                        * }
+                        */
 
-                                       for (let i = groupStart, l = groupStart + groupCount; i < l; i += 3) {
-                                               for (let j = 0; j < 3; j++) {
-                                                       const index1 = indices.getX(i + j);
-                                                       const index2 = indices.getX(i + (j + 1) % 3);
-                                                       start.fromBufferAttribute(position, index1);
-                                                       end.fromBufferAttribute(position, index2);
-
-                                                       if (isUniqueEdge(start, end, edges) === true) {
-                                                               vertices.push(start.x, start.y, start.z);
-                                                               vertices.push(end.x, end.y, end.z);
-                                                       }
+                       class MeshPhysicalMaterial extends MeshStandardMaterial {
+                               constructor(parameters) {
+                                       super();
+                                       this.defines = {
+                                               'STANDARD': '',
+                                               'PHYSICAL': ''
+                                       };
+                                       this.type = 'MeshPhysicalMaterial';
+                                       this.clearcoatMap = null;
+                                       this.clearcoatRoughness = 0.0;
+                                       this.clearcoatRoughnessMap = null;
+                                       this.clearcoatNormalScale = new Vector2(1, 1);
+                                       this.clearcoatNormalMap = null;
+                                       this.ior = 1.5;
+                                       Object.defineProperty(this, 'reflectivity', {
+                                               get: function () {
+                                                       return clamp(2.5 * (this.ior - 1) / (this.ior + 1), 0, 1);
+                                               },
+                                               set: function (reflectivity) {
+                                                       this.ior = (1 + 0.4 * reflectivity) / (1 - 0.4 * reflectivity);
                                                }
+                                       });
+                                       this.sheenTint = new Color(0x000000);
+                                       this.transmission = 0.0;
+                                       this.transmissionMap = null;
+                                       this.thickness = 0.01;
+                                       this.thicknessMap = null;
+                                       this.attenuationDistance = 0.0;
+                                       this.attenuationTint = new Color(1, 1, 1);
+                                       this.specularIntensity = 1.0;
+                                       this.specularIntensityMap = null;
+                                       this.specularTint = new Color(1, 1, 1);
+                                       this.specularTintMap = null;
+                                       this._clearcoat = 0;
+                                       this._transmission = 0;
+                                       this.setValues(parameters);
+                               }
+
+                               get clearcoat() {
+                                       return this._clearcoat;
+                               }
+
+                               set clearcoat(value) {
+                                       if (this._clearcoat > 0 !== value > 0) {
+                                               this.version++;
                                        }
+
+                                       this._clearcoat = value;
                                }
-                       } else {
-                               // non-indexed BufferGeometry
-                               const position = geometry.attributes.position;
 
-                               for (let i = 0, l = position.count / 3; i < l; i++) {
-                                       for (let 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)
-                                               const index1 = 3 * i + j;
-                                               const index2 = 3 * i + (j + 1) % 3;
-                                               start.fromBufferAttribute(position, index1);
-                                               end.fromBufferAttribute(position, index2);
+                               get transmission() {
+                                       return this._transmission;
+                               }
 
-                                               if (isUniqueEdge(start, end, edges) === true) {
-                                                       vertices.push(start.x, start.y, start.z);
-                                                       vertices.push(end.x, end.y, end.z);
-                                               }
+                               set transmission(value) {
+                                       if (this._transmission > 0 !== value > 0) {
+                                               this.version++;
                                        }
+
+                                       this._transmission = value;
                                }
-                       } // build geometry
 
+                               copy(source) {
+                                       super.copy(source);
+                                       this.defines = {
+                                               'STANDARD': '',
+                                               'PHYSICAL': ''
+                                       };
+                                       this.clearcoat = source.clearcoat;
+                                       this.clearcoatMap = source.clearcoatMap;
+                                       this.clearcoatRoughness = source.clearcoatRoughness;
+                                       this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
+                                       this.clearcoatNormalMap = source.clearcoatNormalMap;
+                                       this.clearcoatNormalScale.copy(source.clearcoatNormalScale);
+                                       this.ior = source.ior;
+                                       this.sheenTint.copy(source.sheenTint);
+                                       this.transmission = source.transmission;
+                                       this.transmissionMap = source.transmissionMap;
+                                       this.thickness = source.thickness;
+                                       this.thicknessMap = source.thicknessMap;
+                                       this.attenuationDistance = source.attenuationDistance;
+                                       this.attenuationTint.copy(source.attenuationTint);
+                                       this.specularIntensity = source.specularIntensity;
+                                       this.specularIntensityMap = source.specularIntensityMap;
+                                       this.specularTint.copy(source.specularTint);
+                                       this.specularTintMap = source.specularTintMap;
+                                       return this;
+                               }
 
-                       this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
-               }
+                       }
 
-       }
+                       MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
 
-       function isUniqueEdge(start, end, edges) {
-               const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
-               const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
+                       /**
+                        * 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.MultiplyOperation,
+                        *      reflectivity: <float>,
+                        *      refractionRatio: <float>,
+                        *
+                        *      wireframe: <boolean>,
+                        *      wireframeLinewidth: <float>,
+                        *
+                        *      flatShading: <bool>
+                        * }
+                        */
 
-               if (edges.has(hash1) === true || edges.has(hash2) === true) {
-                       return false;
-               } else {
-                       edges.add(hash1, hash2);
-                       return true;
-               }
-       }
+                       class MeshPhongMaterial extends Material {
+                               constructor(parameters) {
+                                       super();
+                                       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.flatShading = false;
+                                       this.setValues(parameters);
+                               }
+
+                               copy(source) {
+                                       super.copy(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.flatShading = source.flatShading;
+                                       return this;
+                               }
 
-       var Geometries = /*#__PURE__*/Object.freeze({
-               __proto__: null,
-               BoxGeometry: BoxGeometry,
-               BoxBufferGeometry: BoxGeometry,
-               CircleGeometry: CircleGeometry,
-               CircleBufferGeometry: CircleGeometry,
-               ConeGeometry: ConeGeometry,
-               ConeBufferGeometry: ConeGeometry,
-               CylinderGeometry: CylinderGeometry,
-               CylinderBufferGeometry: CylinderGeometry,
-               DodecahedronGeometry: DodecahedronGeometry,
-               DodecahedronBufferGeometry: DodecahedronGeometry,
-               EdgesGeometry: EdgesGeometry,
-               ExtrudeGeometry: ExtrudeGeometry,
-               ExtrudeBufferGeometry: ExtrudeGeometry,
-               IcosahedronGeometry: IcosahedronGeometry,
-               IcosahedronBufferGeometry: IcosahedronGeometry,
-               LatheGeometry: LatheGeometry,
-               LatheBufferGeometry: LatheGeometry,
-               OctahedronGeometry: OctahedronGeometry,
-               OctahedronBufferGeometry: OctahedronGeometry,
-               ParametricGeometry: ParametricGeometry,
-               ParametricBufferGeometry: ParametricGeometry,
-               PlaneGeometry: PlaneGeometry,
-               PlaneBufferGeometry: PlaneGeometry,
-               PolyhedronGeometry: PolyhedronGeometry,
-               PolyhedronBufferGeometry: PolyhedronGeometry,
-               RingGeometry: RingGeometry,
-               RingBufferGeometry: RingGeometry,
-               ShapeGeometry: ShapeGeometry,
-               ShapeBufferGeometry: ShapeGeometry,
-               SphereGeometry: SphereGeometry,
-               SphereBufferGeometry: SphereGeometry,
-               TetrahedronGeometry: TetrahedronGeometry,
-               TetrahedronBufferGeometry: TetrahedronGeometry,
-               TextGeometry: TextGeometry,
-               TextBufferGeometry: TextGeometry,
-               TorusGeometry: TorusGeometry,
-               TorusBufferGeometry: TorusGeometry,
-               TorusKnotGeometry: TorusKnotGeometry,
-               TorusKnotBufferGeometry: TorusKnotGeometry,
-               TubeGeometry: TubeGeometry,
-               TubeBufferGeometry: TubeGeometry,
-               WireframeGeometry: WireframeGeometry
-       });
-
-       /**
-        * parameters = {
-        *      color: <THREE.Color>
-        * }
-        */
-
-       class ShadowMaterial extends Material {
-               constructor(parameters) {
-                       super();
-                       this.type = 'ShadowMaterial';
-                       this.color = new Color(0x000000);
-                       this.transparent = true;
-                       this.setValues(parameters);
-               }
+                       }
 
-               copy(source) {
-                       super.copy(source);
-                       this.color.copy(source.color);
-                       return this;
-               }
+                       MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
 
-       }
+                       /**
+                        * parameters = {
+                        *      color: <hex>,
+                        *
+                        *      map: new THREE.Texture( <Image> ),
+                        *      gradientMap: 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>,
+                        *
+                        *      alphaMap: new THREE.Texture( <Image> ),
+                        *
+                        *      wireframe: <boolean>,
+                        *      wireframeLinewidth: <float>,
+                        *
+                        * }
+                        */
 
-       ShadowMaterial.prototype.isShadowMaterial = true;
-
-       /**
-        * 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>,
-        *
-        *      flatShading: <bool>
-        * }
-        */
-
-       class MeshStandardMaterial extends Material {
-               constructor(parameters) {
-                       super();
-                       this.defines = {
-                               'STANDARD': ''
-                       };
-                       this.type = 'MeshStandardMaterial';
-                       this.color = new Color(0xffffff); // diffuse
-
-                       this.roughness = 1.0;
-                       this.metalness = 0.0;
-                       this.map = null;
-                       this.lightMap = null;
-                       this.lightMapIntensity = 1.0;
-                       this.aoMap = null;
-                       this.aoMapIntensity = 1.0;
-                       this.emissive = new Color(0x000000);
-                       this.emissiveIntensity = 1.0;
-                       this.emissiveMap = null;
-                       this.bumpMap = null;
-                       this.bumpScale = 1;
-                       this.normalMap = null;
-                       this.normalMapType = TangentSpaceNormalMap;
-                       this.normalScale = new Vector2(1, 1);
-                       this.displacementMap = null;
-                       this.displacementScale = 1;
-                       this.displacementBias = 0;
-                       this.roughnessMap = null;
-                       this.metalnessMap = null;
-                       this.alphaMap = null;
-                       this.envMap = null;
-                       this.envMapIntensity = 1.0;
-                       this.refractionRatio = 0.98;
-                       this.wireframe = false;
-                       this.wireframeLinewidth = 1;
-                       this.wireframeLinecap = 'round';
-                       this.wireframeLinejoin = 'round';
-                       this.flatShading = false;
-                       this.setValues(parameters);
-               }
+                       class MeshToonMaterial extends Material {
+                               constructor(parameters) {
+                                       super();
+                                       this.defines = {
+                                               'TOON': ''
+                                       };
+                                       this.type = 'MeshToonMaterial';
+                                       this.color = new Color(0xffffff);
+                                       this.map = null;
+                                       this.gradientMap = null;
+                                       this.lightMap = null;
+                                       this.lightMapIntensity = 1.0;
+                                       this.aoMap = null;
+                                       this.aoMapIntensity = 1.0;
+                                       this.emissive = new Color(0x000000);
+                                       this.emissiveIntensity = 1.0;
+                                       this.emissiveMap = null;
+                                       this.bumpMap = null;
+                                       this.bumpScale = 1;
+                                       this.normalMap = null;
+                                       this.normalMapType = TangentSpaceNormalMap;
+                                       this.normalScale = new Vector2(1, 1);
+                                       this.displacementMap = null;
+                                       this.displacementScale = 1;
+                                       this.displacementBias = 0;
+                                       this.alphaMap = null;
+                                       this.wireframe = false;
+                                       this.wireframeLinewidth = 1;
+                                       this.wireframeLinecap = 'round';
+                                       this.wireframeLinejoin = 'round';
+                                       this.setValues(parameters);
+                               }
+
+                               copy(source) {
+                                       super.copy(source);
+                                       this.color.copy(source.color);
+                                       this.map = source.map;
+                                       this.gradientMap = source.gradientMap;
+                                       this.lightMap = source.lightMap;
+                                       this.lightMapIntensity = source.lightMapIntensity;
+                                       this.aoMap = source.aoMap;
+                                       this.aoMapIntensity = source.aoMapIntensity;
+                                       this.emissive.copy(source.emissive);
+                                       this.emissiveMap = source.emissiveMap;
+                                       this.emissiveIntensity = source.emissiveIntensity;
+                                       this.bumpMap = source.bumpMap;
+                                       this.bumpScale = source.bumpScale;
+                                       this.normalMap = source.normalMap;
+                                       this.normalMapType = source.normalMapType;
+                                       this.normalScale.copy(source.normalScale);
+                                       this.displacementMap = source.displacementMap;
+                                       this.displacementScale = source.displacementScale;
+                                       this.displacementBias = source.displacementBias;
+                                       this.alphaMap = source.alphaMap;
+                                       this.wireframe = source.wireframe;
+                                       this.wireframeLinewidth = source.wireframeLinewidth;
+                                       this.wireframeLinecap = source.wireframeLinecap;
+                                       this.wireframeLinejoin = source.wireframeLinejoin;
+                                       return this;
+                               }
 
-               copy(source) {
-                       super.copy(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.flatShading = source.flatShading;
-                       return this;
-               }
+                       }
 
-       }
+                       MeshToonMaterial.prototype.isMeshToonMaterial = true;
 
-       MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
-
-       /**
-        * parameters = {
-        *      clearcoat: <float>,
-        *      clearcoatMap: new THREE.Texture( <Image> ),
-        *      clearcoatRoughness: <float>,
-        *      clearcoatRoughnessMap: new THREE.Texture( <Image> ),
-        *      clearcoatNormalScale: <Vector2>,
-        *      clearcoatNormalMap: new THREE.Texture( <Image> ),
-        *
-        *      ior: <float>,
-        *      reflectivity: <float>,
-        *
-        *      sheenTint: <Color>,
-        *
-        *      transmission: <float>,
-        *      transmissionMap: new THREE.Texture( <Image> ),
-        *
-        *      thickness: <float>,
-        *      thicknessMap: new THREE.Texture( <Image> ),
-        *      attenuationDistance: <float>,
-        *      attenuationTint: <Color>,
-        *
-        *      specularIntensity: <float>,
-        *      specularIntensityhMap: new THREE.Texture( <Image> ),
-        *      specularTint: <Color>,
-        *      specularTintMap: new THREE.Texture( <Image> )
-        * }
-        */
-
-       class MeshPhysicalMaterial extends MeshStandardMaterial {
-               constructor(parameters) {
-                       super();
-                       this.defines = {
-                               'STANDARD': '',
-                               'PHYSICAL': ''
-                       };
-                       this.type = 'MeshPhysicalMaterial';
-                       this.clearcoatMap = null;
-                       this.clearcoatRoughness = 0.0;
-                       this.clearcoatRoughnessMap = null;
-                       this.clearcoatNormalScale = new Vector2(1, 1);
-                       this.clearcoatNormalMap = null;
-                       this.ior = 1.5;
-                       Object.defineProperty(this, 'reflectivity', {
-                               get: function () {
-                                       return clamp(2.5 * (this.ior - 1) / (this.ior + 1), 0, 1);
-                               },
-                               set: function (reflectivity) {
-                                       this.ior = (1 + 0.4 * reflectivity) / (1 - 0.4 * reflectivity);
-                               }
-                       });
-                       this.sheenTint = new Color(0x000000);
-                       this.transmission = 0.0;
-                       this.transmissionMap = null;
-                       this.thickness = 0.01;
-                       this.thicknessMap = null;
-                       this.attenuationDistance = 0.0;
-                       this.attenuationTint = new Color(1, 1, 1);
-                       this.specularIntensity = 1.0;
-                       this.specularIntensityMap = null;
-                       this.specularTint = new Color(1, 1, 1);
-                       this.specularTintMap = null;
-                       this._clearcoat = 0;
-                       this._transmission = 0;
-                       this.setValues(parameters);
-               }
+                       /**
+                        * 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>
+                        *
+                        *      flatShading: <bool>
+                        * }
+                        */
 
-               get clearcoat() {
-                       return this._clearcoat;
-               }
+                       class MeshNormalMaterial extends Material {
+                               constructor(parameters) {
+                                       super();
+                                       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.flatShading = false;
+                                       this.setValues(parameters);
+                               }
+
+                               copy(source) {
+                                       super.copy(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.flatShading = source.flatShading;
+                                       return this;
+                               }
 
-               set clearcoat(value) {
-                       if (this._clearcoat > 0 !== value > 0) {
-                               this.version++;
                        }
 
-                       this._clearcoat = value;
-               }
+                       MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
 
-               get transmission() {
-                       return this._transmission;
-               }
+                       /**
+                        * 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>,
+                        *
+                        * }
+                        */
+
+                       class MeshLambertMaterial extends Material {
+                               constructor(parameters) {
+                                       super();
+                                       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.setValues(parameters);
+                               }
+
+                               copy(source) {
+                                       super.copy(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;
+                                       return this;
+                               }
 
-               set transmission(value) {
-                       if (this._transmission > 0 !== value > 0) {
-                               this.version++;
                        }
 
-                       this._transmission = value;
-               }
+                       MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
 
-               copy(source) {
-                       super.copy(source);
-                       this.defines = {
-                               'STANDARD': '',
-                               'PHYSICAL': ''
-                       };
-                       this.clearcoat = source.clearcoat;
-                       this.clearcoatMap = source.clearcoatMap;
-                       this.clearcoatRoughness = source.clearcoatRoughness;
-                       this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
-                       this.clearcoatNormalMap = source.clearcoatNormalMap;
-                       this.clearcoatNormalScale.copy(source.clearcoatNormalScale);
-                       this.ior = source.ior;
-                       this.sheenTint.copy(source.sheenTint);
-                       this.transmission = source.transmission;
-                       this.transmissionMap = source.transmissionMap;
-                       this.thickness = source.thickness;
-                       this.thicknessMap = source.thicknessMap;
-                       this.attenuationDistance = source.attenuationDistance;
-                       this.attenuationTint.copy(source.attenuationTint);
-                       this.specularIntensity = source.specularIntensity;
-                       this.specularIntensityMap = source.specularIntensityMap;
-                       this.specularTint.copy(source.specularTint);
-                       this.specularTintMap = source.specularTintMap;
-                       return this;
-               }
-
-       }
-
-       MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
-
-       /**
-        * 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.MultiplyOperation,
-        *      reflectivity: <float>,
-        *      refractionRatio: <float>,
-        *
-        *      wireframe: <boolean>,
-        *      wireframeLinewidth: <float>,
-        *
-        *      flatShading: <bool>
-        * }
-        */
-
-       class MeshPhongMaterial extends Material {
-               constructor(parameters) {
-                       super();
-                       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.flatShading = false;
-                       this.setValues(parameters);
-               }
-
-               copy(source) {
-                       super.copy(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.flatShading = source.flatShading;
-                       return this;
-               }
+                       /**
+                        * parameters = {
+                        *      color: <hex>,
+                        *      opacity: <float>,
+                        *
+                        *      matcap: new THREE.Texture( <Image> ),
+                        *
+                        *      map: 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>,
+                        *
+                        *      alphaMap: new THREE.Texture( <Image> ),
+                        *
+                        *      flatShading: <bool>
+                        * }
+                        */
 
-       }
+                       class MeshMatcapMaterial extends Material {
+                               constructor(parameters) {
+                                       super();
+                                       this.defines = {
+                                               'MATCAP': ''
+                                       };
+                                       this.type = 'MeshMatcapMaterial';
+                                       this.color = new Color(0xffffff); // diffuse
+
+                                       this.matcap = null;
+                                       this.map = 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.alphaMap = null;
+                                       this.flatShading = false;
+                                       this.setValues(parameters);
+                               }
+
+                               copy(source) {
+                                       super.copy(source);
+                                       this.defines = {
+                                               'MATCAP': ''
+                                       };
+                                       this.color.copy(source.color);
+                                       this.matcap = source.matcap;
+                                       this.map = source.map;
+                                       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.alphaMap = source.alphaMap;
+                                       this.flatShading = source.flatShading;
+                                       return this;
+                               }
 
-       MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
-
-       /**
-        * parameters = {
-        *      color: <hex>,
-        *
-        *      map: new THREE.Texture( <Image> ),
-        *      gradientMap: 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>,
-        *
-        *      alphaMap: new THREE.Texture( <Image> ),
-        *
-        *      wireframe: <boolean>,
-        *      wireframeLinewidth: <float>,
-        *
-        * }
-        */
-
-       class MeshToonMaterial extends Material {
-               constructor(parameters) {
-                       super();
-                       this.defines = {
-                               'TOON': ''
-                       };
-                       this.type = 'MeshToonMaterial';
-                       this.color = new Color(0xffffff);
-                       this.map = null;
-                       this.gradientMap = null;
-                       this.lightMap = null;
-                       this.lightMapIntensity = 1.0;
-                       this.aoMap = null;
-                       this.aoMapIntensity = 1.0;
-                       this.emissive = new Color(0x000000);
-                       this.emissiveIntensity = 1.0;
-                       this.emissiveMap = null;
-                       this.bumpMap = null;
-                       this.bumpScale = 1;
-                       this.normalMap = null;
-                       this.normalMapType = TangentSpaceNormalMap;
-                       this.normalScale = new Vector2(1, 1);
-                       this.displacementMap = null;
-                       this.displacementScale = 1;
-                       this.displacementBias = 0;
-                       this.alphaMap = null;
-                       this.wireframe = false;
-                       this.wireframeLinewidth = 1;
-                       this.wireframeLinecap = 'round';
-                       this.wireframeLinejoin = 'round';
-                       this.setValues(parameters);
-               }
+                       }
 
-               copy(source) {
-                       super.copy(source);
-                       this.color.copy(source.color);
-                       this.map = source.map;
-                       this.gradientMap = source.gradientMap;
-                       this.lightMap = source.lightMap;
-                       this.lightMapIntensity = source.lightMapIntensity;
-                       this.aoMap = source.aoMap;
-                       this.aoMapIntensity = source.aoMapIntensity;
-                       this.emissive.copy(source.emissive);
-                       this.emissiveMap = source.emissiveMap;
-                       this.emissiveIntensity = source.emissiveIntensity;
-                       this.bumpMap = source.bumpMap;
-                       this.bumpScale = source.bumpScale;
-                       this.normalMap = source.normalMap;
-                       this.normalMapType = source.normalMapType;
-                       this.normalScale.copy(source.normalScale);
-                       this.displacementMap = source.displacementMap;
-                       this.displacementScale = source.displacementScale;
-                       this.displacementBias = source.displacementBias;
-                       this.alphaMap = source.alphaMap;
-                       this.wireframe = source.wireframe;
-                       this.wireframeLinewidth = source.wireframeLinewidth;
-                       this.wireframeLinecap = source.wireframeLinecap;
-                       this.wireframeLinejoin = source.wireframeLinejoin;
-                       return this;
-               }
+                       MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
 
-       }
+                       /**
+                        * parameters = {
+                        *      color: <hex>,
+                        *      opacity: <float>,
+                        *
+                        *      linewidth: <float>,
+                        *
+                        *      scale: <float>,
+                        *      dashSize: <float>,
+                        *      gapSize: <float>
+                        * }
+                        */
 
-       MeshToonMaterial.prototype.isMeshToonMaterial = true;
-
-       /**
-        * 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>
-        *
-        *      flatShading: <bool>
-        * }
-        */
-
-       class MeshNormalMaterial extends Material {
-               constructor(parameters) {
-                       super();
-                       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.flatShading = false;
-                       this.setValues(parameters);
-               }
+                       class LineDashedMaterial extends LineBasicMaterial {
+                               constructor(parameters) {
+                                       super();
+                                       this.type = 'LineDashedMaterial';
+                                       this.scale = 1;
+                                       this.dashSize = 3;
+                                       this.gapSize = 1;
+                                       this.setValues(parameters);
+                               }
+
+                               copy(source) {
+                                       super.copy(source);
+                                       this.scale = source.scale;
+                                       this.dashSize = source.dashSize;
+                                       this.gapSize = source.gapSize;
+                                       return this;
+                               }
 
-               copy(source) {
-                       super.copy(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.flatShading = source.flatShading;
-                       return this;
-               }
+                       }
 
-       }
+                       LineDashedMaterial.prototype.isLineDashedMaterial = true;
+
+                       var Materials = /*#__PURE__*/Object.freeze({
+                               __proto__: null,
+                               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,
+                               MeshMatcapMaterial: MeshMatcapMaterial,
+                               LineDashedMaterial: LineDashedMaterial,
+                               LineBasicMaterial: LineBasicMaterial,
+                               Material: Material
+                       });
 
-       MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
-
-       /**
-        * 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>,
-        *
-        * }
-        */
-
-       class MeshLambertMaterial extends Material {
-               constructor(parameters) {
-                       super();
-                       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.setValues(parameters);
-               }
+                       const 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));
+                                       }
 
-               copy(source) {
-                       super.copy(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;
-                       return this;
-               }
+                                       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
+                                       }
 
-       MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
-
-       /**
-        * parameters = {
-        *      color: <hex>,
-        *      opacity: <float>,
-        *
-        *      matcap: new THREE.Texture( <Image> ),
-        *
-        *      map: 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>,
-        *
-        *      alphaMap: new THREE.Texture( <Image> ),
-        *
-        *      flatShading: <bool>
-        * }
-        */
-
-       class MeshMatcapMaterial extends Material {
-               constructor(parameters) {
-                       super();
-                       this.defines = {
-                               'MATCAP': ''
-                       };
-                       this.type = 'MeshMatcapMaterial';
-                       this.color = new Color(0xffffff); // diffuse
-
-                       this.matcap = null;
-                       this.map = 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.alphaMap = null;
-                       this.flatShading = false;
-                       this.setValues(parameters);
-               }
+                                       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];
+                                       }
 
-               copy(source) {
-                       super.copy(source);
-                       this.defines = {
-                               'MATCAP': ''
-                       };
-                       this.color.copy(source.color);
-                       this.matcap = source.matcap;
-                       this.map = source.map;
-                       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.alphaMap = source.alphaMap;
-                       this.flatShading = source.flatShading;
-                       return this;
-               }
+                                       const n = times.length;
+                                       const result = new Array(n);
 
-       }
+                                       for (let i = 0; i !== n; ++i) result[i] = i;
 
-       MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
-
-       /**
-        * parameters = {
-        *      color: <hex>,
-        *      opacity: <float>,
-        *
-        *      linewidth: <float>,
-        *
-        *      scale: <float>,
-        *      dashSize: <float>,
-        *      gapSize: <float>
-        * }
-        */
-
-       class LineDashedMaterial extends LineBasicMaterial {
-               constructor(parameters) {
-                       super();
-                       this.type = 'LineDashedMaterial';
-                       this.scale = 1;
-                       this.dashSize = 3;
-                       this.gapSize = 1;
-                       this.setValues(parameters);
-               }
+                                       result.sort(compareTime);
+                                       return result;
+                               },
+                               // uses the array previously returned by 'getKeyframeOrder' to sort data
+                               sortedArray: function (values, stride, order) {
+                                       const nValues = values.length;
+                                       const result = new values.constructor(nValues);
 
-               copy(source) {
-                       super.copy(source);
-                       this.scale = source.scale;
-                       this.dashSize = source.dashSize;
-                       this.gapSize = source.gapSize;
-                       return this;
-               }
+                                       for (let i = 0, dstOffset = 0; dstOffset !== nValues; ++i) {
+                                               const srcOffset = order[i] * stride;
 
-       }
+                                               for (let j = 0; j !== stride; ++j) {
+                                                       result[dstOffset++] = values[srcOffset + j];
+                                               }
+                                       }
 
-       LineDashedMaterial.prototype.isLineDashedMaterial = true;
-
-       var Materials = /*#__PURE__*/Object.freeze({
-               __proto__: null,
-               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,
-               MeshMatcapMaterial: MeshMatcapMaterial,
-               LineDashedMaterial: LineDashedMaterial,
-               LineBasicMaterial: LineBasicMaterial,
-               Material: Material
-       });
-
-       const 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];
-                       }
-
-                       const n = times.length;
-                       const result = new Array(n);
-
-                       for (let 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) {
-                       const nValues = values.length;
-                       const result = new values.constructor(nValues);
-
-                       for (let i = 0, dstOffset = 0; dstOffset !== nValues; ++i) {
-                               const srcOffset = order[i] * stride;
-
-                               for (let j = 0; j !== stride; ++j) {
-                                       result[dstOffset++] = values[srcOffset + j];
-                               }
-                       }
-
-                       return result;
-               },
-               // function for parsing AOS keyframe formats
-               flattenJSON: function (jsonKeys, times, values, valuePropertyName) {
-                       let i = 1,
-                                       key = jsonKeys[0];
-
-                       while (key !== undefined && key[valuePropertyName] === undefined) {
-                               key = jsonKeys[i++];
-                       }
-
-                       if (key === undefined) return; // no data
-
-                       let value = key[valuePropertyName];
-                       if (value === undefined) return; // no data
-
-                       if (Array.isArray(value)) {
-                               do {
-                                       value = key[valuePropertyName];
+                                       return result;
+                               },
+                               // function for parsing AOS keyframe formats
+                               flattenJSON: function (jsonKeys, times, values, valuePropertyName) {
+                                       let i = 1,
+                                               key = jsonKeys[0];
 
-                                       if (value !== undefined) {
-                                               times.push(key.time);
-                                               values.push.apply(values, value); // push all elements
+                                       while (key !== undefined && key[valuePropertyName] === undefined) {
+                                               key = jsonKeys[i++];
                                        }
 
-                                       key = jsonKeys[i++];
-                               } while (key !== undefined);
-                       } else if (value.toArray !== undefined) {
-                               // ...assume THREE.Math-ish
-                               do {
-                                       value = key[valuePropertyName];
+                                       if (key === undefined) return; // no data
 
-                                       if (value !== undefined) {
-                                               times.push(key.time);
-                                               value.toArray(values, values.length);
-                                       }
+                                       let value = key[valuePropertyName];
+                                       if (value === undefined) return; // no data
 
-                                       key = jsonKeys[i++];
-                               } while (key !== undefined);
-                       } else {
-                               // otherwise push as-is
-                               do {
-                                       value = key[valuePropertyName];
+                                       if (Array.isArray(value)) {
+                                               do {
+                                                       value = key[valuePropertyName];
 
-                                       if (value !== undefined) {
-                                               times.push(key.time);
-                                               values.push(value);
-                                       }
+                                                       if (value !== undefined) {
+                                                               times.push(key.time);
+                                                               values.push.apply(values, value); // push all elements
+                                                       }
 
-                                       key = jsonKeys[i++];
-                               } while (key !== undefined);
-                       }
-               },
-               subclip: function (sourceClip, name, startFrame, endFrame, fps = 30) {
-                       const clip = sourceClip.clone();
-                       clip.name = name;
-                       const tracks = [];
+                                                       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);
+                                                       }
 
-                       for (let i = 0; i < clip.tracks.length; ++i) {
-                               const track = clip.tracks[i];
-                               const valueSize = track.getValueSize();
-                               const times = [];
-                               const values = [];
+                                                       key = jsonKeys[i++];
+                                               } while (key !== undefined);
+                                       } else {
+                                               // otherwise push as-is
+                                               do {
+                                                       value = key[valuePropertyName];
 
-                               for (let j = 0; j < track.times.length; ++j) {
-                                       const frame = track.times[j] * fps;
-                                       if (frame < startFrame || frame >= endFrame) continue;
-                                       times.push(track.times[j]);
+                                                       if (value !== undefined) {
+                                                               times.push(key.time);
+                                                               values.push(value);
+                                                       }
 
-                                       for (let k = 0; k < valueSize; ++k) {
-                                               values.push(track.values[j * valueSize + k]);
+                                                       key = jsonKeys[i++];
+                                               } while (key !== undefined);
                                        }
-                               }
+                               },
+                               subclip: function (sourceClip, name, startFrame, endFrame, fps = 30) {
+                                       const clip = sourceClip.clone();
+                                       clip.name = name;
+                                       const tracks = [];
+
+                                       for (let i = 0; i < clip.tracks.length; ++i) {
+                                               const track = clip.tracks[i];
+                                               const valueSize = track.getValueSize();
+                                               const times = [];
+                                               const values = [];
 
-                               if (times.length === 0) continue;
-                               track.times = AnimationUtils.convertArray(times, track.times.constructor);
-                               track.values = AnimationUtils.convertArray(values, track.values.constructor);
-                               tracks.push(track);
-                       }
+                                               for (let j = 0; j < track.times.length; ++j) {
+                                                       const frame = track.times[j] * fps;
+                                                       if (frame < startFrame || frame >= endFrame) continue;
+                                                       times.push(track.times[j]);
 
-                       clip.tracks = tracks; // find minimum .times value across all tracks in the trimmed clip
+                                                       for (let k = 0; k < valueSize; ++k) {
+                                                               values.push(track.values[j * valueSize + k]);
+                                                       }
+                                               }
 
-                       let minStartTime = Infinity;
+                                               if (times.length === 0) continue;
+                                               track.times = AnimationUtils.convertArray(times, track.times.constructor);
+                                               track.values = AnimationUtils.convertArray(values, track.values.constructor);
+                                               tracks.push(track);
+                                       }
 
-                       for (let i = 0; i < clip.tracks.length; ++i) {
-                               if (minStartTime > clip.tracks[i].times[0]) {
-                                       minStartTime = clip.tracks[i].times[0];
-                               }
-                       } // shift all tracks such that clip begins at t=0
+                                       clip.tracks = tracks; // find minimum .times value across all tracks in the trimmed clip
 
+                                       let minStartTime = Infinity;
 
-                       for (let i = 0; i < clip.tracks.length; ++i) {
-                               clip.tracks[i].shift(-1 * minStartTime);
-                       }
+                                       for (let i = 0; i < clip.tracks.length; ++i) {
+                                               if (minStartTime > clip.tracks[i].times[0]) {
+                                                       minStartTime = clip.tracks[i].times[0];
+                                               }
+                                       } // shift all tracks such that clip begins at t=0
 
-                       clip.resetDuration();
-                       return clip;
-               },
-               makeClipAdditive: function (targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30) {
-                       if (fps <= 0) fps = 30;
-                       const numTracks = referenceClip.tracks.length;
-                       const referenceTime = referenceFrame / fps; // Make each track's values relative to the values at the reference frame
 
-                       for (let i = 0; i < numTracks; ++i) {
-                               const referenceTrack = referenceClip.tracks[i];
-                               const referenceTrackType = referenceTrack.ValueTypeName; // Skip this track if it's non-numeric
+                                       for (let i = 0; i < clip.tracks.length; ++i) {
+                                               clip.tracks[i].shift(-1 * minStartTime);
+                                       }
 
-                               if (referenceTrackType === 'bool' || referenceTrackType === 'string') continue; // Find the track in the target clip whose name and type matches the reference track
+                                       clip.resetDuration();
+                                       return clip;
+                               },
+                               makeClipAdditive: function (targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30) {
+                                       if (fps <= 0) fps = 30;
+                                       const numTracks = referenceClip.tracks.length;
+                                       const referenceTime = referenceFrame / fps; // Make each track's values relative to the values at the reference frame
 
-                               const targetTrack = targetClip.tracks.find(function (track) {
-                                       return track.name === referenceTrack.name && track.ValueTypeName === referenceTrackType;
-                               });
-                               if (targetTrack === undefined) continue;
-                               let referenceOffset = 0;
-                               const referenceValueSize = referenceTrack.getValueSize();
+                                       for (let i = 0; i < numTracks; ++i) {
+                                               const referenceTrack = referenceClip.tracks[i];
+                                               const referenceTrackType = referenceTrack.ValueTypeName; // Skip this track if it's non-numeric
 
-                               if (referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline) {
-                                       referenceOffset = referenceValueSize / 3;
-                               }
+                                               if (referenceTrackType === 'bool' || referenceTrackType === 'string') continue; // Find the track in the target clip whose name and type matches the reference track
 
-                               let targetOffset = 0;
-                               const targetValueSize = targetTrack.getValueSize();
+                                               const targetTrack = targetClip.tracks.find(function (track) {
+                                                       return track.name === referenceTrack.name && track.ValueTypeName === referenceTrackType;
+                                               });
+                                               if (targetTrack === undefined) continue;
+                                               let referenceOffset = 0;
+                                               const referenceValueSize = referenceTrack.getValueSize();
 
-                               if (targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline) {
-                                       targetOffset = targetValueSize / 3;
-                               }
+                                               if (referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline) {
+                                                       referenceOffset = referenceValueSize / 3;
+                                               }
 
-                               const lastIndex = referenceTrack.times.length - 1;
-                               let referenceValue; // Find the value to subtract out of the track
+                                               let targetOffset = 0;
+                                               const targetValueSize = targetTrack.getValueSize();
 
-                               if (referenceTime <= referenceTrack.times[0]) {
-                                       // Reference frame is earlier than the first keyframe, so just use the first keyframe
-                                       const startIndex = referenceOffset;
-                                       const endIndex = referenceValueSize - referenceOffset;
-                                       referenceValue = AnimationUtils.arraySlice(referenceTrack.values, startIndex, endIndex);
-                               } else if (referenceTime >= referenceTrack.times[lastIndex]) {
-                                       // Reference frame is after the last keyframe, so just use the last keyframe
-                                       const startIndex = lastIndex * referenceValueSize + referenceOffset;
-                                       const endIndex = startIndex + referenceValueSize - referenceOffset;
-                                       referenceValue = AnimationUtils.arraySlice(referenceTrack.values, startIndex, endIndex);
-                               } else {
-                                       // Interpolate to the reference value
-                                       const interpolant = referenceTrack.createInterpolant();
-                                       const startIndex = referenceOffset;
-                                       const endIndex = referenceValueSize - referenceOffset;
-                                       interpolant.evaluate(referenceTime);
-                                       referenceValue = AnimationUtils.arraySlice(interpolant.resultBuffer, startIndex, endIndex);
-                               } // Conjugate the quaternion
+                                               if (targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline) {
+                                                       targetOffset = targetValueSize / 3;
+                                               }
+
+                                               const lastIndex = referenceTrack.times.length - 1;
+                                               let referenceValue; // Find the value to subtract out of the track
+
+                                               if (referenceTime <= referenceTrack.times[0]) {
+                                                       // Reference frame is earlier than the first keyframe, so just use the first keyframe
+                                                       const startIndex = referenceOffset;
+                                                       const endIndex = referenceValueSize - referenceOffset;
+                                                       referenceValue = AnimationUtils.arraySlice(referenceTrack.values, startIndex, endIndex);
+                                               } else if (referenceTime >= referenceTrack.times[lastIndex]) {
+                                                       // Reference frame is after the last keyframe, so just use the last keyframe
+                                                       const startIndex = lastIndex * referenceValueSize + referenceOffset;
+                                                       const endIndex = startIndex + referenceValueSize - referenceOffset;
+                                                       referenceValue = AnimationUtils.arraySlice(referenceTrack.values, startIndex, endIndex);
+                                               } else {
+                                                       // Interpolate to the reference value
+                                                       const interpolant = referenceTrack.createInterpolant();
+                                                       const startIndex = referenceOffset;
+                                                       const endIndex = referenceValueSize - referenceOffset;
+                                                       interpolant.evaluate(referenceTime);
+                                                       referenceValue = AnimationUtils.arraySlice(interpolant.resultBuffer, startIndex, endIndex);
+                                               } // Conjugate the quaternion
 
 
-                               if (referenceTrackType === 'quaternion') {
-                                       const referenceQuat = new Quaternion().fromArray(referenceValue).normalize().conjugate();
-                                       referenceQuat.toArray(referenceValue);
-                               } // Subtract the reference value from all of the track values
+                                               if (referenceTrackType === 'quaternion') {
+                                                       const referenceQuat = new Quaternion().fromArray(referenceValue).normalize().conjugate();
+                                                       referenceQuat.toArray(referenceValue);
+                                               } // Subtract the reference value from all of the track values
 
 
-                               const numTimes = targetTrack.times.length;
+                                               const numTimes = targetTrack.times.length;
 
-                               for (let j = 0; j < numTimes; ++j) {
-                                       const valueStart = j * targetValueSize + targetOffset;
+                                               for (let j = 0; j < numTimes; ++j) {
+                                                       const valueStart = j * targetValueSize + targetOffset;
 
-                                       if (referenceTrackType === 'quaternion') {
-                                               // Multiply the conjugate for quaternion track types
-                                               Quaternion.multiplyQuaternionsFlat(targetTrack.values, valueStart, referenceValue, 0, targetTrack.values, valueStart);
-                                       } else {
-                                               const valueEnd = targetValueSize - targetOffset * 2; // Subtract each value for all other numeric track types
+                                                       if (referenceTrackType === 'quaternion') {
+                                                               // Multiply the conjugate for quaternion track types
+                                                               Quaternion.multiplyQuaternionsFlat(targetTrack.values, valueStart, referenceValue, 0, targetTrack.values, valueStart);
+                                                       } else {
+                                                               const valueEnd = targetValueSize - targetOffset * 2; // Subtract each value for all other numeric track types
 
-                                               for (let k = 0; k < valueEnd; ++k) {
-                                                       targetTrack.values[valueStart + k] -= referenceValue[k];
+                                                               for (let k = 0; k < valueEnd; ++k) {
+                                                                       targetTrack.values[valueStart + k] -= referenceValue[k];
+                                                               }
+                                                       }
                                                }
                                        }
+
+                                       targetClip.blendMode = AdditiveAnimationBlendMode;
+                                       return targetClip;
                                }
-                       }
+                       };
 
-                       targetClip.blendMode = AdditiveAnimationBlendMode;
-                       return targetClip;
-               }
-       };
-
-       /**
-        * 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
-        *
-        */
-       class Interpolant {
-               constructor(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;
-                       this.settings = null;
-                       this.DefaultSettings_ = {};
-               }
+                       /**
+                        * 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
+                        *
+                        */
+                       class Interpolant {
+                               constructor(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;
+                                       this.settings = null;
+                                       this.DefaultSettings_ = {};
+                               }
 
-               evaluate(t) {
-                       const pp = this.parameterPositions;
-                       let i1 = this._cachedIndex,
-                                       t1 = pp[i1],
-                                       t0 = pp[i1 - 1];
-
-                       validate_interval: {
-                               seek: {
-                                       let right;
-
-                                       linear_scan: {
-                                               //- See http://jsperf.com/comparison-to-undefined/3
-                                               //- slower code:
-                                               //-
-                                               //-                             if ( t >= t1 || t1 === undefined ) {
-                                               forward_scan: if (!(t < t1)) {
-                                                       for (let 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);
-                                                               }
+                               evaluate(t) {
+                                       const pp = this.parameterPositions;
+                                       let i1 = this._cachedIndex,
+                                               t1 = pp[i1],
+                                               t0 = pp[i1 - 1];
 
-                                                               if (i1 === giveUpAt) break; // this loop
+                                       validate_interval: {
+                                               seek: {
+                                                       let right;
 
-                                                               t0 = t1;
-                                                               t1 = pp[++i1];
+                                                       linear_scan: {
+                                                               //- See http://jsperf.com/comparison-to-undefined/3
+                                                               //- slower code:
+                                                               //-
+                                                               //-                             if ( t >= t1 || t1 === undefined ) {
+                                                               forward_scan: if (!(t < t1)) {
+                                                                       for (let giveUpAt = i1 + 2; ;) {
+                                                                               if (t1 === undefined) {
+                                                                                       if (t < t0) break forward_scan; // after end
 
-                                                               if (t < t1) {
-                                                                       // we have arrived at the sought interval
-                                                                       break seek;
-                                                               }
-                                                       } // prepare binary search on the right side of the index
+                                                                                       i1 = pp.length;
+                                                                                       this._cachedIndex = i1;
+                                                                                       return this.afterEnd_(i1 - 1, t, t0);
+                                                                               }
 
+                                                                               if (i1 === giveUpAt) break; // this loop
 
-                                                       right = pp.length;
-                                                       break linear_scan;
-                                               } //- slower code:
-                                               //-                                     if ( t < t0 || t0 === undefined ) {
+                                                                               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
 
-                                               if (!(t >= t0)) {
-                                                       // looping?
-                                                       const t1global = pp[1];
 
-                                                       if (t < t1global) {
-                                                               i1 = 2; // + 1, using the scan for the details
+                                                                       right = pp.length;
+                                                                       break linear_scan;
+                                                               } //- slower code:
+                                                               //-                                     if ( t < t0 || t0 === undefined ) {
 
-                                                               t0 = t1global;
-                                                       } // linear reverse scan
 
+                                                               if (!(t >= t0)) {
+                                                                       // looping?
+                                                                       const t1global = pp[1];
 
-                                                       for (let giveUpAt = i1 - 2;;) {
-                                                               if (t0 === undefined) {
-                                                                       // before start
-                                                                       this._cachedIndex = 0;
-                                                                       return this.beforeStart_(0, t, t1);
-                                                               }
+                                                                       if (t < t1global) {
+                                                                               i1 = 2; // + 1, using the scan for the details
 
-                                                               if (i1 === giveUpAt) break; // this loop
+                                                                               t0 = t1global;
+                                                                       } // linear reverse scan
 
-                                                               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
+                                                                       for (let giveUpAt = i1 - 2; ;) {
+                                                                               if (t0 === undefined) {
+                                                                                       // before start
+                                                                                       this._cachedIndex = 0;
+                                                                                       return this.beforeStart_(0, t, t1);
+                                                                               }
 
+                                                                               if (i1 === giveUpAt) break; // this loop
 
-                                                       right = i1;
-                                                       i1 = 0;
-                                                       break linear_scan;
-                                               } // the interval is valid
+                                                                               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
 
-                                               break validate_interval;
-                                       } // linear scan
-                                       // binary search
 
+                                                                       right = i1;
+                                                                       i1 = 0;
+                                                                       break linear_scan;
+                                                               } // the interval is valid
 
-                                       while (i1 < right) {
-                                               const mid = i1 + right >>> 1;
 
-                                               if (t < pp[mid]) {
-                                                       right = mid;
-                                               } else {
-                                                       i1 = mid + 1;
-                                               }
-                                       }
+                                                               break validate_interval;
+                                                       } // linear scan
+                                                       // binary search
 
-                                       t1 = pp[i1];
-                                       t0 = pp[i1 - 1]; // check boundary cases, again
 
-                                       if (t0 === undefined) {
-                                               this._cachedIndex = 0;
-                                               return this.beforeStart_(0, t, t1);
-                                       }
+                                                       while (i1 < right) {
+                                                               const mid = i1 + right >>> 1;
 
-                                       if (t1 === undefined) {
-                                               i1 = pp.length;
-                                               this._cachedIndex = i1;
-                                               return this.afterEnd_(i1 - 1, t0, t);
-                                       }
-                               } // seek
+                                                               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
 
+                                               this._cachedIndex = i1;
+                                               this.intervalChanged_(i1, t0, t1);
+                                       } // validate_interval
 
-                       return this.interpolate_(i1, t0, t, t1);
-               }
 
-               getSettings_() {
-                       return this.settings || this.DefaultSettings_;
-               }
+                                       return this.interpolate_(i1, t0, t, t1);
+                               }
+
+                               getSettings_() {
+                                       return this.settings || this.DefaultSettings_;
+                               }
 
-               copySampleValue_(index) {
-                       // copies a sample value to the result buffer
-                       const result = this.resultBuffer,
+                               copySampleValue_(index) {
+                                       // copies a sample value to the result buffer
+                                       const result = this.resultBuffer,
                                                values = this.sampleValues,
                                                stride = this.valueSize,
                                                offset = index * stride;
 
-                       for (let i = 0; i !== stride; ++i) {
-                               result[i] = values[offset + i];
-                       }
+                                       for (let i = 0; i !== stride; ++i) {
+                                               result[i] = values[offset + i];
+                                       }
 
-                       return result;
-               } // Template methods for derived classes:
+                                       return result;
+                               } // Template methods for derived classes:
 
 
-               interpolate_() {
-                       throw new Error('call to abstract method'); // implementations shall return this.resultBuffer
-               }
+                               interpolate_() {
+                                       throw new Error('call to abstract method'); // implementations shall return this.resultBuffer
+                               }
 
-               intervalChanged_() {// empty
-               }
+                               intervalChanged_() {// empty
+                               }
 
-       } // ALIAS DEFINITIONS
-
-
-       Interpolant.prototype.beforeStart_ = Interpolant.prototype.copySampleValue_;
-       Interpolant.prototype.afterEnd_ = Interpolant.prototype.copySampleValue_;
-
-       /**
-        * 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.
-        */
-
-       class CubicInterpolant extends Interpolant {
-               constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
-                       super(parameterPositions, sampleValues, sampleSize, resultBuffer);
-                       this._weightPrev = -0;
-                       this._offsetPrev = -0;
-                       this._weightNext = -0;
-                       this._offsetNext = -0;
-                       this.DefaultSettings_ = {
-                               endingStart: ZeroCurvatureEnding,
-                               endingEnd: ZeroCurvatureEnding
-                       };
-               }
+                       } // ALIAS DEFINITIONS
 
-               intervalChanged_(i1, t0, t1) {
-                       const pp = this.parameterPositions;
-                       let 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;
+                       Interpolant.prototype.beforeStart_ = Interpolant.prototype.copySampleValue_;
+                       Interpolant.prototype.afterEnd_ = Interpolant.prototype.copySampleValue_;
 
-                                       default:
-                                               // ZeroCurvatureEnding
-                                               // f''(t0) = 0 a.k.a. Natural Spline
-                                               iPrev = i1;
-                                               tPrev = t1;
+                       /**
+                        * 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.
+                        */
+
+                       class CubicInterpolant extends Interpolant {
+                               constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
+                                       super(parameterPositions, sampleValues, sampleSize, resultBuffer);
+                                       this._weightPrev = -0;
+                                       this._offsetPrev = -0;
+                                       this._weightNext = -0;
+                                       this._offsetNext = -0;
+                                       this.DefaultSettings_ = {
+                                               endingStart: ZeroCurvatureEnding,
+                                               endingEnd: ZeroCurvatureEnding
+                                       };
                                }
-                       }
 
-                       if (tNext === undefined) {
-                               switch (this.getSettings_().endingEnd) {
-                                       case ZeroSlopeEnding:
-                                               // f'(tN) = 0
-                                               iNext = i1;
-                                               tNext = 2 * t1 - t0;
-                                               break;
+                               intervalChanged_(i1, t0, t1) {
+                                       const pp = this.parameterPositions;
+                                       let iPrev = i1 - 2,
+                                               iNext = i1 + 1,
+                                               tPrev = pp[iPrev],
+                                               tNext = pp[iNext];
 
-                                       case WrapAroundEnding:
-                                               // use the other end of the curve
-                                               iNext = 1;
-                                               tNext = t1 + pp[1] - pp[0];
-                                               break;
+                                       if (tPrev === undefined) {
+                                               switch (this.getSettings_().endingStart) {
+                                                       case ZeroSlopeEnding:
+                                                               // f'(t0) = 0
+                                                               iPrev = i1;
+                                                               tPrev = 2 * t0 - t1;
+                                                               break;
 
-                                       default:
-                                               // ZeroCurvatureEnding
-                                               // f''(tN) = 0, a.k.a. Natural Spline
-                                               iNext = i1 - 1;
-                                               tNext = t0;
-                               }
-                       }
+                                                       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;
+                                               }
+                                       }
 
-                       const halfDt = (t1 - t0) * 0.5,
+                                       const 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;
-               }
+                                       this._weightPrev = halfDt / (t0 - tPrev);
+                                       this._weightNext = halfDt / (tNext - t1);
+                                       this._offsetPrev = iPrev * stride;
+                                       this._offsetNext = iNext * stride;
+                               }
 
-               interpolate_(i1, t0, t, t1) {
-                       const result = this.resultBuffer,
+                               interpolate_(i1, t0, t, t1) {
+                                       const result = this.resultBuffer,
                                                values = this.sampleValues,
                                                stride = this.valueSize,
                                                o1 = i1 * stride,
@@ -26729,27 +26784,27 @@ window["THREE"] = require("three");
                                                pp = p * p,
                                                ppp = pp * p; // evaluate polynomials
 
-                       const sP = -wP * ppp + 2 * wP * pp - wP * p;
-                       const s0 = (1 + wP) * ppp + (-1.5 - 2 * wP) * pp + (-0.5 + wP) * p + 1;
-                       const s1 = (-1 - wN) * ppp + (1.5 + wN) * pp + 0.5 * p;
-                       const sN = wN * ppp - wN * pp; // combine data linearly
+                                       const sP = -wP * ppp + 2 * wP * pp - wP * p;
+                                       const s0 = (1 + wP) * ppp + (-1.5 - 2 * wP) * pp + (-0.5 + wP) * p + 1;
+                                       const s1 = (-1 - wN) * ppp + (1.5 + wN) * pp + 0.5 * p;
+                                       const sN = wN * ppp - wN * pp; // combine data linearly
 
-                       for (let i = 0; i !== stride; ++i) {
-                               result[i] = sP * values[oP + i] + s0 * values[o0 + i] + s1 * values[o1 + i] + sN * values[oN + i];
-                       }
+                                       for (let 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;
-               }
+                                       return result;
+                               }
 
-       }
+                       }
 
-       class LinearInterpolant extends Interpolant {
-               constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
-                       super(parameterPositions, sampleValues, sampleSize, resultBuffer);
-               }
+                       class LinearInterpolant extends Interpolant {
+                               constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
+                                       super(parameterPositions, sampleValues, sampleSize, resultBuffer);
+                               }
 
-               interpolate_(i1, t0, t, t1) {
-                       const result = this.resultBuffer,
+                               interpolate_(i1, t0, t, t1) {
+                                       const result = this.resultBuffer,
                                                values = this.sampleValues,
                                                stride = this.valueSize,
                                                offset1 = i1 * stride,
@@ -26757,6368 +26812,6379 @@ window["THREE"] = require("three");
                                                weight1 = (t - t0) / (t1 - t0),
                                                weight0 = 1 - weight1;
 
-                       for (let i = 0; i !== stride; ++i) {
-                               result[i] = values[offset0 + i] * weight0 + values[offset1 + i] * weight1;
+                                       for (let i = 0; i !== stride; ++i) {
+                                               result[i] = values[offset0 + i] * weight0 + values[offset1 + i] * weight1;
+                                       }
+
+                                       return result;
+                               }
+
                        }
 
-                       return result;
-               }
+                       /**
+                        *
+                        * Interpolant that evaluates to the sample value at the position preceeding
+                        * the parameter.
+                        */
 
-       }
+                       class DiscreteInterpolant extends Interpolant {
+                               constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
+                                       super(parameterPositions, sampleValues, sampleSize, resultBuffer);
+                               }
 
-       /**
-        *
-        * Interpolant that evaluates to the sample value at the position preceeding
-        * the parameter.
-        */
+                               interpolate_(i1
+                                                        /*, t0, t, t1 */
+                               ) {
+                                       return this.copySampleValue_(i1 - 1);
+                               }
 
-       class DiscreteInterpolant extends Interpolant {
-               constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
-                       super(parameterPositions, sampleValues, sampleSize, resultBuffer);
-               }
+                       }
 
-               interpolate_(i1
-               /*, t0, t, t1 */
-               ) {
-                       return this.copySampleValue_(i1 - 1);
-               }
+                       class KeyframeTrack {
+                               constructor(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);
+                               } // Serialization (in static context, because of constructor invocation
+                               // and automatic invocation of .toJSON):
 
-       }
 
-       class KeyframeTrack {
-               constructor(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);
-               } // Serialization (in static context, because of constructor invocation
-               // and automatic invocation of .toJSON):
+                               static toJSON(track) {
+                                       const trackType = track.constructor;
+                                       let json; // derived classes can define a static toJSON method
 
+                                       if (trackType.toJSON !== this.toJSON) {
+                                               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)
+                                               };
+                                               const interpolation = track.getInterpolation();
 
-               static toJSON(track) {
-                       const trackType = track.constructor;
-                       let json; // derived classes can define a static toJSON method
+                                               if (interpolation !== track.DefaultInterpolation) {
+                                                       json.interpolation = interpolation;
+                                               }
+                                       }
 
-                       if (trackType.toJSON !== this.toJSON) {
-                               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)
-                               };
-                               const interpolation = track.getInterpolation();
+                                       json.type = track.ValueTypeName; // mandatory
 
-                               if (interpolation !== track.DefaultInterpolation) {
-                                       json.interpolation = interpolation;
+                                       return json;
                                }
-                       }
 
-                       json.type = track.ValueTypeName; // mandatory
-
-                       return json;
-               }
+                               InterpolantFactoryMethodDiscrete(result) {
+                                       return new DiscreteInterpolant(this.times, this.values, this.getValueSize(), result);
+                               }
 
-               InterpolantFactoryMethodDiscrete(result) {
-                       return new DiscreteInterpolant(this.times, this.values, this.getValueSize(), result);
-               }
+                               InterpolantFactoryMethodLinear(result) {
+                                       return new LinearInterpolant(this.times, this.values, this.getValueSize(), result);
+                               }
 
-               InterpolantFactoryMethodLinear(result) {
-                       return new LinearInterpolant(this.times, this.values, this.getValueSize(), result);
-               }
+                               InterpolantFactoryMethodSmooth(result) {
+                                       return new CubicInterpolant(this.times, this.values, this.getValueSize(), result);
+                               }
 
-               InterpolantFactoryMethodSmooth(result) {
-                       return new CubicInterpolant(this.times, this.values, this.getValueSize(), result);
-               }
+                               setInterpolation(interpolation) {
+                                       let factoryMethod;
 
-               setInterpolation(interpolation) {
-                       let factoryMethod;
+                                       switch (interpolation) {
+                                               case InterpolateDiscrete:
+                                                       factoryMethod = this.InterpolantFactoryMethodDiscrete;
+                                                       break;
 
-                       switch (interpolation) {
-                               case InterpolateDiscrete:
-                                       factoryMethod = this.InterpolantFactoryMethodDiscrete;
-                                       break;
+                                               case InterpolateLinear:
+                                                       factoryMethod = this.InterpolantFactoryMethodLinear;
+                                                       break;
 
-                               case InterpolateLinear:
-                                       factoryMethod = this.InterpolantFactoryMethodLinear;
-                                       break;
+                                               case InterpolateSmooth:
+                                                       factoryMethod = this.InterpolantFactoryMethodSmooth;
+                                                       break;
+                                       }
 
-                               case InterpolateSmooth:
-                                       factoryMethod = this.InterpolantFactoryMethodSmooth;
-                                       break;
-                       }
+                                       if (factoryMethod === undefined) {
+                                               const message = 'unsupported interpolation for ' + this.ValueTypeName + ' keyframe track named ' + this.name;
 
-                       if (factoryMethod === undefined) {
-                               const 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
+                                                       }
+                                               }
 
-                               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;
                                        }
-                               }
 
-                               console.warn('THREE.KeyframeTrack:', message);
-                               return this;
-                       }
-
-                       this.createInterpolant = factoryMethod;
-                       return this;
-               }
+                                       this.createInterpolant = factoryMethod;
+                                       return this;
+                               }
 
-               getInterpolation() {
-                       switch (this.createInterpolant) {
-                               case this.InterpolantFactoryMethodDiscrete:
-                                       return InterpolateDiscrete;
+                               getInterpolation() {
+                                       switch (this.createInterpolant) {
+                                               case this.InterpolantFactoryMethodDiscrete:
+                                                       return InterpolateDiscrete;
 
-                               case this.InterpolantFactoryMethodLinear:
-                                       return InterpolateLinear;
+                                               case this.InterpolantFactoryMethodLinear:
+                                                       return InterpolateLinear;
 
-                               case this.InterpolantFactoryMethodSmooth:
-                                       return InterpolateSmooth;
-                       }
-               }
+                                               case this.InterpolantFactoryMethodSmooth:
+                                                       return InterpolateSmooth;
+                                       }
+                               }
 
-               getValueSize() {
-                       return this.values.length / this.times.length;
-               } // move all keyframes either forwards or backwards in time
+                               getValueSize() {
+                                       return this.values.length / this.times.length;
+                               } // move all keyframes either forwards or backwards in time
 
 
-               shift(timeOffset) {
-                       if (timeOffset !== 0.0) {
-                               const times = this.times;
+                               shift(timeOffset) {
+                                       if (timeOffset !== 0.0) {
+                                               const times = this.times;
 
-                               for (let i = 0, n = times.length; i !== n; ++i) {
-                                       times[i] += timeOffset;
-                               }
-                       }
+                                               for (let 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)
+                                       return this;
+                               } // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
 
 
-               scale(timeScale) {
-                       if (timeScale !== 1.0) {
-                               const times = this.times;
+                               scale(timeScale) {
+                                       if (timeScale !== 1.0) {
+                                               const times = this.times;
 
-                               for (let i = 0, n = times.length; i !== n; ++i) {
-                                       times[i] *= timeScale;
-                               }
-                       }
+                                               for (let 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
+                                       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(startTime, endTime) {
-                       const times = this.times,
+                               trim(startTime, endTime) {
+                                       const times = this.times,
                                                nKeys = times.length;
-                       let from = 0,
-                                       to = nKeys - 1;
+                                       let from = 0,
+                                               to = nKeys - 1;
 
-                       while (from !== nKeys && times[from] < startTime) {
-                               ++from;
-                       }
+                                       while (from !== nKeys && times[from] < startTime) {
+                                               ++from;
+                                       }
 
-                       while (to !== -1 && times[to] > endTime) {
-                               --to;
-                       }
+                                       while (to !== -1 && times[to] > endTime) {
+                                               --to;
+                                       }
 
-                       ++to; // inclusive -> exclusive bound
+                                       ++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;
-                               }
+                                       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;
+                                               }
 
-                               const stride = this.getValueSize();
-                               this.times = AnimationUtils.arraySlice(times, from, to);
-                               this.values = AnimationUtils.arraySlice(this.values, from * stride, to * stride);
-                       }
+                                               const 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
+                                       return this;
+                               } // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
 
 
-               validate() {
-                       let valid = true;
-                       const valueSize = this.getValueSize();
+                               validate() {
+                                       let valid = true;
+                                       const valueSize = this.getValueSize();
 
-                       if (valueSize - Math.floor(valueSize) !== 0) {
-                               console.error('THREE.KeyframeTrack: Invalid value size in track.', this);
-                               valid = false;
-                       }
+                                       if (valueSize - Math.floor(valueSize) !== 0) {
+                                               console.error('THREE.KeyframeTrack: Invalid value size in track.', this);
+                                               valid = false;
+                                       }
 
-                       const times = this.times,
+                                       const times = this.times,
                                                values = this.values,
                                                nKeys = times.length;
 
-                       if (nKeys === 0) {
-                               console.error('THREE.KeyframeTrack: Track is empty.', this);
-                               valid = false;
-                       }
+                                       if (nKeys === 0) {
+                                               console.error('THREE.KeyframeTrack: Track is empty.', this);
+                                               valid = false;
+                                       }
 
-                       let prevTime = null;
+                                       let prevTime = null;
 
-                       for (let i = 0; i !== nKeys; i++) {
-                               const currTime = times[i];
+                                       for (let i = 0; i !== nKeys; i++) {
+                                               const 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 (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;
-                               }
+                                               if (prevTime !== null && prevTime > currTime) {
+                                                       console.error('THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime);
+                                                       valid = false;
+                                                       break;
+                                               }
 
-                               prevTime = currTime;
-                       }
+                                               prevTime = currTime;
+                                       }
 
-                       if (values !== undefined) {
-                               if (AnimationUtils.isTypedArray(values)) {
-                                       for (let i = 0, n = values.length; i !== n; ++i) {
-                                               const value = values[i];
+                                       if (values !== undefined) {
+                                               if (AnimationUtils.isTypedArray(values)) {
+                                                       for (let i = 0, n = values.length; i !== n; ++i) {
+                                                               const value = values[i];
 
-                                               if (isNaN(value)) {
-                                                       console.error('THREE.KeyframeTrack: Value is not a valid number.', this, i, value);
-                                                       valid = false;
-                                                       break;
+                                                               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)
+                                       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() {
-                       // times or values may be shared with other tracks, so overwriting is unsafe
-                       const times = AnimationUtils.arraySlice(this.times),
+                               optimize() {
+                                       // times or values may be shared with other tracks, so overwriting is unsafe
+                                       const times = AnimationUtils.arraySlice(this.times),
                                                values = AnimationUtils.arraySlice(this.values),
                                                stride = this.getValueSize(),
                                                smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
                                                lastIndex = times.length - 1;
-                       let writeIndex = 1;
+                                       let writeIndex = 1;
 
-                       for (let i = 1; i < lastIndex; ++i) {
-                               let keep = false;
-                               const time = times[i];
-                               const timeNext = times[i + 1]; // remove adjacent keyframes scheduled at the same time
+                                       for (let i = 1; i < lastIndex; ++i) {
+                                               let keep = false;
+                                               const time = times[i];
+                                               const timeNext = times[i + 1]; // remove adjacent keyframes scheduled at the same time
 
-                               if (time !== timeNext && (i !== 1 || time !== times[0])) {
-                                       if (!smoothInterpolation) {
-                                               // remove unnecessary keyframes same as their neighbors
-                                               const offset = i * stride,
+                                               if (time !== timeNext && (i !== 1 || time !== times[0])) {
+                                                       if (!smoothInterpolation) {
+                                                               // remove unnecessary keyframes same as their neighbors
+                                                               const offset = i * stride,
                                                                        offsetP = offset - stride,
                                                                        offsetN = offset + stride;
 
-                                               for (let j = 0; j !== stride; ++j) {
-                                                       const value = values[offset + j];
+                                                               for (let j = 0; j !== stride; ++j) {
+                                                                       const value = values[offset + j];
 
-                                                       if (value !== values[offsetP + j] || value !== values[offsetN + j]) {
-                                                               keep = true;
-                                                               break;
+                                                                       if (value !== values[offsetP + j] || value !== values[offsetN + j]) {
+                                                                               keep = true;
+                                                                               break;
+                                                                       }
+                                                               }
+                                                       } else {
+                                                               keep = true;
                                                        }
-                                               }
-                                       } else {
-                                               keep = true;
-                                       }
-                               } // in-place compaction
+                                               } // in-place compaction
 
 
-                               if (keep) {
-                                       if (i !== writeIndex) {
-                                               times[writeIndex] = times[i];
-                                               const readOffset = i * stride,
+                                               if (keep) {
+                                                       if (i !== writeIndex) {
+                                                               times[writeIndex] = times[i];
+                                                               const readOffset = i * stride,
                                                                        writeOffset = writeIndex * stride;
 
-                                               for (let j = 0; j !== stride; ++j) {
-                                                       values[writeOffset + j] = values[readOffset + j];
-                                               }
-                                       }
+                                                               for (let j = 0; j !== stride; ++j) {
+                                                                       values[writeOffset + j] = values[readOffset + j];
+                                                               }
+                                                       }
 
-                                       ++writeIndex;
-                               }
-                       } // flush last keyframe (compaction looks ahead)
+                                                       ++writeIndex;
+                                               }
+                                       } // flush last keyframe (compaction looks ahead)
 
 
-                       if (lastIndex > 0) {
-                               times[writeIndex] = times[lastIndex];
+                                       if (lastIndex > 0) {
+                                               times[writeIndex] = times[lastIndex];
 
-                               for (let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++j) {
-                                       values[writeOffset + j] = values[readOffset + j];
-                               }
+                                               for (let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++j) {
+                                                       values[writeOffset + j] = values[readOffset + j];
+                                               }
 
-                               ++writeIndex;
-                       }
+                                               ++writeIndex;
+                                       }
 
-                       if (writeIndex !== times.length) {
-                               this.times = AnimationUtils.arraySlice(times, 0, writeIndex);
-                               this.values = AnimationUtils.arraySlice(values, 0, writeIndex * stride);
-                       } else {
-                               this.times = times;
-                               this.values = values;
-                       }
+                                       if (writeIndex !== times.length) {
+                                               this.times = AnimationUtils.arraySlice(times, 0, writeIndex);
+                                               this.values = AnimationUtils.arraySlice(values, 0, writeIndex * stride);
+                                       } else {
+                                               this.times = times;
+                                               this.values = values;
+                                       }
 
-                       return this;
-               }
+                                       return this;
+                               }
 
-               clone() {
-                       const times = AnimationUtils.arraySlice(this.times, 0);
-                       const values = AnimationUtils.arraySlice(this.values, 0);
-                       const TypedKeyframeTrack = this.constructor;
-                       const track = new TypedKeyframeTrack(this.name, times, values); // Interpolant argument to constructor is not saved, so copy the factory method directly.
+                               clone() {
+                                       const times = AnimationUtils.arraySlice(this.times, 0);
+                                       const values = AnimationUtils.arraySlice(this.values, 0);
+                                       const TypedKeyframeTrack = this.constructor;
+                                       const track = new TypedKeyframeTrack(this.name, times, values); // Interpolant argument to constructor is not saved, so copy the factory method directly.
 
-                       track.createInterpolant = this.createInterpolant;
-                       return track;
-               }
+                                       track.createInterpolant = this.createInterpolant;
+                                       return track;
+                               }
 
-       }
+                       }
 
-       KeyframeTrack.prototype.TimeBufferType = Float32Array;
-       KeyframeTrack.prototype.ValueBufferType = Float32Array;
-       KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
+                       KeyframeTrack.prototype.TimeBufferType = Float32Array;
+                       KeyframeTrack.prototype.ValueBufferType = Float32Array;
+                       KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
 
-       /**
-        * A Track of Boolean keyframe values.
-        */
+                       /**
+                        * A Track of Boolean keyframe values.
+                        */
 
-       class BooleanKeyframeTrack extends KeyframeTrack {}
+                       class BooleanKeyframeTrack extends KeyframeTrack {
+                       }
 
-       BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
-       BooleanKeyframeTrack.prototype.ValueBufferType = Array;
-       BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
-       BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
-       BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; // Note: Actually this track could have a optimized / compressed
+                       BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
+                       BooleanKeyframeTrack.prototype.ValueBufferType = Array;
+                       BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
+                       BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
+                       BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; // Note: Actually this track could have a optimized / compressed
 
-       /**
-        * A Track of keyframe values that represent color.
-        */
+                       /**
+                        * A Track of keyframe values that represent color.
+                        */
 
-       class ColorKeyframeTrack extends KeyframeTrack {}
+                       class ColorKeyframeTrack extends KeyframeTrack {
+                       }
 
-       ColorKeyframeTrack.prototype.ValueTypeName = 'color'; // ValueBufferType is inherited
+                       ColorKeyframeTrack.prototype.ValueTypeName = 'color'; // ValueBufferType is inherited
 
-       /**
-        * A Track of numeric keyframe values.
-        */
+                       /**
+                        * A Track of numeric keyframe values.
+                        */
 
-       class NumberKeyframeTrack extends KeyframeTrack {}
+                       class NumberKeyframeTrack extends KeyframeTrack {
+                       }
 
-       NumberKeyframeTrack.prototype.ValueTypeName = 'number'; // ValueBufferType is inherited
+                       NumberKeyframeTrack.prototype.ValueTypeName = 'number'; // ValueBufferType is inherited
 
-       /**
-        * Spherical linear unit quaternion interpolant.
-        */
+                       /**
+                        * Spherical linear unit quaternion interpolant.
+                        */
 
-       class QuaternionLinearInterpolant extends Interpolant {
-               constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
-                       super(parameterPositions, sampleValues, sampleSize, resultBuffer);
-               }
+                       class QuaternionLinearInterpolant extends Interpolant {
+                               constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
+                                       super(parameterPositions, sampleValues, sampleSize, resultBuffer);
+                               }
 
-               interpolate_(i1, t0, t, t1) {
-                       const result = this.resultBuffer,
+                               interpolate_(i1, t0, t, t1) {
+                                       const result = this.resultBuffer,
                                                values = this.sampleValues,
                                                stride = this.valueSize,
                                                alpha = (t - t0) / (t1 - t0);
-                       let offset = i1 * stride;
+                                       let offset = i1 * stride;
 
-                       for (let end = offset + stride; offset !== end; offset += 4) {
-                               Quaternion.slerpFlat(result, 0, values, offset - stride, values, offset, alpha);
-                       }
+                                       for (let end = offset + stride; offset !== end; offset += 4) {
+                                               Quaternion.slerpFlat(result, 0, values, offset - stride, values, offset, alpha);
+                                       }
 
-                       return result;
-               }
+                                       return result;
+                               }
 
-       }
+                       }
 
-       /**
-        * A Track of quaternion keyframe values.
-        */
+                       /**
+                        * A Track of quaternion keyframe values.
+                        */
 
-       class QuaternionKeyframeTrack extends KeyframeTrack {
-               InterpolantFactoryMethodLinear(result) {
-                       return new QuaternionLinearInterpolant(this.times, this.values, this.getValueSize(), result);
-               }
+                       class QuaternionKeyframeTrack extends KeyframeTrack {
+                               InterpolantFactoryMethodLinear(result) {
+                                       return new QuaternionLinearInterpolant(this.times, this.values, this.getValueSize(), result);
+                               }
 
-       }
+                       }
 
-       QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion'; // ValueBufferType is inherited
+                       QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion'; // ValueBufferType is inherited
 
-       QuaternionKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
-       QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
+                       QuaternionKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
+                       QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
 
-       /**
-        * A Track that interpolates Strings
-        */
+                       /**
+                        * A Track that interpolates Strings
+                        */
 
-       class StringKeyframeTrack extends KeyframeTrack {}
+                       class StringKeyframeTrack extends KeyframeTrack {
+                       }
 
-       StringKeyframeTrack.prototype.ValueTypeName = 'string';
-       StringKeyframeTrack.prototype.ValueBufferType = Array;
-       StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
-       StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
-       StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
+                       StringKeyframeTrack.prototype.ValueTypeName = 'string';
+                       StringKeyframeTrack.prototype.ValueBufferType = Array;
+                       StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
+                       StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
+                       StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
 
-       /**
-        * A Track of vectored keyframe values.
-        */
+                       /**
+                        * A Track of vectored keyframe values.
+                        */
 
-       class VectorKeyframeTrack extends KeyframeTrack {}
+                       class VectorKeyframeTrack extends KeyframeTrack {
+                       }
 
-       VectorKeyframeTrack.prototype.ValueTypeName = 'vector'; // ValueBufferType is inherited
+                       VectorKeyframeTrack.prototype.ValueTypeName = 'vector'; // ValueBufferType is inherited
 
-       class AnimationClip {
-               constructor(name, duration = -1, tracks, blendMode = NormalAnimationBlendMode) {
-                       this.name = name;
-                       this.tracks = tracks;
-                       this.duration = duration;
-                       this.blendMode = blendMode;
-                       this.uuid = generateUUID(); // this means it should figure out its duration by scanning the tracks
+                       class AnimationClip {
+                               constructor(name, duration = -1, tracks, blendMode = NormalAnimationBlendMode) {
+                                       this.name = name;
+                                       this.tracks = tracks;
+                                       this.duration = duration;
+                                       this.blendMode = blendMode;
+                                       this.uuid = generateUUID(); // this means it should figure out its duration by scanning the tracks
 
-                       if (this.duration < 0) {
-                               this.resetDuration();
-                       }
-               }
+                                       if (this.duration < 0) {
+                                               this.resetDuration();
+                                       }
+                               }
 
-               static parse(json) {
-                       const tracks = [],
+                               static parse(json) {
+                                       const tracks = [],
                                                jsonTracks = json.tracks,
                                                frameTime = 1.0 / (json.fps || 1.0);
 
-                       for (let i = 0, n = jsonTracks.length; i !== n; ++i) {
-                               tracks.push(parseKeyframeTrack(jsonTracks[i]).scale(frameTime));
-                       }
+                                       for (let i = 0, n = jsonTracks.length; i !== n; ++i) {
+                                               tracks.push(parseKeyframeTrack(jsonTracks[i]).scale(frameTime));
+                                       }
 
-                       const clip = new this(json.name, json.duration, tracks, json.blendMode);
-                       clip.uuid = json.uuid;
-                       return clip;
-               }
+                                       const clip = new this(json.name, json.duration, tracks, json.blendMode);
+                                       clip.uuid = json.uuid;
+                                       return clip;
+                               }
 
-               static toJSON(clip) {
-                       const tracks = [],
+                               static toJSON(clip) {
+                                       const tracks = [],
                                                clipTracks = clip.tracks;
-                       const json = {
-                               'name': clip.name,
-                               'duration': clip.duration,
-                               'tracks': tracks,
-                               'uuid': clip.uuid,
-                               'blendMode': clip.blendMode
-                       };
+                                       const json = {
+                                               'name': clip.name,
+                                               'duration': clip.duration,
+                                               'tracks': tracks,
+                                               'uuid': clip.uuid,
+                                               'blendMode': clip.blendMode
+                                       };
 
-                       for (let i = 0, n = clipTracks.length; i !== n; ++i) {
-                               tracks.push(KeyframeTrack.toJSON(clipTracks[i]));
-                       }
+                                       for (let i = 0, n = clipTracks.length; i !== n; ++i) {
+                                               tracks.push(KeyframeTrack.toJSON(clipTracks[i]));
+                                       }
 
-                       return json;
-               }
+                                       return json;
+                               }
 
-               static CreateFromMorphTargetSequence(name, morphTargetSequence, fps, noLoop) {
-                       const numMorphTargets = morphTargetSequence.length;
-                       const tracks = [];
+                               static CreateFromMorphTargetSequence(name, morphTargetSequence, fps, noLoop) {
+                                       const numMorphTargets = morphTargetSequence.length;
+                                       const tracks = [];
 
-                       for (let i = 0; i < numMorphTargets; i++) {
-                               let times = [];
-                               let values = [];
-                               times.push((i + numMorphTargets - 1) % numMorphTargets, i, (i + 1) % numMorphTargets);
-                               values.push(0, 1, 0);
-                               const 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.
+                                       for (let i = 0; i < numMorphTargets; i++) {
+                                               let times = [];
+                                               let values = [];
+                                               times.push((i + numMorphTargets - 1) % numMorphTargets, i, (i + 1) % numMorphTargets);
+                                               values.push(0, 1, 0);
+                                               const 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]);
-                               }
+                                               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));
-                       }
+                                               tracks.push(new NumberKeyframeTrack('.morphTargetInfluences[' + morphTargetSequence[i].name + ']', times, values).scale(1.0 / fps));
+                                       }
 
-                       return new this(name, -1, tracks);
-               }
+                                       return new this(name, -1, tracks);
+                               }
 
-               static findByName(objectOrClipArray, name) {
-                       let clipArray = objectOrClipArray;
+                               static findByName(objectOrClipArray, name) {
+                                       let clipArray = objectOrClipArray;
 
-                       if (!Array.isArray(objectOrClipArray)) {
-                               const o = objectOrClipArray;
-                               clipArray = o.geometry && o.geometry.animations || o.animations;
-                       }
+                                       if (!Array.isArray(objectOrClipArray)) {
+                                               const o = objectOrClipArray;
+                                               clipArray = o.geometry && o.geometry.animations || o.animations;
+                                       }
 
-                       for (let i = 0; i < clipArray.length; i++) {
-                               if (clipArray[i].name === name) {
-                                       return clipArray[i];
+                                       for (let i = 0; i < clipArray.length; i++) {
+                                               if (clipArray[i].name === name) {
+                                                       return clipArray[i];
+                                               }
+                                       }
+
+                                       return null;
                                }
-                       }
 
-                       return null;
-               }
+                               static CreateClipsFromMorphTargetSequences(morphTargets, fps, noLoop) {
+                                       const animationToMorphTargets = {}; // tested with https://regex101.com/ on trick sequences
+                                       // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
 
-               static CreateClipsFromMorphTargetSequences(morphTargets, fps, noLoop) {
-                       const animationToMorphTargets = {}; // tested with https://regex101.com/ on trick sequences
-                       // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
+                                       const pattern = /^([\w-]*?)([\d]+)$/; // sort morph target names into animation groups based
+                                       // patterns like Walk_001, Walk_002, Run_001, Run_002
 
-                       const pattern = /^([\w-]*?)([\d]+)$/; // sort morph target names into animation groups based
-                       // patterns like Walk_001, Walk_002, Run_001, Run_002
+                                       for (let i = 0, il = morphTargets.length; i < il; i++) {
+                                               const morphTarget = morphTargets[i];
+                                               const parts = morphTarget.name.match(pattern);
 
-                       for (let i = 0, il = morphTargets.length; i < il; i++) {
-                               const morphTarget = morphTargets[i];
-                               const parts = morphTarget.name.match(pattern);
+                                               if (parts && parts.length > 1) {
+                                                       const name = parts[1];
+                                                       let animationMorphTargets = animationToMorphTargets[name];
 
-                               if (parts && parts.length > 1) {
-                                       const name = parts[1];
-                                       let animationMorphTargets = animationToMorphTargets[name];
+                                                       if (!animationMorphTargets) {
+                                                               animationToMorphTargets[name] = animationMorphTargets = [];
+                                                       }
 
-                                       if (!animationMorphTargets) {
-                                               animationToMorphTargets[name] = animationMorphTargets = [];
+                                                       animationMorphTargets.push(morphTarget);
+                                               }
                                        }
 
-                                       animationMorphTargets.push(morphTarget);
-                               }
-                       }
+                                       const clips = [];
 
-                       const clips = [];
+                                       for (const name in animationToMorphTargets) {
+                                               clips.push(this.CreateFromMorphTargetSequence(name, animationToMorphTargets[name], fps, noLoop));
+                                       }
 
-                       for (const name in animationToMorphTargets) {
-                               clips.push(this.CreateFromMorphTargetSequence(name, animationToMorphTargets[name], fps, noLoop));
-                       }
+                                       return clips;
+                               } // parse the animation.hierarchy format
 
-                       return clips;
-               } // parse the animation.hierarchy format
 
+                               static parseAnimation(animation, bones) {
+                                       if (!animation) {
+                                               console.error('THREE.AnimationClip: No animation in JSONLoader data.');
+                                               return null;
+                                       }
 
-               static parseAnimation(animation, bones) {
-                       if (!animation) {
-                               console.error('THREE.AnimationClip: No animation in JSONLoader data.');
-                               return null;
-                       }
+                                       const addNonemptyTrack = function (trackType, trackName, animationKeys, propertyName, destTracks) {
+                                               // only return track if there are actually keys.
+                                               if (animationKeys.length !== 0) {
+                                                       const times = [];
+                                                       const values = [];
+                                                       AnimationUtils.flattenJSON(animationKeys, times, values, propertyName); // empty keys are filtered out, so check again
 
-                       const addNonemptyTrack = function (trackType, trackName, animationKeys, propertyName, destTracks) {
-                               // only return track if there are actually keys.
-                               if (animationKeys.length !== 0) {
-                                       const times = [];
-                                       const 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));
+                                                       }
+                                               }
+                                       };
 
-                                       if (times.length !== 0) {
-                                               destTracks.push(new trackType(trackName, times, values));
-                                       }
-                               }
-                       };
+                                       const tracks = [];
+                                       const clipName = animation.name || 'default';
+                                       const fps = animation.fps || 30;
+                                       const blendMode = animation.blendMode; // automatic length determination in AnimationClip.
 
-                       const tracks = [];
-                       const clipName = animation.name || 'default';
-                       const fps = animation.fps || 30;
-                       const blendMode = animation.blendMode; // automatic length determination in AnimationClip.
+                                       let duration = animation.length || -1;
+                                       const hierarchyTracks = animation.hierarchy || [];
 
-                       let duration = animation.length || -1;
-                       const hierarchyTracks = animation.hierarchy || [];
+                                       for (let h = 0; h < hierarchyTracks.length; h++) {
+                                               const animationKeys = hierarchyTracks[h].keys; // skip empty tracks
 
-                       for (let h = 0; h < hierarchyTracks.length; h++) {
-                               const animationKeys = hierarchyTracks[h].keys; // skip empty tracks
+                                               if (!animationKeys || animationKeys.length === 0) continue; // process morph targets
 
-                               if (!animationKeys || animationKeys.length === 0) continue; // process morph targets
+                                               if (animationKeys[0].morphTargets) {
+                                                       // figure out all morph targets used in this track
+                                                       const morphTargetNames = {};
+                                                       let k;
 
-                               if (animationKeys[0].morphTargets) {
-                                       // figure out all morph targets used in this track
-                                       const morphTargetNames = {};
-                                       let k;
+                                                       for (k = 0; k < animationKeys.length; k++) {
+                                                               if (animationKeys[k].morphTargets) {
+                                                                       for (let 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 (k = 0; k < animationKeys.length; k++) {
-                                               if (animationKeys[k].morphTargets) {
-                                                       for (let 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 (const morphTargetName in morphTargetNames) {
+                                                               const times = [];
+                                                               const values = [];
 
-                                       for (const morphTargetName in morphTargetNames) {
-                                               const times = [];
-                                               const values = [];
+                                                               for (let m = 0; m !== animationKeys[k].morphTargets.length; ++m) {
+                                                                       const animationKey = animationKeys[k];
+                                                                       times.push(animationKey.time);
+                                                                       values.push(animationKey.morphTarget === morphTargetName ? 1 : 0);
+                                                               }
+
+                                                               tracks.push(new NumberKeyframeTrack('.morphTargetInfluence[' + morphTargetName + ']', times, values));
+                                                       }
 
-                                               for (let m = 0; m !== animationKeys[k].morphTargets.length; ++m) {
-                                                       const animationKey = animationKeys[k];
-                                                       times.push(animationKey.time);
-                                                       values.push(animationKey.morphTarget === morphTargetName ? 1 : 0);
+                                                       duration = morphTargetNames.length * (fps || 1.0);
+                                               } else {
+                                                       // ...assume skeletal animation
+                                                       const 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);
                                                }
+                                       }
 
-                                               tracks.push(new NumberKeyframeTrack('.morphTargetInfluence[' + morphTargetName + ']', times, values));
+                                       if (tracks.length === 0) {
+                                               return null;
                                        }
 
-                                       duration = morphTargetNames.length * (fps || 1.0);
-                               } else {
-                                       // ...assume skeletal animation
-                                       const 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);
+                                       const clip = new this(clipName, duration, tracks, blendMode);
+                                       return clip;
                                }
-                       }
 
-                       if (tracks.length === 0) {
-                               return null;
-                       }
+                               resetDuration() {
+                                       const tracks = this.tracks;
+                                       let duration = 0;
 
-                       const clip = new this(clipName, duration, tracks, blendMode);
-                       return clip;
-               }
+                                       for (let i = 0, n = tracks.length; i !== n; ++i) {
+                                               const track = this.tracks[i];
+                                               duration = Math.max(duration, track.times[track.times.length - 1]);
+                                       }
 
-               resetDuration() {
-                       const tracks = this.tracks;
-                       let duration = 0;
+                                       this.duration = duration;
+                                       return this;
+                               }
 
-                       for (let i = 0, n = tracks.length; i !== n; ++i) {
-                               const track = this.tracks[i];
-                               duration = Math.max(duration, track.times[track.times.length - 1]);
-                       }
+                               trim() {
+                                       for (let i = 0; i < this.tracks.length; i++) {
+                                               this.tracks[i].trim(0, this.duration);
+                                       }
 
-                       this.duration = duration;
-                       return this;
-               }
+                                       return this;
+                               }
 
-               trim() {
-                       for (let i = 0; i < this.tracks.length; i++) {
-                               this.tracks[i].trim(0, this.duration);
-                       }
+                               validate() {
+                                       let valid = true;
 
-                       return this;
-               }
+                                       for (let i = 0; i < this.tracks.length; i++) {
+                                               valid = valid && this.tracks[i].validate();
+                                       }
 
-               validate() {
-                       let valid = true;
+                                       return valid;
+                               }
 
-                       for (let i = 0; i < this.tracks.length; i++) {
-                               valid = valid && this.tracks[i].validate();
-                       }
+                               optimize() {
+                                       for (let i = 0; i < this.tracks.length; i++) {
+                                               this.tracks[i].optimize();
+                                       }
 
-                       return valid;
-               }
+                                       return this;
+                               }
 
-               optimize() {
-                       for (let i = 0; i < this.tracks.length; i++) {
-                               this.tracks[i].optimize();
-                       }
+                               clone() {
+                                       const tracks = [];
 
-                       return this;
-               }
+                                       for (let i = 0; i < this.tracks.length; i++) {
+                                               tracks.push(this.tracks[i].clone());
+                                       }
 
-               clone() {
-                       const tracks = [];
+                                       return new this.constructor(this.name, this.duration, tracks, this.blendMode);
+                               }
+
+                               toJSON() {
+                                       return this.constructor.toJSON(this);
+                               }
 
-                       for (let i = 0; i < this.tracks.length; i++) {
-                               tracks.push(this.tracks[i].clone());
                        }
 
-                       return new this.constructor(this.name, this.duration, tracks, this.blendMode);
-               }
+                       function getTrackTypeForValueTypeName(typeName) {
+                               switch (typeName.toLowerCase()) {
+                                       case 'scalar':
+                                       case 'double':
+                                       case 'float':
+                                       case 'number':
+                                       case 'integer':
+                                               return NumberKeyframeTrack;
 
-               toJSON() {
-                       return this.constructor.toJSON(this);
-               }
+                                       case 'vector':
+                                       case 'vector2':
+                                       case 'vector3':
+                                       case 'vector4':
+                                               return VectorKeyframeTrack;
 
-       }
+                                       case 'color':
+                                               return ColorKeyframeTrack;
 
-       function getTrackTypeForValueTypeName(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;
-               }
+                                       case 'quaternion':
+                                               return QuaternionKeyframeTrack;
 
-               throw new Error('THREE.KeyframeTrack: Unsupported typeName: ' + typeName);
-       }
+                                       case 'bool':
+                                       case 'boolean':
+                                               return BooleanKeyframeTrack;
 
-       function parseKeyframeTrack(json) {
-               if (json.type === undefined) {
-                       throw new Error('THREE.KeyframeTrack: track type undefined, can not parse');
-               }
+                                       case 'string':
+                                               return StringKeyframeTrack;
+                               }
 
-               const trackType = getTrackTypeForValueTypeName(json.type);
+                               throw new Error('THREE.KeyframeTrack: Unsupported typeName: ' + typeName);
+                       }
 
-               if (json.times === undefined) {
-                       const times = [],
-                                               values = [];
-                       AnimationUtils.flattenJSON(json.keys, times, values, 'value');
-                       json.times = times;
-                       json.values = values;
-               } // derived classes can define a static parse method
+                       function parseKeyframeTrack(json) {
+                               if (json.type === undefined) {
+                                       throw new Error('THREE.KeyframeTrack: track type undefined, can not parse');
+                               }
 
+                               const trackType = getTrackTypeForValueTypeName(json.type);
 
-               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);
-               }
-       }
+                               if (json.times === undefined) {
+                                       const times = [],
+                                               values = [];
+                                       AnimationUtils.flattenJSON(json.keys, times, values, 'value');
+                                       json.times = times;
+                                       json.values = values;
+                               } // derived classes can define a static parse method
 
-       const 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 = {};
-               }
-       };
 
-       class LoadingManager {
-               constructor(onLoad, onProgress, onError) {
-                       const scope = this;
-                       let isLoading = false;
-                       let itemsLoaded = 0;
-                       let itemsTotal = 0;
-                       let urlModifier = undefined;
-                       const handlers = []; // Refer to #5689 for the reason why we don't set .onStart
-                       // in the constructor
+                               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);
+                               }
+                       }
 
-                       this.onStart = undefined;
-                       this.onLoad = onLoad;
-                       this.onProgress = onProgress;
-                       this.onError = onError;
+                       const Cache = {
+                               enabled: false,
+                               files: {},
+                               add: function (key, file) {
+                                       if (this.enabled === false) return; // console.log( 'THREE.Cache', 'Adding key:', key );
 
-                       this.itemStart = function (url) {
-                               itemsTotal++;
+                                       this.files[key] = file;
+                               },
+                               get: function (key) {
+                                       if (this.enabled === false) return; // console.log( 'THREE.Cache', 'Checking key:', key );
 
-                               if (isLoading === false) {
-                                       if (scope.onStart !== undefined) {
-                                               scope.onStart(url, itemsLoaded, itemsTotal);
-                                       }
+                                       return this.files[key];
+                               },
+                               remove: function (key) {
+                                       delete this.files[key];
+                               },
+                               clear: function () {
+                                       this.files = {};
                                }
-
-                               isLoading = true;
                        };
 
-                       this.itemEnd = function (url) {
-                               itemsLoaded++;
+                       class LoadingManager {
+                               constructor(onLoad, onProgress, onError) {
+                                       const scope = this;
+                                       let isLoading = false;
+                                       let itemsLoaded = 0;
+                                       let itemsTotal = 0;
+                                       let urlModifier = undefined;
+                                       const handlers = []; // Refer to #5689 for the reason why we don't set .onStart
+                                       // in the constructor
+
+                                       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);
+                                                       }
+                                               }
 
-                               if (scope.onProgress !== undefined) {
-                                       scope.onProgress(url, itemsLoaded, itemsTotal);
-                               }
+                                               isLoading = true;
+                                       };
 
-                               if (itemsLoaded === itemsTotal) {
-                                       isLoading = false;
+                                       this.itemEnd = function (url) {
+                                               itemsLoaded++;
 
-                                       if (scope.onLoad !== undefined) {
-                                               scope.onLoad();
-                                       }
-                               }
-                       };
+                                               if (scope.onProgress !== undefined) {
+                                                       scope.onProgress(url, itemsLoaded, itemsTotal);
+                                               }
 
-                       this.itemError = function (url) {
-                               if (scope.onError !== undefined) {
-                                       scope.onError(url);
-                               }
-                       };
+                                               if (itemsLoaded === itemsTotal) {
+                                                       isLoading = false;
 
-                       this.resolveURL = function (url) {
-                               if (urlModifier) {
-                                       return urlModifier(url);
-                               }
+                                                       if (scope.onLoad !== undefined) {
+                                                               scope.onLoad();
+                                                       }
+                                               }
+                                       };
 
-                               return url;
-                       };
+                                       this.itemError = function (url) {
+                                               if (scope.onError !== undefined) {
+                                                       scope.onError(url);
+                                               }
+                                       };
 
-                       this.setURLModifier = function (transform) {
-                               urlModifier = transform;
-                               return this;
-                       };
+                                       this.resolveURL = function (url) {
+                                               if (urlModifier) {
+                                                       return urlModifier(url);
+                                               }
 
-                       this.addHandler = function (regex, loader) {
-                               handlers.push(regex, loader);
-                               return this;
-                       };
+                                               return url;
+                                       };
 
-                       this.removeHandler = function (regex) {
-                               const index = handlers.indexOf(regex);
+                                       this.setURLModifier = function (transform) {
+                                               urlModifier = transform;
+                                               return this;
+                                       };
 
-                               if (index !== -1) {
-                                       handlers.splice(index, 2);
-                               }
+                                       this.addHandler = function (regex, loader) {
+                                               handlers.push(regex, loader);
+                                               return this;
+                                       };
 
-                               return this;
-                       };
+                                       this.removeHandler = function (regex) {
+                                               const index = handlers.indexOf(regex);
 
-                       this.getHandler = function (file) {
-                               for (let i = 0, l = handlers.length; i < l; i += 2) {
-                                       const regex = handlers[i];
-                                       const loader = handlers[i + 1];
-                                       if (regex.global) regex.lastIndex = 0; // see #17920
+                                               if (index !== -1) {
+                                                       handlers.splice(index, 2);
+                                               }
 
-                                       if (regex.test(file)) {
-                                               return loader;
-                                       }
-                               }
+                                               return this;
+                                       };
 
-                               return null;
-                       };
-               }
+                                       this.getHandler = function (file) {
+                                               for (let i = 0, l = handlers.length; i < l; i += 2) {
+                                                       const regex = handlers[i];
+                                                       const loader = handlers[i + 1];
+                                                       if (regex.global) regex.lastIndex = 0; // see #17920
 
-       }
+                                                       if (regex.test(file)) {
+                                                               return loader;
+                                                       }
+                                               }
 
-       const DefaultLoadingManager = new LoadingManager();
+                                               return null;
+                                       };
+                               }
 
-       class Loader {
-               constructor(manager) {
-                       this.manager = manager !== undefined ? manager : DefaultLoadingManager;
-                       this.crossOrigin = 'anonymous';
-                       this.withCredentials = false;
-                       this.path = '';
-                       this.resourcePath = '';
-                       this.requestHeader = {};
-               }
+                       }
 
-               load() {}
+                       const DefaultLoadingManager = new LoadingManager();
 
-               loadAsync(url, onProgress) {
-                       const scope = this;
-                       return new Promise(function (resolve, reject) {
-                               scope.load(url, resolve, onProgress, reject);
-                       });
-               }
+                       class Loader {
+                               constructor(manager) {
+                                       this.manager = manager !== undefined ? manager : DefaultLoadingManager;
+                                       this.crossOrigin = 'anonymous';
+                                       this.withCredentials = false;
+                                       this.path = '';
+                                       this.resourcePath = '';
+                                       this.requestHeader = {};
+                               }
 
-               parse() {}
+                               load() {
+                               }
 
-               setCrossOrigin(crossOrigin) {
-                       this.crossOrigin = crossOrigin;
-                       return this;
-               }
+                               loadAsync(url, onProgress) {
+                                       const scope = this;
+                                       return new Promise(function (resolve, reject) {
+                                               scope.load(url, resolve, onProgress, reject);
+                                       });
+                               }
 
-               setWithCredentials(value) {
-                       this.withCredentials = value;
-                       return this;
-               }
+                               parse() {
+                               }
 
-               setPath(path) {
-                       this.path = path;
-                       return this;
-               }
+                               setCrossOrigin(crossOrigin) {
+                                       this.crossOrigin = crossOrigin;
+                                       return this;
+                               }
 
-               setResourcePath(resourcePath) {
-                       this.resourcePath = resourcePath;
-                       return this;
-               }
+                               setWithCredentials(value) {
+                                       this.withCredentials = value;
+                                       return this;
+                               }
 
-               setRequestHeader(requestHeader) {
-                       this.requestHeader = requestHeader;
-                       return this;
-               }
+                               setPath(path) {
+                                       this.path = path;
+                                       return this;
+                               }
 
-       }
+                               setResourcePath(resourcePath) {
+                                       this.resourcePath = resourcePath;
+                                       return this;
+                               }
 
-       const loading = {};
+                               setRequestHeader(requestHeader) {
+                                       this.requestHeader = requestHeader;
+                                       return this;
+                               }
 
-       class FileLoader extends Loader {
-               constructor(manager) {
-                       super(manager);
-               }
+                       }
 
-               load(url, onLoad, onProgress, onError) {
-                       if (url === undefined) url = '';
-                       if (this.path !== undefined) url = this.path + url;
-                       url = this.manager.resolveURL(url);
-                       const scope = this;
-                       const 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
+                       const loading = {};
 
+                       class FileLoader extends Loader {
+                               constructor(manager) {
+                                       super(manager);
+                               }
 
-                       const dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
-                       const dataUriRegexResult = url.match(dataUriRegex);
-                       let request; // Safari can not handle Data URIs through XMLHttpRequest so process manually
+                               load(url, onLoad, onProgress, onError) {
+                                       if (url === undefined) url = '';
+                                       if (this.path !== undefined) url = this.path + url;
+                                       url = this.manager.resolveURL(url);
+                                       const scope = this;
+                                       const cached = Cache.get(url);
 
-                       if (dataUriRegexResult) {
-                               const mimeType = dataUriRegexResult[1];
-                               const isBase64 = !!dataUriRegexResult[2];
-                               let data = dataUriRegexResult[3];
-                               data = decodeURIComponent(data);
-                               if (isBase64) data = atob(data);
+                                       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
 
-                               try {
-                                       let response;
-                                       const responseType = (this.responseType || '').toLowerCase();
 
-                                       switch (responseType) {
-                                               case 'arraybuffer':
-                                               case 'blob':
-                                                       const view = new Uint8Array(data.length);
+                                       if (loading[url] !== undefined) {
+                                               loading[url].push({
+                                                       onLoad: onLoad,
+                                                       onProgress: onProgress,
+                                                       onError: onError
+                                               });
+                                               return;
+                                       } // Check for data: URI
 
-                                                       for (let 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;
-                                                       }
+                                       const dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
+                                       const dataUriRegexResult = url.match(dataUriRegex);
+                                       let request; // Safari can not handle Data URIs through XMLHttpRequest so process manually
 
-                                                       break;
+                                       if (dataUriRegexResult) {
+                                               const mimeType = dataUriRegexResult[1];
+                                               const isBase64 = !!dataUriRegexResult[2];
+                                               let data = dataUriRegexResult[3];
+                                               data = decodeURIComponent(data);
+                                               if (isBase64) data = atob(data);
 
-                                               case 'document':
-                                                       const parser = new DOMParser();
-                                                       response = parser.parseFromString(data, mimeType);
-                                                       break;
+                                               try {
+                                                       let response;
+                                                       const responseType = (this.responseType || '').toLowerCase();
 
-                                               case 'json':
-                                                       response = JSON.parse(data);
-                                                       break;
+                                                       switch (responseType) {
+                                                               case 'arraybuffer':
+                                                               case 'blob':
+                                                                       const view = new Uint8Array(data.length);
 
-                                               default:
-                                                       // 'text' or other
-                                                       response = data;
-                                                       break;
-                                       } // Wait for next browser tick like standard XMLHttpRequest event dispatching does
+                                                                       for (let 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;
+                                                                       }
 
-                                       setTimeout(function () {
-                                               if (onLoad) onLoad(response);
-                                               scope.manager.itemEnd(url);
-                                       }, 0);
-                               } catch (error) {
-                                       // Wait for next browser tick like standard XMLHttpRequest event dispatching does
-                                       setTimeout(function () {
-                                               if (onError) onError(error);
-                                               scope.manager.itemError(url);
-                                               scope.manager.itemEnd(url);
-                                       }, 0);
-                               }
-                       } else {
-                               // Initialise array for duplicate requests
-                               loading[url] = [];
-                               loading[url].push({
-                                       onLoad: onLoad,
-                                       onProgress: onProgress,
-                                       onError: onError
-                               });
-                               request = new XMLHttpRequest();
-                               request.open('GET', url, true);
-                               request.addEventListener('load', function (event) {
-                                       const response = this.response;
-                                       const callbacks = loading[url];
-                                       delete loading[url];
+                                                                       break;
 
-                                       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.'); // Add to cache only on HTTP success, so that we do not cache
-                                               // error response bodies as proper responses to requests.
+                                                               case 'document':
+                                                                       const parser = new DOMParser();
+                                                                       response = parser.parseFromString(data, mimeType);
+                                                                       break;
 
-                                               Cache.add(url, response);
+                                                               case 'json':
+                                                                       response = JSON.parse(data);
+                                                                       break;
 
-                                               for (let i = 0, il = callbacks.length; i < il; i++) {
-                                                       const callback = callbacks[i];
-                                                       if (callback.onLoad) callback.onLoad(response);
+                                                               default:
+                                                                       // 'text' or other
+                                                                       response = data;
+                                                                       break;
+                                                       } // Wait for next browser tick like standard XMLHttpRequest event dispatching does
+
+
+                                                       setTimeout(function () {
+                                                               if (onLoad) onLoad(response);
+                                                               scope.manager.itemEnd(url);
+                                                       }, 0);
+                                               } catch (error) {
+                                                       // Wait for next browser tick like standard XMLHttpRequest event dispatching does
+                                                       setTimeout(function () {
+                                                               if (onError) onError(error);
+                                                               scope.manager.itemError(url);
+                                                               scope.manager.itemEnd(url);
+                                                       }, 0);
                                                }
-
-                                               scope.manager.itemEnd(url);
                                        } else {
-                                               for (let i = 0, il = callbacks.length; i < il; i++) {
-                                                       const callback = callbacks[i];
-                                                       if (callback.onError) callback.onError(event);
-                                               }
+                                               // Initialise array for duplicate requests
+                                               loading[url] = [];
+                                               loading[url].push({
+                                                       onLoad: onLoad,
+                                                       onProgress: onProgress,
+                                                       onError: onError
+                                               });
+                                               request = new XMLHttpRequest();
+                                               request.open('GET', url, true);
+                                               request.addEventListener('load', function (event) {
+                                                       const response = this.response;
+                                                       const 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.'); // Add to cache only on HTTP success, so that we do not cache
+                                                               // error response bodies as proper responses to requests.
+
+                                                               Cache.add(url, response);
+
+                                                               for (let i = 0, il = callbacks.length; i < il; i++) {
+                                                                       const callback = callbacks[i];
+                                                                       if (callback.onLoad) callback.onLoad(response);
+                                                               }
 
-                                               scope.manager.itemError(url);
-                                               scope.manager.itemEnd(url);
-                                       }
-                               }, false);
-                               request.addEventListener('progress', function (event) {
-                                       const callbacks = loading[url];
+                                                               scope.manager.itemEnd(url);
+                                                       } else {
+                                                               for (let i = 0, il = callbacks.length; i < il; i++) {
+                                                                       const callback = callbacks[i];
+                                                                       if (callback.onError) callback.onError(event);
+                                                               }
 
-                                       for (let i = 0, il = callbacks.length; i < il; i++) {
-                                               const callback = callbacks[i];
-                                               if (callback.onProgress) callback.onProgress(event);
-                                       }
-                               }, false);
-                               request.addEventListener('error', function (event) {
-                                       const callbacks = loading[url];
-                                       delete loading[url];
+                                                               scope.manager.itemError(url);
+                                                               scope.manager.itemEnd(url);
+                                                       }
+                                               }, false);
+                                               request.addEventListener('progress', function (event) {
+                                                       const callbacks = loading[url];
 
-                                       for (let i = 0, il = callbacks.length; i < il; i++) {
-                                               const callback = callbacks[i];
-                                               if (callback.onError) callback.onError(event);
-                                       }
+                                                       for (let i = 0, il = callbacks.length; i < il; i++) {
+                                                               const callback = callbacks[i];
+                                                               if (callback.onProgress) callback.onProgress(event);
+                                                       }
+                                               }, false);
+                                               request.addEventListener('error', function (event) {
+                                                       const callbacks = loading[url];
+                                                       delete loading[url];
+
+                                                       for (let i = 0, il = callbacks.length; i < il; i++) {
+                                                               const callback = callbacks[i];
+                                                               if (callback.onError) callback.onError(event);
+                                                       }
+
+                                                       scope.manager.itemError(url);
+                                                       scope.manager.itemEnd(url);
+                                               }, false);
+                                               request.addEventListener('abort', function (event) {
+                                                       const callbacks = loading[url];
+                                                       delete loading[url];
+
+                                                       for (let i = 0, il = callbacks.length; i < il; i++) {
+                                                               const callback = callbacks[i];
+                                                               if (callback.onError) callback.onError(event);
+                                                       }
 
-                                       scope.manager.itemError(url);
-                                       scope.manager.itemEnd(url);
-                               }, false);
-                               request.addEventListener('abort', function (event) {
-                                       const callbacks = loading[url];
-                                       delete loading[url];
+                                                       scope.manager.itemError(url);
+                                                       scope.manager.itemEnd(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 (let i = 0, il = callbacks.length; i < il; i++) {
-                                               const callback = callbacks[i];
-                                               if (callback.onError) callback.onError(event);
+                                               for (const header in this.requestHeader) {
+                                                       request.setRequestHeader(header, this.requestHeader[header]);
+                                               }
+
+                                               request.send(null);
                                        }
 
-                                       scope.manager.itemError(url);
-                                       scope.manager.itemEnd(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');
+                                       scope.manager.itemStart(url);
+                                       return request;
+                               }
+
+                               setResponseType(value) {
+                                       this.responseType = value;
+                                       return this;
+                               }
 
-                               for (const header in this.requestHeader) {
-                                       request.setRequestHeader(header, this.requestHeader[header]);
+                               setMimeType(value) {
+                                       this.mimeType = value;
+                                       return this;
                                }
 
-                               request.send(null);
                        }
 
-                       scope.manager.itemStart(url);
-                       return request;
-               }
-
-               setResponseType(value) {
-                       this.responseType = value;
-                       return this;
-               }
+                       class AnimationLoader extends Loader {
+                               constructor(manager) {
+                                       super(manager);
+                               }
 
-               setMimeType(value) {
-                       this.mimeType = value;
-                       return this;
-               }
+                               load(url, onLoad, onProgress, onError) {
+                                       const scope = this;
+                                       const loader = new FileLoader(this.manager);
+                                       loader.setPath(this.path);
+                                       loader.setRequestHeader(this.requestHeader);
+                                       loader.setWithCredentials(this.withCredentials);
+                                       loader.load(url, function (text) {
+                                               try {
+                                                       onLoad(scope.parse(JSON.parse(text)));
+                                               } catch (e) {
+                                                       if (onError) {
+                                                               onError(e);
+                                                       } else {
+                                                               console.error(e);
+                                                       }
 
-       }
+                                                       scope.manager.itemError(url);
+                                               }
+                                       }, onProgress, onError);
+                               }
 
-       class AnimationLoader extends Loader {
-               constructor(manager) {
-                       super(manager);
-               }
+                               parse(json) {
+                                       const animations = [];
 
-               load(url, onLoad, onProgress, onError) {
-                       const scope = this;
-                       const loader = new FileLoader(this.manager);
-                       loader.setPath(this.path);
-                       loader.setRequestHeader(this.requestHeader);
-                       loader.setWithCredentials(this.withCredentials);
-                       loader.load(url, function (text) {
-                               try {
-                                       onLoad(scope.parse(JSON.parse(text)));
-                               } catch (e) {
-                                       if (onError) {
-                                               onError(e);
-                                       } else {
-                                               console.error(e);
+                                       for (let i = 0; i < json.length; i++) {
+                                               const clip = AnimationClip.parse(json[i]);
+                                               animations.push(clip);
                                        }
 
-                                       scope.manager.itemError(url);
+                                       return animations;
                                }
-                       }, onProgress, onError);
-               }
-
-               parse(json) {
-                       const animations = [];
 
-                       for (let i = 0; i < json.length; i++) {
-                               const clip = AnimationClip.parse(json[i]);
-                               animations.push(clip);
                        }
 
-                       return animations;
-               }
+                       /**
+                        * Abstract Base class to block based textures loader (dds, pvr, ...)
+                        *
+                        * Sub classes have to implement the parse() method which will be used in load().
+                        */
 
-       }
+                       class CompressedTextureLoader extends Loader {
+                               constructor(manager) {
+                                       super(manager);
+                               }
+
+                               load(url, onLoad, onProgress, onError) {
+                                       const scope = this;
+                                       const images = [];
+                                       const texture = new CompressedTexture();
+                                       const loader = new FileLoader(this.manager);
+                                       loader.setPath(this.path);
+                                       loader.setResponseType('arraybuffer');
+                                       loader.setRequestHeader(this.requestHeader);
+                                       loader.setWithCredentials(scope.withCredentials);
+                                       let loaded = 0;
+
+                                       function loadTexture(i) {
+                                               loader.load(url[i], function (buffer) {
+                                                       const texDatas = scope.parse(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.image = images;
+                                                               texture.format = texDatas.format;
+                                                               texture.needsUpdate = true;
+                                                               if (onLoad) onLoad(texture);
+                                                       }
+                                               }, onProgress, onError);
+                                       }
 
-       /**
-        * Abstract Base class to block based textures loader (dds, pvr, ...)
-        *
-        * Sub classes have to implement the parse() method which will be used in load().
-        */
+                                       if (Array.isArray(url)) {
+                                               for (let 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) {
+                                                       const texDatas = scope.parse(buffer, true);
+
+                                                       if (texDatas.isCubemap) {
+                                                               const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
+
+                                                               for (let f = 0; f < faces; f++) {
+                                                                       images[f] = {
+                                                                               mipmaps: []
+                                                                       };
+
+                                                                       for (let 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;
+                                                                       }
+                                                               }
 
-       class CompressedTextureLoader extends Loader {
-               constructor(manager) {
-                       super(manager);
-               }
+                                                               texture.image = images;
+                                                       } else {
+                                                               texture.image.width = texDatas.width;
+                                                               texture.image.height = texDatas.height;
+                                                               texture.mipmaps = texDatas.mipmaps;
+                                                       }
 
-               load(url, onLoad, onProgress, onError) {
-                       const scope = this;
-                       const images = [];
-                       const texture = new CompressedTexture();
-                       const loader = new FileLoader(this.manager);
-                       loader.setPath(this.path);
-                       loader.setResponseType('arraybuffer');
-                       loader.setRequestHeader(this.requestHeader);
-                       loader.setWithCredentials(scope.withCredentials);
-                       let loaded = 0;
-
-                       function loadTexture(i) {
-                               loader.load(url[i], function (buffer) {
-                                       const texDatas = scope.parse(buffer, true);
-                                       images[i] = {
-                                               width: texDatas.width,
-                                               height: texDatas.height,
-                                               format: texDatas.format,
-                                               mipmaps: texDatas.mipmaps
-                                       };
-                                       loaded += 1;
+                                                       if (texDatas.mipmapCount === 1) {
+                                                               texture.minFilter = LinearFilter;
+                                                       }
 
-                                       if (loaded === 6) {
-                                               if (texDatas.mipmapCount === 1) texture.minFilter = LinearFilter;
-                                               texture.image = images;
-                                               texture.format = texDatas.format;
-                                               texture.needsUpdate = true;
-                                               if (onLoad) onLoad(texture);
+                                                       texture.format = texDatas.format;
+                                                       texture.needsUpdate = true;
+                                                       if (onLoad) onLoad(texture);
+                                               }, onProgress, onError);
                                        }
-                               }, onProgress, onError);
-                       }
 
-                       if (Array.isArray(url)) {
-                               for (let i = 0, il = url.length; i < il; ++i) {
-                                       loadTexture(i);
+                                       return texture;
                                }
-                       } else {
-                               // compressed cubemap texture stored in a single DDS file
-                               loader.load(url, function (buffer) {
-                                       const texDatas = scope.parse(buffer, true);
 
-                                       if (texDatas.isCubemap) {
-                                               const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
+                       }
 
-                                               for (let f = 0; f < faces; f++) {
-                                                       images[f] = {
-                                                               mipmaps: []
-                                                       };
+                       class ImageLoader extends Loader {
+                               constructor(manager) {
+                                       super(manager);
+                               }
 
-                                                       for (let 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;
-                                                       }
-                                               }
+                               load(url, onLoad, onProgress, onError) {
+                                       if (this.path !== undefined) url = this.path + url;
+                                       url = this.manager.resolveURL(url);
+                                       const scope = this;
+                                       const cached = Cache.get(url);
 
-                                               texture.image = images;
-                                       } else {
-                                               texture.image.width = texDatas.width;
-                                               texture.image.height = texDatas.height;
-                                               texture.mipmaps = texDatas.mipmaps;
+                                       if (cached !== undefined) {
+                                               scope.manager.itemStart(url);
+                                               setTimeout(function () {
+                                                       if (onLoad) onLoad(cached);
+                                                       scope.manager.itemEnd(url);
+                                               }, 0);
+                                               return cached;
                                        }
 
-                                       if (texDatas.mipmapCount === 1) {
-                                               texture.minFilter = LinearFilter;
-                                       }
+                                       const image = document.createElementNS('http://www.w3.org/1999/xhtml', 'img');
 
-                                       texture.format = texDatas.format;
-                                       texture.needsUpdate = true;
-                                       if (onLoad) onLoad(texture);
-                               }, onProgress, onError);
-                       }
+                                       function onImageLoad() {
+                                               image.removeEventListener('load', onImageLoad, false);
+                                               image.removeEventListener('error', onImageError, false);
+                                               Cache.add(url, this);
+                                               if (onLoad) onLoad(this);
+                                               scope.manager.itemEnd(url);
+                                       }
 
-                       return texture;
-               }
+                                       function onImageError(event) {
+                                               image.removeEventListener('load', onImageLoad, false);
+                                               image.removeEventListener('error', onImageError, false);
+                                               if (onError) onError(event);
+                                               scope.manager.itemError(url);
+                                               scope.manager.itemEnd(url);
+                                       }
 
-       }
+                                       image.addEventListener('load', onImageLoad, false);
+                                       image.addEventListener('error', onImageError, false);
 
-       class ImageLoader extends Loader {
-               constructor(manager) {
-                       super(manager);
-               }
+                                       if (url.substr(0, 5) !== 'data:') {
+                                               if (this.crossOrigin !== undefined) image.crossOrigin = this.crossOrigin;
+                                       }
 
-               load(url, onLoad, onProgress, onError) {
-                       if (this.path !== undefined) url = this.path + url;
-                       url = this.manager.resolveURL(url);
-                       const scope = this;
-                       const cached = Cache.get(url);
+                                       scope.manager.itemStart(url);
+                                       image.src = url;
+                                       return image;
+                               }
 
-                       if (cached !== undefined) {
-                               scope.manager.itemStart(url);
-                               setTimeout(function () {
-                                       if (onLoad) onLoad(cached);
-                                       scope.manager.itemEnd(url);
-                               }, 0);
-                               return cached;
                        }
 
-                       const image = document.createElementNS('http://www.w3.org/1999/xhtml', 'img');
+                       class CubeTextureLoader extends Loader {
+                               constructor(manager) {
+                                       super(manager);
+                               }
 
-                       function onImageLoad() {
-                               image.removeEventListener('load', onImageLoad, false);
-                               image.removeEventListener('error', onImageError, false);
-                               Cache.add(url, this);
-                               if (onLoad) onLoad(this);
-                               scope.manager.itemEnd(url);
-                       }
+                               load(urls, onLoad, onProgress, onError) {
+                                       const texture = new CubeTexture();
+                                       const loader = new ImageLoader(this.manager);
+                                       loader.setCrossOrigin(this.crossOrigin);
+                                       loader.setPath(this.path);
+                                       let loaded = 0;
 
-                       function onImageError(event) {
-                               image.removeEventListener('load', onImageLoad, false);
-                               image.removeEventListener('error', onImageError, false);
-                               if (onError) onError(event);
-                               scope.manager.itemError(url);
-                               scope.manager.itemEnd(url);
-                       }
+                                       function loadTexture(i) {
+                                               loader.load(urls[i], function (image) {
+                                                       texture.images[i] = image;
+                                                       loaded++;
 
-                       image.addEventListener('load', onImageLoad, false);
-                       image.addEventListener('error', onImageError, false);
+                                                       if (loaded === 6) {
+                                                               texture.needsUpdate = true;
+                                                               if (onLoad) onLoad(texture);
+                                                       }
+                                               }, undefined, onError);
+                                       }
 
-                       if (url.substr(0, 5) !== 'data:') {
-                               if (this.crossOrigin !== undefined) image.crossOrigin = this.crossOrigin;
-                       }
+                                       for (let i = 0; i < urls.length; ++i) {
+                                               loadTexture(i);
+                                       }
 
-                       scope.manager.itemStart(url);
-                       image.src = url;
-                       return image;
-               }
+                                       return texture;
+                               }
 
-       }
+                       }
 
-       class CubeTextureLoader extends Loader {
-               constructor(manager) {
-                       super(manager);
-               }
+                       /**
+                        * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
+                        *
+                        * Sub classes have to implement the parse() method which will be used in load().
+                        */
 
-               load(urls, onLoad, onProgress, onError) {
-                       const texture = new CubeTexture();
-                       const loader = new ImageLoader(this.manager);
-                       loader.setCrossOrigin(this.crossOrigin);
-                       loader.setPath(this.path);
-                       let loaded = 0;
+                       class DataTextureLoader extends Loader {
+                               constructor(manager) {
+                                       super(manager);
+                               }
+
+                               load(url, onLoad, onProgress, onError) {
+                                       const scope = this;
+                                       const texture = new DataTexture();
+                                       const loader = new FileLoader(this.manager);
+                                       loader.setResponseType('arraybuffer');
+                                       loader.setRequestHeader(this.requestHeader);
+                                       loader.setPath(this.path);
+                                       loader.setWithCredentials(scope.withCredentials);
+                                       loader.load(url, function (buffer) {
+                                               const texData = scope.parse(buffer);
+                                               if (!texData) return;
+
+                                               if (texData.image !== undefined) {
+                                                       texture.image = texData.image;
+                                               } else if (texData.data !== undefined) {
+                                                       texture.image.width = texData.width;
+                                                       texture.image.height = texData.height;
+                                                       texture.image.data = texData.data;
+                                               }
 
-                       function loadTexture(i) {
-                               loader.load(urls[i], function (image) {
-                                       texture.images[i] = image;
-                                       loaded++;
+                                               texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
+                                               texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
+                                               texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
+                                               texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
+                                               texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
 
-                                       if (loaded === 6) {
-                                               texture.needsUpdate = true;
-                                               if (onLoad) onLoad(texture);
-                                       }
-                               }, undefined, onError);
-                       }
+                                               if (texData.encoding !== undefined) {
+                                                       texture.encoding = texData.encoding;
+                                               }
 
-                       for (let i = 0; i < urls.length; ++i) {
-                               loadTexture(i);
-                       }
+                                               if (texData.flipY !== undefined) {
+                                                       texture.flipY = texData.flipY;
+                                               }
 
-                       return texture;
-               }
+                                               if (texData.format !== undefined) {
+                                                       texture.format = texData.format;
+                                               }
 
-       }
+                                               if (texData.type !== undefined) {
+                                                       texture.type = texData.type;
+                                               }
 
-       /**
-        * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
-        *
-        * Sub classes have to implement the parse() method which will be used in load().
-        */
+                                               if (texData.mipmaps !== undefined) {
+                                                       texture.mipmaps = texData.mipmaps;
+                                                       texture.minFilter = LinearMipmapLinearFilter; // presumably...
+                                               }
 
-       class DataTextureLoader extends Loader {
-               constructor(manager) {
-                       super(manager);
-               }
+                                               if (texData.mipmapCount === 1) {
+                                                       texture.minFilter = LinearFilter;
+                                               }
 
-               load(url, onLoad, onProgress, onError) {
-                       const scope = this;
-                       const texture = new DataTexture();
-                       const loader = new FileLoader(this.manager);
-                       loader.setResponseType('arraybuffer');
-                       loader.setRequestHeader(this.requestHeader);
-                       loader.setPath(this.path);
-                       loader.setWithCredentials(scope.withCredentials);
-                       loader.load(url, function (buffer) {
-                               const texData = scope.parse(buffer);
-                               if (!texData) return;
+                                               if (texData.generateMipmaps !== undefined) {
+                                                       texture.generateMipmaps = texData.generateMipmaps;
+                                               }
 
-                               if (texData.image !== undefined) {
-                                       texture.image = texData.image;
-                               } else if (texData.data !== undefined) {
-                                       texture.image.width = texData.width;
-                                       texture.image.height = texData.height;
-                                       texture.image.data = texData.data;
+                                               texture.needsUpdate = true;
+                                               if (onLoad) onLoad(texture, texData);
+                                       }, onProgress, onError);
+                                       return texture;
                                }
 
-                               texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
-                               texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
-                               texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
-                               texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
-                               texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
+                       }
 
-                               if (texData.encoding !== undefined) {
-                                       texture.encoding = texData.encoding;
+                       class TextureLoader extends Loader {
+                               constructor(manager) {
+                                       super(manager);
                                }
 
-                               if (texData.flipY !== undefined) {
-                                       texture.flipY = texData.flipY;
-                               }
+                               load(url, onLoad, onProgress, onError) {
+                                       const texture = new Texture();
+                                       const 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.
 
-                               if (texData.format !== undefined) {
-                                       texture.format = texData.format;
-                               }
+                                               const isJPEG = url.search(/\.jpe?g($|\?)/i) > 0 || url.search(/^data\:image\/jpeg/) === 0;
+                                               texture.format = isJPEG ? RGBFormat : RGBAFormat;
+                                               texture.needsUpdate = true;
 
-                               if (texData.type !== undefined) {
-                                       texture.type = texData.type;
+                                               if (onLoad !== undefined) {
+                                                       onLoad(texture);
+                                               }
+                                       }, onProgress, onError);
+                                       return texture;
                                }
 
-                               if (texData.mipmaps !== undefined) {
-                                       texture.mipmaps = texData.mipmaps;
-                                       texture.minFilter = LinearMipmapLinearFilter; // presumably...
-                               }
+                       }
+
+                       /**************************************************************
+                        *      Curved Path - a curve path is simply a array of connected
+                        *      curves, but retains the api of a curve
+                        **************************************************************/
 
-                               if (texData.mipmapCount === 1) {
-                                       texture.minFilter = LinearFilter;
+                       class CurvePath extends Curve {
+                               constructor() {
+                                       super();
+                                       this.type = 'CurvePath';
+                                       this.curves = [];
+                                       this.autoClose = false; // Automatically closes the path
                                }
 
-                               if (texData.generateMipmaps !== undefined) {
-                                       texture.generateMipmaps = texData.generateMipmaps;
+                               add(curve) {
+                                       this.curves.push(curve);
                                }
 
-                               texture.needsUpdate = true;
-                               if (onLoad) onLoad(texture, texData);
-                       }, onProgress, onError);
-                       return texture;
-               }
+                               closePath() {
+                                       // Add a line curve if start and end of lines are not connected
+                                       const startPoint = this.curves[0].getPoint(0);
+                                       const 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(t) {
+                                       const d = t * this.getLength();
+                                       const curveLengths = this.getCurveLengths();
+                                       let i = 0; // To think about boundaries points.
+
+                                       while (i < curveLengths.length) {
+                                               if (curveLengths[i] >= d) {
+                                                       const diff = curveLengths[i] - d;
+                                                       const curve = this.curves[i];
+                                                       const segmentLength = curve.getLength();
+                                                       const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
+                                                       return curve.getPointAt(u);
+                                               }
 
-       class TextureLoader extends Loader {
-               constructor(manager) {
-                       super(manager);
-               }
+                                               i++;
+                                       }
 
-               load(url, onLoad, onProgress, onError) {
-                       const texture = new Texture();
-                       const 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.
+                                       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
 
-                               const isJPEG = url.search(/\.jpe?g($|\?)/i) > 0 || url.search(/^data\:image\/jpeg/) === 0;
-                               texture.format = isJPEG ? RGBFormat : RGBAFormat;
-                               texture.needsUpdate = true;
 
-                               if (onLoad !== undefined) {
-                                       onLoad(texture);
-                               }
-                       }, onProgress, onError);
-                       return texture;
-               }
+                               getLength() {
+                                       const lens = this.getCurveLengths();
+                                       return lens[lens.length - 1];
+                               } // cacheLengths must be recalculated.
 
-       }
 
-       /**************************************************************
-        *      Curved Path - a curve path is simply a array of connected
-        *      curves, but retains the api of a curve
-        **************************************************************/
-
-       class CurvePath extends Curve {
-               constructor() {
-                       super();
-                       this.type = 'CurvePath';
-                       this.curves = [];
-                       this.autoClose = false; // Automatically closes the path
-               }
+                               updateArcLengths() {
+                                       this.needsUpdate = true;
+                                       this.cacheLengths = null;
+                                       this.getCurveLengths();
+                               } // Compute lengths and cache them
+                               // We cannot overwrite getLengths() because UtoT mapping uses it.
 
-               add(curve) {
-                       this.curves.push(curve);
-               }
 
-               closePath() {
-                       // Add a line curve if start and end of lines are not connected
-                       const startPoint = this.curves[0].getPoint(0);
-                       const endPoint = this.curves[this.curves.length - 1].getPoint(1);
+                               getCurveLengths() {
+                                       // 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
 
-                       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')
 
+                                       const lengths = [];
+                                       let sums = 0;
 
-               getPoint(t) {
-                       const d = t * this.getLength();
-                       const curveLengths = this.getCurveLengths();
-                       let i = 0; // To think about boundaries points.
+                                       for (let i = 0, l = this.curves.length; i < l; i++) {
+                                               sums += this.curves[i].getLength();
+                                               lengths.push(sums);
+                                       }
 
-                       while (i < curveLengths.length) {
-                               if (curveLengths[i] >= d) {
-                                       const diff = curveLengths[i] - d;
-                                       const curve = this.curves[i];
-                                       const segmentLength = curve.getLength();
-                                       const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
-                                       return curve.getPointAt(u);
+                                       this.cacheLengths = lengths;
+                                       return lengths;
                                }
 
-                               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
+                               getSpacedPoints(divisions = 40) {
+                                       const points = [];
 
+                                       for (let i = 0; i <= divisions; i++) {
+                                               points.push(this.getPoint(i / divisions));
+                                       }
 
-               getLength() {
-                       const lens = this.getCurveLengths();
-                       return lens[lens.length - 1];
-               } // cacheLengths must be recalculated.
+                                       if (this.autoClose) {
+                                               points.push(points[0]);
+                                       }
 
+                                       return points;
+                               }
 
-               updateArcLengths() {
-                       this.needsUpdate = true;
-                       this.cacheLengths = null;
-                       this.getCurveLengths();
-               } // Compute lengths and cache them
-               // We cannot overwrite getLengths() because UtoT mapping uses it.
+                               getPoints(divisions = 12) {
+                                       const points = [];
+                                       let last;
 
+                                       for (let i = 0, curves = this.curves; i < curves.length; i++) {
+                                               const curve = curves[i];
+                                               const resolution = curve && curve.isEllipseCurve ? divisions * 2 : curve && (curve.isLineCurve || curve.isLineCurve3) ? 1 : curve && curve.isSplineCurve ? divisions * curve.points.length : divisions;
+                                               const pts = curve.getPoints(resolution);
 
-               getCurveLengths() {
-                       // 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
+                                               for (let j = 0; j < pts.length; j++) {
+                                                       const point = pts[j];
+                                                       if (last && last.equals(point)) continue; // ensures no consecutive points are duplicates
 
+                                                       points.push(point);
+                                                       last = point;
+                                               }
+                                       }
 
-                       const lengths = [];
-                       let sums = 0;
+                                       if (this.autoClose && points.length > 1 && !points[points.length - 1].equals(points[0])) {
+                                               points.push(points[0]);
+                                       }
 
-                       for (let i = 0, l = this.curves.length; i < l; i++) {
-                               sums += this.curves[i].getLength();
-                               lengths.push(sums);
-                       }
+                                       return points;
+                               }
 
-                       this.cacheLengths = lengths;
-                       return lengths;
-               }
+                               copy(source) {
+                                       super.copy(source);
+                                       this.curves = [];
 
-               getSpacedPoints(divisions = 40) {
-                       const points = [];
+                                       for (let i = 0, l = source.curves.length; i < l; i++) {
+                                               const curve = source.curves[i];
+                                               this.curves.push(curve.clone());
+                                       }
 
-                       for (let i = 0; i <= divisions; i++) {
-                               points.push(this.getPoint(i / divisions));
-                       }
+                                       this.autoClose = source.autoClose;
+                                       return this;
+                               }
 
-                       if (this.autoClose) {
-                               points.push(points[0]);
-                       }
+                               toJSON() {
+                                       const data = super.toJSON();
+                                       data.autoClose = this.autoClose;
+                                       data.curves = [];
 
-                       return points;
-               }
+                                       for (let i = 0, l = this.curves.length; i < l; i++) {
+                                               const curve = this.curves[i];
+                                               data.curves.push(curve.toJSON());
+                                       }
 
-               getPoints(divisions = 12) {
-                       const points = [];
-                       let last;
+                                       return data;
+                               }
 
-                       for (let i = 0, curves = this.curves; i < curves.length; i++) {
-                               const curve = curves[i];
-                               const resolution = curve && curve.isEllipseCurve ? divisions * 2 : curve && (curve.isLineCurve || curve.isLineCurve3) ? 1 : curve && curve.isSplineCurve ? divisions * curve.points.length : divisions;
-                               const pts = curve.getPoints(resolution);
+                               fromJSON(json) {
+                                       super.fromJSON(json);
+                                       this.autoClose = json.autoClose;
+                                       this.curves = [];
 
-                               for (let j = 0; j < pts.length; j++) {
-                                       const point = pts[j];
-                                       if (last && last.equals(point)) continue; // ensures no consecutive points are duplicates
+                                       for (let i = 0, l = json.curves.length; i < l; i++) {
+                                               const curve = json.curves[i];
+                                               this.curves.push(new Curves[curve.type]().fromJSON(curve));
+                                       }
 
-                                       points.push(point);
-                                       last = point;
+                                       return this;
                                }
-                       }
 
-                       if (this.autoClose && points.length > 1 && !points[points.length - 1].equals(points[0])) {
-                               points.push(points[0]);
                        }
 
-                       return points;
-               }
+                       class Path extends CurvePath {
+                               constructor(points) {
+                                       super();
+                                       this.type = 'Path';
+                                       this.currentPoint = new Vector2();
 
-               copy(source) {
-                       super.copy(source);
-                       this.curves = [];
+                                       if (points) {
+                                               this.setFromPoints(points);
+                                       }
+                               }
 
-                       for (let i = 0, l = source.curves.length; i < l; i++) {
-                               const curve = source.curves[i];
-                               this.curves.push(curve.clone());
-                       }
+                               setFromPoints(points) {
+                                       this.moveTo(points[0].x, points[0].y);
 
-                       this.autoClose = source.autoClose;
-                       return this;
-               }
+                                       for (let i = 1, l = points.length; i < l; i++) {
+                                               this.lineTo(points[i].x, points[i].y);
+                                       }
 
-               toJSON() {
-                       const data = super.toJSON();
-                       data.autoClose = this.autoClose;
-                       data.curves = [];
+                                       return this;
+                               }
 
-                       for (let i = 0, l = this.curves.length; i < l; i++) {
-                               const curve = this.curves[i];
-                               data.curves.push(curve.toJSON());
-                       }
+                               moveTo(x, y) {
+                                       this.currentPoint.set(x, y); // TODO consider referencing vectors instead of copying?
 
-                       return data;
-               }
+                                       return this;
+                               }
 
-               fromJSON(json) {
-                       super.fromJSON(json);
-                       this.autoClose = json.autoClose;
-                       this.curves = [];
+                               lineTo(x, y) {
+                                       const curve = new LineCurve(this.currentPoint.clone(), new Vector2(x, y));
+                                       this.curves.push(curve);
+                                       this.currentPoint.set(x, y);
+                                       return this;
+                               }
 
-                       for (let i = 0, l = json.curves.length; i < l; i++) {
-                               const curve = json.curves[i];
-                               this.curves.push(new Curves[curve.type]().fromJSON(curve));
-                       }
+                               quadraticCurveTo(aCPx, aCPy, aX, aY) {
+                                       const curve = new QuadraticBezierCurve(this.currentPoint.clone(), new Vector2(aCPx, aCPy), new Vector2(aX, aY));
+                                       this.curves.push(curve);
+                                       this.currentPoint.set(aX, aY);
+                                       return this;
+                               }
 
-                       return this;
-               }
+                               bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) {
+                                       const 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);
+                                       return this;
+                               }
 
-       }
+                               splineThru(pts
+                                                  /*Array of Vector*/
+                               ) {
+                                       const npts = [this.currentPoint.clone()].concat(pts);
+                                       const curve = new SplineCurve(npts);
+                                       this.curves.push(curve);
+                                       this.currentPoint.copy(pts[pts.length - 1]);
+                                       return this;
+                               }
 
-       class Path extends CurvePath {
-               constructor(points) {
-                       super();
-                       this.type = 'Path';
-                       this.currentPoint = new Vector2();
+                               arc(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {
+                                       const x0 = this.currentPoint.x;
+                                       const y0 = this.currentPoint.y;
+                                       this.absarc(aX + x0, aY + y0, aRadius, aStartAngle, aEndAngle, aClockwise);
+                                       return this;
+                               }
 
-                       if (points) {
-                               this.setFromPoints(points);
-                       }
-               }
+                               absarc(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {
+                                       this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
+                                       return this;
+                               }
 
-               setFromPoints(points) {
-                       this.moveTo(points[0].x, points[0].y);
+                               ellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) {
+                                       const x0 = this.currentPoint.x;
+                                       const y0 = this.currentPoint.y;
+                                       this.absellipse(aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation);
+                                       return this;
+                               }
 
-                       for (let i = 1, l = points.length; i < l; i++) {
-                               this.lineTo(points[i].x, points[i].y);
-                       }
+                               absellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) {
+                                       const curve = new EllipseCurve(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation);
 
-                       return this;
-               }
+                                       if (this.curves.length > 0) {
+                                               // if a previous curve is present, attempt to join
+                                               const firstPoint = curve.getPoint(0);
 
-               moveTo(x, y) {
-                       this.currentPoint.set(x, y); // TODO consider referencing vectors instead of copying?
+                                               if (!firstPoint.equals(this.currentPoint)) {
+                                                       this.lineTo(firstPoint.x, firstPoint.y);
+                                               }
+                                       }
 
-                       return this;
-               }
+                                       this.curves.push(curve);
+                                       const lastPoint = curve.getPoint(1);
+                                       this.currentPoint.copy(lastPoint);
+                                       return this;
+                               }
 
-               lineTo(x, y) {
-                       const curve = new LineCurve(this.currentPoint.clone(), new Vector2(x, y));
-                       this.curves.push(curve);
-                       this.currentPoint.set(x, y);
-                       return this;
-               }
+                               copy(source) {
+                                       super.copy(source);
+                                       this.currentPoint.copy(source.currentPoint);
+                                       return this;
+                               }
 
-               quadraticCurveTo(aCPx, aCPy, aX, aY) {
-                       const curve = new QuadraticBezierCurve(this.currentPoint.clone(), new Vector2(aCPx, aCPy), new Vector2(aX, aY));
-                       this.curves.push(curve);
-                       this.currentPoint.set(aX, aY);
-                       return this;
-               }
+                               toJSON() {
+                                       const data = super.toJSON();
+                                       data.currentPoint = this.currentPoint.toArray();
+                                       return data;
+                               }
 
-               bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) {
-                       const 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);
-                       return this;
-               }
+                               fromJSON(json) {
+                                       super.fromJSON(json);
+                                       this.currentPoint.fromArray(json.currentPoint);
+                                       return this;
+                               }
 
-               splineThru(pts
-               /*Array of Vector*/
-               ) {
-                       const npts = [this.currentPoint.clone()].concat(pts);
-                       const curve = new SplineCurve(npts);
-                       this.curves.push(curve);
-                       this.currentPoint.copy(pts[pts.length - 1]);
-                       return this;
-               }
+                       }
 
-               arc(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {
-                       const x0 = this.currentPoint.x;
-                       const y0 = this.currentPoint.y;
-                       this.absarc(aX + x0, aY + y0, aRadius, aStartAngle, aEndAngle, aClockwise);
-                       return this;
-               }
+                       class Shape extends Path {
+                               constructor(points) {
+                                       super(points);
+                                       this.uuid = generateUUID();
+                                       this.type = 'Shape';
+                                       this.holes = [];
+                               }
 
-               absarc(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {
-                       this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
-                       return this;
-               }
+                               getPointsHoles(divisions) {
+                                       const holesPts = [];
 
-               ellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) {
-                       const x0 = this.currentPoint.x;
-                       const y0 = this.currentPoint.y;
-                       this.absellipse(aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation);
-                       return this;
-               }
+                                       for (let i = 0, l = this.holes.length; i < l; i++) {
+                                               holesPts[i] = this.holes[i].getPoints(divisions);
+                                       }
 
-               absellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) {
-                       const curve = new EllipseCurve(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation);
+                                       return holesPts;
+                               } // get points of shape and holes (keypoints based on segments parameter)
 
-                       if (this.curves.length > 0) {
-                               // if a previous curve is present, attempt to join
-                               const firstPoint = curve.getPoint(0);
 
-                               if (!firstPoint.equals(this.currentPoint)) {
-                                       this.lineTo(firstPoint.x, firstPoint.y);
+                               extractPoints(divisions) {
+                                       return {
+                                               shape: this.getPoints(divisions),
+                                               holes: this.getPointsHoles(divisions)
+                                       };
                                }
-                       }
 
-                       this.curves.push(curve);
-                       const lastPoint = curve.getPoint(1);
-                       this.currentPoint.copy(lastPoint);
-                       return this;
-               }
+                               copy(source) {
+                                       super.copy(source);
+                                       this.holes = [];
 
-               copy(source) {
-                       super.copy(source);
-                       this.currentPoint.copy(source.currentPoint);
-                       return this;
-               }
+                                       for (let i = 0, l = source.holes.length; i < l; i++) {
+                                               const hole = source.holes[i];
+                                               this.holes.push(hole.clone());
+                                       }
 
-               toJSON() {
-                       const data = super.toJSON();
-                       data.currentPoint = this.currentPoint.toArray();
-                       return data;
-               }
+                                       return this;
+                               }
 
-               fromJSON(json) {
-                       super.fromJSON(json);
-                       this.currentPoint.fromArray(json.currentPoint);
-                       return this;
-               }
+                               toJSON() {
+                                       const data = super.toJSON();
+                                       data.uuid = this.uuid;
+                                       data.holes = [];
 
-       }
+                                       for (let i = 0, l = this.holes.length; i < l; i++) {
+                                               const hole = this.holes[i];
+                                               data.holes.push(hole.toJSON());
+                                       }
 
-       class Shape extends Path {
-               constructor(points) {
-                       super(points);
-                       this.uuid = generateUUID();
-                       this.type = 'Shape';
-                       this.holes = [];
-               }
+                                       return data;
+                               }
 
-               getPointsHoles(divisions) {
-                       const holesPts = [];
+                               fromJSON(json) {
+                                       super.fromJSON(json);
+                                       this.uuid = json.uuid;
+                                       this.holes = [];
+
+                                       for (let i = 0, l = json.holes.length; i < l; i++) {
+                                               const hole = json.holes[i];
+                                               this.holes.push(new Path().fromJSON(hole));
+                                       }
+
+                                       return this;
+                               }
 
-                       for (let 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)
+                       class Light extends Object3D {
+                               constructor(color, intensity = 1) {
+                                       super();
+                                       this.type = 'Light';
+                                       this.color = new Color(color);
+                                       this.intensity = intensity;
+                               }
 
+                               dispose() {// Empty here in base class; some subclasses override.
+                               }
 
-               extractPoints(divisions) {
-                       return {
-                               shape: this.getPoints(divisions),
-                               holes: this.getPointsHoles(divisions)
-                       };
-               }
+                               copy(source) {
+                                       super.copy(source);
+                                       this.color.copy(source.color);
+                                       this.intensity = source.intensity;
+                                       return this;
+                               }
 
-               copy(source) {
-                       super.copy(source);
-                       this.holes = [];
+                               toJSON(meta) {
+                                       const data = super.toJSON(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;
+                               }
 
-                       for (let i = 0, l = source.holes.length; i < l; i++) {
-                               const hole = source.holes[i];
-                               this.holes.push(hole.clone());
                        }
 
-                       return this;
-               }
+                       Light.prototype.isLight = true;
+
+                       class HemisphereLight extends Light {
+                               constructor(skyColor, groundColor, intensity) {
+                                       super(skyColor, intensity);
+                                       this.type = 'HemisphereLight';
+                                       this.position.copy(Object3D.DefaultUp);
+                                       this.updateMatrix();
+                                       this.groundColor = new Color(groundColor);
+                               }
 
-               toJSON() {
-                       const data = super.toJSON();
-                       data.uuid = this.uuid;
-                       data.holes = [];
+                               copy(source) {
+                                       Light.prototype.copy.call(this, source);
+                                       this.groundColor.copy(source.groundColor);
+                                       return this;
+                               }
 
-                       for (let i = 0, l = this.holes.length; i < l; i++) {
-                               const hole = this.holes[i];
-                               data.holes.push(hole.toJSON());
                        }
 
-                       return data;
-               }
+                       HemisphereLight.prototype.isHemisphereLight = true;
 
-               fromJSON(json) {
-                       super.fromJSON(json);
-                       this.uuid = json.uuid;
-                       this.holes = [];
+                       const _projScreenMatrix$1 = /*@__PURE__*/new Matrix4();
 
-                       for (let i = 0, l = json.holes.length; i < l; i++) {
-                               const hole = json.holes[i];
-                               this.holes.push(new Path().fromJSON(hole));
-                       }
+                       const _lightPositionWorld$1 = /*@__PURE__*/new Vector3();
 
-                       return this;
-               }
+                       const _lookTarget$1 = /*@__PURE__*/new Vector3();
 
-       }
+                       class LightShadow {
+                               constructor(camera) {
+                                       this.camera = camera;
+                                       this.bias = 0;
+                                       this.normalBias = 0;
+                                       this.radius = 1;
+                                       this.blurSamples = 8;
+                                       this.mapSize = new Vector2(512, 512);
+                                       this.map = null;
+                                       this.mapPass = null;
+                                       this.matrix = new Matrix4();
+                                       this.autoUpdate = true;
+                                       this.needsUpdate = false;
+                                       this._frustum = new Frustum();
+                                       this._frameExtents = new Vector2(1, 1);
+                                       this._viewportCount = 1;
+                                       this._viewports = [new Vector4(0, 0, 1, 1)];
+                               }
 
-       class Light extends Object3D {
-               constructor(color, intensity = 1) {
-                       super();
-                       this.type = 'Light';
-                       this.color = new Color(color);
-                       this.intensity = intensity;
-               }
+                               getViewportCount() {
+                                       return this._viewportCount;
+                               }
 
-               dispose() {// Empty here in base class; some subclasses override.
-               }
+                               getFrustum() {
+                                       return this._frustum;
+                               }
 
-               copy(source) {
-                       super.copy(source);
-                       this.color.copy(source.color);
-                       this.intensity = source.intensity;
-                       return this;
-               }
+                               updateMatrices(light) {
+                                       const shadowCamera = this.camera;
+                                       const shadowMatrix = this.matrix;
 
-               toJSON(meta) {
-                       const data = super.toJSON(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;
-               }
+                                       _lightPositionWorld$1.setFromMatrixPosition(light.matrixWorld);
 
-       }
+                                       shadowCamera.position.copy(_lightPositionWorld$1);
 
-       Light.prototype.isLight = true;
+                                       _lookTarget$1.setFromMatrixPosition(light.target.matrixWorld);
 
-       class HemisphereLight extends Light {
-               constructor(skyColor, groundColor, intensity) {
-                       super(skyColor, intensity);
-                       this.type = 'HemisphereLight';
-                       this.position.copy(Object3D.DefaultUp);
-                       this.updateMatrix();
-                       this.groundColor = new Color(groundColor);
-               }
+                                       shadowCamera.lookAt(_lookTarget$1);
+                                       shadowCamera.updateMatrixWorld();
 
-               copy(source) {
-                       Light.prototype.copy.call(this, source);
-                       this.groundColor.copy(source.groundColor);
-                       return this;
-               }
+                                       _projScreenMatrix$1.multiplyMatrices(shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse);
 
-       }
+                                       this._frustum.setFromProjectionMatrix(_projScreenMatrix$1);
 
-       HemisphereLight.prototype.isHemisphereLight = true;
-
-       const _projScreenMatrix$1 = /*@__PURE__*/new Matrix4();
-
-       const _lightPositionWorld$1 = /*@__PURE__*/new Vector3();
-
-       const _lookTarget$1 = /*@__PURE__*/new Vector3();
-
-       class LightShadow {
-               constructor(camera) {
-                       this.camera = camera;
-                       this.bias = 0;
-                       this.normalBias = 0;
-                       this.radius = 1;
-                       this.blurSamples = 8;
-                       this.mapSize = new Vector2(512, 512);
-                       this.map = null;
-                       this.mapPass = null;
-                       this.matrix = new Matrix4();
-                       this.autoUpdate = true;
-                       this.needsUpdate = false;
-                       this._frustum = new Frustum();
-                       this._frameExtents = new Vector2(1, 1);
-                       this._viewportCount = 1;
-                       this._viewports = [new Vector4(0, 0, 1, 1)];
-               }
+                                       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);
+                               }
 
-               getViewportCount() {
-                       return this._viewportCount;
-               }
+                               getViewport(viewportIndex) {
+                                       return this._viewports[viewportIndex];
+                               }
 
-               getFrustum() {
-                       return this._frustum;
-               }
+                               getFrameExtents() {
+                                       return this._frameExtents;
+                               }
 
-               updateMatrices(light) {
-                       const shadowCamera = this.camera;
-                       const shadowMatrix = this.matrix;
+                               dispose() {
+                                       if (this.map) {
+                                               this.map.dispose();
+                                       }
 
-                       _lightPositionWorld$1.setFromMatrixPosition(light.matrixWorld);
+                                       if (this.mapPass) {
+                                               this.mapPass.dispose();
+                                       }
+                               }
 
-                       shadowCamera.position.copy(_lightPositionWorld$1);
+                               copy(source) {
+                                       this.camera = source.camera.clone();
+                                       this.bias = source.bias;
+                                       this.radius = source.radius;
+                                       this.mapSize.copy(source.mapSize);
+                                       return this;
+                               }
 
-                       _lookTarget$1.setFromMatrixPosition(light.target.matrixWorld);
+                               clone() {
+                                       return new this.constructor().copy(this);
+                               }
 
-                       shadowCamera.lookAt(_lookTarget$1);
-                       shadowCamera.updateMatrixWorld();
+                               toJSON() {
+                                       const object = {};
+                                       if (this.bias !== 0) object.bias = this.bias;
+                                       if (this.normalBias !== 0) object.normalBias = this.normalBias;
+                                       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;
+                               }
 
-                       _projScreenMatrix$1.multiplyMatrices(shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse);
+                       }
 
-                       this._frustum.setFromProjectionMatrix(_projScreenMatrix$1);
+                       class SpotLightShadow extends LightShadow {
+                               constructor() {
+                                       super(new PerspectiveCamera(50, 1, 0.5, 500));
+                                       this.focus = 1;
+                               }
 
-                       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);
-               }
+                               updateMatrices(light) {
+                                       const camera = this.camera;
+                                       const fov = RAD2DEG * 2 * light.angle * this.focus;
+                                       const aspect = this.mapSize.width / this.mapSize.height;
+                                       const far = light.distance || camera.far;
 
-               getViewport(viewportIndex) {
-                       return this._viewports[viewportIndex];
-               }
+                                       if (fov !== camera.fov || aspect !== camera.aspect || far !== camera.far) {
+                                               camera.fov = fov;
+                                               camera.aspect = aspect;
+                                               camera.far = far;
+                                               camera.updateProjectionMatrix();
+                                       }
 
-               getFrameExtents() {
-                       return this._frameExtents;
-               }
+                                       super.updateMatrices(light);
+                               }
 
-               dispose() {
-                       if (this.map) {
-                               this.map.dispose();
-                       }
+                               copy(source) {
+                                       super.copy(source);
+                                       this.focus = source.focus;
+                                       return this;
+                               }
 
-                       if (this.mapPass) {
-                               this.mapPass.dispose();
                        }
-               }
 
-               copy(source) {
-                       this.camera = source.camera.clone();
-                       this.bias = source.bias;
-                       this.radius = source.radius;
-                       this.mapSize.copy(source.mapSize);
-                       return this;
-               }
+                       SpotLightShadow.prototype.isSpotLightShadow = true;
 
-               clone() {
-                       return new this.constructor().copy(this);
-               }
+                       class SpotLight extends Light {
+                               constructor(color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 1) {
+                                       super(color, intensity);
+                                       this.type = 'SpotLight';
+                                       this.position.copy(Object3D.DefaultUp);
+                                       this.updateMatrix();
+                                       this.target = new Object3D();
+                                       this.distance = distance;
+                                       this.angle = angle;
+                                       this.penumbra = penumbra;
+                                       this.decay = decay; // for physically correct lights, should be 2.
 
-               toJSON() {
-                       const object = {};
-                       if (this.bias !== 0) object.bias = this.bias;
-                       if (this.normalBias !== 0) object.normalBias = this.normalBias;
-                       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;
-               }
+                                       this.shadow = new SpotLightShadow();
+                               }
 
-       }
+                               get power() {
+                                       // compute the light's luminous power (in lumens) from its intensity (in candela)
+                                       // by convention for a spotlight, luminous power (lm) = Ï€ * luminous intensity (cd)
+                                       return this.intensity * Math.PI;
+                               }
 
-       class SpotLightShadow extends LightShadow {
-               constructor() {
-                       super(new PerspectiveCamera(50, 1, 0.5, 500));
-                       this.focus = 1;
-               }
+                               set power(power) {
+                                       // set the light's intensity (in candela) from the desired luminous power (in lumens)
+                                       this.intensity = power / Math.PI;
+                               }
+
+                               dispose() {
+                                       this.shadow.dispose();
+                               }
 
-               updateMatrices(light) {
-                       const camera = this.camera;
-                       const fov = RAD2DEG * 2 * light.angle * this.focus;
-                       const aspect = this.mapSize.width / this.mapSize.height;
-                       const far = light.distance || camera.far;
+                               copy(source) {
+                                       super.copy(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;
+                               }
 
-                       if (fov !== camera.fov || aspect !== camera.aspect || far !== camera.far) {
-                               camera.fov = fov;
-                               camera.aspect = aspect;
-                               camera.far = far;
-                               camera.updateProjectionMatrix();
                        }
 
-                       super.updateMatrices(light);
-               }
+                       SpotLight.prototype.isSpotLight = true;
+
+                       const _projScreenMatrix = /*@__PURE__*/new Matrix4();
+
+                       const _lightPositionWorld = /*@__PURE__*/new Vector3();
+
+                       const _lookTarget = /*@__PURE__*/new Vector3();
+
+                       class PointLightShadow extends LightShadow {
+                               constructor() {
+                                       super(new PerspectiveCamera(90, 1, 0.5, 500));
+                                       this._frameExtents = new Vector2(4, 2);
+                                       this._viewportCount = 6;
+                                       this._viewports = [// 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
+                                               new Vector4(2, 1, 1, 1), // negative X
+                                               new Vector4(0, 1, 1, 1), // positive Z
+                                               new Vector4(3, 1, 1, 1), // negative Z
+                                               new Vector4(1, 1, 1, 1), // positive Y
+                                               new Vector4(3, 0, 1, 1), // negative Y
+                                               new Vector4(1, 0, 1, 1)];
+                                       this._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)];
+                                       this._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)];
+                               }
+
+                               updateMatrices(light, viewportIndex = 0) {
+                                       const camera = this.camera;
+                                       const shadowMatrix = this.matrix;
+                                       const far = light.distance || camera.far;
+
+                                       if (far !== camera.far) {
+                                               camera.far = far;
+                                               camera.updateProjectionMatrix();
+                                       }
 
-               copy(source) {
-                       super.copy(source);
-                       this.focus = source.focus;
-                       return this;
-               }
+                                       _lightPositionWorld.setFromMatrixPosition(light.matrixWorld);
 
-       }
+                                       camera.position.copy(_lightPositionWorld);
 
-       SpotLightShadow.prototype.isSpotLightShadow = true;
-
-       class SpotLight extends Light {
-               constructor(color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 1) {
-                       super(color, intensity);
-                       this.type = 'SpotLight';
-                       this.position.copy(Object3D.DefaultUp);
-                       this.updateMatrix();
-                       this.target = new Object3D();
-                       this.distance = distance;
-                       this.angle = angle;
-                       this.penumbra = penumbra;
-                       this.decay = decay; // for physically correct lights, should be 2.
-
-                       this.shadow = new SpotLightShadow();
-               }
+                                       _lookTarget.copy(camera.position);
 
-               get power() {
-                       // compute the light's luminous power (in lumens) from its intensity (in candela)
-                       // by convention for a spotlight, luminous power (lm) = Ï€ * luminous intensity (cd)
-                       return this.intensity * Math.PI;
-               }
+                                       _lookTarget.add(this._cubeDirections[viewportIndex]);
 
-               set power(power) {
-                       // set the light's intensity (in candela) from the desired luminous power (in lumens)
-                       this.intensity = power / Math.PI;
-               }
+                                       camera.up.copy(this._cubeUps[viewportIndex]);
+                                       camera.lookAt(_lookTarget);
+                                       camera.updateMatrixWorld();
+                                       shadowMatrix.makeTranslation(-_lightPositionWorld.x, -_lightPositionWorld.y, -_lightPositionWorld.z);
 
-               dispose() {
-                       this.shadow.dispose();
-               }
+                                       _projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
 
-               copy(source) {
-                       super.copy(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;
-               }
+                                       this._frustum.setFromProjectionMatrix(_projScreenMatrix);
+                               }
 
-       }
+                       }
 
-       SpotLight.prototype.isSpotLight = true;
+                       PointLightShadow.prototype.isPointLightShadow = true;
 
-       const _projScreenMatrix = /*@__PURE__*/new Matrix4();
+                       class PointLight extends Light {
+                               constructor(color, intensity, distance = 0, decay = 1) {
+                                       super(color, intensity);
+                                       this.type = 'PointLight';
+                                       this.distance = distance;
+                                       this.decay = decay; // for physically correct lights, should be 2.
 
-       const _lightPositionWorld = /*@__PURE__*/new Vector3();
+                                       this.shadow = new PointLightShadow();
+                               }
 
-       const _lookTarget = /*@__PURE__*/new Vector3();
+                               get power() {
+                                       // compute the light's luminous power (in lumens) from its intensity (in candela)
+                                       // for an isotropic light source, luminous power (lm) = 4 Ï€ luminous intensity (cd)
+                                       return this.intensity * 4 * Math.PI;
+                               }
 
-       class PointLightShadow extends LightShadow {
-               constructor() {
-                       super(new PerspectiveCamera(90, 1, 0.5, 500));
-                       this._frameExtents = new Vector2(4, 2);
-                       this._viewportCount = 6;
-                       this._viewports = [// 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
-                       new Vector4(2, 1, 1, 1), // negative X
-                       new Vector4(0, 1, 1, 1), // positive Z
-                       new Vector4(3, 1, 1, 1), // negative Z
-                       new Vector4(1, 1, 1, 1), // positive Y
-                       new Vector4(3, 0, 1, 1), // negative Y
-                       new Vector4(1, 0, 1, 1)];
-                       this._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)];
-                       this._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)];
-               }
+                               set power(power) {
+                                       // set the light's intensity (in candela) from the desired luminous power (in lumens)
+                                       this.intensity = power / (4 * Math.PI);
+                               }
+
+                               dispose() {
+                                       this.shadow.dispose();
+                               }
 
-               updateMatrices(light, viewportIndex = 0) {
-                       const camera = this.camera;
-                       const shadowMatrix = this.matrix;
-                       const far = light.distance || camera.far;
+                               copy(source) {
+                                       super.copy(source);
+                                       this.distance = source.distance;
+                                       this.decay = source.decay;
+                                       this.shadow = source.shadow.clone();
+                                       return this;
+                               }
 
-                       if (far !== camera.far) {
-                               camera.far = far;
-                               camera.updateProjectionMatrix();
                        }
 
-                       _lightPositionWorld.setFromMatrixPosition(light.matrixWorld);
+                       PointLight.prototype.isPointLight = true;
 
-                       camera.position.copy(_lightPositionWorld);
+                       class DirectionalLightShadow extends LightShadow {
+                               constructor() {
+                                       super(new OrthographicCamera(-5, 5, 5, -5, 0.5, 500));
+                               }
 
-                       _lookTarget.copy(camera.position);
+                       }
 
-                       _lookTarget.add(this._cubeDirections[viewportIndex]);
+                       DirectionalLightShadow.prototype.isDirectionalLightShadow = true;
 
-                       camera.up.copy(this._cubeUps[viewportIndex]);
-                       camera.lookAt(_lookTarget);
-                       camera.updateMatrixWorld();
-                       shadowMatrix.makeTranslation(-_lightPositionWorld.x, -_lightPositionWorld.y, -_lightPositionWorld.z);
+                       class DirectionalLight extends Light {
+                               constructor(color, intensity) {
+                                       super(color, intensity);
+                                       this.type = 'DirectionalLight';
+                                       this.position.copy(Object3D.DefaultUp);
+                                       this.updateMatrix();
+                                       this.target = new Object3D();
+                                       this.shadow = new DirectionalLightShadow();
+                               }
 
-                       _projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
+                               dispose() {
+                                       this.shadow.dispose();
+                               }
 
-                       this._frustum.setFromProjectionMatrix(_projScreenMatrix);
-               }
+                               copy(source) {
+                                       super.copy(source);
+                                       this.target = source.target.clone();
+                                       this.shadow = source.shadow.clone();
+                                       return this;
+                               }
 
-       }
+                       }
 
-       PointLightShadow.prototype.isPointLightShadow = true;
+                       DirectionalLight.prototype.isDirectionalLight = true;
 
-       class PointLight extends Light {
-               constructor(color, intensity, distance = 0, decay = 1) {
-                       super(color, intensity);
-                       this.type = 'PointLight';
-                       this.distance = distance;
-                       this.decay = decay; // for physically correct lights, should be 2.
+                       class AmbientLight extends Light {
+                               constructor(color, intensity) {
+                                       super(color, intensity);
+                                       this.type = 'AmbientLight';
+                               }
 
-                       this.shadow = new PointLightShadow();
-               }
+                       }
 
-               get power() {
-                       // compute the light's luminous power (in lumens) from its intensity (in candela)
-                       // for an isotropic light source, luminous power (lm) = 4 Ï€ luminous intensity (cd)
-                       return this.intensity * 4 * Math.PI;
-               }
+                       AmbientLight.prototype.isAmbientLight = true;
 
-               set power(power) {
-                       // set the light's intensity (in candela) from the desired luminous power (in lumens)
-                       this.intensity = power / (4 * Math.PI);
-               }
+                       class RectAreaLight extends Light {
+                               constructor(color, intensity, width = 10, height = 10) {
+                                       super(color, intensity);
+                                       this.type = 'RectAreaLight';
+                                       this.width = width;
+                                       this.height = height;
+                               }
 
-               dispose() {
-                       this.shadow.dispose();
-               }
+                               get power() {
+                                       // compute the light's luminous power (in lumens) from its intensity (in nits)
+                                       return this.intensity * this.width * this.height * Math.PI;
+                               }
 
-               copy(source) {
-                       super.copy(source);
-                       this.distance = source.distance;
-                       this.decay = source.decay;
-                       this.shadow = source.shadow.clone();
-                       return this;
-               }
+                               set power(power) {
+                                       // set the light's intensity (in nits) from the desired luminous power (in lumens)
+                                       this.intensity = power / (this.width * this.height * Math.PI);
+                               }
 
-       }
+                               copy(source) {
+                                       super.copy(source);
+                                       this.width = source.width;
+                                       this.height = source.height;
+                                       return this;
+                               }
 
-       PointLight.prototype.isPointLight = true;
+                               toJSON(meta) {
+                                       const data = super.toJSON(meta);
+                                       data.object.width = this.width;
+                                       data.object.height = this.height;
+                                       return data;
+                               }
 
-       class DirectionalLightShadow extends LightShadow {
-               constructor() {
-                       super(new OrthographicCamera(-5, 5, 5, -5, 0.5, 500));
-               }
+                       }
 
-       }
+                       RectAreaLight.prototype.isRectAreaLight = true;
 
-       DirectionalLightShadow.prototype.isDirectionalLightShadow = true;
+                       /**
+                        * Primary reference:
+                        *       https://graphics.stanford.edu/papers/envmap/envmap.pdf
+                        *
+                        * Secondary reference:
+                        *       https://www.ppsloan.org/publications/StupidSH36.pdf
+                        */
+                               // 3-band SH defined by 9 coefficients
 
-       class DirectionalLight extends Light {
-               constructor(color, intensity) {
-                       super(color, intensity);
-                       this.type = 'DirectionalLight';
-                       this.position.copy(Object3D.DefaultUp);
-                       this.updateMatrix();
-                       this.target = new Object3D();
-                       this.shadow = new DirectionalLightShadow();
-               }
+                       class SphericalHarmonics3 {
+                               constructor() {
+                                       this.coefficients = [];
 
-               dispose() {
-                       this.shadow.dispose();
-               }
+                                       for (let i = 0; i < 9; i++) {
+                                               this.coefficients.push(new Vector3());
+                                       }
+                               }
 
-               copy(source) {
-                       super.copy(source);
-                       this.target = source.target.clone();
-                       this.shadow = source.shadow.clone();
-                       return this;
-               }
+                               set(coefficients) {
+                                       for (let i = 0; i < 9; i++) {
+                                               this.coefficients[i].copy(coefficients[i]);
+                                       }
 
-       }
+                                       return this;
+                               }
 
-       DirectionalLight.prototype.isDirectionalLight = true;
+                               zero() {
+                                       for (let i = 0; i < 9; i++) {
+                                               this.coefficients[i].set(0, 0, 0);
+                                       }
 
-       class AmbientLight extends Light {
-               constructor(color, intensity) {
-                       super(color, intensity);
-                       this.type = 'AmbientLight';
-               }
+                                       return this;
+                               } // get the radiance in the direction of the normal
+                               // target is a Vector3
 
-       }
 
-       AmbientLight.prototype.isAmbientLight = true;
+                               getAt(normal, target) {
+                                       // normal is assumed to be unit length
+                                       const x = normal.x,
+                                               y = normal.y,
+                                               z = normal.z;
+                                       const coeff = this.coefficients; // band 0
 
-       class RectAreaLight extends Light {
-               constructor(color, intensity, width = 10, height = 10) {
-                       super(color, intensity);
-                       this.type = 'RectAreaLight';
-                       this.width = width;
-                       this.height = height;
-               }
+                                       target.copy(coeff[0]).multiplyScalar(0.282095); // band 1
 
-               get power() {
-                       // compute the light's luminous power (in lumens) from its intensity (in nits)
-                       return this.intensity * this.width * this.height * Math.PI;
-               }
+                                       target.addScaledVector(coeff[1], 0.488603 * y);
+                                       target.addScaledVector(coeff[2], 0.488603 * z);
+                                       target.addScaledVector(coeff[3], 0.488603 * x); // band 2
 
-               set power(power) {
-                       // set the light's intensity (in nits) from the desired luminous power (in lumens)
-                       this.intensity = power / (this.width * this.height * Math.PI);
-               }
+                                       target.addScaledVector(coeff[4], 1.092548 * (x * y));
+                                       target.addScaledVector(coeff[5], 1.092548 * (y * z));
+                                       target.addScaledVector(coeff[6], 0.315392 * (3.0 * z * z - 1.0));
+                                       target.addScaledVector(coeff[7], 1.092548 * (x * z));
+                                       target.addScaledVector(coeff[8], 0.546274 * (x * x - y * y));
+                                       return target;
+                               } // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
+                               // target is a Vector3
+                               // https://graphics.stanford.edu/papers/envmap/envmap.pdf
 
-               copy(source) {
-                       super.copy(source);
-                       this.width = source.width;
-                       this.height = source.height;
-                       return this;
-               }
 
-               toJSON(meta) {
-                       const data = super.toJSON(meta);
-                       data.object.width = this.width;
-                       data.object.height = this.height;
-                       return data;
-               }
+                               getIrradianceAt(normal, target) {
+                                       // normal is assumed to be unit length
+                                       const x = normal.x,
+                                               y = normal.y,
+                                               z = normal.z;
+                                       const coeff = this.coefficients; // band 0
 
-       }
+                                       target.copy(coeff[0]).multiplyScalar(0.886227); // Ï€ * 0.282095
+                                       // band 1
 
-       RectAreaLight.prototype.isRectAreaLight = true;
+                                       target.addScaledVector(coeff[1], 2.0 * 0.511664 * y); // ( 2 * Ï€ / 3 ) * 0.488603
 
-       /**
-        * Primary reference:
-        *       https://graphics.stanford.edu/papers/envmap/envmap.pdf
-        *
-        * Secondary reference:
-        *       https://www.ppsloan.org/publications/StupidSH36.pdf
-        */
-       // 3-band SH defined by 9 coefficients
+                                       target.addScaledVector(coeff[2], 2.0 * 0.511664 * z);
+                                       target.addScaledVector(coeff[3], 2.0 * 0.511664 * x); // band 2
 
-       class SphericalHarmonics3 {
-               constructor() {
-                       this.coefficients = [];
+                                       target.addScaledVector(coeff[4], 2.0 * 0.429043 * x * y); // ( Ï€ / 4 ) * 1.092548
 
-                       for (let i = 0; i < 9; i++) {
-                               this.coefficients.push(new Vector3());
-                       }
-               }
+                                       target.addScaledVector(coeff[5], 2.0 * 0.429043 * y * z);
+                                       target.addScaledVector(coeff[6], 0.743125 * z * z - 0.247708); // ( Ï€ / 4 ) * 0.315392 * 3
 
-               set(coefficients) {
-                       for (let i = 0; i < 9; i++) {
-                               this.coefficients[i].copy(coefficients[i]);
-                       }
+                                       target.addScaledVector(coeff[7], 2.0 * 0.429043 * x * z);
+                                       target.addScaledVector(coeff[8], 0.429043 * (x * x - y * y)); // ( Ï€ / 4 ) * 0.546274
 
-                       return this;
-               }
+                                       return target;
+                               }
 
-               zero() {
-                       for (let i = 0; i < 9; i++) {
-                               this.coefficients[i].set(0, 0, 0);
-                       }
+                               add(sh) {
+                                       for (let i = 0; i < 9; i++) {
+                                               this.coefficients[i].add(sh.coefficients[i]);
+                                       }
 
-                       return this;
-               } // get the radiance in the direction of the normal
-               // target is a Vector3
+                                       return this;
+                               }
 
+                               addScaledSH(sh, s) {
+                                       for (let i = 0; i < 9; i++) {
+                                               this.coefficients[i].addScaledVector(sh.coefficients[i], s);
+                                       }
 
-               getAt(normal, target) {
-                       // normal is assumed to be unit length
-                       const x = normal.x,
-                                               y = normal.y,
-                                               z = normal.z;
-                       const coeff = this.coefficients; // band 0
+                                       return this;
+                               }
 
-                       target.copy(coeff[0]).multiplyScalar(0.282095); // band 1
+                               scale(s) {
+                                       for (let i = 0; i < 9; i++) {
+                                               this.coefficients[i].multiplyScalar(s);
+                                       }
 
-                       target.addScaledVector(coeff[1], 0.488603 * y);
-                       target.addScaledVector(coeff[2], 0.488603 * z);
-                       target.addScaledVector(coeff[3], 0.488603 * x); // band 2
+                                       return this;
+                               }
 
-                       target.addScaledVector(coeff[4], 1.092548 * (x * y));
-                       target.addScaledVector(coeff[5], 1.092548 * (y * z));
-                       target.addScaledVector(coeff[6], 0.315392 * (3.0 * z * z - 1.0));
-                       target.addScaledVector(coeff[7], 1.092548 * (x * z));
-                       target.addScaledVector(coeff[8], 0.546274 * (x * x - y * y));
-                       return target;
-               } // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
-               // target is a Vector3
-               // https://graphics.stanford.edu/papers/envmap/envmap.pdf
+                               lerp(sh, alpha) {
+                                       for (let i = 0; i < 9; i++) {
+                                               this.coefficients[i].lerp(sh.coefficients[i], alpha);
+                                       }
 
+                                       return this;
+                               }
 
-               getIrradianceAt(normal, target) {
-                       // normal is assumed to be unit length
-                       const x = normal.x,
-                                               y = normal.y,
-                                               z = normal.z;
-                       const coeff = this.coefficients; // band 0
+                               equals(sh) {
+                                       for (let i = 0; i < 9; i++) {
+                                               if (!this.coefficients[i].equals(sh.coefficients[i])) {
+                                                       return false;
+                                               }
+                                       }
 
-                       target.copy(coeff[0]).multiplyScalar(0.886227); // Ï€ * 0.282095
-                       // band 1
+                                       return true;
+                               }
 
-                       target.addScaledVector(coeff[1], 2.0 * 0.511664 * y); // ( 2 * Ï€ / 3 ) * 0.488603
+                               copy(sh) {
+                                       return this.set(sh.coefficients);
+                               }
 
-                       target.addScaledVector(coeff[2], 2.0 * 0.511664 * z);
-                       target.addScaledVector(coeff[3], 2.0 * 0.511664 * x); // band 2
+                               clone() {
+                                       return new this.constructor().copy(this);
+                               }
 
-                       target.addScaledVector(coeff[4], 2.0 * 0.429043 * x * y); // ( Ï€ / 4 ) * 1.092548
+                               fromArray(array, offset = 0) {
+                                       const coefficients = this.coefficients;
 
-                       target.addScaledVector(coeff[5], 2.0 * 0.429043 * y * z);
-                       target.addScaledVector(coeff[6], 0.743125 * z * z - 0.247708); // ( Ï€ / 4 ) * 0.315392 * 3
+                                       for (let i = 0; i < 9; i++) {
+                                               coefficients[i].fromArray(array, offset + i * 3);
+                                       }
 
-                       target.addScaledVector(coeff[7], 2.0 * 0.429043 * x * z);
-                       target.addScaledVector(coeff[8], 0.429043 * (x * x - y * y)); // ( Ï€ / 4 ) * 0.546274
+                                       return this;
+                               }
 
-                       return target;
-               }
+                               toArray(array = [], offset = 0) {
+                                       const coefficients = this.coefficients;
 
-               add(sh) {
-                       for (let i = 0; i < 9; i++) {
-                               this.coefficients[i].add(sh.coefficients[i]);
-                       }
+                                       for (let i = 0; i < 9; i++) {
+                                               coefficients[i].toArray(array, offset + i * 3);
+                                       }
 
-                       return this;
-               }
+                                       return array;
+                               } // evaluate the basis functions
+                               // shBasis is an Array[ 9 ]
 
-               addScaledSH(sh, s) {
-                       for (let i = 0; i < 9; i++) {
-                               this.coefficients[i].addScaledVector(sh.coefficients[i], s);
-                       }
 
-                       return this;
-               }
+                               static getBasisAt(normal, shBasis) {
+                                       // normal is assumed to be unit length
+                                       const x = normal.x,
+                                               y = normal.y,
+                                               z = normal.z; // band 0
 
-               scale(s) {
-                       for (let i = 0; i < 9; i++) {
-                               this.coefficients[i].multiplyScalar(s);
-                       }
+                                       shBasis[0] = 0.282095; // band 1
 
-                       return this;
-               }
+                                       shBasis[1] = 0.488603 * y;
+                                       shBasis[2] = 0.488603 * z;
+                                       shBasis[3] = 0.488603 * x; // band 2
+
+                                       shBasis[4] = 1.092548 * x * y;
+                                       shBasis[5] = 1.092548 * y * z;
+                                       shBasis[6] = 0.315392 * (3 * z * z - 1);
+                                       shBasis[7] = 1.092548 * x * z;
+                                       shBasis[8] = 0.546274 * (x * x - y * y);
+                               }
 
-               lerp(sh, alpha) {
-                       for (let i = 0; i < 9; i++) {
-                               this.coefficients[i].lerp(sh.coefficients[i], alpha);
                        }
 
-                       return this;
-               }
+                       SphericalHarmonics3.prototype.isSphericalHarmonics3 = true;
 
-               equals(sh) {
-                       for (let i = 0; i < 9; i++) {
-                               if (!this.coefficients[i].equals(sh.coefficients[i])) {
-                                       return false;
+                       class LightProbe extends Light {
+                               constructor(sh = new SphericalHarmonics3(), intensity = 1) {
+                                       super(undefined, intensity);
+                                       this.sh = sh;
                                }
-                       }
 
-                       return true;
-               }
+                               copy(source) {
+                                       super.copy(source);
+                                       this.sh.copy(source.sh);
+                                       return this;
+                               }
 
-               copy(sh) {
-                       return this.set(sh.coefficients);
-               }
+                               fromJSON(json) {
+                                       this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
 
-               clone() {
-                       return new this.constructor().copy(this);
-               }
+                                       this.sh.fromArray(json.sh);
+                                       return this;
+                               }
 
-               fromArray(array, offset = 0) {
-                       const coefficients = this.coefficients;
+                               toJSON(meta) {
+                                       const data = super.toJSON(meta);
+                                       data.object.sh = this.sh.toArray();
+                                       return data;
+                               }
 
-                       for (let i = 0; i < 9; i++) {
-                               coefficients[i].fromArray(array, offset + i * 3);
                        }
 
-                       return this;
-               }
+                       LightProbe.prototype.isLightProbe = true;
 
-               toArray(array = [], offset = 0) {
-                       const coefficients = this.coefficients;
+                       class MaterialLoader extends Loader {
+                               constructor(manager) {
+                                       super(manager);
+                                       this.textures = {};
+                               }
 
-                       for (let i = 0; i < 9; i++) {
-                               coefficients[i].toArray(array, offset + i * 3);
-                       }
+                               load(url, onLoad, onProgress, onError) {
+                                       const scope = this;
+                                       const loader = new FileLoader(scope.manager);
+                                       loader.setPath(scope.path);
+                                       loader.setRequestHeader(scope.requestHeader);
+                                       loader.setWithCredentials(scope.withCredentials);
+                                       loader.load(url, function (text) {
+                                               try {
+                                                       onLoad(scope.parse(JSON.parse(text)));
+                                               } catch (e) {
+                                                       if (onError) {
+                                                               onError(e);
+                                                       } else {
+                                                               console.error(e);
+                                                       }
 
-                       return array;
-               } // evaluate the basis functions
-               // shBasis is an Array[ 9 ]
+                                                       scope.manager.itemError(url);
+                                               }
+                                       }, onProgress, onError);
+                               }
 
+                               parse(json) {
+                                       const textures = this.textures;
 
-               static getBasisAt(normal, shBasis) {
-                       // normal is assumed to be unit length
-                       const x = normal.x,
-                                               y = normal.y,
-                                               z = normal.z; // band 0
+                                       function getTexture(name) {
+                                               if (textures[name] === undefined) {
+                                                       console.warn('THREE.MaterialLoader: Undefined texture', name);
+                                               }
 
-                       shBasis[0] = 0.282095; // band 1
+                                               return textures[name];
+                                       }
 
-                       shBasis[1] = 0.488603 * y;
-                       shBasis[2] = 0.488603 * z;
-                       shBasis[3] = 0.488603 * x; // band 2
+                                       const 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 !== undefined) material.color.setHex(json.color);
+                                       if (json.roughness !== undefined) material.roughness = json.roughness;
+                                       if (json.metalness !== undefined) material.metalness = json.metalness;
+                                       if (json.sheenTint !== undefined) material.sheenTint = new Color().setHex(json.sheenTint);
+                                       if (json.emissive !== undefined && material.emissive !== undefined) material.emissive.setHex(json.emissive);
+                                       if (json.specular !== undefined && material.specular !== undefined) material.specular.setHex(json.specular);
+                                       if (json.specularIntensity !== undefined) material.specularIntensity = json.specularIntensity;
+                                       if (json.specularTint !== undefined && material.specularTint !== undefined) material.specularTint.setHex(json.specularTint);
+                                       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.transmission !== undefined) material.transmission = json.transmission;
+                                       if (json.thickness !== undefined) material.thickness = json.thickness;
+                                       if (json.attenuationDistance !== undefined) material.attenuationDistance = json.attenuationDistance;
+                                       if (json.attenuationTint !== undefined && material.attenuationTint !== undefined) material.attenuationTint.setHex(json.attenuationTint);
+                                       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.combine !== undefined) material.combine = json.combine;
+                                       if (json.side !== undefined) material.side = json.side;
+                                       if (json.shadowSide !== undefined) material.shadowSide = json.shadowSide;
+                                       if (json.opacity !== undefined) material.opacity = json.opacity;
+                                       if (json.format !== undefined) material.format = json.format;
+                                       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.stencilWrite !== undefined) material.stencilWrite = json.stencilWrite;
+                                       if (json.stencilWriteMask !== undefined) material.stencilWriteMask = json.stencilWriteMask;
+                                       if (json.stencilFunc !== undefined) material.stencilFunc = json.stencilFunc;
+                                       if (json.stencilRef !== undefined) material.stencilRef = json.stencilRef;
+                                       if (json.stencilFuncMask !== undefined) material.stencilFuncMask = json.stencilFuncMask;
+                                       if (json.stencilFail !== undefined) material.stencilFail = json.stencilFail;
+                                       if (json.stencilZFail !== undefined) material.stencilZFail = json.stencilZFail;
+                                       if (json.stencilZPass !== undefined) material.stencilZPass = json.stencilZPass;
+                                       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.dithering !== undefined) material.dithering = json.dithering;
+                                       if (json.alphaToCoverage !== undefined) material.alphaToCoverage = json.alphaToCoverage;
+                                       if (json.premultipliedAlpha !== undefined) material.premultipliedAlpha = json.premultipliedAlpha;
+                                       if (json.visible !== undefined) material.visible = json.visible;
+                                       if (json.toneMapped !== undefined) material.toneMapped = json.toneMapped;
+                                       if (json.userData !== undefined) material.userData = json.userData;
+
+                                       if (json.vertexColors !== undefined) {
+                                               if (typeof json.vertexColors === 'number') {
+                                                       material.vertexColors = json.vertexColors > 0 ? true : false;
+                                               } else {
+                                                       material.vertexColors = json.vertexColors;
+                                               }
+                                       } // Shader Material
 
-                       shBasis[4] = 1.092548 * x * y;
-                       shBasis[5] = 1.092548 * y * z;
-                       shBasis[6] = 0.315392 * (3 * z * z - 1);
-                       shBasis[7] = 1.092548 * x * z;
-                       shBasis[8] = 0.546274 * (x * x - y * y);
-               }
 
-       }
+                                       if (json.uniforms !== undefined) {
+                                               for (const name in json.uniforms) {
+                                                       const uniform = json.uniforms[name];
+                                                       material.uniforms[name] = {};
 
-       SphericalHarmonics3.prototype.isSphericalHarmonics3 = true;
+                                                       switch (uniform.type) {
+                                                               case 't':
+                                                                       material.uniforms[name].value = getTexture(uniform.value);
+                                                                       break;
 
-       class LightProbe extends Light {
-               constructor(sh = new SphericalHarmonics3(), intensity = 1) {
-                       super(undefined, intensity);
-                       this.sh = sh;
-               }
+                                                               case 'c':
+                                                                       material.uniforms[name].value = new Color().setHex(uniform.value);
+                                                                       break;
 
-               copy(source) {
-                       super.copy(source);
-                       this.sh.copy(source.sh);
-                       return this;
-               }
+                                                               case 'v2':
+                                                                       material.uniforms[name].value = new Vector2().fromArray(uniform.value);
+                                                                       break;
 
-               fromJSON(json) {
-                       this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
+                                                               case 'v3':
+                                                                       material.uniforms[name].value = new Vector3().fromArray(uniform.value);
+                                                                       break;
 
-                       this.sh.fromArray(json.sh);
-                       return this;
-               }
+                                                               case 'v4':
+                                                                       material.uniforms[name].value = new Vector4().fromArray(uniform.value);
+                                                                       break;
 
-               toJSON(meta) {
-                       const data = super.toJSON(meta);
-                       data.object.sh = this.sh.toArray();
-                       return data;
-               }
+                                                               case 'm3':
+                                                                       material.uniforms[name].value = new Matrix3().fromArray(uniform.value);
+                                                                       break;
 
-       }
+                                                               case 'm4':
+                                                                       material.uniforms[name].value = new Matrix4().fromArray(uniform.value);
+                                                                       break;
 
-       LightProbe.prototype.isLightProbe = true;
+                                                               default:
+                                                                       material.uniforms[name].value = uniform.value;
+                                                       }
+                                               }
+                                       }
 
-       class MaterialLoader extends Loader {
-               constructor(manager) {
-                       super(manager);
-                       this.textures = {};
-               }
+                                       if (json.defines !== undefined) material.defines = json.defines;
+                                       if (json.vertexShader !== undefined) material.vertexShader = json.vertexShader;
+                                       if (json.fragmentShader !== undefined) material.fragmentShader = json.fragmentShader;
 
-               load(url, onLoad, onProgress, onError) {
-                       const scope = this;
-                       const loader = new FileLoader(scope.manager);
-                       loader.setPath(scope.path);
-                       loader.setRequestHeader(scope.requestHeader);
-                       loader.setWithCredentials(scope.withCredentials);
-                       loader.load(url, function (text) {
-                               try {
-                                       onLoad(scope.parse(JSON.parse(text)));
-                               } catch (e) {
-                                       if (onError) {
-                                               onError(e);
-                                       } else {
-                                               console.error(e);
-                                       }
+                                       if (json.extensions !== undefined) {
+                                               for (const key in json.extensions) {
+                                                       material.extensions[key] = json.extensions[key];
+                                               }
+                                       } // Deprecated
 
-                                       scope.manager.itemError(url);
-                               }
-                       }, onProgress, onError);
-               }
 
-               parse(json) {
-                       const textures = this.textures;
-
-                       function getTexture(name) {
-                               if (textures[name] === undefined) {
-                                       console.warn('THREE.MaterialLoader: Undefined texture', name);
-                               }
-
-                               return textures[name];
-                       }
-
-                       const 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 !== undefined) material.color.setHex(json.color);
-                       if (json.roughness !== undefined) material.roughness = json.roughness;
-                       if (json.metalness !== undefined) material.metalness = json.metalness;
-                       if (json.sheenTint !== undefined) material.sheenTint = new Color().setHex(json.sheenTint);
-                       if (json.emissive !== undefined && material.emissive !== undefined) material.emissive.setHex(json.emissive);
-                       if (json.specular !== undefined && material.specular !== undefined) material.specular.setHex(json.specular);
-                       if (json.specularIntensity !== undefined) material.specularIntensity = json.specularIntensity;
-                       if (json.specularTint !== undefined && material.specularTint !== undefined) material.specularTint.setHex(json.specularTint);
-                       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.transmission !== undefined) material.transmission = json.transmission;
-                       if (json.thickness !== undefined) material.thickness = json.thickness;
-                       if (json.attenuationDistance !== undefined) material.attenuationDistance = json.attenuationDistance;
-                       if (json.attenuationTint !== undefined && material.attenuationTint !== undefined) material.attenuationTint.setHex(json.attenuationTint);
-                       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.combine !== undefined) material.combine = json.combine;
-                       if (json.side !== undefined) material.side = json.side;
-                       if (json.shadowSide !== undefined) material.shadowSide = json.shadowSide;
-                       if (json.opacity !== undefined) material.opacity = json.opacity;
-                       if (json.format !== undefined) material.format = json.format;
-                       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.stencilWrite !== undefined) material.stencilWrite = json.stencilWrite;
-                       if (json.stencilWriteMask !== undefined) material.stencilWriteMask = json.stencilWriteMask;
-                       if (json.stencilFunc !== undefined) material.stencilFunc = json.stencilFunc;
-                       if (json.stencilRef !== undefined) material.stencilRef = json.stencilRef;
-                       if (json.stencilFuncMask !== undefined) material.stencilFuncMask = json.stencilFuncMask;
-                       if (json.stencilFail !== undefined) material.stencilFail = json.stencilFail;
-                       if (json.stencilZFail !== undefined) material.stencilZFail = json.stencilZFail;
-                       if (json.stencilZPass !== undefined) material.stencilZPass = json.stencilZPass;
-                       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.dithering !== undefined) material.dithering = json.dithering;
-                       if (json.alphaToCoverage !== undefined) material.alphaToCoverage = json.alphaToCoverage;
-                       if (json.premultipliedAlpha !== undefined) material.premultipliedAlpha = json.premultipliedAlpha;
-                       if (json.visible !== undefined) material.visible = json.visible;
-                       if (json.toneMapped !== undefined) material.toneMapped = json.toneMapped;
-                       if (json.userData !== undefined) material.userData = json.userData;
-
-                       if (json.vertexColors !== undefined) {
-                               if (typeof json.vertexColors === 'number') {
-                                       material.vertexColors = json.vertexColors > 0 ? true : false;
-                               } else {
-                                       material.vertexColors = json.vertexColors;
-                               }
-                       } // Shader Material
+                                       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.uniforms !== undefined) {
-                               for (const name in json.uniforms) {
-                                       const uniform = json.uniforms[name];
-                                       material.uniforms[name] = {};
+                                       if (json.map !== undefined) material.map = getTexture(json.map);
+                                       if (json.matcap !== undefined) material.matcap = getTexture(json.matcap);
+                                       if (json.alphaMap !== undefined) material.alphaMap = getTexture(json.alphaMap);
+                                       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;
 
-                                       switch (uniform.type) {
-                                               case 't':
-                                                       material.uniforms[name].value = getTexture(uniform.value);
-                                                       break;
+                                       if (json.normalScale !== undefined) {
+                                               let normalScale = json.normalScale;
 
-                                               case 'c':
-                                                       material.uniforms[name].value = new Color().setHex(uniform.value);
-                                                       break;
+                                               if (Array.isArray(normalScale) === false) {
+                                                       // Blender exporter used to export a scalar. See #7459
+                                                       normalScale = [normalScale, normalScale];
+                                               }
 
-                                               case 'v2':
-                                                       material.uniforms[name].value = new Vector2().fromArray(uniform.value);
-                                                       break;
+                                               material.normalScale = new Vector2().fromArray(normalScale);
+                                       }
 
-                                               case 'v3':
-                                                       material.uniforms[name].value = new Vector3().fromArray(uniform.value);
-                                                       break;
+                                       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.specularIntensityMap !== undefined) material.specularIntensityMap = getTexture(json.specularIntensityMap);
+                                       if (json.specularTintMap !== undefined) material.specularTintMap = getTexture(json.specularTintMap);
+                                       if (json.envMap !== undefined) material.envMap = getTexture(json.envMap);
+                                       if (json.envMapIntensity !== undefined) material.envMapIntensity = json.envMapIntensity;
+                                       if (json.reflectivity !== undefined) material.reflectivity = json.reflectivity;
+                                       if (json.refractionRatio !== undefined) material.refractionRatio = json.refractionRatio;
+                                       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);
+                                       if (json.clearcoatMap !== undefined) material.clearcoatMap = getTexture(json.clearcoatMap);
+                                       if (json.clearcoatRoughnessMap !== undefined) material.clearcoatRoughnessMap = getTexture(json.clearcoatRoughnessMap);
+                                       if (json.clearcoatNormalMap !== undefined) material.clearcoatNormalMap = getTexture(json.clearcoatNormalMap);
+                                       if (json.clearcoatNormalScale !== undefined) material.clearcoatNormalScale = new Vector2().fromArray(json.clearcoatNormalScale);
+                                       if (json.transmissionMap !== undefined) material.transmissionMap = getTexture(json.transmissionMap);
+                                       if (json.thicknessMap !== undefined) material.thicknessMap = getTexture(json.thicknessMap);
+                                       return material;
+                               }
+
+                               setTextures(value) {
+                                       this.textures = value;
+                                       return this;
+                               }
 
-                                               case 'v4':
-                                                       material.uniforms[name].value = new Vector4().fromArray(uniform.value);
-                                                       break;
+                       }
 
-                                               case 'm3':
-                                                       material.uniforms[name].value = new Matrix3().fromArray(uniform.value);
-                                                       break;
+                       class LoaderUtils {
+                               static decodeText(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.
 
-                                               case 'm4':
-                                                       material.uniforms[name].value = new Matrix4().fromArray(uniform.value);
-                                                       break;
 
-                                               default:
-                                                       material.uniforms[name].value = uniform.value;
-                                       }
-                               }
-                       }
+                                       let s = '';
 
-                       if (json.defines !== undefined) material.defines = json.defines;
-                       if (json.vertexShader !== undefined) material.vertexShader = json.vertexShader;
-                       if (json.fragmentShader !== undefined) material.fragmentShader = json.fragmentShader;
+                                       for (let i = 0, il = array.length; i < il; i++) {
+                                               // Implicitly assumes little-endian.
+                                               s += String.fromCharCode(array[i]);
+                                       }
 
-                       if (json.extensions !== undefined) {
-                               for (const key in json.extensions) {
-                                       material.extensions[key] = json.extensions[key];
+                                       try {
+                                               // merges multi-byte utf-8 characters.
+                                               return decodeURIComponent(escape(s));
+                                       } catch (e) {
+                                               // see #16358
+                                               return s;
+                                       }
                                }
-                       } // Deprecated
 
+                               static extractUrlBase(url) {
+                                       const index = url.lastIndexOf('/');
+                                       if (index === -1) return './';
+                                       return url.substr(0, index + 1);
+                               }
 
-                       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
+                       class InstancedBufferGeometry extends BufferGeometry {
+                               constructor() {
+                                       super();
+                                       this.type = 'InstancedBufferGeometry';
+                                       this.instanceCount = Infinity;
+                               }
 
-                       if (json.map !== undefined) material.map = getTexture(json.map);
-                       if (json.matcap !== undefined) material.matcap = getTexture(json.matcap);
-                       if (json.alphaMap !== undefined) material.alphaMap = getTexture(json.alphaMap);
-                       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;
+                               copy(source) {
+                                       super.copy(source);
+                                       this.instanceCount = source.instanceCount;
+                                       return this;
+                               }
 
-                       if (json.normalScale !== undefined) {
-                               let normalScale = json.normalScale;
+                               clone() {
+                                       return new this.constructor().copy(this);
+                               }
 
-                               if (Array.isArray(normalScale) === false) {
-                                       // Blender exporter used to export a scalar. See #7459
-                                       normalScale = [normalScale, normalScale];
+                               toJSON() {
+                                       const data = super.toJSON(this);
+                                       data.instanceCount = this.instanceCount;
+                                       data.isInstancedBufferGeometry = true;
+                                       return data;
                                }
 
-                               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.specularIntensityMap !== undefined) material.specularIntensityMap = getTexture(json.specularIntensityMap);
-                       if (json.specularTintMap !== undefined) material.specularTintMap = getTexture(json.specularTintMap);
-                       if (json.envMap !== undefined) material.envMap = getTexture(json.envMap);
-                       if (json.envMapIntensity !== undefined) material.envMapIntensity = json.envMapIntensity;
-                       if (json.reflectivity !== undefined) material.reflectivity = json.reflectivity;
-                       if (json.refractionRatio !== undefined) material.refractionRatio = json.refractionRatio;
-                       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);
-                       if (json.clearcoatMap !== undefined) material.clearcoatMap = getTexture(json.clearcoatMap);
-                       if (json.clearcoatRoughnessMap !== undefined) material.clearcoatRoughnessMap = getTexture(json.clearcoatRoughnessMap);
-                       if (json.clearcoatNormalMap !== undefined) material.clearcoatNormalMap = getTexture(json.clearcoatNormalMap);
-                       if (json.clearcoatNormalScale !== undefined) material.clearcoatNormalScale = new Vector2().fromArray(json.clearcoatNormalScale);
-                       if (json.transmissionMap !== undefined) material.transmissionMap = getTexture(json.transmissionMap);
-                       if (json.thicknessMap !== undefined) material.thicknessMap = getTexture(json.thicknessMap);
-                       return material;
-               }
-
-               setTextures(value) {
-                       this.textures = value;
-                       return this;
-               }
+                       InstancedBufferGeometry.prototype.isInstancedBufferGeometry = true;
 
-       }
+                       class BufferGeometryLoader extends Loader {
+                               constructor(manager) {
+                                       super(manager);
+                               }
 
-       class LoaderUtils {
-               static decodeText(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.
+                               load(url, onLoad, onProgress, onError) {
+                                       const scope = this;
+                                       const loader = new FileLoader(scope.manager);
+                                       loader.setPath(scope.path);
+                                       loader.setRequestHeader(scope.requestHeader);
+                                       loader.setWithCredentials(scope.withCredentials);
+                                       loader.load(url, function (text) {
+                                               try {
+                                                       onLoad(scope.parse(JSON.parse(text)));
+                                               } catch (e) {
+                                                       if (onError) {
+                                                               onError(e);
+                                                       } else {
+                                                               console.error(e);
+                                                       }
 
+                                                       scope.manager.itemError(url);
+                                               }
+                                       }, onProgress, onError);
+                               }
+
+                               parse(json) {
+                                       const interleavedBufferMap = {};
+                                       const arrayBufferMap = {};
+
+                                       function getInterleavedBuffer(json, uuid) {
+                                               if (interleavedBufferMap[uuid] !== undefined) return interleavedBufferMap[uuid];
+                                               const interleavedBuffers = json.interleavedBuffers;
+                                               const interleavedBuffer = interleavedBuffers[uuid];
+                                               const buffer = getArrayBuffer(json, interleavedBuffer.buffer);
+                                               const array = getTypedArray(interleavedBuffer.type, buffer);
+                                               const ib = new InterleavedBuffer(array, interleavedBuffer.stride);
+                                               ib.uuid = interleavedBuffer.uuid;
+                                               interleavedBufferMap[uuid] = ib;
+                                               return ib;
+                                       }
 
-                       let s = '';
+                                       function getArrayBuffer(json, uuid) {
+                                               if (arrayBufferMap[uuid] !== undefined) return arrayBufferMap[uuid];
+                                               const arrayBuffers = json.arrayBuffers;
+                                               const arrayBuffer = arrayBuffers[uuid];
+                                               const ab = new Uint32Array(arrayBuffer).buffer;
+                                               arrayBufferMap[uuid] = ab;
+                                               return ab;
+                                       }
 
-                       for (let i = 0, il = array.length; i < il; i++) {
-                               // Implicitly assumes little-endian.
-                               s += String.fromCharCode(array[i]);
-                       }
+                                       const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
+                                       const index = json.data.index;
 
-                       try {
-                               // merges multi-byte utf-8 characters.
-                               return decodeURIComponent(escape(s));
-                       } catch (e) {
-                               // see #16358
-                               return s;
-                       }
-               }
+                                       if (index !== undefined) {
+                                               const typedArray = getTypedArray(index.type, index.array);
+                                               geometry.setIndex(new BufferAttribute(typedArray, 1));
+                                       }
 
-               static extractUrlBase(url) {
-                       const index = url.lastIndexOf('/');
-                       if (index === -1) return './';
-                       return url.substr(0, index + 1);
-               }
+                                       const attributes = json.data.attributes;
 
-       }
+                                       for (const key in attributes) {
+                                               const attribute = attributes[key];
+                                               let bufferAttribute;
 
-       class InstancedBufferGeometry extends BufferGeometry {
-               constructor() {
-                       super();
-                       this.type = 'InstancedBufferGeometry';
-                       this.instanceCount = Infinity;
-               }
+                                               if (attribute.isInterleavedBufferAttribute) {
+                                                       const interleavedBuffer = getInterleavedBuffer(json.data, attribute.data);
+                                                       bufferAttribute = new InterleavedBufferAttribute(interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized);
+                                               } else {
+                                                       const typedArray = getTypedArray(attribute.type, attribute.array);
+                                                       const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
+                                                       bufferAttribute = new bufferAttributeConstr(typedArray, attribute.itemSize, attribute.normalized);
+                                               }
 
-               copy(source) {
-                       super.copy(source);
-                       this.instanceCount = source.instanceCount;
-                       return this;
-               }
+                                               if (attribute.name !== undefined) bufferAttribute.name = attribute.name;
+                                               if (attribute.usage !== undefined) bufferAttribute.setUsage(attribute.usage);
 
-               clone() {
-                       return new this.constructor().copy(this);
-               }
+                                               if (attribute.updateRange !== undefined) {
+                                                       bufferAttribute.updateRange.offset = attribute.updateRange.offset;
+                                                       bufferAttribute.updateRange.count = attribute.updateRange.count;
+                                               }
 
-               toJSON() {
-                       const data = super.toJSON(this);
-                       data.instanceCount = this.instanceCount;
-                       data.isInstancedBufferGeometry = true;
-                       return data;
-               }
+                                               geometry.setAttribute(key, bufferAttribute);
+                                       }
 
-       }
+                                       const morphAttributes = json.data.morphAttributes;
 
-       InstancedBufferGeometry.prototype.isInstancedBufferGeometry = true;
+                                       if (morphAttributes) {
+                                               for (const key in morphAttributes) {
+                                                       const attributeArray = morphAttributes[key];
+                                                       const array = [];
 
-       class BufferGeometryLoader extends Loader {
-               constructor(manager) {
-                       super(manager);
-               }
+                                                       for (let i = 0, il = attributeArray.length; i < il; i++) {
+                                                               const attribute = attributeArray[i];
+                                                               let bufferAttribute;
 
-               load(url, onLoad, onProgress, onError) {
-                       const scope = this;
-                       const loader = new FileLoader(scope.manager);
-                       loader.setPath(scope.path);
-                       loader.setRequestHeader(scope.requestHeader);
-                       loader.setWithCredentials(scope.withCredentials);
-                       loader.load(url, function (text) {
-                               try {
-                                       onLoad(scope.parse(JSON.parse(text)));
-                               } catch (e) {
-                                       if (onError) {
-                                               onError(e);
-                                       } else {
-                                               console.error(e);
-                                       }
+                                                               if (attribute.isInterleavedBufferAttribute) {
+                                                                       const interleavedBuffer = getInterleavedBuffer(json.data, attribute.data);
+                                                                       bufferAttribute = new InterleavedBufferAttribute(interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized);
+                                                               } else {
+                                                                       const typedArray = getTypedArray(attribute.type, attribute.array);
+                                                                       bufferAttribute = new BufferAttribute(typedArray, attribute.itemSize, attribute.normalized);
+                                                               }
 
-                                       scope.manager.itemError(url);
-                               }
-                       }, onProgress, onError);
-               }
+                                                               if (attribute.name !== undefined) bufferAttribute.name = attribute.name;
+                                                               array.push(bufferAttribute);
+                                                       }
 
-               parse(json) {
-                       const interleavedBufferMap = {};
-                       const arrayBufferMap = {};
+                                                       geometry.morphAttributes[key] = array;
+                                               }
+                                       }
 
-                       function getInterleavedBuffer(json, uuid) {
-                               if (interleavedBufferMap[uuid] !== undefined) return interleavedBufferMap[uuid];
-                               const interleavedBuffers = json.interleavedBuffers;
-                               const interleavedBuffer = interleavedBuffers[uuid];
-                               const buffer = getArrayBuffer(json, interleavedBuffer.buffer);
-                               const array = getTypedArray(interleavedBuffer.type, buffer);
-                               const ib = new InterleavedBuffer(array, interleavedBuffer.stride);
-                               ib.uuid = interleavedBuffer.uuid;
-                               interleavedBufferMap[uuid] = ib;
-                               return ib;
-                       }
+                                       const morphTargetsRelative = json.data.morphTargetsRelative;
 
-                       function getArrayBuffer(json, uuid) {
-                               if (arrayBufferMap[uuid] !== undefined) return arrayBufferMap[uuid];
-                               const arrayBuffers = json.arrayBuffers;
-                               const arrayBuffer = arrayBuffers[uuid];
-                               const ab = new Uint32Array(arrayBuffer).buffer;
-                               arrayBufferMap[uuid] = ab;
-                               return ab;
-                       }
+                                       if (morphTargetsRelative) {
+                                               geometry.morphTargetsRelative = true;
+                                       }
 
-                       const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
-                       const index = json.data.index;
+                                       const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
 
-                       if (index !== undefined) {
-                               const typedArray = getTypedArray(index.type, index.array);
-                               geometry.setIndex(new BufferAttribute(typedArray, 1));
-                       }
+                                       if (groups !== undefined) {
+                                               for (let i = 0, n = groups.length; i !== n; ++i) {
+                                                       const group = groups[i];
+                                                       geometry.addGroup(group.start, group.count, group.materialIndex);
+                                               }
+                                       }
 
-                       const attributes = json.data.attributes;
+                                       const boundingSphere = json.data.boundingSphere;
 
-                       for (const key in attributes) {
-                               const attribute = attributes[key];
-                               let bufferAttribute;
+                                       if (boundingSphere !== undefined) {
+                                               const center = new Vector3();
 
-                               if (attribute.isInterleavedBufferAttribute) {
-                                       const interleavedBuffer = getInterleavedBuffer(json.data, attribute.data);
-                                       bufferAttribute = new InterleavedBufferAttribute(interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized);
-                               } else {
-                                       const typedArray = getTypedArray(attribute.type, attribute.array);
-                                       const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
-                                       bufferAttribute = new bufferAttributeConstr(typedArray, attribute.itemSize, attribute.normalized);
-                               }
+                                               if (boundingSphere.center !== undefined) {
+                                                       center.fromArray(boundingSphere.center);
+                                               }
 
-                               if (attribute.name !== undefined) bufferAttribute.name = attribute.name;
-                               if (attribute.usage !== undefined) bufferAttribute.setUsage(attribute.usage);
+                                               geometry.boundingSphere = new Sphere(center, boundingSphere.radius);
+                                       }
 
-                               if (attribute.updateRange !== undefined) {
-                                       bufferAttribute.updateRange.offset = attribute.updateRange.offset;
-                                       bufferAttribute.updateRange.count = attribute.updateRange.count;
+                                       if (json.name) geometry.name = json.name;
+                                       if (json.userData) geometry.userData = json.userData;
+                                       return geometry;
                                }
 
-                               geometry.setAttribute(key, bufferAttribute);
                        }
 
-                       const morphAttributes = json.data.morphAttributes;
-
-                       if (morphAttributes) {
-                               for (const key in morphAttributes) {
-                                       const attributeArray = morphAttributes[key];
-                                       const array = [];
+                       class ObjectLoader extends Loader {
+                               constructor(manager) {
+                                       super(manager);
+                               }
 
-                                       for (let i = 0, il = attributeArray.length; i < il; i++) {
-                                               const attribute = attributeArray[i];
-                                               let bufferAttribute;
+                               load(url, onLoad, onProgress, onError) {
+                                       const scope = this;
+                                       const path = this.path === '' ? LoaderUtils.extractUrlBase(url) : this.path;
+                                       this.resourcePath = this.resourcePath || path;
+                                       const loader = new FileLoader(this.manager);
+                                       loader.setPath(this.path);
+                                       loader.setRequestHeader(this.requestHeader);
+                                       loader.setWithCredentials(this.withCredentials);
+                                       loader.load(url, function (text) {
+                                               let json = null;
 
-                                               if (attribute.isInterleavedBufferAttribute) {
-                                                       const interleavedBuffer = getInterleavedBuffer(json.data, attribute.data);
-                                                       bufferAttribute = new InterleavedBufferAttribute(interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized);
-                                               } else {
-                                                       const typedArray = getTypedArray(attribute.type, attribute.array);
-                                                       bufferAttribute = new BufferAttribute(typedArray, attribute.itemSize, attribute.normalized);
+                                               try {
+                                                       json = JSON.parse(text);
+                                               } catch (error) {
+                                                       if (onError !== undefined) onError(error);
+                                                       console.error('THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message);
+                                                       return;
                                                }
 
-                                               if (attribute.name !== undefined) bufferAttribute.name = attribute.name;
-                                               array.push(bufferAttribute);
-                                       }
-
-                                       geometry.morphAttributes[key] = array;
-                               }
-                       }
-
-                       const morphTargetsRelative = json.data.morphTargetsRelative;
-
-                       if (morphTargetsRelative) {
-                               geometry.morphTargetsRelative = true;
-                       }
+                                               const metadata = json.metadata;
 
-                       const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
+                                               if (metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry') {
+                                                       console.error('THREE.ObjectLoader: Can\'t load ' + url);
+                                                       return;
+                                               }
 
-                       if (groups !== undefined) {
-                               for (let i = 0, n = groups.length; i !== n; ++i) {
-                                       const group = groups[i];
-                                       geometry.addGroup(group.start, group.count, group.materialIndex);
+                                               scope.parse(json, onLoad);
+                                       }, onProgress, onError);
                                }
-                       }
 
-                       const boundingSphere = json.data.boundingSphere;
+                               async loadAsync(url, onProgress) {
+                                       const scope = this;
+                                       const path = this.path === '' ? LoaderUtils.extractUrlBase(url) : this.path;
+                                       this.resourcePath = this.resourcePath || path;
+                                       const loader = new FileLoader(this.manager);
+                                       loader.setPath(this.path);
+                                       loader.setRequestHeader(this.requestHeader);
+                                       loader.setWithCredentials(this.withCredentials);
+                                       const text = await loader.loadAsync(url, onProgress);
+                                       const json = JSON.parse(text);
+                                       const metadata = json.metadata;
 
-                       if (boundingSphere !== undefined) {
-                               const center = new Vector3();
+                                       if (metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry') {
+                                               throw new Error('THREE.ObjectLoader: Can\'t load ' + url);
+                                       }
 
-                               if (boundingSphere.center !== undefined) {
-                                       center.fromArray(boundingSphere.center);
+                                       return await scope.parseAsync(json);
                                }
 
-                               geometry.boundingSphere = new Sphere(center, boundingSphere.radius);
-                       }
-
-                       if (json.name) geometry.name = json.name;
-                       if (json.userData) geometry.userData = json.userData;
-                       return geometry;
-               }
-
-       }
-
-       class ObjectLoader extends Loader {
-               constructor(manager) {
-                       super(manager);
-               }
+                               parse(json, onLoad) {
+                                       const animations = this.parseAnimations(json.animations);
+                                       const shapes = this.parseShapes(json.shapes);
+                                       const geometries = this.parseGeometries(json.geometries, shapes);
+                                       const images = this.parseImages(json.images, function () {
+                                               if (onLoad !== undefined) onLoad(object);
+                                       });
+                                       const textures = this.parseTextures(json.textures, images);
+                                       const materials = this.parseMaterials(json.materials, textures);
+                                       const object = this.parseObject(json.object, geometries, materials, textures, animations);
+                                       const skeletons = this.parseSkeletons(json.skeletons, object);
+                                       this.bindSkeletons(object, skeletons); //
+
+                                       if (onLoad !== undefined) {
+                                               let hasImages = false;
+
+                                               for (const uuid in images) {
+                                                       if (images[uuid] instanceof HTMLImageElement) {
+                                                               hasImages = true;
+                                                               break;
+                                                       }
+                                               }
 
-               load(url, onLoad, onProgress, onError) {
-                       const scope = this;
-                       const path = this.path === '' ? LoaderUtils.extractUrlBase(url) : this.path;
-                       this.resourcePath = this.resourcePath || path;
-                       const loader = new FileLoader(this.manager);
-                       loader.setPath(this.path);
-                       loader.setRequestHeader(this.requestHeader);
-                       loader.setWithCredentials(this.withCredentials);
-                       loader.load(url, function (text) {
-                               let json = null;
+                                               if (hasImages === false) onLoad(object);
+                                       }
 
-                               try {
-                                       json = JSON.parse(text);
-                               } catch (error) {
-                                       if (onError !== undefined) onError(error);
-                                       console.error('THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message);
-                                       return;
+                                       return object;
                                }
 
-                               const metadata = json.metadata;
-
-                               if (metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry') {
-                                       console.error('THREE.ObjectLoader: Can\'t load ' + url);
-                                       return;
+                               async parseAsync(json) {
+                                       const animations = this.parseAnimations(json.animations);
+                                       const shapes = this.parseShapes(json.shapes);
+                                       const geometries = this.parseGeometries(json.geometries, shapes);
+                                       const images = await this.parseImagesAsync(json.images);
+                                       const textures = this.parseTextures(json.textures, images);
+                                       const materials = this.parseMaterials(json.materials, textures);
+                                       const object = this.parseObject(json.object, geometries, materials, textures, animations);
+                                       const skeletons = this.parseSkeletons(json.skeletons, object);
+                                       this.bindSkeletons(object, skeletons);
+                                       return object;
                                }
 
-                               scope.parse(json, onLoad);
-                       }, onProgress, onError);
-               }
-
-               async loadAsync(url, onProgress) {
-                       const scope = this;
-                       const path = this.path === '' ? LoaderUtils.extractUrlBase(url) : this.path;
-                       this.resourcePath = this.resourcePath || path;
-                       const loader = new FileLoader(this.manager);
-                       loader.setPath(this.path);
-                       loader.setRequestHeader(this.requestHeader);
-                       loader.setWithCredentials(this.withCredentials);
-                       const text = await loader.loadAsync(url, onProgress);
-                       const json = JSON.parse(text);
-                       const metadata = json.metadata;
+                               parseShapes(json) {
+                                       const shapes = {};
 
-                       if (metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry') {
-                               throw new Error('THREE.ObjectLoader: Can\'t load ' + url);
-                       }
-
-                       return await scope.parseAsync(json);
-               }
-
-               parse(json, onLoad) {
-                       const animations = this.parseAnimations(json.animations);
-                       const shapes = this.parseShapes(json.shapes);
-                       const geometries = this.parseGeometries(json.geometries, shapes);
-                       const images = this.parseImages(json.images, function () {
-                               if (onLoad !== undefined) onLoad(object);
-                       });
-                       const textures = this.parseTextures(json.textures, images);
-                       const materials = this.parseMaterials(json.materials, textures);
-                       const object = this.parseObject(json.object, geometries, materials, textures, animations);
-                       const skeletons = this.parseSkeletons(json.skeletons, object);
-                       this.bindSkeletons(object, skeletons); //
-
-                       if (onLoad !== undefined) {
-                               let hasImages = false;
-
-                               for (const uuid in images) {
-                                       if (images[uuid] instanceof HTMLImageElement) {
-                                               hasImages = true;
-                                               break;
+                                       if (json !== undefined) {
+                                               for (let i = 0, l = json.length; i < l; i++) {
+                                                       const shape = new Shape().fromJSON(json[i]);
+                                                       shapes[shape.uuid] = shape;
+                                               }
                                        }
-                               }
 
-                               if (hasImages === false) onLoad(object);
-                       }
-
-                       return object;
-               }
-
-               async parseAsync(json) {
-                       const animations = this.parseAnimations(json.animations);
-                       const shapes = this.parseShapes(json.shapes);
-                       const geometries = this.parseGeometries(json.geometries, shapes);
-                       const images = await this.parseImagesAsync(json.images);
-                       const textures = this.parseTextures(json.textures, images);
-                       const materials = this.parseMaterials(json.materials, textures);
-                       const object = this.parseObject(json.object, geometries, materials, textures, animations);
-                       const skeletons = this.parseSkeletons(json.skeletons, object);
-                       this.bindSkeletons(object, skeletons);
-                       return object;
-               }
-
-               parseShapes(json) {
-                       const shapes = {};
-
-                       if (json !== undefined) {
-                               for (let i = 0, l = json.length; i < l; i++) {
-                                       const shape = new Shape().fromJSON(json[i]);
-                                       shapes[shape.uuid] = shape;
+                                       return shapes;
                                }
-                       }
 
-                       return shapes;
-               }
+                               parseSkeletons(json, object) {
+                                       const skeletons = {};
+                                       const bones = {}; // generate bone lookup table
 
-               parseSkeletons(json, object) {
-                       const skeletons = {};
-                       const bones = {}; // generate bone lookup table
+                                       object.traverse(function (child) {
+                                               if (child.isBone) bones[child.uuid] = child;
+                                       }); // create skeletons
 
-                       object.traverse(function (child) {
-                               if (child.isBone) bones[child.uuid] = child;
-                       }); // create skeletons
+                                       if (json !== undefined) {
+                                               for (let i = 0, l = json.length; i < l; i++) {
+                                                       const skeleton = new Skeleton().fromJSON(json[i], bones);
+                                                       skeletons[skeleton.uuid] = skeleton;
+                                               }
+                                       }
 
-                       if (json !== undefined) {
-                               for (let i = 0, l = json.length; i < l; i++) {
-                                       const skeleton = new Skeleton().fromJSON(json[i], bones);
-                                       skeletons[skeleton.uuid] = skeleton;
+                                       return skeletons;
                                }
-                       }
 
-                       return skeletons;
-               }
+                               parseGeometries(json, shapes) {
+                                       const geometries = {};
 
-               parseGeometries(json, shapes) {
-                       const geometries = {};
+                                       if (json !== undefined) {
+                                               const bufferGeometryLoader = new BufferGeometryLoader();
 
-                       if (json !== undefined) {
-                               const bufferGeometryLoader = new BufferGeometryLoader();
+                                               for (let i = 0, l = json.length; i < l; i++) {
+                                                       let geometry;
+                                                       const data = json[i];
 
-                               for (let i = 0, l = json.length; i < l; i++) {
-                                       let geometry;
-                                       const data = json[i];
+                                                       switch (data.type) {
+                                                               case 'BufferGeometry':
+                                                               case 'InstancedBufferGeometry':
+                                                                       geometry = bufferGeometryLoader.parse(data);
+                                                                       break;
 
-                                       switch (data.type) {
-                                               case 'BufferGeometry':
-                                               case 'InstancedBufferGeometry':
-                                                       geometry = bufferGeometryLoader.parse(data);
-                                                       break;
+                                                               case 'Geometry':
+                                                                       console.error('THREE.ObjectLoader: The legacy Geometry type is no longer supported.');
+                                                                       break;
 
-                                               case 'Geometry':
-                                                       console.error('THREE.ObjectLoader: The legacy Geometry type is no longer supported.');
-                                                       break;
+                                                               default:
+                                                                       if (data.type in Geometries) {
+                                                                               geometry = Geometries[data.type].fromJSON(data, shapes);
+                                                                       } else {
+                                                                               console.warn(`THREE.ObjectLoader: Unsupported geometry type "${data.type}"`);
+                                                                       }
 
-                                               default:
-                                                       if (data.type in Geometries) {
-                                                               geometry = Geometries[data.type].fromJSON(data, shapes);
-                                                       } else {
-                                                               console.warn(`THREE.ObjectLoader: Unsupported geometry type "${data.type}"`);
                                                        }
 
+                                                       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;
+                                               }
                                        }
 
-                                       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;
                                }
-                       }
 
-                       return geometries;
-               }
+                               parseMaterials(json, textures) {
+                                       const cache = {}; // MultiMaterial
 
-               parseMaterials(json, textures) {
-                       const cache = {}; // MultiMaterial
+                                       const materials = {};
 
-                       const materials = {};
+                                       if (json !== undefined) {
+                                               const loader = new MaterialLoader();
+                                               loader.setTextures(textures);
 
-                       if (json !== undefined) {
-                               const loader = new MaterialLoader();
-                               loader.setTextures(textures);
+                                               for (let i = 0, l = json.length; i < l; i++) {
+                                                       const data = json[i];
 
-                               for (let i = 0, l = json.length; i < l; i++) {
-                                       const data = json[i];
+                                                       if (data.type === 'MultiMaterial') {
+                                                               // Deprecated
+                                                               const array = [];
 
-                                       if (data.type === 'MultiMaterial') {
-                                               // Deprecated
-                                               const array = [];
+                                                               for (let j = 0; j < data.materials.length; j++) {
+                                                                       const material = data.materials[j];
 
-                                               for (let j = 0; j < data.materials.length; j++) {
-                                                       const material = data.materials[j];
+                                                                       if (cache[material.uuid] === undefined) {
+                                                                               cache[material.uuid] = loader.parse(material);
+                                                                       }
 
-                                                       if (cache[material.uuid] === undefined) {
-                                                               cache[material.uuid] = loader.parse(material);
-                                                       }
+                                                                       array.push(cache[material.uuid]);
+                                                               }
 
-                                                       array.push(cache[material.uuid]);
-                                               }
+                                                               materials[data.uuid] = array;
+                                                       } else {
+                                                               if (cache[data.uuid] === undefined) {
+                                                                       cache[data.uuid] = loader.parse(data);
+                                                               }
 
-                                               materials[data.uuid] = array;
-                                       } else {
-                                               if (cache[data.uuid] === undefined) {
-                                                       cache[data.uuid] = loader.parse(data);
+                                                               materials[data.uuid] = cache[data.uuid];
+                                                       }
                                                }
-
-                                               materials[data.uuid] = cache[data.uuid];
                                        }
+
+                                       return materials;
                                }
-                       }
 
-                       return materials;
-               }
+                               parseAnimations(json) {
+                                       const animations = {};
 
-               parseAnimations(json) {
-                       const animations = {};
+                                       if (json !== undefined) {
+                                               for (let i = 0; i < json.length; i++) {
+                                                       const data = json[i];
+                                                       const clip = AnimationClip.parse(data);
+                                                       animations[clip.uuid] = clip;
+                                               }
+                                       }
 
-                       if (json !== undefined) {
-                               for (let i = 0; i < json.length; i++) {
-                                       const data = json[i];
-                                       const clip = AnimationClip.parse(data);
-                                       animations[clip.uuid] = clip;
+                                       return animations;
                                }
-                       }
 
-                       return animations;
-               }
+                               parseImages(json, onLoad) {
+                                       const scope = this;
+                                       const images = {};
+                                       let loader;
 
-               parseImages(json, onLoad) {
-                       const scope = this;
-                       const images = {};
-                       let loader;
-
-                       function loadImage(url) {
-                               scope.manager.itemStart(url);
-                               return loader.load(url, function () {
-                                       scope.manager.itemEnd(url);
-                               }, undefined, function () {
-                                       scope.manager.itemError(url);
-                                       scope.manager.itemEnd(url);
-                               });
-                       }
+                                       function loadImage(url) {
+                                               scope.manager.itemStart(url);
+                                               return loader.load(url, function () {
+                                                       scope.manager.itemEnd(url);
+                                               }, undefined, function () {
+                                                       scope.manager.itemError(url);
+                                                       scope.manager.itemEnd(url);
+                                               });
+                                       }
 
-                       function deserializeImage(image) {
-                               if (typeof image === 'string') {
-                                       const url = image;
-                                       const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test(url) ? url : scope.resourcePath + url;
-                                       return loadImage(path);
-                               } else {
-                                       if (image.data) {
-                                               return {
-                                                       data: getTypedArray(image.type, image.data),
-                                                       width: image.width,
-                                                       height: image.height
-                                               };
-                                       } else {
-                                               return null;
+                                       function deserializeImage(image) {
+                                               if (typeof image === 'string') {
+                                                       const url = image;
+                                                       const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test(url) ? url : scope.resourcePath + url;
+                                                       return loadImage(path);
+                                               } else {
+                                                       if (image.data) {
+                                                               return {
+                                                                       data: getTypedArray(image.type, image.data),
+                                                                       width: image.width,
+                                                                       height: image.height
+                                                               };
+                                                       } else {
+                                                               return null;
+                                                       }
+                                               }
                                        }
-                               }
-                       }
 
-                       if (json !== undefined && json.length > 0) {
-                               const manager = new LoadingManager(onLoad);
-                               loader = new ImageLoader(manager);
-                               loader.setCrossOrigin(this.crossOrigin);
+                                       if (json !== undefined && json.length > 0) {
+                                               const manager = new LoadingManager(onLoad);
+                                               loader = new ImageLoader(manager);
+                                               loader.setCrossOrigin(this.crossOrigin);
+
+                                               for (let i = 0, il = json.length; i < il; i++) {
+                                                       const image = json[i];
+                                                       const url = image.url;
+
+                                                       if (Array.isArray(url)) {
+                                                               // load array of images e.g CubeTexture
+                                                               images[image.uuid] = [];
+
+                                                               for (let j = 0, jl = url.length; j < jl; j++) {
+                                                                       const currentUrl = url[j];
+                                                                       const deserializedImage = deserializeImage(currentUrl);
+
+                                                                       if (deserializedImage !== null) {
+                                                                               if (deserializedImage instanceof HTMLImageElement) {
+                                                                                       images[image.uuid].push(deserializedImage);
+                                                                               } else {
+                                                                                       // special case: handle array of data textures for cube textures
+                                                                                       images[image.uuid].push(new DataTexture(deserializedImage.data, deserializedImage.width, deserializedImage.height));
+                                                                               }
+                                                                       }
+                                                               }
+                                                       } else {
+                                                               // load single image
+                                                               const deserializedImage = deserializeImage(image.url);
 
-                               for (let i = 0, il = json.length; i < il; i++) {
-                                       const image = json[i];
-                                       const url = image.url;
+                                                               if (deserializedImage !== null) {
+                                                                       images[image.uuid] = deserializedImage;
+                                                               }
+                                                       }
+                                               }
+                                       }
 
-                                       if (Array.isArray(url)) {
-                                               // load array of images e.g CubeTexture
-                                               images[image.uuid] = [];
+                                       return images;
+                               }
 
-                                               for (let j = 0, jl = url.length; j < jl; j++) {
-                                                       const currentUrl = url[j];
-                                                       const deserializedImage = deserializeImage(currentUrl);
+                               async parseImagesAsync(json) {
+                                       const scope = this;
+                                       const images = {};
+                                       let loader;
 
-                                                       if (deserializedImage !== null) {
-                                                               if (deserializedImage instanceof HTMLImageElement) {
-                                                                       images[image.uuid].push(deserializedImage);
-                                                               } else {
-                                                                       // special case: handle array of data textures for cube textures
-                                                                       images[image.uuid].push(new DataTexture(deserializedImage.data, deserializedImage.width, deserializedImage.height));
-                                                               }
+                                       async function deserializeImage(image) {
+                                               if (typeof image === 'string') {
+                                                       const url = image;
+                                                       const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test(url) ? url : scope.resourcePath + url;
+                                                       return await loader.loadAsync(path);
+                                               } else {
+                                                       if (image.data) {
+                                                               return {
+                                                                       data: getTypedArray(image.type, image.data),
+                                                                       width: image.width,
+                                                                       height: image.height
+                                                               };
+                                                       } else {
+                                                               return null;
                                                        }
                                                }
-                                       } else {
-                                               // load single image
-                                               const deserializedImage = deserializeImage(image.url);
+                                       }
 
-                                               if (deserializedImage !== null) {
-                                                       images[image.uuid] = deserializedImage;
+                                       if (json !== undefined && json.length > 0) {
+                                               loader = new ImageLoader(this.manager);
+                                               loader.setCrossOrigin(this.crossOrigin);
+
+                                               for (let i = 0, il = json.length; i < il; i++) {
+                                                       const image = json[i];
+                                                       const url = image.url;
+
+                                                       if (Array.isArray(url)) {
+                                                               // load array of images e.g CubeTexture
+                                                               images[image.uuid] = [];
+
+                                                               for (let j = 0, jl = url.length; j < jl; j++) {
+                                                                       const currentUrl = url[j];
+                                                                       const deserializedImage = await deserializeImage(currentUrl);
+
+                                                                       if (deserializedImage !== null) {
+                                                                               if (deserializedImage instanceof HTMLImageElement) {
+                                                                                       images[image.uuid].push(deserializedImage);
+                                                                               } else {
+                                                                                       // special case: handle array of data textures for cube textures
+                                                                                       images[image.uuid].push(new DataTexture(deserializedImage.data, deserializedImage.width, deserializedImage.height));
+                                                                               }
+                                                                       }
+                                                               }
+                                                       } else {
+                                                               // load single image
+                                                               const deserializedImage = await deserializeImage(image.url);
+
+                                                               if (deserializedImage !== null) {
+                                                                       images[image.uuid] = deserializedImage;
+                                                               }
+                                                       }
                                                }
                                        }
-                               }
-                       }
-
-                       return images;
-               }
 
-               async parseImagesAsync(json) {
-                       const scope = this;
-                       const images = {};
-                       let loader;
+                                       return images;
+                               }
 
-                       async function deserializeImage(image) {
-                               if (typeof image === 'string') {
-                                       const url = image;
-                                       const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test(url) ? url : scope.resourcePath + url;
-                                       return await loader.loadAsync(path);
-                               } else {
-                                       if (image.data) {
-                                               return {
-                                                       data: getTypedArray(image.type, image.data),
-                                                       width: image.width,
-                                                       height: image.height
-                                               };
-                                       } else {
-                                               return null;
+                               parseTextures(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];
                                        }
-                               }
-                       }
 
-                       if (json !== undefined && json.length > 0) {
-                               loader = new ImageLoader(this.manager);
-                               loader.setCrossOrigin(this.crossOrigin);
+                                       const textures = {};
 
-                               for (let i = 0, il = json.length; i < il; i++) {
-                                       const image = json[i];
-                                       const url = image.url;
+                                       if (json !== undefined) {
+                                               for (let i = 0, l = json.length; i < l; i++) {
+                                                       const data = json[i];
 
-                                       if (Array.isArray(url)) {
-                                               // load array of images e.g CubeTexture
-                                               images[image.uuid] = [];
+                                                       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);
+                                                       }
 
-                                               for (let j = 0, jl = url.length; j < jl; j++) {
-                                                       const currentUrl = url[j];
-                                                       const deserializedImage = await deserializeImage(currentUrl);
+                                                       let texture;
+                                                       const image = images[data.image];
 
-                                                       if (deserializedImage !== null) {
-                                                               if (deserializedImage instanceof HTMLImageElement) {
-                                                                       images[image.uuid].push(deserializedImage);
+                                                       if (Array.isArray(image)) {
+                                                               texture = new CubeTexture(image);
+                                                               if (image.length === 6) texture.needsUpdate = true;
+                                                       } else {
+                                                               if (image && image.data) {
+                                                                       texture = new DataTexture(image.data, image.width, image.height);
                                                                } else {
-                                                                       // special case: handle array of data textures for cube textures
-                                                                       images[image.uuid].push(new DataTexture(deserializedImage.data, deserializedImage.width, deserializedImage.height));
+                                                                       texture = new Texture(image);
                                                                }
+
+                                                               if (image) texture.needsUpdate = true; // textures can have undefined image data
                                                        }
-                                               }
-                                       } else {
-                                               // load single image
-                                               const deserializedImage = await deserializeImage(image.url);
 
-                                               if (deserializedImage !== null) {
-                                                       images[image.uuid] = deserializedImage;
+                                                       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.type !== undefined) texture.type = data.type;
+                                                       if (data.encoding !== undefined) texture.encoding = data.encoding;
+                                                       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;
+                                                       if (data.premultiplyAlpha !== undefined) texture.premultiplyAlpha = data.premultiplyAlpha;
+                                                       if (data.unpackAlignment !== undefined) texture.unpackAlignment = data.unpackAlignment;
+                                                       textures[data.uuid] = texture;
                                                }
                                        }
+
+                                       return textures;
                                }
-                       }
 
-                       return images;
-               }
+                               parseObject(data, geometries, materials, textures, animations) {
+                                       let object;
 
-               parseTextures(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];
-                       }
+                                       function getGeometry(name) {
+                                               if (geometries[name] === undefined) {
+                                                       console.warn('THREE.ObjectLoader: Undefined geometry', name);
+                                               }
 
-                       const textures = {};
+                                               return geometries[name];
+                                       }
 
-                       if (json !== undefined) {
-                               for (let i = 0, l = json.length; i < l; i++) {
-                                       const data = json[i];
+                                       function getMaterial(name) {
+                                               if (name === undefined) return undefined;
 
-                                       if (data.image === undefined) {
-                                               console.warn('THREE.ObjectLoader: No "image" specified for', data.uuid);
-                                       }
+                                               if (Array.isArray(name)) {
+                                                       const array = [];
 
-                                       if (images[data.image] === undefined) {
-                                               console.warn('THREE.ObjectLoader: Undefined image', data.image);
-                                       }
+                                                       for (let i = 0, l = name.length; i < l; i++) {
+                                                               const uuid = name[i];
 
-                                       let texture;
-                                       const image = images[data.image];
+                                                               if (materials[uuid] === undefined) {
+                                                                       console.warn('THREE.ObjectLoader: Undefined material', uuid);
+                                                               }
 
-                                       if (Array.isArray(image)) {
-                                               texture = new CubeTexture(image);
-                                               if (image.length === 6) texture.needsUpdate = true;
-                                       } else {
-                                               if (image && image.data) {
-                                                       texture = new DataTexture(image.data, image.width, image.height);
-                                               } else {
-                                                       texture = new Texture(image);
+                                                               array.push(materials[uuid]);
+                                                       }
+
+                                                       return array;
+                                               }
+
+                                               if (materials[name] === undefined) {
+                                                       console.warn('THREE.ObjectLoader: Undefined material', name);
                                                }
 
-                                               if (image) texture.needsUpdate = true; // textures can have undefined image data
+                                               return materials[name];
                                        }
 
-                                       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;
+                                       function getTexture(uuid) {
+                                               if (textures[uuid] === undefined) {
+                                                       console.warn('THREE.ObjectLoader: Undefined texture', uuid);
+                                               }
 
-                                       if (data.wrap !== undefined) {
-                                               texture.wrapS = parseConstant(data.wrap[0], TEXTURE_WRAPPING);
-                                               texture.wrapT = parseConstant(data.wrap[1], TEXTURE_WRAPPING);
+                                               return textures[uuid];
                                        }
 
-                                       if (data.format !== undefined) texture.format = data.format;
-                                       if (data.type !== undefined) texture.type = data.type;
-                                       if (data.encoding !== undefined) texture.encoding = data.encoding;
-                                       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;
-                                       if (data.premultiplyAlpha !== undefined) texture.premultiplyAlpha = data.premultiplyAlpha;
-                                       if (data.unpackAlignment !== undefined) texture.unpackAlignment = data.unpackAlignment;
-                                       textures[data.uuid] = texture;
-                               }
-                       }
+                                       let geometry, material;
 
-                       return textures;
-               }
+                                       switch (data.type) {
+                                               case 'Scene':
+                                                       object = new Scene();
 
-               parseObject(data, geometries, materials, textures, animations) {
-                       let object;
+                                                       if (data.background !== undefined) {
+                                                               if (Number.isInteger(data.background)) {
+                                                                       object.background = new Color(data.background);
+                                                               } else {
+                                                                       object.background = getTexture(data.background);
+                                                               }
+                                                       }
 
-                       function getGeometry(name) {
-                               if (geometries[name] === undefined) {
-                                       console.warn('THREE.ObjectLoader: Undefined geometry', name);
-                               }
+                                                       if (data.environment !== undefined) {
+                                                               object.environment = getTexture(data.environment);
+                                                       }
 
-                               return geometries[name];
-                       }
+                                                       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);
+                                                               }
+                                                       }
 
-                       function getMaterial(name) {
-                               if (name === undefined) return undefined;
+                                                       break;
 
-                               if (Array.isArray(name)) {
-                                       const array = [];
+                                               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;
 
-                                       for (let i = 0, l = name.length; i < l; i++) {
-                                               const uuid = name[i];
+                                               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;
 
-                                               if (materials[uuid] === undefined) {
-                                                       console.warn('THREE.ObjectLoader: Undefined material', uuid);
-                                               }
+                                               case 'AmbientLight':
+                                                       object = new AmbientLight(data.color, data.intensity);
+                                                       break;
 
-                                               array.push(materials[uuid]);
-                                       }
+                                               case 'DirectionalLight':
+                                                       object = new DirectionalLight(data.color, data.intensity);
+                                                       break;
 
-                                       return array;
-                               }
+                                               case 'PointLight':
+                                                       object = new PointLight(data.color, data.intensity, data.distance, data.decay);
+                                                       break;
 
-                               if (materials[name] === undefined) {
-                                       console.warn('THREE.ObjectLoader: Undefined material', name);
-                               }
+                                               case 'RectAreaLight':
+                                                       object = new RectAreaLight(data.color, data.intensity, data.width, data.height);
+                                                       break;
 
-                               return materials[name];
-                       }
+                                               case 'SpotLight':
+                                                       object = new SpotLight(data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay);
+                                                       break;
 
-                       function getTexture(uuid) {
-                               if (textures[uuid] === undefined) {
-                                       console.warn('THREE.ObjectLoader: Undefined texture', uuid);
-                               }
+                                               case 'HemisphereLight':
+                                                       object = new HemisphereLight(data.color, data.groundColor, data.intensity);
+                                                       break;
 
-                               return textures[uuid];
-                       }
+                                               case 'LightProbe':
+                                                       object = new LightProbe().fromJSON(data);
+                                                       break;
 
-                       let geometry, material;
+                                               case 'SkinnedMesh':
+                                                       geometry = getGeometry(data.geometry);
+                                                       material = getMaterial(data.material);
+                                                       object = new SkinnedMesh(geometry, material);
+                                                       if (data.bindMode !== undefined) object.bindMode = data.bindMode;
+                                                       if (data.bindMatrix !== undefined) object.bindMatrix.fromArray(data.bindMatrix);
+                                                       if (data.skeleton !== undefined) object.skeleton = data.skeleton;
+                                                       break;
 
-                       switch (data.type) {
-                               case 'Scene':
-                                       object = new Scene();
+                                               case 'Mesh':
+                                                       geometry = getGeometry(data.geometry);
+                                                       material = getMaterial(data.material);
+                                                       object = new Mesh(geometry, material);
+                                                       break;
 
-                                       if (data.background !== undefined) {
-                                               if (Number.isInteger(data.background)) {
-                                                       object.background = new Color(data.background);
-                                               } else {
-                                                       object.background = getTexture(data.background);
-                                               }
-                                       }
-
-                                       if (data.environment !== undefined) {
-                                               object.environment = getTexture(data.environment);
-                                       }
-
-                                       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 'InstancedMesh':
+                                                       geometry = getGeometry(data.geometry);
+                                                       material = getMaterial(data.material);
+                                                       const count = data.count;
+                                                       const instanceMatrix = data.instanceMatrix;
+                                                       const instanceColor = data.instanceColor;
+                                                       object = new InstancedMesh(geometry, material, count);
+                                                       object.instanceMatrix = new InstancedBufferAttribute(new Float32Array(instanceMatrix.array), 16);
+                                                       if (instanceColor !== undefined) object.instanceColor = new InstancedBufferAttribute(new Float32Array(instanceColor.array), instanceColor.itemSize);
+                                                       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 'LOD':
+                                                       object = new LOD();
+                                                       break;
 
-                               case 'AmbientLight':
-                                       object = new AmbientLight(data.color, data.intensity);
-                                       break;
+                                               case 'Line':
+                                                       object = new Line(getGeometry(data.geometry), getMaterial(data.material));
+                                                       break;
 
-                               case 'DirectionalLight':
-                                       object = new DirectionalLight(data.color, data.intensity);
-                                       break;
+                                               case 'LineLoop':
+                                                       object = new LineLoop(getGeometry(data.geometry), getMaterial(data.material));
+                                                       break;
 
-                               case 'PointLight':
-                                       object = new PointLight(data.color, data.intensity, data.distance, data.decay);
-                                       break;
+                                               case 'LineSegments':
+                                                       object = new LineSegments(getGeometry(data.geometry), getMaterial(data.material));
+                                                       break;
 
-                               case 'RectAreaLight':
-                                       object = new RectAreaLight(data.color, data.intensity, data.width, data.height);
-                                       break;
+                                               case 'PointCloud':
+                                               case 'Points':
+                                                       object = new Points(getGeometry(data.geometry), getMaterial(data.material));
+                                                       break;
 
-                               case 'SpotLight':
-                                       object = new SpotLight(data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay);
-                                       break;
+                                               case 'Sprite':
+                                                       object = new Sprite(getMaterial(data.material));
+                                                       break;
 
-                               case 'HemisphereLight':
-                                       object = new HemisphereLight(data.color, data.groundColor, data.intensity);
-                                       break;
+                                               case 'Group':
+                                                       object = new Group();
+                                                       break;
 
-                               case 'LightProbe':
-                                       object = new LightProbe().fromJSON(data);
-                                       break;
+                                               case 'Bone':
+                                                       object = new Bone();
+                                                       break;
 
-                               case 'SkinnedMesh':
-                                       geometry = getGeometry(data.geometry);
-                                       material = getMaterial(data.material);
-                                       object = new SkinnedMesh(geometry, material);
-                                       if (data.bindMode !== undefined) object.bindMode = data.bindMode;
-                                       if (data.bindMatrix !== undefined) object.bindMatrix.fromArray(data.bindMatrix);
-                                       if (data.skeleton !== undefined) object.skeleton = data.skeleton;
-                                       break;
+                                               default:
+                                                       object = new Object3D();
+                                       }
 
-                               case 'Mesh':
-                                       geometry = getGeometry(data.geometry);
-                                       material = getMaterial(data.material);
-                                       object = new Mesh(geometry, material);
-                                       break;
+                                       object.uuid = data.uuid;
+                                       if (data.name !== undefined) object.name = data.name;
 
-                               case 'InstancedMesh':
-                                       geometry = getGeometry(data.geometry);
-                                       material = getMaterial(data.material);
-                                       const count = data.count;
-                                       const instanceMatrix = data.instanceMatrix;
-                                       const instanceColor = data.instanceColor;
-                                       object = new InstancedMesh(geometry, material, count);
-                                       object.instanceMatrix = new InstancedBufferAttribute(new Float32Array(instanceMatrix.array), 16);
-                                       if (instanceColor !== undefined) object.instanceColor = new InstancedBufferAttribute(new Float32Array(instanceColor.array), instanceColor.itemSize);
-                                       break;
+                                       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);
+                                       }
 
-                               case 'LOD':
-                                       object = new LOD();
-                                       break;
+                                       if (data.castShadow !== undefined) object.castShadow = data.castShadow;
+                                       if (data.receiveShadow !== undefined) object.receiveShadow = data.receiveShadow;
 
-                               case 'Line':
-                                       object = new Line(getGeometry(data.geometry), getMaterial(data.material));
-                                       break;
+                                       if (data.shadow) {
+                                               if (data.shadow.bias !== undefined) object.shadow.bias = data.shadow.bias;
+                                               if (data.shadow.normalBias !== undefined) object.shadow.normalBias = data.shadow.normalBias;
+                                               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);
+                                       }
 
-                               case 'LineLoop':
-                                       object = new LineLoop(getGeometry(data.geometry), getMaterial(data.material));
-                                       break;
+                                       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;
 
-                               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;
-
-                               case 'Bone':
-                                       object = new Bone();
-                                       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.children !== undefined) {
+                                               const children = data.children;
 
-                       if (data.castShadow !== undefined) object.castShadow = data.castShadow;
-                       if (data.receiveShadow !== undefined) object.receiveShadow = data.receiveShadow;
+                                               for (let i = 0; i < children.length; i++) {
+                                                       object.add(this.parseObject(children[i], geometries, materials, textures, animations));
+                                               }
+                                       }
 
-                       if (data.shadow) {
-                               if (data.shadow.bias !== undefined) object.shadow.bias = data.shadow.bias;
-                               if (data.shadow.normalBias !== undefined) object.shadow.normalBias = data.shadow.normalBias;
-                               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.animations !== undefined) {
+                                               const objectAnimations = data.animations;
 
-                       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;
+                                               for (let i = 0; i < objectAnimations.length; i++) {
+                                                       const uuid = objectAnimations[i];
+                                                       object.animations.push(animations[uuid]);
+                                               }
+                                       }
 
-                       if (data.children !== undefined) {
-                               const children = data.children;
+                                       if (data.type === 'LOD') {
+                                               if (data.autoUpdate !== undefined) object.autoUpdate = data.autoUpdate;
+                                               const levels = data.levels;
 
-                               for (let i = 0; i < children.length; i++) {
-                                       object.add(this.parseObject(children[i], geometries, materials, textures, animations));
-                               }
-                       }
+                                               for (let l = 0; l < levels.length; l++) {
+                                                       const level = levels[l];
+                                                       const child = object.getObjectByProperty('uuid', level.object);
 
-                       if (data.animations !== undefined) {
-                               const objectAnimations = data.animations;
+                                                       if (child !== undefined) {
+                                                               object.addLevel(child, level.distance);
+                                                       }
+                                               }
+                                       }
 
-                               for (let i = 0; i < objectAnimations.length; i++) {
-                                       const uuid = objectAnimations[i];
-                                       object.animations.push(animations[uuid]);
+                                       return object;
                                }
-                       }
-
-                       if (data.type === 'LOD') {
-                               if (data.autoUpdate !== undefined) object.autoUpdate = data.autoUpdate;
-                               const levels = data.levels;
 
-                               for (let l = 0; l < levels.length; l++) {
-                                       const level = levels[l];
-                                       const child = object.getObjectByProperty('uuid', level.object);
+                               bindSkeletons(object, skeletons) {
+                                       if (Object.keys(skeletons).length === 0) return;
+                                       object.traverse(function (child) {
+                                               if (child.isSkinnedMesh === true && child.skeleton !== undefined) {
+                                                       const skeleton = skeletons[child.skeleton];
 
-                                       if (child !== undefined) {
-                                               object.addLevel(child, level.distance);
-                                       }
-                               }
-                       }
+                                                       if (skeleton === undefined) {
+                                                               console.warn('THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton);
+                                                       } else {
+                                                               child.bind(skeleton, child.bindMatrix);
+                                                       }
+                                               }
+                                       });
+                               }
 
-                       return object;
-               }
+                               /* DEPRECATED */
 
-               bindSkeletons(object, skeletons) {
-                       if (Object.keys(skeletons).length === 0) return;
-                       object.traverse(function (child) {
-                               if (child.isSkinnedMesh === true && child.skeleton !== undefined) {
-                                       const skeleton = skeletons[child.skeleton];
 
-                                       if (skeleton === undefined) {
-                                               console.warn('THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton);
-                                       } else {
-                                               child.bind(skeleton, child.bindMatrix);
-                                       }
+                               setTexturePath(value) {
+                                       console.warn('THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().');
+                                       return this.setResourcePath(value);
                                }
-                       });
-               }
-               /* DEPRECATED */
-
 
-               setTexturePath(value) {
-                       console.warn('THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().');
-                       return this.setResourcePath(value);
-               }
-
-       }
+                       }
 
-       const TEXTURE_MAPPING = {
-               UVMapping: UVMapping,
-               CubeReflectionMapping: CubeReflectionMapping,
-               CubeRefractionMapping: CubeRefractionMapping,
-               EquirectangularReflectionMapping: EquirectangularReflectionMapping,
-               EquirectangularRefractionMapping: EquirectangularRefractionMapping,
-               CubeUVReflectionMapping: CubeUVReflectionMapping,
-               CubeUVRefractionMapping: CubeUVRefractionMapping
-       };
-       const TEXTURE_WRAPPING = {
-               RepeatWrapping: RepeatWrapping,
-               ClampToEdgeWrapping: ClampToEdgeWrapping,
-               MirroredRepeatWrapping: MirroredRepeatWrapping
-       };
-       const TEXTURE_FILTER = {
-               NearestFilter: NearestFilter,
-               NearestMipmapNearestFilter: NearestMipmapNearestFilter,
-               NearestMipmapLinearFilter: NearestMipmapLinearFilter,
-               LinearFilter: LinearFilter,
-               LinearMipmapNearestFilter: LinearMipmapNearestFilter,
-               LinearMipmapLinearFilter: LinearMipmapLinearFilter
-       };
-
-       class ImageBitmapLoader extends Loader {
-               constructor(manager) {
-                       super(manager);
-
-                       if (typeof createImageBitmap === 'undefined') {
-                               console.warn('THREE.ImageBitmapLoader: createImageBitmap() not supported.');
-                       }
-
-                       if (typeof fetch === 'undefined') {
-                               console.warn('THREE.ImageBitmapLoader: fetch() not supported.');
-                       }
-
-                       this.options = {
-                               premultiplyAlpha: 'none'
+                       const TEXTURE_MAPPING = {
+                               UVMapping: UVMapping,
+                               CubeReflectionMapping: CubeReflectionMapping,
+                               CubeRefractionMapping: CubeRefractionMapping,
+                               EquirectangularReflectionMapping: EquirectangularReflectionMapping,
+                               EquirectangularRefractionMapping: EquirectangularRefractionMapping,
+                               CubeUVReflectionMapping: CubeUVReflectionMapping,
+                               CubeUVRefractionMapping: CubeUVRefractionMapping
+                       };
+                       const TEXTURE_WRAPPING = {
+                               RepeatWrapping: RepeatWrapping,
+                               ClampToEdgeWrapping: ClampToEdgeWrapping,
+                               MirroredRepeatWrapping: MirroredRepeatWrapping
+                       };
+                       const TEXTURE_FILTER = {
+                               NearestFilter: NearestFilter,
+                               NearestMipmapNearestFilter: NearestMipmapNearestFilter,
+                               NearestMipmapLinearFilter: NearestMipmapLinearFilter,
+                               LinearFilter: LinearFilter,
+                               LinearMipmapNearestFilter: LinearMipmapNearestFilter,
+                               LinearMipmapLinearFilter: LinearMipmapLinearFilter
                        };
-               }
 
-               setOptions(options) {
-                       this.options = options;
-                       return this;
-               }
+                       class ImageBitmapLoader extends Loader {
+                               constructor(manager) {
+                                       super(manager);
 
-               load(url, onLoad, onProgress, onError) {
-                       if (url === undefined) url = '';
-                       if (this.path !== undefined) url = this.path + url;
-                       url = this.manager.resolveURL(url);
-                       const scope = this;
-                       const cached = Cache.get(url);
-
-                       if (cached !== undefined) {
-                               scope.manager.itemStart(url);
-                               setTimeout(function () {
-                                       if (onLoad) onLoad(cached);
-                                       scope.manager.itemEnd(url);
-                               }, 0);
-                               return cached;
-                       }
-
-                       const fetchOptions = {};
-                       fetchOptions.credentials = this.crossOrigin === 'anonymous' ? 'same-origin' : 'include';
-                       fetchOptions.headers = this.requestHeader;
-                       fetch(url, fetchOptions).then(function (res) {
-                               return res.blob();
-                       }).then(function (blob) {
-                               return createImageBitmap(blob, Object.assign(scope.options, {
-                                       colorSpaceConversion: 'none'
-                               }));
-                       }).then(function (imageBitmap) {
-                               Cache.add(url, imageBitmap);
-                               if (onLoad) onLoad(imageBitmap);
-                               scope.manager.itemEnd(url);
-                       }).catch(function (e) {
-                               if (onError) onError(e);
-                               scope.manager.itemError(url);
-                               scope.manager.itemEnd(url);
-                       });
-                       scope.manager.itemStart(url);
-               }
+                                       if (typeof createImageBitmap === 'undefined') {
+                                               console.warn('THREE.ImageBitmapLoader: createImageBitmap() not supported.');
+                                       }
 
-       }
+                                       if (typeof fetch === 'undefined') {
+                                               console.warn('THREE.ImageBitmapLoader: fetch() not supported.');
+                                       }
 
-       ImageBitmapLoader.prototype.isImageBitmapLoader = true;
+                                       this.options = {
+                                               premultiplyAlpha: 'none'
+                                       };
+                               }
 
-       class ShapePath {
-               constructor() {
-                       this.type = 'ShapePath';
-                       this.color = new Color();
-                       this.subPaths = [];
-                       this.currentPath = null;
-               }
+                               setOptions(options) {
+                                       this.options = options;
+                                       return this;
+                               }
 
-               moveTo(x, y) {
-                       this.currentPath = new Path();
-                       this.subPaths.push(this.currentPath);
-                       this.currentPath.moveTo(x, y);
-                       return this;
-               }
+                               load(url, onLoad, onProgress, onError) {
+                                       if (url === undefined) url = '';
+                                       if (this.path !== undefined) url = this.path + url;
+                                       url = this.manager.resolveURL(url);
+                                       const scope = this;
+                                       const cached = Cache.get(url);
+
+                                       if (cached !== undefined) {
+                                               scope.manager.itemStart(url);
+                                               setTimeout(function () {
+                                                       if (onLoad) onLoad(cached);
+                                                       scope.manager.itemEnd(url);
+                                               }, 0);
+                                               return cached;
+                                       }
 
-               lineTo(x, y) {
-                       this.currentPath.lineTo(x, y);
-                       return this;
-               }
+                                       const fetchOptions = {};
+                                       fetchOptions.credentials = this.crossOrigin === 'anonymous' ? 'same-origin' : 'include';
+                                       fetchOptions.headers = this.requestHeader;
+                                       fetch(url, fetchOptions).then(function (res) {
+                                               return res.blob();
+                                       }).then(function (blob) {
+                                               return createImageBitmap(blob, Object.assign(scope.options, {
+                                                       colorSpaceConversion: 'none'
+                                               }));
+                                       }).then(function (imageBitmap) {
+                                               Cache.add(url, imageBitmap);
+                                               if (onLoad) onLoad(imageBitmap);
+                                               scope.manager.itemEnd(url);
+                                       }).catch(function (e) {
+                                               if (onError) onError(e);
+                                               scope.manager.itemError(url);
+                                               scope.manager.itemEnd(url);
+                                       });
+                                       scope.manager.itemStart(url);
+                               }
 
-               quadraticCurveTo(aCPx, aCPy, aX, aY) {
-                       this.currentPath.quadraticCurveTo(aCPx, aCPy, aX, aY);
-                       return this;
-               }
+                       }
 
-               bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) {
-                       this.currentPath.bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY);
-                       return this;
-               }
+                       ImageBitmapLoader.prototype.isImageBitmapLoader = true;
 
-               splineThru(pts) {
-                       this.currentPath.splineThru(pts);
-                       return this;
-               }
+                       class ShapePath {
+                               constructor() {
+                                       this.type = 'ShapePath';
+                                       this.color = new Color();
+                                       this.subPaths = [];
+                                       this.currentPath = null;
+                               }
 
-               toShapes(isCCW, noHoles) {
-                       function toShapesNoHoles(inSubpaths) {
-                               const shapes = [];
+                               moveTo(x, y) {
+                                       this.currentPath = new Path();
+                                       this.subPaths.push(this.currentPath);
+                                       this.currentPath.moveTo(x, y);
+                                       return this;
+                               }
 
-                               for (let i = 0, l = inSubpaths.length; i < l; i++) {
-                                       const tmpPath = inSubpaths[i];
-                                       const tmpShape = new Shape();
-                                       tmpShape.curves = tmpPath.curves;
-                                       shapes.push(tmpShape);
+                               lineTo(x, y) {
+                                       this.currentPath.lineTo(x, y);
+                                       return this;
                                }
 
-                               return shapes;
-                       }
+                               quadraticCurveTo(aCPx, aCPy, aX, aY) {
+                                       this.currentPath.quadraticCurveTo(aCPx, aCPy, aX, aY);
+                                       return this;
+                               }
 
-                       function isPointInsidePolygon(inPt, inPolygon) {
-                               const 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
+                               bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) {
+                                       this.currentPath.bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY);
+                                       return this;
+                               }
 
-                               let inside = false;
+                               splineThru(pts) {
+                                       this.currentPath.splineThru(pts);
+                                       return this;
+                               }
 
-                               for (let p = polyLen - 1, q = 0; q < polyLen; p = q++) {
-                                       let edgeLowPt = inPolygon[p];
-                                       let edgeHighPt = inPolygon[q];
-                                       let edgeDx = edgeHighPt.x - edgeLowPt.x;
-                                       let edgeDy = edgeHighPt.y - edgeLowPt.y;
+                               toShapes(isCCW, noHoles) {
+                                       function toShapesNoHoles(inSubpaths) {
+                                               const shapes = [];
 
-                                       if (Math.abs(edgeDy) > Number.EPSILON) {
-                                               // not parallel
-                                               if (edgeDy < 0) {
-                                                       edgeLowPt = inPolygon[q];
-                                                       edgeDx = -edgeDx;
-                                                       edgeHighPt = inPolygon[p];
-                                                       edgeDy = -edgeDy;
+                                               for (let i = 0, l = inSubpaths.length; i < l; i++) {
+                                                       const tmpPath = inSubpaths[i];
+                                                       const tmpShape = new Shape();
+                                                       tmpShape.curves = tmpPath.curves;
+                                                       shapes.push(tmpShape);
                                                }
 
-                                               if (inPt.y < edgeLowPt.y || inPt.y > edgeHighPt.y) continue;
+                                               return shapes;
+                                       }
 
-                                               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 {
-                                                       const perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y);
-                                                       if (perpEdge === 0) return true; // inPt is on contour ?
+                                       function isPointInsidePolygon(inPt, inPolygon) {
+                                               const 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
+
+                                               let inside = false;
+
+                                               for (let p = polyLen - 1, q = 0; q < polyLen; p = q++) {
+                                                       let edgeLowPt = inPolygon[p];
+                                                       let edgeHighPt = inPolygon[q];
+                                                       let edgeDx = edgeHighPt.x - edgeLowPt.x;
+                                                       let 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 (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 (inPt.y < edgeLowPt.y || inPt.y > edgeHighPt.y) continue;
 
-                                               if (edgeHighPt.x <= inPt.x && inPt.x <= edgeLowPt.x || edgeLowPt.x <= inPt.x && inPt.x <= edgeHighPt.x) return true; // inPt: Point on contour !
-                                               // 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 {
+                                                                       const perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y);
+                                                                       if (perpEdge === 0) return true; // inPt is on contour ?
 
-                               return inside;
-                       }
+                                                                       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
 
-                       const isClockWise = ShapeUtils.isClockWise;
-                       const subPaths = this.subPaths;
-                       if (subPaths.length === 0) return [];
-                       if (noHoles === true) return toShapesNoHoles(subPaths);
-                       let solid, tmpPath, tmpShape;
-                       const shapes = [];
-
-                       if (subPaths.length === 1) {
-                               tmpPath = subPaths[0];
-                               tmpShape = new Shape();
-                               tmpShape.curves = tmpPath.curves;
-                               shapes.push(tmpShape);
-                               return shapes;
-                       }
-
-                       let holesFirst = !isClockWise(subPaths[0].getPoints());
-                       holesFirst = isCCW ? !holesFirst : holesFirst; // console.log("Holes first", holesFirst);
-
-                       const betterShapeHoles = [];
-                       const newShapes = [];
-                       let newShapeHoles = [];
-                       let mainIdx = 0;
-                       let tmpPoints;
-                       newShapes[mainIdx] = undefined;
-                       newShapeHoles[mainIdx] = [];
-
-                       for (let 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 (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;
+                                       }
 
+                                       const isClockWise = ShapeUtils.isClockWise;
+                                       const subPaths = this.subPaths;
+                                       if (subPaths.length === 0) return [];
+                                       if (noHoles === true) return toShapesNoHoles(subPaths);
+                                       let solid, tmpPath, tmpShape;
+                                       const shapes = [];
+
+                                       if (subPaths.length === 1) {
+                                               tmpPath = subPaths[0];
+                                               tmpShape = new Shape();
+                                               tmpShape.curves = tmpPath.curves;
+                                               shapes.push(tmpShape);
+                                               return shapes;
+                                       }
 
-                       if (!newShapes[0]) return toShapesNoHoles(subPaths);
+                                       let holesFirst = !isClockWise(subPaths[0].getPoints());
+                                       holesFirst = isCCW ? !holesFirst : holesFirst; // console.log("Holes first", holesFirst);
+
+                                       const betterShapeHoles = [];
+                                       const newShapes = [];
+                                       let newShapeHoles = [];
+                                       let mainIdx = 0;
+                                       let tmpPoints;
+                                       newShapes[mainIdx] = undefined;
+                                       newShapeHoles[mainIdx] = [];
+
+                                       for (let 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.length > 1) {
-                               let ambiguous = false;
-                               const toChange = [];
 
-                               for (let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++) {
-                                       betterShapeHoles[sIdx] = [];
-                               }
+                                       if (!newShapes[0]) return toShapesNoHoles(subPaths);
 
-                               for (let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++) {
-                                       const sho = newShapeHoles[sIdx];
+                                       if (newShapes.length > 1) {
+                                               let ambiguous = false;
+                                               const toChange = [];
 
-                                       for (let hIdx = 0; hIdx < sho.length; hIdx++) {
-                                               const ho = sho[hIdx];
-                                               let hole_unassigned = true;
+                                               for (let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++) {
+                                                       betterShapeHoles[sIdx] = [];
+                                               }
 
-                                               for (let s2Idx = 0; s2Idx < newShapes.length; s2Idx++) {
-                                                       if (isPointInsidePolygon(ho.p, newShapes[s2Idx].p)) {
-                                                               if (sIdx !== s2Idx) toChange.push({
-                                                                       froms: sIdx,
-                                                                       tos: s2Idx,
-                                                                       hole: hIdx
-                                                               });
+                                               for (let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++) {
+                                                       const sho = newShapeHoles[sIdx];
+
+                                                       for (let hIdx = 0; hIdx < sho.length; hIdx++) {
+                                                               const ho = sho[hIdx];
+                                                               let hole_unassigned = true;
+
+                                                               for (let 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) {
-                                                                       hole_unassigned = false;
-                                                                       betterShapeHoles[s2Idx].push(ho);
-                                                               } else {
-                                                                       ambiguous = true;
+                                                                       betterShapeHoles[sIdx].push(ho);
                                                                }
                                                        }
-                                               }
+                                               } // console.log("ambiguous: ", ambiguous);
+
 
-                                               if (hole_unassigned) {
-                                                       betterShapeHoles[sIdx].push(ho);
+                                               if (toChange.length > 0) {
+                                                       // console.log("to change: ", toChange);
+                                                       if (!ambiguous) newShapeHoles = betterShapeHoles;
                                                }
                                        }
-                               } // console.log("ambiguous: ", ambiguous);
 
+                                       let tmpHoles;
 
-                               if (toChange.length > 0) {
-                                       // console.log("to change: ", toChange);
-                                       if (!ambiguous) newShapeHoles = betterShapeHoles;
-                               }
-                       }
+                                       for (let i = 0, il = newShapes.length; i < il; i++) {
+                                               tmpShape = newShapes[i].s;
+                                               shapes.push(tmpShape);
+                                               tmpHoles = newShapeHoles[i];
 
-                       let tmpHoles;
+                                               for (let j = 0, jl = tmpHoles.length; j < jl; j++) {
+                                                       tmpShape.holes.push(tmpHoles[j].h);
+                                               }
+                                       } //console.log("shape", shapes);
 
-                       for (let i = 0, il = newShapes.length; i < il; i++) {
-                               tmpShape = newShapes[i].s;
-                               shapes.push(tmpShape);
-                               tmpHoles = newShapeHoles[i];
 
-                               for (let j = 0, jl = tmpHoles.length; j < jl; j++) {
-                                       tmpShape.holes.push(tmpHoles[j].h);
+                                       return shapes;
                                }
-                       } //console.log("shape", shapes);
 
+                       }
 
-                       return shapes;
-               }
+                       class Font {
+                               constructor(data) {
+                                       this.type = 'Font';
+                                       this.data = data;
+                               }
 
-       }
+                               generateShapes(text, size = 100) {
+                                       const shapes = [];
+                                       const paths = createPaths(text, size, this.data);
 
-       class Font {
-               constructor(data) {
-                       this.type = 'Font';
-                       this.data = data;
-               }
+                                       for (let p = 0, pl = paths.length; p < pl; p++) {
+                                               Array.prototype.push.apply(shapes, paths[p].toShapes());
+                                       }
 
-               generateShapes(text, size = 100) {
-                       const shapes = [];
-                       const paths = createPaths(text, size, this.data);
+                                       return shapes;
+                               }
 
-                       for (let p = 0, pl = paths.length; p < pl; p++) {
-                               Array.prototype.push.apply(shapes, paths[p].toShapes());
                        }
 
-                       return shapes;
-               }
-
-       }
+                       function createPaths(text, size, data) {
+                               const chars = Array.from(text);
+                               const scale = size / data.resolution;
+                               const line_height = (data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness) * scale;
+                               const paths = [];
+                               let offsetX = 0,
+                                       offsetY = 0;
 
-       function createPaths(text, size, data) {
-               const chars = Array.from(text);
-               const scale = size / data.resolution;
-               const line_height = (data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness) * scale;
-               const paths = [];
-               let offsetX = 0,
-                               offsetY = 0;
+                               for (let i = 0; i < chars.length; i++) {
+                                       const char = chars[i];
 
-               for (let i = 0; i < chars.length; i++) {
-                       const char = chars[i];
+                                       if (char === '\n') {
+                                               offsetX = 0;
+                                               offsetY -= line_height;
+                                       } else {
+                                               const ret = createPath(char, scale, offsetX, offsetY, data);
+                                               offsetX += ret.offsetX;
+                                               paths.push(ret.path);
+                                       }
+                               }
 
-                       if (char === '\n') {
-                               offsetX = 0;
-                               offsetY -= line_height;
-                       } else {
-                               const ret = createPath(char, scale, offsetX, offsetY, data);
-                               offsetX += ret.offsetX;
-                               paths.push(ret.path);
+                               return paths;
                        }
-               }
-
-               return paths;
-       }
 
-       function createPath(char, scale, offsetX, offsetY, data) {
-               const glyph = data.glyphs[char] || data.glyphs['?'];
+                       function createPath(char, scale, offsetX, offsetY, data) {
+                               const glyph = data.glyphs[char] || data.glyphs['?'];
 
-               if (!glyph) {
-                       console.error('THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.');
-                       return;
-               }
+                               if (!glyph) {
+                                       console.error('THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.');
+                                       return;
+                               }
 
-               const path = new ShapePath();
-               let x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
+                               const path = new ShapePath();
+                               let x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
 
-               if (glyph.o) {
-                       const outline = glyph._cachedOutline || (glyph._cachedOutline = glyph.o.split(' '));
+                               if (glyph.o) {
+                                       const outline = glyph._cachedOutline || (glyph._cachedOutline = glyph.o.split(' '));
 
-                       for (let i = 0, l = outline.length; i < l;) {
-                               const action = outline[i++];
+                                       for (let i = 0, l = outline.length; i < l;) {
+                                               const action = outline[i++];
 
-                               switch (action) {
-                                       case 'm':
-                                               // moveTo
-                                               x = outline[i++] * scale + offsetX;
-                                               y = outline[i++] * scale + offsetY;
-                                               path.moveTo(x, y);
-                                               break;
+                                               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 '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 '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;
+                                                       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
-               };
-       }
-
-       Font.prototype.isFont = true;
 
-       class FontLoader extends Loader {
-               constructor(manager) {
-                       super(manager);
-               }
+                               return {
+                                       offsetX: glyph.ha * scale,
+                                       path: path
+                               };
+                       }
 
-               load(url, onLoad, onProgress, onError) {
-                       const scope = this;
-                       const loader = new FileLoader(this.manager);
-                       loader.setPath(this.path);
-                       loader.setRequestHeader(this.requestHeader);
-                       loader.setWithCredentials(scope.withCredentials);
-                       loader.load(url, function (text) {
-                               let json;
+                       Font.prototype.isFont = true;
 
-                               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));
+                       class FontLoader extends Loader {
+                               constructor(manager) {
+                                       super(manager);
                                }
 
-                               const font = scope.parse(json);
-                               if (onLoad) onLoad(font);
-                       }, onProgress, onError);
-               }
+                               load(url, onLoad, onProgress, onError) {
+                                       const scope = this;
+                                       const loader = new FileLoader(this.manager);
+                                       loader.setPath(this.path);
+                                       loader.setRequestHeader(this.requestHeader);
+                                       loader.setWithCredentials(scope.withCredentials);
+                                       loader.load(url, function (text) {
+                                               let json;
 
-               parse(json) {
-                       return new Font(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));
+                                               }
 
-       }
+                                               const font = scope.parse(json);
+                                               if (onLoad) onLoad(font);
+                                       }, onProgress, onError);
+                               }
 
-       let _context;
+                               parse(json) {
+                                       return new Font(json);
+                               }
 
-       const AudioContext = {
-               getContext: function () {
-                       if (_context === undefined) {
-                               _context = new (window.AudioContext || window.webkitAudioContext)();
                        }
 
-                       return _context;
-               },
-               setContext: function (value) {
-                       _context = value;
-               }
-       };
-
-       class AudioLoader extends Loader {
-               constructor(manager) {
-                       super(manager);
-               }
+                       let _context;
 
-               load(url, onLoad, onProgress, onError) {
-                       const scope = this;
-                       const loader = new FileLoader(this.manager);
-                       loader.setResponseType('arraybuffer');
-                       loader.setPath(this.path);
-                       loader.setRequestHeader(this.requestHeader);
-                       loader.setWithCredentials(this.withCredentials);
-                       loader.load(url, function (buffer) {
-                               try {
-                                       // Create a copy of the buffer. The `decodeAudioData` method
-                                       // detaches the buffer when complete, preventing reuse.
-                                       const bufferCopy = buffer.slice(0);
-                                       const context = AudioContext.getContext();
-                                       context.decodeAudioData(bufferCopy, function (audioBuffer) {
-                                               onLoad(audioBuffer);
-                                       });
-                               } catch (e) {
-                                       if (onError) {
-                                               onError(e);
-                                       } else {
-                                               console.error(e);
+                       const AudioContext = {
+                               getContext: function () {
+                                       if (_context === undefined) {
+                                               _context = new (window.AudioContext || window.webkitAudioContext)();
                                        }
 
-                                       scope.manager.itemError(url);
+                                       return _context;
+                               },
+                               setContext: function (value) {
+                                       _context = value;
                                }
-                       }, onProgress, onError);
-               }
+                       };
 
-       }
+                       class AudioLoader extends Loader {
+                               constructor(manager) {
+                                       super(manager);
+                               }
+
+                               load(url, onLoad, onProgress, onError) {
+                                       const scope = this;
+                                       const loader = new FileLoader(this.manager);
+                                       loader.setResponseType('arraybuffer');
+                                       loader.setPath(this.path);
+                                       loader.setRequestHeader(this.requestHeader);
+                                       loader.setWithCredentials(this.withCredentials);
+                                       loader.load(url, function (buffer) {
+                                               try {
+                                                       // Create a copy of the buffer. The `decodeAudioData` method
+                                                       // detaches the buffer when complete, preventing reuse.
+                                                       const bufferCopy = buffer.slice(0);
+                                                       const context = AudioContext.getContext();
+                                                       context.decodeAudioData(bufferCopy, function (audioBuffer) {
+                                                               onLoad(audioBuffer);
+                                                       });
+                                               } catch (e) {
+                                                       if (onError) {
+                                                               onError(e);
+                                                       } else {
+                                                               console.error(e);
+                                                       }
 
-       class HemisphereLightProbe extends LightProbe {
-               constructor(skyColor, groundColor, intensity = 1) {
-                       super(undefined, intensity);
-                       const color1 = new Color().set(skyColor);
-                       const color2 = new Color().set(groundColor);
-                       const sky = new Vector3(color1.r, color1.g, color1.b);
-                       const ground = new Vector3(color2.r, color2.g, color2.b); // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
-
-                       const c0 = Math.sqrt(Math.PI);
-                       const c1 = c0 * Math.sqrt(0.75);
-                       this.sh.coefficients[0].copy(sky).add(ground).multiplyScalar(c0);
-                       this.sh.coefficients[1].copy(sky).sub(ground).multiplyScalar(c1);
-               }
+                                                       scope.manager.itemError(url);
+                                               }
+                                       }, onProgress, onError);
+                               }
 
-       }
+                       }
 
-       HemisphereLightProbe.prototype.isHemisphereLightProbe = true;
+                       class HemisphereLightProbe extends LightProbe {
+                               constructor(skyColor, groundColor, intensity = 1) {
+                                       super(undefined, intensity);
+                                       const color1 = new Color().set(skyColor);
+                                       const color2 = new Color().set(groundColor);
+                                       const sky = new Vector3(color1.r, color1.g, color1.b);
+                                       const ground = new Vector3(color2.r, color2.g, color2.b); // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
 
-       class AmbientLightProbe extends LightProbe {
-               constructor(color, intensity = 1) {
-                       super(undefined, intensity);
-                       const color1 = new Color().set(color); // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
+                                       const c0 = Math.sqrt(Math.PI);
+                                       const c1 = c0 * Math.sqrt(0.75);
+                                       this.sh.coefficients[0].copy(sky).add(ground).multiplyScalar(c0);
+                                       this.sh.coefficients[1].copy(sky).sub(ground).multiplyScalar(c1);
+                               }
 
-                       this.sh.coefficients[0].set(color1.r, color1.g, color1.b).multiplyScalar(2 * Math.sqrt(Math.PI));
-               }
+                       }
 
-       }
+                       HemisphereLightProbe.prototype.isHemisphereLightProbe = true;
 
-       AmbientLightProbe.prototype.isAmbientLightProbe = true;
-
-       const _eyeRight = /*@__PURE__*/new Matrix4();
-
-       const _eyeLeft = /*@__PURE__*/new Matrix4();
-
-       class StereoCamera {
-               constructor() {
-                       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;
-                       this._cache = {
-                               focus: null,
-                               fov: null,
-                               aspect: null,
-                               near: null,
-                               far: null,
-                               zoom: null,
-                               eyeSep: null
-                       };
-               }
+                       class AmbientLightProbe extends LightProbe {
+                               constructor(color, intensity = 1) {
+                                       super(undefined, intensity);
+                                       const color1 = new Color().set(color); // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
 
-               update(camera) {
-                       const cache = this._cache;
-                       const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov || cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near || cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
-
-                       if (needsUpdate) {
-                               cache.focus = camera.focus;
-                               cache.fov = camera.fov;
-                               cache.aspect = camera.aspect * this.aspect;
-                               cache.near = camera.near;
-                               cache.far = camera.far;
-                               cache.zoom = camera.zoom;
-                               cache.eyeSep = this.eyeSep; // Off-axis stereoscopic effect based on
-                               // http://paulbourke.net/stereographics/stereorender/
-
-                               const projectionMatrix = camera.projectionMatrix.clone();
-                               const eyeSepHalf = cache.eyeSep / 2;
-                               const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
-                               const ymax = cache.near * Math.tan(DEG2RAD * cache.fov * 0.5) / cache.zoom;
-                               let xmin, xmax; // translate xOffset
-
-                               _eyeLeft.elements[12] = -eyeSepHalf;
-                               _eyeRight.elements[12] = eyeSepHalf; // for left eye
-
-                               xmin = -ymax * cache.aspect + eyeSepOnProjection;
-                               xmax = ymax * cache.aspect + eyeSepOnProjection;
-                               projectionMatrix.elements[0] = 2 * cache.near / (xmax - xmin);
-                               projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin);
-                               this.cameraL.projectionMatrix.copy(projectionMatrix); // for right eye
-
-                               xmin = -ymax * cache.aspect - eyeSepOnProjection;
-                               xmax = ymax * cache.aspect - eyeSepOnProjection;
-                               projectionMatrix.elements[0] = 2 * cache.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);
-               }
+                                       this.sh.coefficients[0].set(color1.r, color1.g, color1.b).multiplyScalar(2 * Math.sqrt(Math.PI));
+                               }
 
-       }
+                       }
 
-       class Clock {
-               constructor(autoStart = true) {
-                       this.autoStart = autoStart;
-                       this.startTime = 0;
-                       this.oldTime = 0;
-                       this.elapsedTime = 0;
-                       this.running = false;
-               }
+                       AmbientLightProbe.prototype.isAmbientLightProbe = true;
 
-               start() {
-                       this.startTime = now();
-                       this.oldTime = this.startTime;
-                       this.elapsedTime = 0;
-                       this.running = true;
-               }
+                       const _eyeRight = /*@__PURE__*/new Matrix4();
 
-               stop() {
-                       this.getElapsedTime();
-                       this.running = false;
-                       this.autoStart = false;
-               }
+                       const _eyeLeft = /*@__PURE__*/new Matrix4();
 
-               getElapsedTime() {
-                       this.getDelta();
-                       return this.elapsedTime;
-               }
+                       class StereoCamera {
+                               constructor() {
+                                       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;
+                                       this._cache = {
+                                               focus: null,
+                                               fov: null,
+                                               aspect: null,
+                                               near: null,
+                                               far: null,
+                                               zoom: null,
+                                               eyeSep: null
+                                       };
+                               }
 
-               getDelta() {
-                       let diff = 0;
+                               update(camera) {
+                                       const cache = this._cache;
+                                       const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov || cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near || cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
+
+                                       if (needsUpdate) {
+                                               cache.focus = camera.focus;
+                                               cache.fov = camera.fov;
+                                               cache.aspect = camera.aspect * this.aspect;
+                                               cache.near = camera.near;
+                                               cache.far = camera.far;
+                                               cache.zoom = camera.zoom;
+                                               cache.eyeSep = this.eyeSep; // Off-axis stereoscopic effect based on
+                                               // http://paulbourke.net/stereographics/stereorender/
+
+                                               const projectionMatrix = camera.projectionMatrix.clone();
+                                               const eyeSepHalf = cache.eyeSep / 2;
+                                               const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
+                                               const ymax = cache.near * Math.tan(DEG2RAD * cache.fov * 0.5) / cache.zoom;
+                                               let xmin, xmax; // translate xOffset
+
+                                               _eyeLeft.elements[12] = -eyeSepHalf;
+                                               _eyeRight.elements[12] = eyeSepHalf; // for left eye
+
+                                               xmin = -ymax * cache.aspect + eyeSepOnProjection;
+                                               xmax = ymax * cache.aspect + eyeSepOnProjection;
+                                               projectionMatrix.elements[0] = 2 * cache.near / (xmax - xmin);
+                                               projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin);
+                                               this.cameraL.projectionMatrix.copy(projectionMatrix); // for right eye
+
+                                               xmin = -ymax * cache.aspect - eyeSepOnProjection;
+                                               xmax = ymax * cache.aspect - eyeSepOnProjection;
+                                               projectionMatrix.elements[0] = 2 * cache.near / (xmax - xmin);
+                                               projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin);
+                                               this.cameraR.projectionMatrix.copy(projectionMatrix);
+                                       }
 
-                       if (this.autoStart && !this.running) {
-                               this.start();
-                               return 0;
-                       }
+                                       this.cameraL.matrixWorld.copy(camera.matrixWorld).multiply(_eyeLeft);
+                                       this.cameraR.matrixWorld.copy(camera.matrixWorld).multiply(_eyeRight);
+                               }
 
-                       if (this.running) {
-                               const newTime = now();
-                               diff = (newTime - this.oldTime) / 1000;
-                               this.oldTime = newTime;
-                               this.elapsedTime += diff;
                        }
 
-                       return diff;
-               }
-
-       }
-
-       function now() {
-               return (typeof performance === 'undefined' ? Date : performance).now(); // see #10732
-       }
+                       class Clock {
+                               constructor(autoStart = true) {
+                                       this.autoStart = autoStart;
+                                       this.startTime = 0;
+                                       this.oldTime = 0;
+                                       this.elapsedTime = 0;
+                                       this.running = false;
+                               }
 
-       const _position$1 = /*@__PURE__*/new Vector3();
+                               start() {
+                                       this.startTime = now();
+                                       this.oldTime = this.startTime;
+                                       this.elapsedTime = 0;
+                                       this.running = true;
+                               }
 
-       const _quaternion$1 = /*@__PURE__*/new Quaternion();
+                               stop() {
+                                       this.getElapsedTime();
+                                       this.running = false;
+                                       this.autoStart = false;
+                               }
 
-       const _scale$1 = /*@__PURE__*/new Vector3();
+                               getElapsedTime() {
+                                       this.getDelta();
+                                       return this.elapsedTime;
+                               }
 
-       const _orientation$1 = /*@__PURE__*/new Vector3();
+                               getDelta() {
+                                       let diff = 0;
 
-       class AudioListener extends Object3D {
-               constructor() {
-                       super();
-                       this.type = 'AudioListener';
-                       this.context = AudioContext.getContext();
-                       this.gain = this.context.createGain();
-                       this.gain.connect(this.context.destination);
-                       this.filter = null;
-                       this.timeDelta = 0; // private
+                                       if (this.autoStart && !this.running) {
+                                               this.start();
+                                               return 0;
+                                       }
 
-                       this._clock = new Clock();
-               }
+                                       if (this.running) {
+                                               const newTime = now();
+                                               diff = (newTime - this.oldTime) / 1000;
+                                               this.oldTime = newTime;
+                                               this.elapsedTime += diff;
+                                       }
 
-               getInput() {
-                       return this.gain;
-               }
+                                       return diff;
+                               }
 
-               removeFilter() {
-                       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() {
-                       return this.filter;
-               }
-
-               setFilter(value) {
-                       if (this.filter !== null) {
-                               this.gain.disconnect(this.filter);
-                               this.filter.disconnect(this.context.destination);
-                       } else {
-                               this.gain.disconnect(this.context.destination);
+                       function now() {
+                               return (typeof performance === 'undefined' ? Date : performance).now(); // see #10732
                        }
 
-                       this.filter = value;
-                       this.gain.connect(this.filter);
-                       this.filter.connect(this.context.destination);
-                       return this;
-               }
+                       const _position$1 = /*@__PURE__*/new Vector3();
 
-               getMasterVolume() {
-                       return this.gain.gain.value;
-               }
+                       const _quaternion$1 = /*@__PURE__*/new Quaternion();
 
-               setMasterVolume(value) {
-                       this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01);
-                       return this;
-               }
+                       const _scale$1 = /*@__PURE__*/new Vector3();
 
-               updateMatrixWorld(force) {
-                       super.updateMatrixWorld(force);
-                       const listener = this.context.listener;
-                       const up = this.up;
-                       this.timeDelta = this._clock.getDelta();
-                       this.matrixWorld.decompose(_position$1, _quaternion$1, _scale$1);
-
-                       _orientation$1.set(0, 0, -1).applyQuaternion(_quaternion$1);
-
-                       if (listener.positionX) {
-                               // code path for Chrome (see #14393)
-                               const endTime = this.context.currentTime + this.timeDelta;
-                               listener.positionX.linearRampToValueAtTime(_position$1.x, endTime);
-                               listener.positionY.linearRampToValueAtTime(_position$1.y, endTime);
-                               listener.positionZ.linearRampToValueAtTime(_position$1.z, endTime);
-                               listener.forwardX.linearRampToValueAtTime(_orientation$1.x, endTime);
-                               listener.forwardY.linearRampToValueAtTime(_orientation$1.y, endTime);
-                               listener.forwardZ.linearRampToValueAtTime(_orientation$1.z, endTime);
-                               listener.upX.linearRampToValueAtTime(up.x, endTime);
-                               listener.upY.linearRampToValueAtTime(up.y, endTime);
-                               listener.upZ.linearRampToValueAtTime(up.z, endTime);
-                       } else {
-                               listener.setPosition(_position$1.x, _position$1.y, _position$1.z);
-                               listener.setOrientation(_orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z);
-                       }
-               }
+                       const _orientation$1 = /*@__PURE__*/new Vector3();
 
-       }
+                       class AudioListener extends Object3D {
+                               constructor() {
+                                       super();
+                                       this.type = 'AudioListener';
+                                       this.context = AudioContext.getContext();
+                                       this.gain = this.context.createGain();
+                                       this.gain.connect(this.context.destination);
+                                       this.filter = null;
+                                       this.timeDelta = 0; // private
 
-       class Audio extends Object3D {
-               constructor(listener) {
-                       super();
-                       this.type = 'Audio';
-                       this.listener = listener;
-                       this.context = listener.context;
-                       this.gain = this.context.createGain();
-                       this.gain.connect(listener.getInput());
-                       this.autoplay = false;
-                       this.buffer = null;
-                       this.detune = 0;
-                       this.loop = false;
-                       this.loopStart = 0;
-                       this.loopEnd = 0;
-                       this.offset = 0;
-                       this.duration = undefined;
-                       this.playbackRate = 1;
-                       this.isPlaying = false;
-                       this.hasPlaybackControl = true;
-                       this.source = null;
-                       this.sourceType = 'empty';
-                       this._startedAt = 0;
-                       this._progress = 0;
-                       this._connected = false;
-                       this.filters = [];
-               }
+                                       this._clock = new Clock();
+                               }
 
-               getOutput() {
-                       return this.gain;
-               }
+                               getInput() {
+                                       return this.gain;
+                               }
 
-               setNodeSource(audioNode) {
-                       this.hasPlaybackControl = false;
-                       this.sourceType = 'audioNode';
-                       this.source = audioNode;
-                       this.connect();
-                       return this;
-               }
+                               removeFilter() {
+                                       if (this.filter !== null) {
+                                               this.gain.disconnect(this.filter);
+                                               this.filter.disconnect(this.context.destination);
+                                               this.gain.connect(this.context.destination);
+                                               this.filter = null;
+                                       }
 
-               setMediaElementSource(mediaElement) {
-                       this.hasPlaybackControl = false;
-                       this.sourceType = 'mediaNode';
-                       this.source = this.context.createMediaElementSource(mediaElement);
-                       this.connect();
-                       return this;
-               }
+                                       return this;
+                               }
 
-               setMediaStreamSource(mediaStream) {
-                       this.hasPlaybackControl = false;
-                       this.sourceType = 'mediaStreamNode';
-                       this.source = this.context.createMediaStreamSource(mediaStream);
-                       this.connect();
-                       return this;
-               }
+                               getFilter() {
+                                       return this.filter;
+                               }
 
-               setBuffer(audioBuffer) {
-                       this.buffer = audioBuffer;
-                       this.sourceType = 'buffer';
-                       if (this.autoplay) this.play();
-                       return this;
-               }
+                               setFilter(value) {
+                                       if (this.filter !== null) {
+                                               this.gain.disconnect(this.filter);
+                                               this.filter.disconnect(this.context.destination);
+                                       } else {
+                                               this.gain.disconnect(this.context.destination);
+                                       }
 
-               play(delay = 0) {
-                       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;
-                       }
-
-                       this._startedAt = this.context.currentTime + delay;
-                       const source = this.context.createBufferSource();
-                       source.buffer = this.buffer;
-                       source.loop = this.loop;
-                       source.loopStart = this.loopStart;
-                       source.loopEnd = this.loopEnd;
-                       source.onended = this.onEnded.bind(this);
-                       source.start(this._startedAt, this._progress + this.offset, this.duration);
-                       this.isPlaying = true;
-                       this.source = source;
-                       this.setDetune(this.detune);
-                       this.setPlaybackRate(this.playbackRate);
-                       return this.connect();
-               }
+                                       this.filter = value;
+                                       this.gain.connect(this.filter);
+                                       this.filter.connect(this.context.destination);
+                                       return this;
+                               }
 
-               pause() {
-                       if (this.hasPlaybackControl === false) {
-                               console.warn('THREE.Audio: this Audio has no playback control.');
-                               return;
-                       }
+                               getMasterVolume() {
+                                       return this.gain.gain.value;
+                               }
 
-                       if (this.isPlaying === true) {
-                               // update current progress
-                               this._progress += Math.max(this.context.currentTime - this._startedAt, 0) * this.playbackRate;
+                               setMasterVolume(value) {
+                                       this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01);
+                                       return this;
+                               }
 
-                               if (this.loop === true) {
-                                       // ensure _progress does not exceed duration with looped audios
-                                       this._progress = this._progress % (this.duration || this.buffer.duration);
+                               updateMatrixWorld(force) {
+                                       super.updateMatrixWorld(force);
+                                       const listener = this.context.listener;
+                                       const up = this.up;
+                                       this.timeDelta = this._clock.getDelta();
+                                       this.matrixWorld.decompose(_position$1, _quaternion$1, _scale$1);
+
+                                       _orientation$1.set(0, 0, -1).applyQuaternion(_quaternion$1);
+
+                                       if (listener.positionX) {
+                                               // code path for Chrome (see #14393)
+                                               const endTime = this.context.currentTime + this.timeDelta;
+                                               listener.positionX.linearRampToValueAtTime(_position$1.x, endTime);
+                                               listener.positionY.linearRampToValueAtTime(_position$1.y, endTime);
+                                               listener.positionZ.linearRampToValueAtTime(_position$1.z, endTime);
+                                               listener.forwardX.linearRampToValueAtTime(_orientation$1.x, endTime);
+                                               listener.forwardY.linearRampToValueAtTime(_orientation$1.y, endTime);
+                                               listener.forwardZ.linearRampToValueAtTime(_orientation$1.z, endTime);
+                                               listener.upX.linearRampToValueAtTime(up.x, endTime);
+                                               listener.upY.linearRampToValueAtTime(up.y, endTime);
+                                               listener.upZ.linearRampToValueAtTime(up.z, endTime);
+                                       } else {
+                                               listener.setPosition(_position$1.x, _position$1.y, _position$1.z);
+                                               listener.setOrientation(_orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z);
+                                       }
                                }
 
-                               this.source.stop();
-                               this.source.onended = null;
-                               this.isPlaying = false;
                        }
 
-                       return this;
-               }
-
-               stop() {
-                       if (this.hasPlaybackControl === false) {
-                               console.warn('THREE.Audio: this Audio has no playback control.');
-                               return;
-                       }
+                       class Audio extends Object3D {
+                               constructor(listener) {
+                                       super();
+                                       this.type = 'Audio';
+                                       this.listener = listener;
+                                       this.context = listener.context;
+                                       this.gain = this.context.createGain();
+                                       this.gain.connect(listener.getInput());
+                                       this.autoplay = false;
+                                       this.buffer = null;
+                                       this.detune = 0;
+                                       this.loop = false;
+                                       this.loopStart = 0;
+                                       this.loopEnd = 0;
+                                       this.offset = 0;
+                                       this.duration = undefined;
+                                       this.playbackRate = 1;
+                                       this.isPlaying = false;
+                                       this.hasPlaybackControl = true;
+                                       this.source = null;
+                                       this.sourceType = 'empty';
+                                       this._startedAt = 0;
+                                       this._progress = 0;
+                                       this._connected = false;
+                                       this.filters = [];
+                               }
+
+                               getOutput() {
+                                       return this.gain;
+                               }
+
+                               setNodeSource(audioNode) {
+                                       this.hasPlaybackControl = false;
+                                       this.sourceType = 'audioNode';
+                                       this.source = audioNode;
+                                       this.connect();
+                                       return this;
+                               }
 
-                       this._progress = 0;
-                       this.source.stop();
-                       this.source.onended = null;
-                       this.isPlaying = false;
-                       return this;
-               }
+                               setMediaElementSource(mediaElement) {
+                                       this.hasPlaybackControl = false;
+                                       this.sourceType = 'mediaNode';
+                                       this.source = this.context.createMediaElementSource(mediaElement);
+                                       this.connect();
+                                       return this;
+                               }
 
-               connect() {
-                       if (this.filters.length > 0) {
-                               this.source.connect(this.filters[0]);
+                               setMediaStreamSource(mediaStream) {
+                                       this.hasPlaybackControl = false;
+                                       this.sourceType = 'mediaStreamNode';
+                                       this.source = this.context.createMediaStreamSource(mediaStream);
+                                       this.connect();
+                                       return this;
+                               }
 
-                               for (let i = 1, l = this.filters.length; i < l; i++) {
-                                       this.filters[i - 1].connect(this.filters[i]);
+                               setBuffer(audioBuffer) {
+                                       this.buffer = audioBuffer;
+                                       this.sourceType = 'buffer';
+                                       if (this.autoplay) this.play();
+                                       return this;
                                }
 
-                               this.filters[this.filters.length - 1].connect(this.getOutput());
-                       } else {
-                               this.source.connect(this.getOutput());
-                       }
+                               play(delay = 0) {
+                                       if (this.isPlaying === true) {
+                                               console.warn('THREE.Audio: Audio is already playing.');
+                                               return;
+                                       }
 
-                       this._connected = true;
-                       return this;
-               }
+                                       if (this.hasPlaybackControl === false) {
+                                               console.warn('THREE.Audio: this Audio has no playback control.');
+                                               return;
+                                       }
 
-               disconnect() {
-                       if (this.filters.length > 0) {
-                               this.source.disconnect(this.filters[0]);
+                                       this._startedAt = this.context.currentTime + delay;
+                                       const source = this.context.createBufferSource();
+                                       source.buffer = this.buffer;
+                                       source.loop = this.loop;
+                                       source.loopStart = this.loopStart;
+                                       source.loopEnd = this.loopEnd;
+                                       source.onended = this.onEnded.bind(this);
+                                       source.start(this._startedAt, this._progress + this.offset, this.duration);
+                                       this.isPlaying = true;
+                                       this.source = source;
+                                       this.setDetune(this.detune);
+                                       this.setPlaybackRate(this.playbackRate);
+                                       return this.connect();
+                               }
+
+                               pause() {
+                                       if (this.hasPlaybackControl === false) {
+                                               console.warn('THREE.Audio: this Audio has no playback control.');
+                                               return;
+                                       }
 
-                               for (let i = 1, l = this.filters.length; i < l; i++) {
-                                       this.filters[i - 1].disconnect(this.filters[i]);
-                               }
+                                       if (this.isPlaying === true) {
+                                               // update current progress
+                                               this._progress += Math.max(this.context.currentTime - this._startedAt, 0) * this.playbackRate;
 
-                               this.filters[this.filters.length - 1].disconnect(this.getOutput());
-                       } else {
-                               this.source.disconnect(this.getOutput());
-                       }
+                                               if (this.loop === true) {
+                                                       // ensure _progress does not exceed duration with looped audios
+                                                       this._progress = this._progress % (this.duration || this.buffer.duration);
+                                               }
 
-                       this._connected = false;
-                       return this;
-               }
+                                               this.source.stop();
+                                               this.source.onended = null;
+                                               this.isPlaying = false;
+                                       }
 
-               getFilters() {
-                       return this.filters;
-               }
+                                       return this;
+                               }
 
-               setFilters(value) {
-                       if (!value) value = [];
+                               stop() {
+                                       if (this.hasPlaybackControl === false) {
+                                               console.warn('THREE.Audio: this Audio has no playback control.');
+                                               return;
+                                       }
 
-                       if (this._connected === true) {
-                               this.disconnect();
-                               this.filters = value.slice();
-                               this.connect();
-                       } else {
-                               this.filters = value.slice();
-                       }
+                                       this._progress = 0;
+                                       this.source.stop();
+                                       this.source.onended = null;
+                                       this.isPlaying = false;
+                                       return this;
+                               }
 
-                       return this;
-               }
+                               connect() {
+                                       if (this.filters.length > 0) {
+                                               this.source.connect(this.filters[0]);
 
-               setDetune(value) {
-                       this.detune = value;
-                       if (this.source.detune === undefined) return; // only set detune when available
+                                               for (let i = 1, l = this.filters.length; i < l; i++) {
+                                                       this.filters[i - 1].connect(this.filters[i]);
+                                               }
 
-                       if (this.isPlaying === true) {
-                               this.source.detune.setTargetAtTime(this.detune, this.context.currentTime, 0.01);
-                       }
+                                               this.filters[this.filters.length - 1].connect(this.getOutput());
+                                       } else {
+                                               this.source.connect(this.getOutput());
+                                       }
 
-                       return this;
-               }
+                                       this._connected = true;
+                                       return this;
+                               }
 
-               getDetune() {
-                       return this.detune;
-               }
+                               disconnect() {
+                                       if (this.filters.length > 0) {
+                                               this.source.disconnect(this.filters[0]);
 
-               getFilter() {
-                       return this.getFilters()[0];
-               }
+                                               for (let i = 1, l = this.filters.length; i < l; i++) {
+                                                       this.filters[i - 1].disconnect(this.filters[i]);
+                                               }
 
-               setFilter(filter) {
-                       return this.setFilters(filter ? [filter] : []);
-               }
+                                               this.filters[this.filters.length - 1].disconnect(this.getOutput());
+                                       } else {
+                                               this.source.disconnect(this.getOutput());
+                                       }
 
-               setPlaybackRate(value) {
-                       if (this.hasPlaybackControl === false) {
-                               console.warn('THREE.Audio: this Audio has no playback control.');
-                               return;
-                       }
+                                       this._connected = false;
+                                       return this;
+                               }
 
-                       this.playbackRate = value;
+                               getFilters() {
+                                       return this.filters;
+                               }
 
-                       if (this.isPlaying === true) {
-                               this.source.playbackRate.setTargetAtTime(this.playbackRate, this.context.currentTime, 0.01);
-                       }
+                               setFilters(value) {
+                                       if (!value) value = [];
 
-                       return this;
-               }
+                                       if (this._connected === true) {
+                                               this.disconnect();
+                                               this.filters = value.slice();
+                                               this.connect();
+                                       } else {
+                                               this.filters = value.slice();
+                                       }
 
-               getPlaybackRate() {
-                       return this.playbackRate;
-               }
+                                       return this;
+                               }
 
-               onEnded() {
-                       this.isPlaying = false;
-               }
+                               setDetune(value) {
+                                       this.detune = value;
+                                       if (this.source.detune === undefined) return; // only set detune when available
 
-               getLoop() {
-                       if (this.hasPlaybackControl === false) {
-                               console.warn('THREE.Audio: this Audio has no playback control.');
-                               return false;
-                       }
+                                       if (this.isPlaying === true) {
+                                               this.source.detune.setTargetAtTime(this.detune, this.context.currentTime, 0.01);
+                                       }
 
-                       return this.loop;
-               }
+                                       return this;
+                               }
 
-               setLoop(value) {
-                       if (this.hasPlaybackControl === false) {
-                               console.warn('THREE.Audio: this Audio has no playback control.');
-                               return;
-                       }
+                               getDetune() {
+                                       return this.detune;
+                               }
 
-                       this.loop = value;
+                               getFilter() {
+                                       return this.getFilters()[0];
+                               }
 
-                       if (this.isPlaying === true) {
-                               this.source.loop = this.loop;
-                       }
+                               setFilter(filter) {
+                                       return this.setFilters(filter ? [filter] : []);
+                               }
 
-                       return this;
-               }
+                               setPlaybackRate(value) {
+                                       if (this.hasPlaybackControl === false) {
+                                               console.warn('THREE.Audio: this Audio has no playback control.');
+                                               return;
+                                       }
 
-               setLoopStart(value) {
-                       this.loopStart = value;
-                       return this;
-               }
+                                       this.playbackRate = value;
 
-               setLoopEnd(value) {
-                       this.loopEnd = value;
-                       return this;
-               }
+                                       if (this.isPlaying === true) {
+                                               this.source.playbackRate.setTargetAtTime(this.playbackRate, this.context.currentTime, 0.01);
+                                       }
 
-               getVolume() {
-                       return this.gain.gain.value;
-               }
+                                       return this;
+                               }
 
-               setVolume(value) {
-                       this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01);
-                       return this;
-               }
+                               getPlaybackRate() {
+                                       return this.playbackRate;
+                               }
 
-       }
+                               onEnded() {
+                                       this.isPlaying = false;
+                               }
 
-       const _position = /*@__PURE__*/new Vector3();
+                               getLoop() {
+                                       if (this.hasPlaybackControl === false) {
+                                               console.warn('THREE.Audio: this Audio has no playback control.');
+                                               return false;
+                                       }
 
-       const _quaternion = /*@__PURE__*/new Quaternion();
+                                       return this.loop;
+                               }
 
-       const _scale = /*@__PURE__*/new Vector3();
+                               setLoop(value) {
+                                       if (this.hasPlaybackControl === false) {
+                                               console.warn('THREE.Audio: this Audio has no playback control.');
+                                               return;
+                                       }
 
-       const _orientation = /*@__PURE__*/new Vector3();
+                                       this.loop = value;
 
-       class PositionalAudio extends Audio {
-               constructor(listener) {
-                       super(listener);
-                       this.panner = this.context.createPanner();
-                       this.panner.panningModel = 'HRTF';
-                       this.panner.connect(this.gain);
-               }
+                                       if (this.isPlaying === true) {
+                                               this.source.loop = this.loop;
+                                       }
 
-               getOutput() {
-                       return this.panner;
-               }
+                                       return this;
+                               }
 
-               getRefDistance() {
-                       return this.panner.refDistance;
-               }
+                               setLoopStart(value) {
+                                       this.loopStart = value;
+                                       return this;
+                               }
 
-               setRefDistance(value) {
-                       this.panner.refDistance = value;
-                       return this;
-               }
+                               setLoopEnd(value) {
+                                       this.loopEnd = value;
+                                       return this;
+                               }
 
-               getRolloffFactor() {
-                       return this.panner.rolloffFactor;
-               }
+                               getVolume() {
+                                       return this.gain.gain.value;
+                               }
 
-               setRolloffFactor(value) {
-                       this.panner.rolloffFactor = value;
-                       return this;
-               }
+                               setVolume(value) {
+                                       this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01);
+                                       return this;
+                               }
 
-               getDistanceModel() {
-                       return this.panner.distanceModel;
-               }
+                       }
 
-               setDistanceModel(value) {
-                       this.panner.distanceModel = value;
-                       return this;
-               }
+                       const _position = /*@__PURE__*/new Vector3();
 
-               getMaxDistance() {
-                       return this.panner.maxDistance;
-               }
+                       const _quaternion = /*@__PURE__*/new Quaternion();
 
-               setMaxDistance(value) {
-                       this.panner.maxDistance = value;
-                       return this;
-               }
+                       const _scale = /*@__PURE__*/new Vector3();
 
-               setDirectionalCone(coneInnerAngle, coneOuterAngle, coneOuterGain) {
-                       this.panner.coneInnerAngle = coneInnerAngle;
-                       this.panner.coneOuterAngle = coneOuterAngle;
-                       this.panner.coneOuterGain = coneOuterGain;
-                       return this;
-               }
+                       const _orientation = /*@__PURE__*/new Vector3();
+
+                       class PositionalAudio extends Audio {
+                               constructor(listener) {
+                                       super(listener);
+                                       this.panner = this.context.createPanner();
+                                       this.panner.panningModel = 'HRTF';
+                                       this.panner.connect(this.gain);
+                               }
 
-               updateMatrixWorld(force) {
-                       super.updateMatrixWorld(force);
-                       if (this.hasPlaybackControl === true && this.isPlaying === false) return;
-                       this.matrixWorld.decompose(_position, _quaternion, _scale);
+                               getOutput() {
+                                       return this.panner;
+                               }
 
-                       _orientation.set(0, 0, 1).applyQuaternion(_quaternion);
+                               getRefDistance() {
+                                       return this.panner.refDistance;
+                               }
 
-                       const panner = this.panner;
+                               setRefDistance(value) {
+                                       this.panner.refDistance = value;
+                                       return this;
+                               }
+
+                               getRolloffFactor() {
+                                       return this.panner.rolloffFactor;
+                               }
+
+                               setRolloffFactor(value) {
+                                       this.panner.rolloffFactor = value;
+                                       return this;
+                               }
+
+                               getDistanceModel() {
+                                       return this.panner.distanceModel;
+                               }
+
+                               setDistanceModel(value) {
+                                       this.panner.distanceModel = value;
+                                       return this;
+                               }
+
+                               getMaxDistance() {
+                                       return this.panner.maxDistance;
+                               }
+
+                               setMaxDistance(value) {
+                                       this.panner.maxDistance = value;
+                                       return this;
+                               }
+
+                               setDirectionalCone(coneInnerAngle, coneOuterAngle, coneOuterGain) {
+                                       this.panner.coneInnerAngle = coneInnerAngle;
+                                       this.panner.coneOuterAngle = coneOuterAngle;
+                                       this.panner.coneOuterGain = coneOuterGain;
+                                       return this;
+                               }
+
+                               updateMatrixWorld(force) {
+                                       super.updateMatrixWorld(force);
+                                       if (this.hasPlaybackControl === true && this.isPlaying === false) return;
+                                       this.matrixWorld.decompose(_position, _quaternion, _scale);
+
+                                       _orientation.set(0, 0, 1).applyQuaternion(_quaternion);
+
+                                       const panner = this.panner;
+
+                                       if (panner.positionX) {
+                                               // code path for Chrome and Firefox (see #14393)
+                                               const endTime = this.context.currentTime + this.listener.timeDelta;
+                                               panner.positionX.linearRampToValueAtTime(_position.x, endTime);
+                                               panner.positionY.linearRampToValueAtTime(_position.y, endTime);
+                                               panner.positionZ.linearRampToValueAtTime(_position.z, endTime);
+                                               panner.orientationX.linearRampToValueAtTime(_orientation.x, endTime);
+                                               panner.orientationY.linearRampToValueAtTime(_orientation.y, endTime);
+                                               panner.orientationZ.linearRampToValueAtTime(_orientation.z, endTime);
+                                       } else {
+                                               panner.setPosition(_position.x, _position.y, _position.z);
+                                               panner.setOrientation(_orientation.x, _orientation.y, _orientation.z);
+                                       }
+                               }
 
-                       if (panner.positionX) {
-                               // code path for Chrome and Firefox (see #14393)
-                               const endTime = this.context.currentTime + this.listener.timeDelta;
-                               panner.positionX.linearRampToValueAtTime(_position.x, endTime);
-                               panner.positionY.linearRampToValueAtTime(_position.y, endTime);
-                               panner.positionZ.linearRampToValueAtTime(_position.z, endTime);
-                               panner.orientationX.linearRampToValueAtTime(_orientation.x, endTime);
-                               panner.orientationY.linearRampToValueAtTime(_orientation.y, endTime);
-                               panner.orientationZ.linearRampToValueAtTime(_orientation.z, endTime);
-                       } else {
-                               panner.setPosition(_position.x, _position.y, _position.z);
-                               panner.setOrientation(_orientation.x, _orientation.y, _orientation.z);
                        }
-               }
 
-       }
+                       class AudioAnalyser {
+                               constructor(audio, fftSize = 2048) {
+                                       this.analyser = audio.context.createAnalyser();
+                                       this.analyser.fftSize = fftSize;
+                                       this.data = new Uint8Array(this.analyser.frequencyBinCount);
+                                       audio.getOutput().connect(this.analyser);
+                               }
 
-       class AudioAnalyser {
-               constructor(audio, fftSize = 2048) {
-                       this.analyser = audio.context.createAnalyser();
-                       this.analyser.fftSize = fftSize;
-                       this.data = new Uint8Array(this.analyser.frequencyBinCount);
-                       audio.getOutput().connect(this.analyser);
-               }
+                               getFrequencyData() {
+                                       this.analyser.getByteFrequencyData(this.data);
+                                       return this.data;
+                               }
 
-               getFrequencyData() {
-                       this.analyser.getByteFrequencyData(this.data);
-                       return this.data;
-               }
+                               getAverageFrequency() {
+                                       let value = 0;
+                                       const data = this.getFrequencyData();
+
+                                       for (let i = 0; i < data.length; i++) {
+                                               value += data[i];
+                                       }
 
-               getAverageFrequency() {
-                       let value = 0;
-                       const data = this.getFrequencyData();
+                                       return value / data.length;
+                               }
 
-                       for (let i = 0; i < data.length; i++) {
-                               value += data[i];
                        }
 
-                       return value / data.length;
-               }
+                       class PropertyMixer {
+                               constructor(binding, typeName, valueSize) {
+                                       this.binding = binding;
+                                       this.valueSize = valueSize;
+                                       let mixFunction, mixFunctionAdditive, setIdentity; // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
+                                       //
+                                       // 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
+                                       //
+                                       // 'add' is used for additive cumulative results
+                                       //
+                                       // 'work' is optional and is only present for quaternion types. It is used
+                                       // to store intermediate quaternion multiplication results
+
+                                       switch (typeName) {
+                                               case 'quaternion':
+                                                       mixFunction = this._slerp;
+                                                       mixFunctionAdditive = this._slerpAdditive;
+                                                       setIdentity = this._setAdditiveIdentityQuaternion;
+                                                       this.buffer = new Float64Array(valueSize * 6);
+                                                       this._workIndex = 5;
+                                                       break;
 
-       }
+                                               case 'string':
+                                               case 'bool':
+                                                       mixFunction = this._select; // Use the regular mix function and for additive on these types,
+                                                       // additive is not relevant for non-numeric types
 
-       class PropertyMixer {
-               constructor(binding, typeName, valueSize) {
-                       this.binding = binding;
-                       this.valueSize = valueSize;
-                       let mixFunction, mixFunctionAdditive, setIdentity; // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
-                       //
-                       // 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
-                       //
-                       // 'add' is used for additive cumulative results
-                       //
-                       // 'work' is optional and is only present for quaternion types. It is used
-                       // to store intermediate quaternion multiplication results
-
-                       switch (typeName) {
-                               case 'quaternion':
-                                       mixFunction = this._slerp;
-                                       mixFunctionAdditive = this._slerpAdditive;
-                                       setIdentity = this._setAdditiveIdentityQuaternion;
-                                       this.buffer = new Float64Array(valueSize * 6);
-                                       this._workIndex = 5;
-                                       break;
-
-                               case 'string':
-                               case 'bool':
-                                       mixFunction = this._select; // Use the regular mix function and for additive on these types,
-                                       // additive is not relevant for non-numeric types
-
-                                       mixFunctionAdditive = this._select;
-                                       setIdentity = this._setAdditiveIdentityOther;
-                                       this.buffer = new Array(valueSize * 5);
-                                       break;
-
-                               default:
-                                       mixFunction = this._lerp;
-                                       mixFunctionAdditive = this._lerpAdditive;
-                                       setIdentity = this._setAdditiveIdentityNumeric;
-                                       this.buffer = new Float64Array(valueSize * 5);
-                       }
-
-                       this._mixBufferRegion = mixFunction;
-                       this._mixBufferRegionAdditive = mixFunctionAdditive;
-                       this._setIdentity = setIdentity;
-                       this._origIndex = 3;
-                       this._addIndex = 4;
-                       this.cumulativeWeight = 0;
-                       this.cumulativeWeightAdditive = 0;
-                       this.useCount = 0;
-                       this.referenceCount = 0;
-               } // accumulate data in the 'incoming' region into 'accu<i>'
-
-
-               accumulate(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
-                       const buffer = this.buffer,
+                                                       mixFunctionAdditive = this._select;
+                                                       setIdentity = this._setAdditiveIdentityOther;
+                                                       this.buffer = new Array(valueSize * 5);
+                                                       break;
+
+                                               default:
+                                                       mixFunction = this._lerp;
+                                                       mixFunctionAdditive = this._lerpAdditive;
+                                                       setIdentity = this._setAdditiveIdentityNumeric;
+                                                       this.buffer = new Float64Array(valueSize * 5);
+                                       }
+
+                                       this._mixBufferRegion = mixFunction;
+                                       this._mixBufferRegionAdditive = mixFunctionAdditive;
+                                       this._setIdentity = setIdentity;
+                                       this._origIndex = 3;
+                                       this._addIndex = 4;
+                                       this.cumulativeWeight = 0;
+                                       this.cumulativeWeightAdditive = 0;
+                                       this.useCount = 0;
+                                       this.referenceCount = 0;
+                               } // accumulate data in the 'incoming' region into 'accu<i>'
+
+
+                               accumulate(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
+                                       const buffer = this.buffer,
                                                stride = this.valueSize,
                                                offset = accuIndex * stride + stride;
-                       let currentWeight = this.cumulativeWeight;
+                                       let currentWeight = this.cumulativeWeight;
 
-                       if (currentWeight === 0) {
-                               // accuN := incoming * weight
-                               for (let i = 0; i !== stride; ++i) {
-                                       buffer[offset + i] = buffer[i];
-                               }
+                                       if (currentWeight === 0) {
+                                               // accuN := incoming * weight
+                                               for (let i = 0; i !== stride; ++i) {
+                                                       buffer[offset + i] = buffer[i];
+                                               }
 
-                               currentWeight = weight;
-                       } else {
-                               // accuN := accuN + incoming * weight
-                               currentWeight += weight;
-                               const mix = weight / currentWeight;
+                                               currentWeight = weight;
+                                       } else {
+                                               // accuN := accuN + incoming * weight
+                                               currentWeight += weight;
+                                               const mix = weight / currentWeight;
 
-                               this._mixBufferRegion(buffer, offset, 0, mix, stride);
-                       }
+                                               this._mixBufferRegion(buffer, offset, 0, mix, stride);
+                                       }
 
-                       this.cumulativeWeight = currentWeight;
-               } // accumulate data in the 'incoming' region into 'add'
+                                       this.cumulativeWeight = currentWeight;
+                               } // accumulate data in the 'incoming' region into 'add'
 
 
-               accumulateAdditive(weight) {
-                       const buffer = this.buffer,
+                               accumulateAdditive(weight) {
+                                       const buffer = this.buffer,
                                                stride = this.valueSize,
                                                offset = stride * this._addIndex;
 
-                       if (this.cumulativeWeightAdditive === 0) {
-                               // add = identity
-                               this._setIdentity();
-                       } // add := add + incoming * weight
+                                       if (this.cumulativeWeightAdditive === 0) {
+                                               // add = identity
+                                               this._setIdentity();
+                                       } // add := add + incoming * weight
 
 
-                       this._mixBufferRegionAdditive(buffer, offset, 0, weight, stride);
+                                       this._mixBufferRegionAdditive(buffer, offset, 0, weight, stride);
 
-                       this.cumulativeWeightAdditive += weight;
-               } // apply the state of 'accu<i>' to the binding when accus differ
+                                       this.cumulativeWeightAdditive += weight;
+                               } // apply the state of 'accu<i>' to the binding when accus differ
 
 
-               apply(accuIndex) {
-                       const stride = this.valueSize,
+                               apply(accuIndex) {
+                                       const stride = this.valueSize,
                                                buffer = this.buffer,
                                                offset = accuIndex * stride + stride,
                                                weight = this.cumulativeWeight,
                                                weightAdditive = this.cumulativeWeightAdditive,
                                                binding = this.binding;
-                       this.cumulativeWeight = 0;
-                       this.cumulativeWeightAdditive = 0;
+                                       this.cumulativeWeight = 0;
+                                       this.cumulativeWeightAdditive = 0;
 
-                       if (weight < 1) {
-                               // accuN := accuN + original * ( 1 - cumulativeWeight )
-                               const originalValueOffset = stride * this._origIndex;
+                                       if (weight < 1) {
+                                               // accuN := accuN + original * ( 1 - cumulativeWeight )
+                                               const originalValueOffset = stride * this._origIndex;
 
-                               this._mixBufferRegion(buffer, offset, originalValueOffset, 1 - weight, stride);
-                       }
+                                               this._mixBufferRegion(buffer, offset, originalValueOffset, 1 - weight, stride);
+                                       }
 
-                       if (weightAdditive > 0) {
-                               // accuN := accuN + additive accuN
-                               this._mixBufferRegionAdditive(buffer, offset, this._addIndex * stride, 1, stride);
-                       }
+                                       if (weightAdditive > 0) {
+                                               // accuN := accuN + additive accuN
+                                               this._mixBufferRegionAdditive(buffer, offset, this._addIndex * stride, 1, stride);
+                                       }
 
-                       for (let 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
+                                       for (let 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() {
-                       const binding = this.binding;
-                       const buffer = this.buffer,
+                               saveOriginalState() {
+                                       const binding = this.binding;
+                                       const buffer = this.buffer,
                                                stride = this.valueSize,
                                                originalValueOffset = stride * this._origIndex;
-                       binding.getValue(buffer, originalValueOffset); // accu[0..1] := orig -- initially detect changes against the original
+                                       binding.getValue(buffer, originalValueOffset); // accu[0..1] := orig -- initially detect changes against the original
 
-                       for (let i = stride, e = originalValueOffset; i !== e; ++i) {
-                               buffer[i] = buffer[originalValueOffset + i % stride];
-                       } // Add to identity for additive
+                                       for (let i = stride, e = originalValueOffset; i !== e; ++i) {
+                                               buffer[i] = buffer[originalValueOffset + i % stride];
+                                       } // Add to identity for additive
 
 
-                       this._setIdentity();
+                                       this._setIdentity();
 
-                       this.cumulativeWeight = 0;
-                       this.cumulativeWeightAdditive = 0;
-               } // apply the state previously taken via 'saveOriginalState' to the binding
+                                       this.cumulativeWeight = 0;
+                                       this.cumulativeWeightAdditive = 0;
+                               } // apply the state previously taken via 'saveOriginalState' to the binding
 
 
-               restoreOriginalState() {
-                       const originalValueOffset = this.valueSize * 3;
-                       this.binding.setValue(this.buffer, originalValueOffset);
-               }
+                               restoreOriginalState() {
+                                       const originalValueOffset = this.valueSize * 3;
+                                       this.binding.setValue(this.buffer, originalValueOffset);
+                               }
 
-               _setAdditiveIdentityNumeric() {
-                       const startIndex = this._addIndex * this.valueSize;
-                       const endIndex = startIndex + this.valueSize;
+                               _setAdditiveIdentityNumeric() {
+                                       const startIndex = this._addIndex * this.valueSize;
+                                       const endIndex = startIndex + this.valueSize;
 
-                       for (let i = startIndex; i < endIndex; i++) {
-                               this.buffer[i] = 0;
-                       }
-               }
+                                       for (let i = startIndex; i < endIndex; i++) {
+                                               this.buffer[i] = 0;
+                                       }
+                               }
 
-               _setAdditiveIdentityQuaternion() {
-                       this._setAdditiveIdentityNumeric();
+                               _setAdditiveIdentityQuaternion() {
+                                       this._setAdditiveIdentityNumeric();
 
-                       this.buffer[this._addIndex * this.valueSize + 3] = 1;
-               }
+                                       this.buffer[this._addIndex * this.valueSize + 3] = 1;
+                               }
 
-               _setAdditiveIdentityOther() {
-                       const startIndex = this._origIndex * this.valueSize;
-                       const targetIndex = this._addIndex * this.valueSize;
+                               _setAdditiveIdentityOther() {
+                                       const startIndex = this._origIndex * this.valueSize;
+                                       const targetIndex = this._addIndex * this.valueSize;
 
-                       for (let i = 0; i < this.valueSize; i++) {
-                               this.buffer[targetIndex + i] = this.buffer[startIndex + i];
-                       }
-               } // mix functions
+                                       for (let i = 0; i < this.valueSize; i++) {
+                                               this.buffer[targetIndex + i] = this.buffer[startIndex + i];
+                                       }
+                               } // mix functions
 
 
-               _select(buffer, dstOffset, srcOffset, t, stride) {
-                       if (t >= 0.5) {
-                               for (let i = 0; i !== stride; ++i) {
-                                       buffer[dstOffset + i] = buffer[srcOffset + i];
+                               _select(buffer, dstOffset, srcOffset, t, stride) {
+                                       if (t >= 0.5) {
+                                               for (let i = 0; i !== stride; ++i) {
+                                                       buffer[dstOffset + i] = buffer[srcOffset + i];
+                                               }
+                                       }
                                }
-                       }
-               }
 
-               _slerp(buffer, dstOffset, srcOffset, t) {
-                       Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t);
-               }
+                               _slerp(buffer, dstOffset, srcOffset, t) {
+                                       Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t);
+                               }
 
-               _slerpAdditive(buffer, dstOffset, srcOffset, t, stride) {
-                       const workOffset = this._workIndex * stride; // Store result in intermediate buffer offset
+                               _slerpAdditive(buffer, dstOffset, srcOffset, t, stride) {
+                                       const workOffset = this._workIndex * stride; // Store result in intermediate buffer offset
 
-                       Quaternion.multiplyQuaternionsFlat(buffer, workOffset, buffer, dstOffset, buffer, srcOffset); // Slerp to the intermediate result
+                                       Quaternion.multiplyQuaternionsFlat(buffer, workOffset, buffer, dstOffset, buffer, srcOffset); // Slerp to the intermediate result
 
-                       Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t);
-               }
+                                       Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t);
+                               }
 
-               _lerp(buffer, dstOffset, srcOffset, t, stride) {
-                       const s = 1 - t;
+                               _lerp(buffer, dstOffset, srcOffset, t, stride) {
+                                       const s = 1 - t;
 
-                       for (let i = 0; i !== stride; ++i) {
-                               const j = dstOffset + i;
-                               buffer[j] = buffer[j] * s + buffer[srcOffset + i] * t;
-                       }
-               }
+                                       for (let i = 0; i !== stride; ++i) {
+                                               const j = dstOffset + i;
+                                               buffer[j] = buffer[j] * s + buffer[srcOffset + i] * t;
+                                       }
+                               }
 
-               _lerpAdditive(buffer, dstOffset, srcOffset, t, stride) {
-                       for (let i = 0; i !== stride; ++i) {
-                               const j = dstOffset + i;
-                               buffer[j] = buffer[j] + buffer[srcOffset + i] * t;
-                       }
-               }
+                               _lerpAdditive(buffer, dstOffset, srcOffset, t, stride) {
+                                       for (let i = 0; i !== stride; ++i) {
+                                               const j = dstOffset + i;
+                                               buffer[j] = buffer[j] + buffer[srcOffset + i] * t;
+                                       }
+                               }
 
-       }
+                       }
 
-       // Characters [].:/ are reserved for track binding syntax.
-       const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
+                       // Characters [].:/ are reserved for track binding syntax.
+                       const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
 
-       const _reservedRe = new RegExp('[' + _RESERVED_CHARS_RE + ']', 'g'); // 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.
+                       const _reservedRe = new RegExp('[' + _RESERVED_CHARS_RE + ']', 'g'); // 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.
 
 
-       const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
+                       const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
 
-       const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace('\\.', '') + ']'; // Parent directories, delimited by '/' or ':'. Currently unused, but must
-       // be matched to parse the rest of the track name.
+                       const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace('\\.', '') + ']'; // Parent directories, delimited by '/' or ':'. Currently unused, but must
+                       // be matched to parse the rest of the track name.
 
 
-       const _directoryRe = /((?:WC+[\/:])*)/.source.replace('WC', _wordChar); // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
+                       const _directoryRe = /((?:WC+[\/:])*)/.source.replace('WC', _wordChar); // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
 
 
-       const _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.
+                       const _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.
 
 
-       const _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace('WC', _wordChar); // Property and accessor. May not contain reserved characters. Accessor may
-       // contain any non-bracket characters.
+                       const _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace('WC', _wordChar); // Property and accessor. May not contain reserved characters. Accessor may
+                       // contain any non-bracket characters.
 
 
-       const _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace('WC', _wordChar);
+                       const _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace('WC', _wordChar);
 
-       const _trackRe = new RegExp('' + '^' + _directoryRe + _nodeRe + _objectRe + _propertyRe + '$');
+                       const _trackRe = new RegExp('' + '^' + _directoryRe + _nodeRe + _objectRe + _propertyRe + '$');
 
-       const _supportedObjectNames = ['material', 'materials', 'bones'];
+                       const _supportedObjectNames = ['material', 'materials', 'bones'];
 
-       class Composite {
-               constructor(targetGroup, path, optionalParsedPath) {
-                       const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName(path);
-                       this._targetGroup = targetGroup;
-                       this._bindings = targetGroup.subscribe_(path, parsedPath);
-               }
+                       class Composite {
+                               constructor(targetGroup, path, optionalParsedPath) {
+                                       const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName(path);
+                                       this._targetGroup = targetGroup;
+                                       this._bindings = targetGroup.subscribe_(path, parsedPath);
+                               }
 
-               getValue(array, offset) {
-                       this.bind(); // bind all binding
+                               getValue(array, offset) {
+                                       this.bind(); // bind all binding
 
-                       const firstValidIndex = this._targetGroup.nCachedObjects_,
+                                       const firstValidIndex = this._targetGroup.nCachedObjects_,
                                                binding = this._bindings[firstValidIndex]; // and only call .getValue on the first
 
-                       if (binding !== undefined) binding.getValue(array, offset);
-               }
+                                       if (binding !== undefined) binding.getValue(array, offset);
+                               }
 
-               setValue(array, offset) {
-                       const bindings = this._bindings;
+                               setValue(array, offset) {
+                                       const bindings = this._bindings;
 
-                       for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {
-                               bindings[i].setValue(array, offset);
-                       }
-               }
+                                       for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {
+                                               bindings[i].setValue(array, offset);
+                                       }
+                               }
 
-               bind() {
-                       const bindings = this._bindings;
+                               bind() {
+                                       const bindings = this._bindings;
 
-                       for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {
-                               bindings[i].bind();
-                       }
-               }
+                                       for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {
+                                               bindings[i].bind();
+                                       }
+                               }
 
-               unbind() {
-                       const bindings = this._bindings;
+                               unbind() {
+                                       const bindings = this._bindings;
 
-                       for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {
-                               bindings[i].unbind();
-                       }
-               }
+                                       for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {
+                                               bindings[i].unbind();
+                                       }
+                               }
 
-       } // 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.
+                       } // 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.
 
 
-       class PropertyBinding {
-               constructor(rootNode, path, parsedPath) {
-                       this.path = path;
-                       this.parsedPath = parsedPath || PropertyBinding.parseTrackName(path);
-                       this.node = PropertyBinding.findNode(rootNode, this.parsedPath.nodeName) || rootNode;
-                       this.rootNode = rootNode; // initial state of these methods that calls 'bind'
+                       class PropertyBinding {
+                               constructor(rootNode, path, parsedPath) {
+                                       this.path = path;
+                                       this.parsedPath = parsedPath || PropertyBinding.parseTrackName(path);
+                                       this.node = PropertyBinding.findNode(rootNode, this.parsedPath.nodeName) || rootNode;
+                                       this.rootNode = rootNode; // initial state of these methods that calls 'bind'
 
-                       this.getValue = this._getValue_unbound;
-                       this.setValue = this._setValue_unbound;
-               }
+                                       this.getValue = this._getValue_unbound;
+                                       this.setValue = this._setValue_unbound;
+                               }
 
-               static create(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}
-                */
+                               static create(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}
+                                */
 
-               static sanitizeNodeName(name) {
-                       return name.replace(/\s/g, '_').replace(_reservedRe, '');
-               }
 
-               static parseTrackName(trackName) {
-                       const matches = _trackRe.exec(trackName);
+                               static sanitizeNodeName(name) {
+                                       return name.replace(/\s/g, '_').replace(_reservedRe, '');
+                               }
 
-                       if (!matches) {
-                               throw new Error('PropertyBinding: Cannot parse trackName: ' + trackName);
-                       }
+                               static parseTrackName(trackName) {
+                                       const matches = _trackRe.exec(trackName);
 
-                       const results = {
-                               // directoryName: matches[ 1 ], // (tschw) currently unused
-                               nodeName: matches[2],
-                               objectName: matches[3],
-                               objectIndex: matches[4],
-                               propertyName: matches[5],
-                               // required
-                               propertyIndex: matches[6]
-                       };
-                       const lastDot = results.nodeName && results.nodeName.lastIndexOf('.');
+                                       if (!matches) {
+                                               throw new Error('PropertyBinding: Cannot parse trackName: ' + trackName);
+                                       }
+
+                                       const results = {
+                                               // directoryName: matches[ 1 ], // (tschw) currently unused
+                                               nodeName: matches[2],
+                                               objectName: matches[3],
+                                               objectIndex: matches[4],
+                                               propertyName: matches[5],
+                                               // required
+                                               propertyIndex: matches[6]
+                                       };
+                                       const lastDot = results.nodeName && results.nodeName.lastIndexOf('.');
 
-                       if (lastDot !== undefined && lastDot !== -1) {
-                               const objectName = results.nodeName.substring(lastDot + 1); // Object names must be checked against an allowlist. 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 (lastDot !== undefined && lastDot !== -1) {
+                                               const objectName = results.nodeName.substring(lastDot + 1); // Object names must be checked against an allowlist. 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 (_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;
                                }
-                       }
 
-                       if (results.propertyName === null || results.propertyName.length === 0) {
-                               throw new Error('PropertyBinding: can not parse propertyName from trackName: ' + trackName);
-                       }
+                               static findNode(root, nodeName) {
+                                       if (!nodeName || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid) {
+                                               return root;
+                                       } // search into skeleton bones.
 
-                       return results;
-               }
 
-               static findNode(root, nodeName) {
-                       if (!nodeName || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid) {
-                               return root;
-                       } // search into skeleton bones.
+                                       if (root.skeleton) {
+                                               const bone = root.skeleton.getBoneByName(nodeName);
 
+                                               if (bone !== undefined) {
+                                                       return bone;
+                                               }
+                                       } // search into node subtree.
 
-                       if (root.skeleton) {
-                               const bone = root.skeleton.getBoneByName(nodeName);
 
-                               if (bone !== undefined) {
-                                       return bone;
-                               }
-                       } // search into node subtree.
+                                       if (root.children) {
+                                               const searchNodeSubtree = function (children) {
+                                                       for (let i = 0; i < children.length; i++) {
+                                                               const childNode = children[i];
+
+                                                               if (childNode.name === nodeName || childNode.uuid === nodeName) {
+                                                                       return childNode;
+                                                               }
 
+                                                               const result = searchNodeSubtree(childNode.children);
+                                                               if (result) return result;
+                                                       }
 
-                       if (root.children) {
-                               const searchNodeSubtree = function (children) {
-                                       for (let i = 0; i < children.length; i++) {
-                                               const childNode = children[i];
+                                                       return null;
+                                               };
 
-                                               if (childNode.name === nodeName || childNode.uuid === nodeName) {
-                                                       return childNode;
-                                               }
+                                               const subTreeNode = searchNodeSubtree(root.children);
 
-                                               const result = searchNodeSubtree(childNode.children);
-                                               if (result) return result;
+                                               if (subTreeNode) {
+                                                       return subTreeNode;
+                                               }
                                        }
 
                                        return null;
-                               };
+                               } // these are used to "bind" a nonexistent property
 
-                               const subTreeNode = searchNodeSubtree(root.children);
 
-                               if (subTreeNode) {
-                                       return subTreeNode;
+                               _getValue_unavailable() {
                                }
-                       }
 
-                       return null;
-               } // these are used to "bind" a nonexistent property
+                               _setValue_unavailable() {
+                               } // Getters
 
 
-               _getValue_unavailable() {}
+                               _getValue_direct(buffer, offset) {
+                                       buffer[offset] = this.targetObject[this.propertyName];
+                               }
 
-               _setValue_unavailable() {} // Getters
+                               _getValue_array(buffer, offset) {
+                                       const source = this.resolvedProperty;
 
+                                       for (let i = 0, n = source.length; i !== n; ++i) {
+                                               buffer[offset++] = source[i];
+                                       }
+                               }
 
-               _getValue_direct(buffer, offset) {
-                       buffer[offset] = this.targetObject[this.propertyName];
-               }
+                               _getValue_arrayElement(buffer, offset) {
+                                       buffer[offset] = this.resolvedProperty[this.propertyIndex];
+                               }
 
-               _getValue_array(buffer, offset) {
-                       const source = this.resolvedProperty;
+                               _getValue_toArray(buffer, offset) {
+                                       this.resolvedProperty.toArray(buffer, offset);
+                               } // Direct
 
-                       for (let i = 0, n = source.length; i !== n; ++i) {
-                               buffer[offset++] = source[i];
-                       }
-               }
 
-               _getValue_arrayElement(buffer, offset) {
-                       buffer[offset] = this.resolvedProperty[this.propertyIndex];
-               }
+                               _setValue_direct(buffer, offset) {
+                                       this.targetObject[this.propertyName] = buffer[offset];
+                               }
 
-               _getValue_toArray(buffer, offset) {
-                       this.resolvedProperty.toArray(buffer, offset);
-               } // Direct
+                               _setValue_direct_setNeedsUpdate(buffer, offset) {
+                                       this.targetObject[this.propertyName] = buffer[offset];
+                                       this.targetObject.needsUpdate = true;
+                               }
 
+                               _setValue_direct_setMatrixWorldNeedsUpdate(buffer, offset) {
+                                       this.targetObject[this.propertyName] = buffer[offset];
+                                       this.targetObject.matrixWorldNeedsUpdate = true;
+                               } // EntireArray
 
-               _setValue_direct(buffer, offset) {
-                       this.targetObject[this.propertyName] = buffer[offset];
-               }
 
-               _setValue_direct_setNeedsUpdate(buffer, offset) {
-                       this.targetObject[this.propertyName] = buffer[offset];
-                       this.targetObject.needsUpdate = true;
-               }
+                               _setValue_array(buffer, offset) {
+                                       const dest = this.resolvedProperty;
 
-               _setValue_direct_setMatrixWorldNeedsUpdate(buffer, offset) {
-                       this.targetObject[this.propertyName] = buffer[offset];
-                       this.targetObject.matrixWorldNeedsUpdate = true;
-               } // EntireArray
+                                       for (let i = 0, n = dest.length; i !== n; ++i) {
+                                               dest[i] = buffer[offset++];
+                                       }
+                               }
 
+                               _setValue_array_setNeedsUpdate(buffer, offset) {
+                                       const dest = this.resolvedProperty;
 
-               _setValue_array(buffer, offset) {
-                       const dest = this.resolvedProperty;
+                                       for (let i = 0, n = dest.length; i !== n; ++i) {
+                                               dest[i] = buffer[offset++];
+                                       }
 
-                       for (let i = 0, n = dest.length; i !== n; ++i) {
-                               dest[i] = buffer[offset++];
-                       }
-               }
+                                       this.targetObject.needsUpdate = true;
+                               }
 
-               _setValue_array_setNeedsUpdate(buffer, offset) {
-                       const dest = this.resolvedProperty;
+                               _setValue_array_setMatrixWorldNeedsUpdate(buffer, offset) {
+                                       const dest = this.resolvedProperty;
 
-                       for (let i = 0, n = dest.length; i !== n; ++i) {
-                               dest[i] = buffer[offset++];
-                       }
+                                       for (let i = 0, n = dest.length; i !== n; ++i) {
+                                               dest[i] = buffer[offset++];
+                                       }
 
-                       this.targetObject.needsUpdate = true;
-               }
+                                       this.targetObject.matrixWorldNeedsUpdate = true;
+                               } // ArrayElement
 
-               _setValue_array_setMatrixWorldNeedsUpdate(buffer, offset) {
-                       const dest = this.resolvedProperty;
 
-                       for (let i = 0, n = dest.length; i !== n; ++i) {
-                               dest[i] = buffer[offset++];
-                       }
+                               _setValue_arrayElement(buffer, offset) {
+                                       this.resolvedProperty[this.propertyIndex] = buffer[offset];
+                               }
 
-                       this.targetObject.matrixWorldNeedsUpdate = true;
-               } // ArrayElement
+                               _setValue_arrayElement_setNeedsUpdate(buffer, offset) {
+                                       this.resolvedProperty[this.propertyIndex] = buffer[offset];
+                                       this.targetObject.needsUpdate = true;
+                               }
 
+                               _setValue_arrayElement_setMatrixWorldNeedsUpdate(buffer, offset) {
+                                       this.resolvedProperty[this.propertyIndex] = buffer[offset];
+                                       this.targetObject.matrixWorldNeedsUpdate = true;
+                               } // HasToFromArray
 
-               _setValue_arrayElement(buffer, offset) {
-                       this.resolvedProperty[this.propertyIndex] = buffer[offset];
-               }
 
-               _setValue_arrayElement_setNeedsUpdate(buffer, offset) {
-                       this.resolvedProperty[this.propertyIndex] = buffer[offset];
-                       this.targetObject.needsUpdate = true;
-               }
+                               _setValue_fromArray(buffer, offset) {
+                                       this.resolvedProperty.fromArray(buffer, offset);
+                               }
 
-               _setValue_arrayElement_setMatrixWorldNeedsUpdate(buffer, offset) {
-                       this.resolvedProperty[this.propertyIndex] = buffer[offset];
-                       this.targetObject.matrixWorldNeedsUpdate = true;
-               } // HasToFromArray
+                               _setValue_fromArray_setNeedsUpdate(buffer, offset) {
+                                       this.resolvedProperty.fromArray(buffer, offset);
+                                       this.targetObject.needsUpdate = true;
+                               }
 
+                               _setValue_fromArray_setMatrixWorldNeedsUpdate(buffer, offset) {
+                                       this.resolvedProperty.fromArray(buffer, offset);
+                                       this.targetObject.matrixWorldNeedsUpdate = true;
+                               }
 
-               _setValue_fromArray(buffer, offset) {
-                       this.resolvedProperty.fromArray(buffer, offset);
-               }
-
-               _setValue_fromArray_setNeedsUpdate(buffer, offset) {
-                       this.resolvedProperty.fromArray(buffer, offset);
-                       this.targetObject.needsUpdate = true;
-               }
-
-               _setValue_fromArray_setMatrixWorldNeedsUpdate(buffer, offset) {
-                       this.resolvedProperty.fromArray(buffer, offset);
-                       this.targetObject.matrixWorldNeedsUpdate = true;
-               }
+                               _getValue_unbound(targetArray, offset) {
+                                       this.bind();
+                                       this.getValue(targetArray, offset);
+                               }
 
-               _getValue_unbound(targetArray, offset) {
-                       this.bind();
-                       this.getValue(targetArray, offset);
-               }
+                               _setValue_unbound(sourceArray, offset) {
+                                       this.bind();
+                                       this.setValue(sourceArray, offset);
+                               } // create getter / setter pair for a property in the scene graph
 
-               _setValue_unbound(sourceArray, offset) {
-                       this.bind();
-                       this.setValue(sourceArray, offset);
-               } // create getter / setter pair for a property in the scene graph
 
+                               bind() {
+                                       let targetObject = this.node;
+                                       const parsedPath = this.parsedPath;
+                                       const objectName = parsedPath.objectName;
+                                       const propertyName = parsedPath.propertyName;
+                                       let propertyIndex = parsedPath.propertyIndex;
 
-               bind() {
-                       let targetObject = this.node;
-                       const parsedPath = this.parsedPath;
-                       const objectName = parsedPath.objectName;
-                       const propertyName = parsedPath.propertyName;
-                       let 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
 
-                       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
 
-                       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 (!targetObject) {
-                               console.error('THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.');
-                               return;
-                       }
+                                       if (objectName) {
+                                               let objectIndex = parsedPath.objectIndex; // special cases were we need to reach deeper into the hierarchy to get the face materials....
 
-                       if (objectName) {
-                               let 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;
+                                                               }
 
-                               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;
+                                                               }
 
-                                               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;
 
-                                               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.
 
-                                       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.
 
-                                               targetObject = targetObject.skeleton.bones; // support resolving morphTarget names into indices.
+                                                               for (let i = 0; i < targetObject.length; i++) {
+                                                                       if (targetObject[i].name === objectIndex) {
+                                                                               objectIndex = i;
+                                                                               break;
+                                                                       }
+                                                               }
 
-                                               for (let 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;
+                                                               }
 
-                                       default:
-                                               if (targetObject[objectName] === undefined) {
-                                                       console.error('THREE.PropertyBinding: Can not bind to objectName of node undefined.', this);
-                                                       return;
+                                                               targetObject = targetObject[objectName];
                                                }
 
-                                               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;
+                                                       }
 
-                               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
 
-                                       targetObject = targetObject[objectIndex];
-                               }
-                       } // resolve property
 
+                                       const nodeProperty = targetObject[propertyName];
 
-                       const nodeProperty = targetObject[propertyName];
+                                       if (nodeProperty === undefined) {
+                                               const 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
 
-                       if (nodeProperty === undefined) {
-                               const 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
 
+                                       let versioning = this.Versioning.None;
+                                       this.targetObject = targetObject;
 
-                       let versioning = this.Versioning.None;
-                       this.targetObject = targetObject;
+                                       if (targetObject.needsUpdate !== undefined) {
+                                               // material
+                                               versioning = this.Versioning.NeedsUpdate;
+                                       } else if (targetObject.matrixWorldNeedsUpdate !== undefined) {
+                                               // node transform
+                                               versioning = this.Versioning.MatrixWorldNeedsUpdate;
+                                       } // determine how the property gets bound
 
-                       if (targetObject.needsUpdate !== undefined) {
-                               // material
-                               versioning = this.Versioning.NeedsUpdate;
-                       } else if (targetObject.matrixWorldNeedsUpdate !== undefined) {
-                               // node transform
-                               versioning = this.Versioning.MatrixWorldNeedsUpdate;
-                       } // determine how the property gets bound
 
+                                       let bindingType = this.BindingType.Direct;
 
-                       let 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 (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;
+                                                               }
 
-                                       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;
+                                                               if (targetObject.morphTargetDictionary[propertyIndex] !== undefined) {
+                                                                       propertyIndex = targetObject.morphTargetDictionary[propertyIndex];
+                                                               }
+                                                       } else {
+                                                               console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this);
+                                                               return;
+                                                       }
                                                }
 
-                                               if (targetObject.morphTargetDictionary[propertyIndex] !== undefined) {
-                                                       propertyIndex = targetObject.morphTargetDictionary[propertyIndex];
-                                               }
+                                               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 {
-                                               console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this);
-                                               return;
-                                       }
+                                               this.propertyName = propertyName;
+                                       } // select getter / setter
+
+
+                                       this.getValue = this.GetterByBindingType[bindingType];
+                                       this.setValue = this.SetterByBindingTypeAndVersioning[bindingType][versioning];
                                }
 
-                               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
+                               unbind() {
+                                       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;
+                               }
 
-                       this.getValue = this.GetterByBindingType[bindingType];
-                       this.setValue = this.SetterByBindingTypeAndVersioning[bindingType][versioning];
-               }
+                       }
 
-               unbind() {
-                       this.node = null; // back to the prototype version of getValue / setValue
-                       // note: avoiding to mutate the shape of 'this' via 'delete'
+                       PropertyBinding.Composite = Composite;
+                       PropertyBinding.prototype.BindingType = {
+                               Direct: 0,
+                               EntireArray: 1,
+                               ArrayElement: 2,
+                               HasFromToArray: 3
+                       };
+                       PropertyBinding.prototype.Versioning = {
+                               None: 0,
+                               NeedsUpdate: 1,
+                               MatrixWorldNeedsUpdate: 2
+                       };
+                       PropertyBinding.prototype.GetterByBindingType = [PropertyBinding.prototype._getValue_direct, PropertyBinding.prototype._getValue_array, PropertyBinding.prototype._getValue_arrayElement, PropertyBinding.prototype._getValue_toArray];
+                       PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [[// Direct
+                               PropertyBinding.prototype._setValue_direct, PropertyBinding.prototype._setValue_direct_setNeedsUpdate, PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate], [// EntireArray
+                               PropertyBinding.prototype._setValue_array, PropertyBinding.prototype._setValue_array_setNeedsUpdate, PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate], [// ArrayElement
+                               PropertyBinding.prototype._setValue_arrayElement, PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate, PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate], [// HasToFromArray
+                               PropertyBinding.prototype._setValue_fromArray, PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate, PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate]];
 
-                       this.getValue = this._getValue_unbound;
-                       this.setValue = this._setValue_unbound;
-               }
+                       /**
+                        *
+                        * 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.
+                        */
 
-       }
+                       class AnimationObjectGroup {
+                               constructor() {
+                                       this.uuid = generateUUID(); // cached objects followed by the active ones
 
-       PropertyBinding.Composite = Composite;
-       PropertyBinding.prototype.BindingType = {
-               Direct: 0,
-               EntireArray: 1,
-               ArrayElement: 2,
-               HasFromToArray: 3
-       };
-       PropertyBinding.prototype.Versioning = {
-               None: 0,
-               NeedsUpdate: 1,
-               MatrixWorldNeedsUpdate: 2
-       };
-       PropertyBinding.prototype.GetterByBindingType = [PropertyBinding.prototype._getValue_direct, PropertyBinding.prototype._getValue_array, PropertyBinding.prototype._getValue_arrayElement, PropertyBinding.prototype._getValue_toArray];
-       PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [[// Direct
-       PropertyBinding.prototype._setValue_direct, PropertyBinding.prototype._setValue_direct_setNeedsUpdate, PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate], [// EntireArray
-       PropertyBinding.prototype._setValue_array, PropertyBinding.prototype._setValue_array_setNeedsUpdate, PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate], [// ArrayElement
-       PropertyBinding.prototype._setValue_arrayElement, PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate, PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate], [// HasToFromArray
-       PropertyBinding.prototype._setValue_fromArray, PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate, PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate]];
-
-       /**
-        *
-        * 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.
-        */
-
-       class AnimationObjectGroup {
-               constructor() {
-                       this.uuid = generateUUID(); // cached objects followed by the active ones
-
-                       this._objects = Array.prototype.slice.call(arguments);
-                       this.nCachedObjects_ = 0; // threshold
-                       // note: read by PropertyBinding.Composite
-
-                       const indices = {};
-                       this._indicesByUUID = indices; // for bookkeeping
-
-                       for (let 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
-
-                       const scope = this;
-                       this.stats = {
-                               objects: {
-                                       get total() {
-                                               return scope._objects.length;
-                                       },
+                                       this._objects = Array.prototype.slice.call(arguments);
+                                       this.nCachedObjects_ = 0; // threshold
+                                       // note: read by PropertyBinding.Composite
 
-                                       get inUse() {
-                                               return this.total - scope.nCachedObjects_;
+                                       const indices = {};
+                                       this._indicesByUUID = indices; // for bookkeeping
+
+                                       for (let i = 0, n = arguments.length; i !== n; ++i) {
+                                               indices[arguments[i].uuid] = i;
                                        }
 
-                               },
+                                       this._paths = []; // inside: string
 
-                               get bindingsPerObject() {
-                                       return scope._bindings.length;
-                               }
+                                       this._parsedPaths = []; // inside: { we don't care, here }
 
-                       };
-               }
+                                       this._bindings = []; // inside: Array< PropertyBinding >
+
+                                       this._bindingsIndicesByPath = {}; // inside: indices in these arrays
 
-               add() {
-                       const objects = this._objects,
+                                       const scope = this;
+                                       this.stats = {
+                                               objects: {
+                                                       get total() {
+                                                               return scope._objects.length;
+                                                       },
+
+                                                       get inUse() {
+                                                               return this.total - scope.nCachedObjects_;
+                                                       }
+
+                                               },
+
+                                               get bindingsPerObject() {
+                                                       return scope._bindings.length;
+                                               }
+
+                                       };
+                               }
+
+                               add() {
+                                       const objects = this._objects,
                                                indicesByUUID = this._indicesByUUID,
                                                paths = this._paths,
                                                parsedPaths = this._parsedPaths,
                                                bindings = this._bindings,
                                                nBindings = bindings.length;
-                       let knownObject = undefined,
-                                       nObjects = objects.length,
-                                       nCachedObjects = this.nCachedObjects_;
+                                       let knownObject = undefined,
+                                               nObjects = objects.length,
+                                               nCachedObjects = this.nCachedObjects_;
 
-                       for (let i = 0, n = arguments.length; i !== n; ++i) {
-                               const object = arguments[i],
+                                       for (let i = 0, n = arguments.length; i !== n; ++i) {
+                                               const object = arguments[i],
                                                        uuid = object.uuid;
-                               let index = indicesByUUID[uuid];
+                                               let 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
+                                               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 (let 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
+                                                       for (let 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
 
-                                       const firstActiveIndex = --nCachedObjects,
+                                                       const 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
+                                                       indicesByUUID[lastCachedObject.uuid] = index;
+                                                       objects[index] = lastCachedObject;
+                                                       indicesByUUID[uuid] = firstActiveIndex;
+                                                       objects[firstActiveIndex] = object; // accounting is done, now do the same for all bindings
 
-                                       for (let j = 0, m = nBindings; j !== m; ++j) {
-                                               const bindingsForPath = bindings[j],
+                                                       for (let j = 0, m = nBindings; j !== m; ++j) {
+                                                               const bindingsForPath = bindings[j],
                                                                        lastCached = bindingsForPath[firstActiveIndex];
-                                               let 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]);
-                                               }
+                                                               let 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
+                                                               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
+                                       } // for arguments
 
 
-                       this.nCachedObjects_ = nCachedObjects;
-               }
+                                       this.nCachedObjects_ = nCachedObjects;
+                               }
 
-               remove() {
-                       const objects = this._objects,
+                               remove() {
+                                       const objects = this._objects,
                                                indicesByUUID = this._indicesByUUID,
                                                bindings = this._bindings,
                                                nBindings = bindings.length;
-                       let nCachedObjects = this.nCachedObjects_;
+                                       let nCachedObjects = this.nCachedObjects_;
 
-                       for (let i = 0, n = arguments.length; i !== n; ++i) {
-                               const object = arguments[i],
+                                       for (let i = 0, n = arguments.length; i !== n; ++i) {
+                                               const object = arguments[i],
                                                        uuid = object.uuid,
                                                        index = indicesByUUID[uuid];
 
-                               if (index !== undefined && index >= nCachedObjects) {
-                                       // move existing object into the CACHED region
-                                       const lastCachedIndex = nCachedObjects++,
+                                               if (index !== undefined && index >= nCachedObjects) {
+                                                       // move existing object into the CACHED region
+                                                       const 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
+                                                       indicesByUUID[firstActiveObject.uuid] = index;
+                                                       objects[index] = firstActiveObject;
+                                                       indicesByUUID[uuid] = lastCachedIndex;
+                                                       objects[lastCachedIndex] = object; // accounting is done, now do the same for all bindings
 
-                                       for (let j = 0, m = nBindings; j !== m; ++j) {
-                                               const bindingsForPath = bindings[j],
+                                                       for (let j = 0, m = nBindings; j !== m; ++j) {
+                                                               const bindingsForPath = bindings[j],
                                                                        firstActive = bindingsForPath[lastCachedIndex],
                                                                        binding = bindingsForPath[index];
-                                               bindingsForPath[index] = firstActive;
-                                               bindingsForPath[lastCachedIndex] = binding;
-                                       }
-                               }
-                       } // for arguments
+                                                               bindingsForPath[index] = firstActive;
+                                                               bindingsForPath[lastCachedIndex] = binding;
+                                                       }
+                                               }
+                                       } // for arguments
 
 
-                       this.nCachedObjects_ = nCachedObjects;
-               } // remove & forget
+                                       this.nCachedObjects_ = nCachedObjects;
+                               } // remove & forget
 
 
-               uncache() {
-                       const objects = this._objects,
+                               uncache() {
+                                       const objects = this._objects,
                                                indicesByUUID = this._indicesByUUID,
                                                bindings = this._bindings,
                                                nBindings = bindings.length;
-                       let nCachedObjects = this.nCachedObjects_,
-                                       nObjects = objects.length;
+                                       let nCachedObjects = this.nCachedObjects_,
+                                               nObjects = objects.length;
 
-                       for (let i = 0, n = arguments.length; i !== n; ++i) {
-                               const object = arguments[i],
+                                       for (let i = 0, n = arguments.length; i !== n; ++i) {
+                                               const object = arguments[i],
                                                        uuid = object.uuid,
                                                        index = indicesByUUID[uuid];
 
-                               if (index !== undefined) {
-                                       delete indicesByUUID[uuid];
+                                               if (index !== undefined) {
+                                                       delete indicesByUUID[uuid];
 
-                                       if (index < nCachedObjects) {
-                                               // object is cached, shrink the CACHED region
-                                               const firstActiveIndex = --nCachedObjects,
+                                                       if (index < nCachedObjects) {
+                                                               // object is cached, shrink the CACHED region
+                                                               const 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[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
+                                                               indicesByUUID[lastObject.uuid] = firstActiveIndex;
+                                                               objects[firstActiveIndex] = lastObject;
+                                                               objects.pop(); // accounting is done, now do the same for all bindings
 
-                                               for (let j = 0, m = nBindings; j !== m; ++j) {
-                                                       const bindingsForPath = bindings[j],
+                                                               for (let j = 0, m = nBindings; j !== m; ++j) {
+                                                                       const 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
-                                               const lastIndex = --nObjects,
+                                                                       bindingsForPath[index] = lastCached;
+                                                                       bindingsForPath[firstActiveIndex] = last;
+                                                                       bindingsForPath.pop();
+                                                               }
+                                                       } else {
+                                                               // object is active, just swap with the last and pop
+                                                               const lastIndex = --nObjects,
                                                                        lastObject = objects[lastIndex];
 
-                                               if (lastIndex > 0) {
-                                                       indicesByUUID[lastObject.uuid] = index;
-                                               }
+                                                               if (lastIndex > 0) {
+                                                                       indicesByUUID[lastObject.uuid] = index;
+                                                               }
 
-                                               objects[index] = lastObject;
-                                               objects.pop(); // accounting is done, now do the same for all bindings
+                                                               objects[index] = lastObject;
+                                                               objects.pop(); // accounting is done, now do the same for all bindings
 
-                                               for (let j = 0, m = nBindings; j !== m; ++j) {
-                                                       const bindingsForPath = bindings[j];
-                                                       bindingsForPath[index] = bindingsForPath[lastIndex];
-                                                       bindingsForPath.pop();
-                                               }
-                                       } // cached or active
+                                                               for (let j = 0, m = nBindings; j !== m; ++j) {
+                                                                       const bindingsForPath = bindings[j];
+                                                                       bindingsForPath[index] = bindingsForPath[lastIndex];
+                                                                       bindingsForPath.pop();
+                                                               }
+                                                       } // cached or active
 
-                               } // if object is known
+                                               } // if object is known
 
-                       } // for arguments
+                                       } // for arguments
 
 
-                       this.nCachedObjects_ = nCachedObjects;
-               } // Internal interface used by befriended PropertyBinding.Composite:
+                                       this.nCachedObjects_ = nCachedObjects;
+                               } // Internal interface used by befriended PropertyBinding.Composite:
 
 
-               subscribe_(path, parsedPath) {
-                       // returns an array of bindings for the given path that is changed
-                       // according to the contained objects in the group
-                       const indicesByPath = this._bindingsIndicesByPath;
-                       let index = indicesByPath[path];
-                       const bindings = this._bindings;
-                       if (index !== undefined) return bindings[index];
-                       const paths = this._paths,
+                               subscribe_(path, parsedPath) {
+                                       // returns an array of bindings for the given path that is changed
+                                       // according to the contained objects in the group
+                                       const indicesByPath = this._bindingsIndicesByPath;
+                                       let index = indicesByPath[path];
+                                       const bindings = this._bindings;
+                                       if (index !== undefined) return bindings[index];
+                                       const 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 (let i = nCachedObjects, n = objects.length; i !== n; ++i) {
-                               const object = objects[i];
-                               bindingsForPath[i] = new PropertyBinding(object, path, parsedPath);
-                       }
+                                       index = bindings.length;
+                                       indicesByPath[path] = index;
+                                       paths.push(path);
+                                       parsedPaths.push(parsedPath);
+                                       bindings.push(bindingsForPath);
+
+                                       for (let i = nCachedObjects, n = objects.length; i !== n; ++i) {
+                                               const object = objects[i];
+                                               bindingsForPath[i] = new PropertyBinding(object, path, parsedPath);
+                                       }
 
-                       return bindingsForPath;
-               }
+                                       return bindingsForPath;
+                               }
 
-               unsubscribe_(path) {
-                       // tells the group to forget about a property path and no longer
-                       // update the array previously obtained with 'subscribe_'
-                       const indicesByPath = this._bindingsIndicesByPath,
+                               unsubscribe_(path) {
+                                       // tells the group to forget about a property path and no longer
+                                       // update the array previously obtained with 'subscribe_'
+                                       const indicesByPath = this._bindingsIndicesByPath,
                                                index = indicesByPath[path];
 
-                       if (index !== undefined) {
-                               const paths = this._paths,
+                                       if (index !== undefined) {
+                                               const 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();
-                       }
-               }
+                                               indicesByPath[lastBindingsPath] = index;
+                                               bindings[index] = lastBindings;
+                                               bindings.pop();
+                                               parsedPaths[index] = parsedPaths[lastBindingsIndex];
+                                               parsedPaths.pop();
+                                               paths[index] = paths[lastBindingsIndex];
+                                               paths.pop();
+                                       }
+                               }
 
-       }
+                       }
 
-       AnimationObjectGroup.prototype.isAnimationObjectGroup = true;
+                       AnimationObjectGroup.prototype.isAnimationObjectGroup = true;
 
-       class AnimationAction {
-               constructor(mixer, clip, localRoot = null, blendMode = clip.blendMode) {
-                       this._mixer = mixer;
-                       this._clip = clip;
-                       this._localRoot = localRoot;
-                       this.blendMode = blendMode;
-                       const tracks = clip.tracks,
+                       class AnimationAction {
+                               constructor(mixer, clip, localRoot = null, blendMode = clip.blendMode) {
+                                       this._mixer = mixer;
+                                       this._clip = clip;
+                                       this._localRoot = localRoot;
+                                       this.blendMode = blendMode;
+                                       const tracks = clip.tracks,
                                                nTracks = tracks.length,
                                                interpolants = new Array(nTracks);
-                       const interpolantSettings = {
-                               endingStart: ZeroCurvatureEnding,
-                               endingEnd: ZeroCurvatureEnding
-                       };
+                                       const interpolantSettings = {
+                                               endingStart: ZeroCurvatureEnding,
+                                               endingEnd: ZeroCurvatureEnding
+                                       };
 
-                       for (let i = 0; i !== nTracks; ++i) {
-                               const interpolant = tracks[i].createInterpolant(null);
-                               interpolants[i] = interpolant;
-                               interpolant.settings = interpolantSettings;
-                       }
+                                       for (let i = 0; i !== nTracks; ++i) {
+                                               const 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._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._propertyBindings = new Array(nTracks);
+                                       this._cacheIndex = null; // for the memory manager
 
-                       this._byClipCacheIndex = 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._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._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.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.paused = false; // true -> zero effective time scale
 
-                       this.enabled = true; // false -> zero effective weight
+                                       this.enabled = true; // false -> zero effective weight
 
-                       this.clampWhenFinished = false; // keep feeding the last frame?
+                                       this.clampWhenFinished = false; // keep feeding the last frame?
 
-                       this.zeroSlopeAtStart = true; // for smooth interpolation w/o separate
+                                       this.zeroSlopeAtStart = true; // for smooth interpolation w/o separate
 
-                       this.zeroSlopeAtEnd = true; // clips for start, loop and end
-               } // State & Scheduling
+                                       this.zeroSlopeAtEnd = true; // clips for start, loop and end
+                               } // State & Scheduling
 
 
-               play() {
-                       this._mixer._activateAction(this);
+                               play() {
+                                       this._mixer._activateAction(this);
 
-                       return this;
-               }
+                                       return this;
+                               }
 
-               stop() {
-                       this._mixer._deactivateAction(this);
+                               stop() {
+                                       this._mixer._deactivateAction(this);
 
-                       return this.reset();
-               }
+                                       return this.reset();
+                               }
 
-               reset() {
-                       this.paused = false;
-                       this.enabled = true;
-                       this.time = 0; // restart clip
+                               reset() {
+                                       this.paused = false;
+                                       this.enabled = true;
+                                       this.time = 0; // restart clip
 
-                       this._loopCount = -1; // forget previous loops
+                                       this._loopCount = -1; // forget previous loops
 
-                       this._startTime = null; // forget scheduling
+                                       this._startTime = null; // forget scheduling
 
-                       return this.stopFading().stopWarping();
-               }
+                                       return this.stopFading().stopWarping();
+                               }
 
-               isRunning() {
-                       return this.enabled && !this.paused && this.timeScale !== 0 && this._startTime === null && this._mixer._isActiveAction(this);
-               } // return true when play has been called
+                               isRunning() {
+                                       return this.enabled && !this.paused && this.timeScale !== 0 && this._startTime === null && this._mixer._isActiveAction(this);
+                               } // return true when play has been called
 
 
-               isScheduled() {
-                       return this._mixer._isActiveAction(this);
-               }
+                               isScheduled() {
+                                       return this._mixer._isActiveAction(this);
+                               }
 
-               startAt(time) {
-                       this._startTime = time;
-                       return this;
-               }
+                               startAt(time) {
+                                       this._startTime = time;
+                                       return this;
+                               }
 
-               setLoop(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
+                               setLoop(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(weight) {
-                       this.weight = weight; // note: same logic as when updated at runtime
+                               setEffectiveWeight(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
+                                       this._effectiveWeight = this.enabled ? weight : 0;
+                                       return this.stopFading();
+                               } // return the weight considering fading and .enabled
 
 
-               getEffectiveWeight() {
-                       return this._effectiveWeight;
-               }
+                               getEffectiveWeight() {
+                                       return this._effectiveWeight;
+                               }
 
-               fadeIn(duration) {
-                       return this._scheduleFading(duration, 0, 1);
-               }
+                               fadeIn(duration) {
+                                       return this._scheduleFading(duration, 0, 1);
+                               }
 
-               fadeOut(duration) {
-                       return this._scheduleFading(duration, 1, 0);
-               }
+                               fadeOut(duration) {
+                                       return this._scheduleFading(duration, 1, 0);
+                               }
 
-               crossFadeFrom(fadeOutAction, duration, warp) {
-                       fadeOutAction.fadeOut(duration);
-                       this.fadeIn(duration);
+                               crossFadeFrom(fadeOutAction, duration, warp) {
+                                       fadeOutAction.fadeOut(duration);
+                                       this.fadeIn(duration);
 
-                       if (warp) {
-                               const fadeInDuration = this._clip.duration,
+                                       if (warp) {
+                                               const 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);
-                       }
+                                               fadeOutAction.warp(1.0, startEndRatio, duration);
+                                               this.warp(endStartRatio, 1.0, duration);
+                                       }
 
-                       return this;
-               }
+                                       return this;
+                               }
 
-               crossFadeTo(fadeInAction, duration, warp) {
-                       return fadeInAction.crossFadeFrom(this, duration, warp);
-               }
+                               crossFadeTo(fadeInAction, duration, warp) {
+                                       return fadeInAction.crossFadeFrom(this, duration, warp);
+                               }
 
-               stopFading() {
-                       const weightInterpolant = this._weightInterpolant;
+                               stopFading() {
+                                       const weightInterpolant = this._weightInterpolant;
 
-                       if (weightInterpolant !== null) {
-                               this._weightInterpolant = null;
+                                       if (weightInterpolant !== null) {
+                                               this._weightInterpolant = null;
 
-                               this._mixer._takeBackControlInterpolant(weightInterpolant);
-                       }
+                                               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
+                                       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(timeScale) {
-                       this.timeScale = timeScale;
-                       this._effectiveTimeScale = this.paused ? 0 : timeScale;
-                       return this.stopWarping();
-               } // return the time scale considering warping and .paused
+                               setEffectiveTimeScale(timeScale) {
+                                       this.timeScale = timeScale;
+                                       this._effectiveTimeScale = this.paused ? 0 : timeScale;
+                                       return this.stopWarping();
+                               } // return the time scale considering warping and .paused
 
 
-               getEffectiveTimeScale() {
-                       return this._effectiveTimeScale;
-               }
+                               getEffectiveTimeScale() {
+                                       return this._effectiveTimeScale;
+                               }
 
-               setDuration(duration) {
-                       this.timeScale = this._clip.duration / duration;
-                       return this.stopWarping();
-               }
+                               setDuration(duration) {
+                                       this.timeScale = this._clip.duration / duration;
+                                       return this.stopWarping();
+                               }
 
-               syncWith(action) {
-                       this.time = action.time;
-                       this.timeScale = action.timeScale;
-                       return this.stopWarping();
-               }
+                               syncWith(action) {
+                                       this.time = action.time;
+                                       this.timeScale = action.timeScale;
+                                       return this.stopWarping();
+                               }
 
-               halt(duration) {
-                       return this.warp(this._effectiveTimeScale, 0, duration);
-               }
+                               halt(duration) {
+                                       return this.warp(this._effectiveTimeScale, 0, duration);
+                               }
 
-               warp(startTimeScale, endTimeScale, duration) {
-                       const mixer = this._mixer,
+                               warp(startTimeScale, endTimeScale, duration) {
+                                       const mixer = this._mixer,
                                                now = mixer.time,
                                                timeScale = this.timeScale;
-                       let interpolant = this._timeScaleInterpolant;
+                                       let interpolant = this._timeScaleInterpolant;
 
-                       if (interpolant === null) {
-                               interpolant = mixer._lendControlInterpolant();
-                               this._timeScaleInterpolant = interpolant;
-                       }
+                                       if (interpolant === null) {
+                                               interpolant = mixer._lendControlInterpolant();
+                                               this._timeScaleInterpolant = interpolant;
+                                       }
 
-                       const times = interpolant.parameterPositions,
+                                       const times = interpolant.parameterPositions,
                                                values = interpolant.sampleValues;
-                       times[0] = now;
-                       times[1] = now + duration;
-                       values[0] = startTimeScale / timeScale;
-                       values[1] = endTimeScale / timeScale;
-                       return this;
-               }
+                                       times[0] = now;
+                                       times[1] = now + duration;
+                                       values[0] = startTimeScale / timeScale;
+                                       values[1] = endTimeScale / timeScale;
+                                       return this;
+                               }
 
-               stopWarping() {
-                       const timeScaleInterpolant = this._timeScaleInterpolant;
+                               stopWarping() {
+                                       const timeScaleInterpolant = this._timeScaleInterpolant;
 
-                       if (timeScaleInterpolant !== null) {
-                               this._timeScaleInterpolant = null;
+                                       if (timeScaleInterpolant !== null) {
+                                               this._timeScaleInterpolant = null;
 
-                               this._mixer._takeBackControlInterpolant(timeScaleInterpolant);
-                       }
+                                               this._mixer._takeBackControlInterpolant(timeScaleInterpolant);
+                                       }
 
-                       return this;
-               } // Object Accessors
+                                       return this;
+                               } // Object Accessors
 
 
-               getMixer() {
-                       return this._mixer;
-               }
+                               getMixer() {
+                                       return this._mixer;
+                               }
 
-               getClip() {
-                       return this._clip;
-               }
+                               getClip() {
+                                       return this._clip;
+                               }
 
-               getRoot() {
-                       return this._localRoot || this._mixer._root;
-               } // Interna
+                               getRoot() {
+                                       return this._localRoot || this._mixer._root;
+                               } // Interna
 
 
-               _update(time, deltaTime, timeDirection, accuIndex) {
-                       // called by the mixer
-                       if (!this.enabled) {
-                               // call ._updateWeight() to update ._effectiveWeight
-                               this._updateWeight(time);
+                               _update(time, deltaTime, timeDirection, accuIndex) {
+                                       // called by the mixer
+                                       if (!this.enabled) {
+                                               // call ._updateWeight() to update ._effectiveWeight
+                                               this._updateWeight(time);
 
-                               return;
-                       }
+                                               return;
+                                       }
 
-                       const startTime = this._startTime;
+                                       const startTime = this._startTime;
 
-                       if (startTime !== null) {
-                               // check for scheduled start of action
-                               const timeRunning = (time - startTime) * timeDirection;
+                                       if (startTime !== null) {
+                                               // check for scheduled start of action
+                                               const timeRunning = (time - startTime) * timeDirection;
 
-                               if (timeRunning < 0 || timeDirection === 0) {
-                                       return; // yet to come / don't decide when delta = 0
-                               } // start
+                                               if (timeRunning < 0 || timeDirection === 0) {
+                                                       return; // yet to come / don't decide when delta = 0
+                                               } // start
 
 
-                               this._startTime = null; // unschedule
+                                               this._startTime = null; // unschedule
 
-                               deltaTime = timeDirection * timeRunning;
-                       } // apply time scale and advance time
+                                               deltaTime = timeDirection * timeRunning;
+                                       } // apply time scale and advance time
 
 
-                       deltaTime *= this._updateTimeScale(time);
+                                       deltaTime *= this._updateTimeScale(time);
 
-                       const clipTime = this._updateTime(deltaTime); // note: _updateTime may disable the action resulting in
-                       // an effective weight of 0
+                                       const clipTime = this._updateTime(deltaTime); // note: _updateTime may disable the action resulting in
+                                       // an effective weight of 0
 
 
-                       const weight = this._updateWeight(time);
+                                       const weight = this._updateWeight(time);
 
-                       if (weight > 0) {
-                               const interpolants = this._interpolants;
-                               const propertyMixers = this._propertyBindings;
+                                       if (weight > 0) {
+                                               const interpolants = this._interpolants;
+                                               const propertyMixers = this._propertyBindings;
 
-                               switch (this.blendMode) {
-                                       case AdditiveAnimationBlendMode:
-                                               for (let j = 0, m = interpolants.length; j !== m; ++j) {
-                                                       interpolants[j].evaluate(clipTime);
-                                                       propertyMixers[j].accumulateAdditive(weight);
-                                               }
+                                               switch (this.blendMode) {
+                                                       case AdditiveAnimationBlendMode:
+                                                               for (let j = 0, m = interpolants.length; j !== m; ++j) {
+                                                                       interpolants[j].evaluate(clipTime);
+                                                                       propertyMixers[j].accumulateAdditive(weight);
+                                                               }
 
-                                               break;
+                                                               break;
 
-                                       case NormalAnimationBlendMode:
-                                       default:
-                                               for (let j = 0, m = interpolants.length; j !== m; ++j) {
-                                                       interpolants[j].evaluate(clipTime);
-                                                       propertyMixers[j].accumulate(accuIndex, weight);
-                                               }
+                                                       case NormalAnimationBlendMode:
+                                                       default:
+                                                               for (let j = 0, m = interpolants.length; j !== m; ++j) {
+                                                                       interpolants[j].evaluate(clipTime);
+                                                                       propertyMixers[j].accumulate(accuIndex, weight);
+                                                               }
 
+                                               }
+                                       }
                                }
-                       }
-               }
 
-               _updateWeight(time) {
-                       let weight = 0;
+                               _updateWeight(time) {
+                                       let weight = 0;
 
-                       if (this.enabled) {
-                               weight = this.weight;
-                               const interpolant = this._weightInterpolant;
+                                       if (this.enabled) {
+                                               weight = this.weight;
+                                               const interpolant = this._weightInterpolant;
 
-                               if (interpolant !== null) {
-                                       const interpolantValue = interpolant.evaluate(time)[0];
-                                       weight *= interpolantValue;
+                                               if (interpolant !== null) {
+                                                       const interpolantValue = interpolant.evaluate(time)[0];
+                                                       weight *= interpolantValue;
 
-                                       if (time > interpolant.parameterPositions[1]) {
-                                               this.stopFading();
+                                                       if (time > interpolant.parameterPositions[1]) {
+                                                               this.stopFading();
 
-                                               if (interpolantValue === 0) {
-                                                       // faded out, disable
-                                                       this.enabled = false;
+                                                               if (interpolantValue === 0) {
+                                                                       // faded out, disable
+                                                                       this.enabled = false;
+                                                               }
+                                                       }
                                                }
                                        }
-                               }
-                       }
 
-                       this._effectiveWeight = weight;
-                       return weight;
-               }
+                                       this._effectiveWeight = weight;
+                                       return weight;
+                               }
 
-               _updateTimeScale(time) {
-                       let timeScale = 0;
+                               _updateTimeScale(time) {
+                                       let timeScale = 0;
 
-                       if (!this.paused) {
-                               timeScale = this.timeScale;
-                               const interpolant = this._timeScaleInterpolant;
+                                       if (!this.paused) {
+                                               timeScale = this.timeScale;
+                                               const interpolant = this._timeScaleInterpolant;
 
-                               if (interpolant !== null) {
-                                       const interpolantValue = interpolant.evaluate(time)[0];
-                                       timeScale *= interpolantValue;
+                                               if (interpolant !== null) {
+                                                       const interpolantValue = interpolant.evaluate(time)[0];
+                                                       timeScale *= interpolantValue;
 
-                                       if (time > interpolant.parameterPositions[1]) {
-                                               this.stopWarping();
+                                                       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;
+                                                               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;
                                }
-                       }
 
-                       this._effectiveTimeScale = timeScale;
-                       return timeScale;
-               }
+                               _updateTime(deltaTime) {
+                                       const duration = this._clip.duration;
+                                       const loop = this.loop;
+                                       let time = this.time + deltaTime;
+                                       let loopCount = this._loopCount;
+                                       const pingPong = loop === LoopPingPong;
 
-               _updateTime(deltaTime) {
-                       const duration = this._clip.duration;
-                       const loop = this.loop;
-                       let time = this.time + deltaTime;
-                       let loopCount = this._loopCount;
-                       const pingPong = loop === LoopPingPong;
+                                       if (deltaTime === 0) {
+                                               if (loopCount === -1) return time;
+                                               return pingPong && (loopCount & 1) === 1 ? duration - time : time;
+                                       }
 
-                       if (deltaTime === 0) {
-                               if (loopCount === -1) return time;
-                               return pingPong && (loopCount & 1) === 1 ? duration - time : time;
-                       }
+                                       if (loop === LoopOnce) {
+                                               if (loopCount === -1) {
+                                                       // just started
+                                                       this._loopCount = 0;
 
-                       if (loop === LoopOnce) {
-                               if (loopCount === -1) {
-                                       // just started
-                                       this._loopCount = 0;
+                                                       this._setEndings(true, true, false);
+                                               }
 
-                                       this._setEndings(true, true, false);
-                               }
+                                               handle_stop: {
+                                                       if (time >= duration) {
+                                                               time = duration;
+                                                       } else if (time < 0) {
+                                                               time = 0;
+                                                       } else {
+                                                               this.time = time;
+                                                               break handle_stop;
+                                                       }
 
-                               handle_stop: {
-                                       if (time >= duration) {
-                                               time = duration;
-                                       } else if (time < 0) {
-                                               time = 0;
+                                                       if (this.clampWhenFinished) this.paused = true; else this.enabled = false;
+                                                       this.time = time;
+
+                                                       this._mixer.dispatchEvent({
+                                                               type: 'finished',
+                                                               action: this,
+                                                               direction: deltaTime < 0 ? -1 : 1
+                                                       });
+                                               }
                                        } else {
-                                               this.time = time;
-                                               break handle_stop;
-                                       }
+                                               // repetitive Repeat or PingPong
+                                               if (loopCount === -1) {
+                                                       // just started
+                                                       if (deltaTime >= 0) {
+                                                               loopCount = 0;
 
-                                       if (this.clampWhenFinished) this.paused = true;else this.enabled = false;
-                                       this.time = time;
+                                                               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);
+                                                       }
+                                               }
 
-                                       this._mixer.dispatchEvent({
-                                               type: 'finished',
-                                               action: this,
-                                               direction: deltaTime < 0 ? -1 : 1
-                                       });
-                               }
-                       } else {
-                               // repetitive Repeat or PingPong
-                               if (loopCount === -1) {
-                                       // just started
-                                       if (deltaTime >= 0) {
-                                               loopCount = 0;
+                                               if (time >= duration || time < 0) {
+                                                       // wrap around
+                                                       const loopDelta = Math.floor(time / duration); // signed
 
-                                               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);
-                                       }
-                               }
+                                                       time -= duration * loopDelta;
+                                                       loopCount += Math.abs(loopDelta);
+                                                       const pending = this.repetitions - loopCount;
 
-                               if (time >= duration || time < 0) {
-                                       // wrap around
-                                       const loopDelta = Math.floor(time / duration); // signed
+                                                       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.time = time;
 
-                                       time -= duration * loopDelta;
-                                       loopCount += Math.abs(loopDelta);
-                                       const pending = this.repetitions - loopCount;
+                                                               this._mixer.dispatchEvent({
+                                                                       type: 'finished',
+                                                                       action: this,
+                                                                       direction: deltaTime > 0 ? 1 : -1
+                                                               });
+                                                       } else {
+                                                               // keep running
+                                                               if (pending === 1) {
+                                                                       // entering the last round
+                                                                       const atStart = deltaTime < 0;
 
-                                       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.time = time;
+                                                                       this._setEndings(atStart, !atStart, pingPong);
+                                                               } else {
+                                                                       this._setEndings(false, false, pingPong);
+                                                               }
 
-                                               this._mixer.dispatchEvent({
-                                                       type: 'finished',
-                                                       action: this,
-                                                       direction: deltaTime > 0 ? 1 : -1
-                                               });
-                                       } else {
-                                               // keep running
-                                               if (pending === 1) {
-                                                       // entering the last round
-                                                       const atStart = deltaTime < 0;
+                                                               this._loopCount = loopCount;
+                                                               this.time = time;
 
-                                                       this._setEndings(atStart, !atStart, pingPong);
+                                                               this._mixer.dispatchEvent({
+                                                                       type: 'loop',
+                                                                       action: this,
+                                                                       loopDelta: loopDelta
+                                                               });
+                                                       }
                                                } else {
-                                                       this._setEndings(false, false, pingPong);
+                                                       this.time = time;
                                                }
 
-                                               this._loopCount = loopCount;
-                                               this.time = time;
-
-                                               this._mixer.dispatchEvent({
-                                                       type: 'loop',
-                                                       action: this,
-                                                       loopDelta: loopDelta
-                                               });
+                                               if (pingPong && (loopCount & 1) === 1) {
+                                                       // invert time for the "pong round"
+                                                       return duration - time;
+                                               }
                                        }
-                               } else {
-                                       this.time = time;
-                               }
 
-                               if (pingPong && (loopCount & 1) === 1) {
-                                       // invert time for the "pong round"
-                                       return duration - time;
+                                       return time;
                                }
-                       }
 
-                       return time;
-               }
-
-               _setEndings(atStart, atEnd, pingPong) {
-                       const settings = this._interpolantSettings;
+                               _setEndings(atStart, atEnd, pingPong) {
+                                       const 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 (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;
+                                               if (atEnd) {
+                                                       settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
+                                               } else {
+                                                       settings.endingEnd = WrapAroundEnding;
+                                               }
+                                       }
                                }
-                       }
-               }
 
-               _scheduleFading(duration, weightNow, weightThen) {
-                       const mixer = this._mixer,
+                               _scheduleFading(duration, weightNow, weightThen) {
+                                       const mixer = this._mixer,
                                                now = mixer.time;
-                       let interpolant = this._weightInterpolant;
+                                       let interpolant = this._weightInterpolant;
 
-                       if (interpolant === null) {
-                               interpolant = mixer._lendControlInterpolant();
-                               this._weightInterpolant = interpolant;
-                       }
+                                       if (interpolant === null) {
+                                               interpolant = mixer._lendControlInterpolant();
+                                               this._weightInterpolant = interpolant;
+                                       }
 
-                       const times = interpolant.parameterPositions,
+                                       const times = interpolant.parameterPositions,
                                                values = interpolant.sampleValues;
-                       times[0] = now;
-                       values[0] = weightNow;
-                       times[1] = now + duration;
-                       values[1] = weightThen;
-                       return this;
-               }
+                                       times[0] = now;
+                                       values[0] = weightNow;
+                                       times[1] = now + duration;
+                                       values[1] = weightThen;
+                                       return this;
+                               }
 
-       }
+                       }
 
-       class AnimationMixer extends EventDispatcher {
-               constructor(root) {
-                       super();
-                       this._root = root;
+                       class AnimationMixer extends EventDispatcher {
+                               constructor(root) {
+                                       super();
+                                       this._root = root;
 
-                       this._initMemoryManager();
+                                       this._initMemoryManager();
 
-                       this._accuIndex = 0;
-                       this.time = 0;
-                       this.timeScale = 1.0;
-               }
+                                       this._accuIndex = 0;
+                                       this.time = 0;
+                                       this.timeScale = 1.0;
+                               }
 
-               _bindAction(action, prototypeAction) {
-                       const root = action._localRoot || this._root,
+                               _bindAction(action, prototypeAction) {
+                                       const root = action._localRoot || this._root,
                                                tracks = action._clip.tracks,
                                                nTracks = tracks.length,
                                                bindings = action._propertyBindings,
                                                interpolants = action._interpolants,
                                                rootUuid = root.uuid,
                                                bindingsByRoot = this._bindingsByRootAndName;
-                       let bindingsByName = bindingsByRoot[rootUuid];
+                                       let bindingsByName = bindingsByRoot[rootUuid];
 
-                       if (bindingsByName === undefined) {
-                               bindingsByName = {};
-                               bindingsByRoot[rootUuid] = bindingsByName;
-                       }
+                                       if (bindingsByName === undefined) {
+                                               bindingsByName = {};
+                                               bindingsByRoot[rootUuid] = bindingsByName;
+                                       }
 
-                       for (let i = 0; i !== nTracks; ++i) {
-                               const track = tracks[i],
+                                       for (let i = 0; i !== nTracks; ++i) {
+                                               const track = tracks[i],
                                                        trackName = track.name;
-                               let binding = bindingsByName[trackName];
+                                               let binding = bindingsByName[trackName];
 
-                               if (binding !== undefined) {
-                                       bindings[i] = binding;
-                               } else {
-                                       binding = bindings[i];
+                                               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;
 
-                                       if (binding !== undefined) {
-                                               // existing binding, make sure the cache knows
-                                               if (binding._cacheIndex === null) {
+                                                                       this._addInactiveBinding(binding, rootUuid, trackName);
+                                                               }
+
+                                                               continue;
+                                                       }
+
+                                                       const 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;
                                                }
 
-                                               continue;
+                                               interpolants[i].resultBuffer = binding.buffer;
                                        }
+                               }
 
-                                       const 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(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
-                                       const rootUuid = (action._localRoot || this._root).uuid,
+                               _activateAction(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
+                                                       const rootUuid = (action._localRoot || this._root).uuid,
                                                                clipUuid = action._clip.uuid,
                                                                actionsForClip = this._actionsByClip[clipUuid];
 
-                                       this._bindAction(action, actionsForClip && actionsForClip.knownActions[0]);
+                                                       this._bindAction(action, actionsForClip && actionsForClip.knownActions[0]);
 
-                                       this._addInactiveAction(action, clipUuid, rootUuid);
-                               }
+                                                       this._addInactiveAction(action, clipUuid, rootUuid);
+                                               }
 
-                               const bindings = action._propertyBindings; // increment reference counts / sort out state
+                                               const bindings = action._propertyBindings; // increment reference counts / sort out state
 
-                               for (let i = 0, n = bindings.length; i !== n; ++i) {
-                                       const binding = bindings[i];
+                                               for (let i = 0, n = bindings.length; i !== n; ++i) {
+                                                       const binding = bindings[i];
 
-                                       if (binding.useCount++ === 0) {
-                                               this._lendBinding(binding);
+                                                       if (binding.useCount++ === 0) {
+                                                               this._lendBinding(binding);
 
-                                               binding.saveOriginalState();
+                                                               binding.saveOriginalState();
+                                                       }
+                                               }
+
+                                               this._lendAction(action);
                                        }
                                }
 
-                               this._lendAction(action);
-                       }
-               }
+                               _deactivateAction(action) {
+                                       if (this._isActiveAction(action)) {
+                                               const bindings = action._propertyBindings; // decrement reference counts / sort out state
 
-               _deactivateAction(action) {
-                       if (this._isActiveAction(action)) {
-                               const bindings = action._propertyBindings; // decrement reference counts / sort out state
+                                               for (let i = 0, n = bindings.length; i !== n; ++i) {
+                                                       const binding = bindings[i];
 
-                               for (let i = 0, n = bindings.length; i !== n; ++i) {
-                                       const binding = bindings[i];
+                                                       if (--binding.useCount === 0) {
+                                                               binding.restoreOriginalState();
 
-                                       if (--binding.useCount === 0) {
-                                               binding.restoreOriginalState();
+                                                               this._takeBackBinding(binding);
+                                                       }
+                                               }
 
-                                               this._takeBackBinding(binding);
+                                               this._takeBackAction(action);
                                        }
-                               }
-
-                               this._takeBackAction(action);
-                       }
-               } // Memory manager
+                               } // Memory manager
 
 
-               _initMemoryManager() {
-                       this._actions = []; // 'nActiveActions' followed by inactive ones
+                               _initMemoryManager() {
+                                       this._actions = []; // 'nActiveActions' followed by inactive ones
 
-                       this._nActiveActions = 0;
-                       this._actionsByClip = {}; // inside:
-                       // {
-                       //      knownActions: Array< AnimationAction > - used as prototypes
-                       //      actionByRoot: AnimationAction - lookup
-                       // }
+                                       this._nActiveActions = 0;
+                                       this._actionsByClip = {}; // inside:
+                                       // {
+                                       //      knownActions: Array< AnimationAction > - used as prototypes
+                                       //      actionByRoot: AnimationAction - lookup
+                                       // }
 
-                       this._bindings = []; // 'nActiveBindings' followed by inactive ones
+                                       this._bindings = []; // 'nActiveBindings' followed by inactive ones
 
-                       this._nActiveBindings = 0;
-                       this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
+                                       this._nActiveBindings = 0;
+                                       this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
 
-                       this._controlInterpolants = []; // same game as above
+                                       this._controlInterpolants = []; // same game as above
 
-                       this._nActiveControlInterpolants = 0;
-                       const scope = this;
-                       this.stats = {
-                               actions: {
-                                       get total() {
-                                               return scope._actions.length;
-                                       },
+                                       this._nActiveControlInterpolants = 0;
+                                       const scope = this;
+                                       this.stats = {
+                                               actions: {
+                                                       get total() {
+                                                               return scope._actions.length;
+                                                       },
 
-                                       get inUse() {
-                                               return scope._nActiveActions;
-                                       }
+                                                       get inUse() {
+                                                               return scope._nActiveActions;
+                                                       }
 
-                               },
-                               bindings: {
-                                       get total() {
-                                               return scope._bindings.length;
-                                       },
+                                               },
+                                               bindings: {
+                                                       get total() {
+                                                               return scope._bindings.length;
+                                                       },
 
-                                       get inUse() {
-                                               return scope._nActiveBindings;
-                                       }
+                                                       get inUse() {
+                                                               return scope._nActiveBindings;
+                                                       }
 
-                               },
-                               controlInterpolants: {
-                                       get total() {
-                                               return scope._controlInterpolants.length;
-                                       },
+                                               },
+                                               controlInterpolants: {
+                                                       get total() {
+                                                               return scope._controlInterpolants.length;
+                                                       },
 
-                                       get inUse() {
-                                               return scope._nActiveControlInterpolants;
-                                       }
+                                                       get inUse() {
+                                                               return scope._nActiveControlInterpolants;
+                                                       }
 
-                               }
-                       };
-               } // Memory management for AnimationAction objects
+                                               }
+                                       };
+                               } // Memory management for AnimationAction objects
 
 
-               _isActiveAction(action) {
-                       const index = action._cacheIndex;
-                       return index !== null && index < this._nActiveActions;
-               }
+                               _isActiveAction(action) {
+                                       const index = action._cacheIndex;
+                                       return index !== null && index < this._nActiveActions;
+                               }
 
-               _addInactiveAction(action, clipUuid, rootUuid) {
-                       const actions = this._actions,
+                               _addInactiveAction(action, clipUuid, rootUuid) {
+                                       const actions = this._actions,
                                                actionsByClip = this._actionsByClip;
-                       let actionsForClip = actionsByClip[clipUuid];
+                                       let actionsForClip = actionsByClip[clipUuid];
 
-                       if (actionsForClip === undefined) {
-                               actionsForClip = {
-                                       knownActions: [action],
-                                       actionByRoot: {}
-                               };
-                               action._byClipCacheIndex = 0;
-                               actionsByClip[clipUuid] = actionsForClip;
-                       } else {
-                               const knownActions = actionsForClip.knownActions;
-                               action._byClipCacheIndex = knownActions.length;
-                               knownActions.push(action);
-                       }
+                                       if (actionsForClip === undefined) {
+                                               actionsForClip = {
+                                                       knownActions: [action],
+                                                       actionByRoot: {}
+                                               };
+                                               action._byClipCacheIndex = 0;
+                                               actionsByClip[clipUuid] = actionsForClip;
+                                       } else {
+                                               const knownActions = actionsForClip.knownActions;
+                                               action._byClipCacheIndex = knownActions.length;
+                                               knownActions.push(action);
+                                       }
 
-                       action._cacheIndex = actions.length;
-                       actions.push(action);
-                       actionsForClip.actionByRoot[rootUuid] = action;
-               }
+                                       action._cacheIndex = actions.length;
+                                       actions.push(action);
+                                       actionsForClip.actionByRoot[rootUuid] = action;
+                               }
 
-               _removeInactiveAction(action) {
-                       const actions = this._actions,
+                               _removeInactiveAction(action) {
+                                       const actions = this._actions,
                                                lastInactiveAction = actions[actions.length - 1],
                                                cacheIndex = action._cacheIndex;
-                       lastInactiveAction._cacheIndex = cacheIndex;
-                       actions[cacheIndex] = lastInactiveAction;
-                       actions.pop();
-                       action._cacheIndex = null;
-                       const clipUuid = action._clip.uuid,
+                                       lastInactiveAction._cacheIndex = cacheIndex;
+                                       actions[cacheIndex] = lastInactiveAction;
+                                       actions.pop();
+                                       action._cacheIndex = null;
+                                       const 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;
-                       const actionByRoot = actionsForClip.actionByRoot,
+                                       lastKnownAction._byClipCacheIndex = byClipCacheIndex;
+                                       knownActionsForClip[byClipCacheIndex] = lastKnownAction;
+                                       knownActionsForClip.pop();
+                                       action._byClipCacheIndex = null;
+                                       const actionByRoot = actionsForClip.actionByRoot,
                                                rootUuid = (action._localRoot || this._root).uuid;
-                       delete actionByRoot[rootUuid];
+                                       delete actionByRoot[rootUuid];
 
-                       if (knownActionsForClip.length === 0) {
-                               delete actionsByClip[clipUuid];
-                       }
+                                       if (knownActionsForClip.length === 0) {
+                                               delete actionsByClip[clipUuid];
+                                       }
 
-                       this._removeInactiveBindingsForAction(action);
-               }
+                                       this._removeInactiveBindingsForAction(action);
+                               }
 
-               _removeInactiveBindingsForAction(action) {
-                       const bindings = action._propertyBindings;
+                               _removeInactiveBindingsForAction(action) {
+                                       const bindings = action._propertyBindings;
 
-                       for (let i = 0, n = bindings.length; i !== n; ++i) {
-                               const binding = bindings[i];
+                                       for (let i = 0, n = bindings.length; i !== n; ++i) {
+                                               const binding = bindings[i];
 
-                               if (--binding.referenceCount === 0) {
-                                       this._removeInactiveBinding(binding);
+                                               if (--binding.referenceCount === 0) {
+                                                       this._removeInactiveBinding(binding);
+                                               }
+                                       }
                                }
-                       }
-               }
 
-               _lendAction(action) {
-                       // [ active actions |   inactive actions        ]
-                       // [    active actions >| inactive actions ]
-                       //                                                               s                              a
-                       //                                                                      <-swap->
-                       //                                                               a                              s
-                       const actions = this._actions,
+                               _lendAction(action) {
+                                       // [ active actions |   inactive actions        ]
+                                       // [    active actions >| inactive actions ]
+                                       //                                                               s                              a
+                                       //                                                                      <-swap->
+                                       //                                                               a                              s
+                                       const 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(action) {
-                       // [    active actions  | inactive actions ]
-                       // [ active actions |< inactive actions ]
-                       //                              a                               s
-                       //                               <-swap->
-                       //                              s                               a
-                       const actions = this._actions,
+                                       action._cacheIndex = lastActiveIndex;
+                                       actions[lastActiveIndex] = action;
+                                       firstInactiveAction._cacheIndex = prevIndex;
+                                       actions[prevIndex] = firstInactiveAction;
+                               }
+
+                               _takeBackAction(action) {
+                                       // [    active actions  | inactive actions ]
+                                       // [ active actions |< inactive actions ]
+                                       //                              a                               s
+                                       //                               <-swap->
+                                       //                              s                               a
+                                       const 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
+                                       action._cacheIndex = firstInactiveIndex;
+                                       actions[firstInactiveIndex] = action;
+                                       lastActiveAction._cacheIndex = prevIndex;
+                                       actions[prevIndex] = lastActiveAction;
+                               } // Memory management for PropertyMixer objects
 
 
-               _addInactiveBinding(binding, rootUuid, trackName) {
-                       const bindingsByRoot = this._bindingsByRootAndName,
+                               _addInactiveBinding(binding, rootUuid, trackName) {
+                                       const bindingsByRoot = this._bindingsByRootAndName,
                                                bindings = this._bindings;
-                       let bindingByName = bindingsByRoot[rootUuid];
+                                       let bindingByName = bindingsByRoot[rootUuid];
 
-                       if (bindingByName === undefined) {
-                               bindingByName = {};
-                               bindingsByRoot[rootUuid] = bindingByName;
-                       }
+                                       if (bindingByName === undefined) {
+                                               bindingByName = {};
+                                               bindingsByRoot[rootUuid] = bindingByName;
+                                       }
 
-                       bindingByName[trackName] = binding;
-                       binding._cacheIndex = bindings.length;
-                       bindings.push(binding);
-               }
+                                       bindingByName[trackName] = binding;
+                                       binding._cacheIndex = bindings.length;
+                                       bindings.push(binding);
+                               }
 
-               _removeInactiveBinding(binding) {
-                       const bindings = this._bindings,
+                               _removeInactiveBinding(binding) {
+                                       const bindings = this._bindings,
                                                propBinding = binding.binding,
                                                rootUuid = propBinding.rootNode.uuid,
                                                trackName = propBinding.path,
@@ -33126,920 +33192,921 @@ window["THREE"] = require("three");
                                                bindingByName = bindingsByRoot[rootUuid],
                                                lastInactiveBinding = bindings[bindings.length - 1],
                                                cacheIndex = binding._cacheIndex;
-                       lastInactiveBinding._cacheIndex = cacheIndex;
-                       bindings[cacheIndex] = lastInactiveBinding;
-                       bindings.pop();
-                       delete bindingByName[trackName];
+                                       lastInactiveBinding._cacheIndex = cacheIndex;
+                                       bindings[cacheIndex] = lastInactiveBinding;
+                                       bindings.pop();
+                                       delete bindingByName[trackName];
 
-                       if (Object.keys(bindingByName).length === 0) {
-                               delete bindingsByRoot[rootUuid];
-                       }
-               }
+                                       if (Object.keys(bindingByName).length === 0) {
+                                               delete bindingsByRoot[rootUuid];
+                                       }
+                               }
 
-               _lendBinding(binding) {
-                       const bindings = this._bindings,
+                               _lendBinding(binding) {
+                                       const bindings = this._bindings,
                                                prevIndex = binding._cacheIndex,
                                                lastActiveIndex = this._nActiveBindings++,
                                                firstInactiveBinding = bindings[lastActiveIndex];
-                       binding._cacheIndex = lastActiveIndex;
-                       bindings[lastActiveIndex] = binding;
-                       firstInactiveBinding._cacheIndex = prevIndex;
-                       bindings[prevIndex] = firstInactiveBinding;
-               }
+                                       binding._cacheIndex = lastActiveIndex;
+                                       bindings[lastActiveIndex] = binding;
+                                       firstInactiveBinding._cacheIndex = prevIndex;
+                                       bindings[prevIndex] = firstInactiveBinding;
+                               }
 
-               _takeBackBinding(binding) {
-                       const bindings = this._bindings,
+                               _takeBackBinding(binding) {
+                                       const 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
+                                       binding._cacheIndex = firstInactiveIndex;
+                                       bindings[firstInactiveIndex] = binding;
+                                       lastActiveBinding._cacheIndex = prevIndex;
+                                       bindings[prevIndex] = lastActiveBinding;
+                               } // Memory management of Interpolants for weight and time scale
 
 
-               _lendControlInterpolant() {
-                       const interpolants = this._controlInterpolants,
+                               _lendControlInterpolant() {
+                                       const interpolants = this._controlInterpolants,
                                                lastActiveIndex = this._nActiveControlInterpolants++;
-                       let interpolant = interpolants[lastActiveIndex];
+                                       let interpolant = interpolants[lastActiveIndex];
 
-                       if (interpolant === undefined) {
-                               interpolant = new LinearInterpolant(new Float32Array(2), new Float32Array(2), 1, this._controlInterpolantsResultBuffer);
-                               interpolant.__cacheIndex = lastActiveIndex;
-                               interpolants[lastActiveIndex] = interpolant;
-                       }
+                                       if (interpolant === undefined) {
+                                               interpolant = new LinearInterpolant(new Float32Array(2), new Float32Array(2), 1, this._controlInterpolantsResultBuffer);
+                                               interpolant.__cacheIndex = lastActiveIndex;
+                                               interpolants[lastActiveIndex] = interpolant;
+                                       }
 
-                       return interpolant;
-               }
+                                       return interpolant;
+                               }
 
-               _takeBackControlInterpolant(interpolant) {
-                       const interpolants = this._controlInterpolants,
+                               _takeBackControlInterpolant(interpolant) {
+                                       const interpolants = this._controlInterpolants,
                                                prevIndex = interpolant.__cacheIndex,
                                                firstInactiveIndex = --this._nActiveControlInterpolants,
                                                lastActiveInterpolant = interpolants[firstInactiveIndex];
-                       interpolant.__cacheIndex = firstInactiveIndex;
-                       interpolants[firstInactiveIndex] = interpolant;
-                       lastActiveInterpolant.__cacheIndex = prevIndex;
-                       interpolants[prevIndex] = lastActiveInterpolant;
-               } // 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)
+                                       interpolant.__cacheIndex = firstInactiveIndex;
+                                       interpolants[firstInactiveIndex] = interpolant;
+                                       lastActiveInterpolant.__cacheIndex = prevIndex;
+                                       interpolants[prevIndex] = lastActiveInterpolant;
+                               } // 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(clip, optionalRoot, blendMode) {
-                       const root = optionalRoot || this._root,
+                               clipAction(clip, optionalRoot, blendMode) {
+                                       const root = optionalRoot || this._root,
                                                rootUuid = root.uuid;
-                       let clipObject = typeof clip === 'string' ? AnimationClip.findByName(root, clip) : clip;
-                       const clipUuid = clipObject !== null ? clipObject.uuid : clip;
-                       const actionsForClip = this._actionsByClip[clipUuid];
-                       let prototypeAction = null;
-
-                       if (blendMode === undefined) {
-                               if (clipObject !== null) {
-                                       blendMode = clipObject.blendMode;
-                               } else {
-                                       blendMode = NormalAnimationBlendMode;
-                               }
-                       }
+                                       let clipObject = typeof clip === 'string' ? AnimationClip.findByName(root, clip) : clip;
+                                       const clipUuid = clipObject !== null ? clipObject.uuid : clip;
+                                       const actionsForClip = this._actionsByClip[clipUuid];
+                                       let prototypeAction = null;
+
+                                       if (blendMode === undefined) {
+                                               if (clipObject !== null) {
+                                                       blendMode = clipObject.blendMode;
+                                               } else {
+                                                       blendMode = NormalAnimationBlendMode;
+                                               }
+                                       }
 
-                       if (actionsForClip !== undefined) {
-                               const existingAction = actionsForClip.actionByRoot[rootUuid];
+                                       if (actionsForClip !== undefined) {
+                                               const existingAction = actionsForClip.actionByRoot[rootUuid];
 
-                               if (existingAction !== undefined && existingAction.blendMode === blendMode) {
-                                       return existingAction;
-                               } // we know the clip, so we don't have to parse all
-                               // the bindings again but can just copy
+                                               if (existingAction !== undefined && existingAction.blendMode === blendMode) {
+                                                       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
+                                               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) clipObject = prototypeAction._clip;
+                                       } // clip must be known when specified via string
 
 
-                       if (clipObject === null) return null; // allocate all resources required to run it
+                                       if (clipObject === null) return null; // allocate all resources required to run it
 
-                       const newAction = new AnimationAction(this, clipObject, optionalRoot, blendMode);
+                                       const newAction = new AnimationAction(this, clipObject, optionalRoot, blendMode);
 
-                       this._bindAction(newAction, prototypeAction); // and make the action known to the memory manager
+                                       this._bindAction(newAction, prototypeAction); // and make the action known to the memory manager
 
 
-                       this._addInactiveAction(newAction, clipUuid, rootUuid);
+                                       this._addInactiveAction(newAction, clipUuid, rootUuid);
 
-                       return newAction;
-               } // get an existing action
+                                       return newAction;
+                               } // get an existing action
 
 
-               existingAction(clip, optionalRoot) {
-                       const root = optionalRoot || this._root,
+                               existingAction(clip, optionalRoot) {
+                                       const 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;
-                       }
+                                       if (actionsForClip !== undefined) {
+                                               return actionsForClip.actionByRoot[rootUuid] || null;
+                                       }
 
-                       return null;
-               } // deactivates all previously scheduled actions
+                                       return null;
+                               } // deactivates all previously scheduled actions
 
 
-               stopAllAction() {
-                       const actions = this._actions,
+                               stopAllAction() {
+                                       const actions = this._actions,
                                                nActions = this._nActiveActions;
 
-                       for (let i = nActions - 1; i >= 0; --i) {
-                               actions[i].stop();
-                       }
+                                       for (let i = nActions - 1; i >= 0; --i) {
+                                               actions[i].stop();
+                                       }
 
-                       return this;
-               } // advance the time and update apply the animation
+                                       return this;
+                               } // advance the time and update apply the animation
 
 
-               update(deltaTime) {
-                       deltaTime *= this.timeScale;
-                       const actions = this._actions,
+                               update(deltaTime) {
+                                       deltaTime *= this.timeScale;
+                                       const actions = this._actions,
                                                nActions = this._nActiveActions,
                                                time = this.time += deltaTime,
                                                timeDirection = Math.sign(deltaTime),
                                                accuIndex = this._accuIndex ^= 1; // run active actions
 
-                       for (let i = 0; i !== nActions; ++i) {
-                               const action = actions[i];
+                                       for (let i = 0; i !== nActions; ++i) {
+                                               const action = actions[i];
 
-                               action._update(time, deltaTime, timeDirection, accuIndex);
-                       } // update scene graph
+                                               action._update(time, deltaTime, timeDirection, accuIndex);
+                                       } // update scene graph
 
 
-                       const bindings = this._bindings,
+                                       const bindings = this._bindings,
                                                nBindings = this._nActiveBindings;
 
-                       for (let i = 0; i !== nBindings; ++i) {
-                               bindings[i].apply(accuIndex);
-                       }
+                                       for (let i = 0; i !== nBindings; ++i) {
+                                               bindings[i].apply(accuIndex);
+                                       }
 
-                       return this;
-               } // Allows you to seek to a specific time in an animation.
+                                       return this;
+                               } // Allows you to seek to a specific time in an animation.
 
 
-               setTime(timeInSeconds) {
-                       this.time = 0; // Zero out time attribute for AnimationMixer object;
+                               setTime(timeInSeconds) {
+                                       this.time = 0; // Zero out time attribute for AnimationMixer object;
 
-                       for (let i = 0; i < this._actions.length; i++) {
-                               this._actions[i].time = 0; // Zero out time attribute for all associated AnimationAction objects.
-                       }
+                                       for (let i = 0; i < this._actions.length; i++) {
+                                               this._actions[i].time = 0; // Zero out time attribute for all associated AnimationAction objects.
+                                       }
 
-                       return this.update(timeInSeconds); // Update used to set exact time. Returns "this" AnimationMixer object.
-               } // return this mixer's root target object
+                                       return this.update(timeInSeconds); // Update used to set exact time. Returns "this" AnimationMixer object.
+                               } // return this mixer's root target object
 
 
-               getRoot() {
-                       return this._root;
-               } // free all resources specific to a particular clip
+                               getRoot() {
+                                       return this._root;
+                               } // free all resources specific to a particular clip
 
 
-               uncacheClip(clip) {
-                       const actions = this._actions,
+                               uncacheClip(clip) {
+                                       const 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
-                               const actionsToRemove = actionsForClip.knownActions;
+                                       if (actionsForClip !== undefined) {
+                                               // note: just calling _removeInactiveAction would mess up the
+                                               // iteration state and also require updating the state we can
+                                               // just throw away
+                                               const actionsToRemove = actionsForClip.knownActions;
 
-                               for (let i = 0, n = actionsToRemove.length; i !== n; ++i) {
-                                       const action = actionsToRemove[i];
+                                               for (let i = 0, n = actionsToRemove.length; i !== n; ++i) {
+                                                       const action = actionsToRemove[i];
 
-                                       this._deactivateAction(action);
+                                                       this._deactivateAction(action);
 
-                                       const cacheIndex = action._cacheIndex,
+                                                       const cacheIndex = action._cacheIndex,
                                                                lastInactiveAction = actions[actions.length - 1];
-                                       action._cacheIndex = null;
-                                       action._byClipCacheIndex = null;
-                                       lastInactiveAction._cacheIndex = cacheIndex;
-                                       actions[cacheIndex] = lastInactiveAction;
-                                       actions.pop();
+                                                       action._cacheIndex = null;
+                                                       action._byClipCacheIndex = null;
+                                                       lastInactiveAction._cacheIndex = cacheIndex;
+                                                       actions[cacheIndex] = lastInactiveAction;
+                                                       actions.pop();
 
-                                       this._removeInactiveBindingsForAction(action);
-                               }
+                                                       this._removeInactiveBindingsForAction(action);
+                                               }
 
-                               delete actionsByClip[clipUuid];
-                       }
-               } // free all resources specific to a particular root target object
+                                               delete actionsByClip[clipUuid];
+                                       }
+                               } // free all resources specific to a particular root target object
 
 
-               uncacheRoot(root) {
-                       const rootUuid = root.uuid,
+                               uncacheRoot(root) {
+                                       const rootUuid = root.uuid,
                                                actionsByClip = this._actionsByClip;
 
-                       for (const clipUuid in actionsByClip) {
-                               const actionByRoot = actionsByClip[clipUuid].actionByRoot,
+                                       for (const clipUuid in actionsByClip) {
+                                               const actionByRoot = actionsByClip[clipUuid].actionByRoot,
                                                        action = actionByRoot[rootUuid];
 
-                               if (action !== undefined) {
-                                       this._deactivateAction(action);
+                                               if (action !== undefined) {
+                                                       this._deactivateAction(action);
 
-                                       this._removeInactiveAction(action);
-                               }
-                       }
+                                                       this._removeInactiveAction(action);
+                                               }
+                                       }
 
-                       const bindingsByRoot = this._bindingsByRootAndName,
+                                       const bindingsByRoot = this._bindingsByRootAndName,
                                                bindingByName = bindingsByRoot[rootUuid];
 
-                       if (bindingByName !== undefined) {
-                               for (const trackName in bindingByName) {
-                                       const binding = bindingByName[trackName];
-                                       binding.restoreOriginalState();
+                                       if (bindingByName !== undefined) {
+                                               for (const trackName in bindingByName) {
+                                                       const binding = bindingByName[trackName];
+                                                       binding.restoreOriginalState();
 
-                                       this._removeInactiveBinding(binding);
-                               }
-                       }
-               } // remove a targeted clip from the cache
+                                                       this._removeInactiveBinding(binding);
+                                               }
+                                       }
+                               } // remove a targeted clip from the cache
 
 
-               uncacheAction(clip, optionalRoot) {
-                       const action = this.existingAction(clip, optionalRoot);
+                               uncacheAction(clip, optionalRoot) {
+                                       const action = this.existingAction(clip, optionalRoot);
 
-                       if (action !== null) {
-                               this._deactivateAction(action);
+                                       if (action !== null) {
+                                               this._deactivateAction(action);
+
+                                               this._removeInactiveAction(action);
+                                       }
+                               }
 
-                               this._removeInactiveAction(action);
                        }
-               }
 
-       }
+                       AnimationMixer.prototype._controlInterpolantsResultBuffer = new Float32Array(1);
+
+                       class Uniform {
+                               constructor(value) {
+                                       if (typeof value === 'string') {
+                                               console.warn('THREE.Uniform: Type parameter is no longer needed.');
+                                               value = arguments[1];
+                                       }
+
+                                       this.value = value;
+                               }
 
-       AnimationMixer.prototype._controlInterpolantsResultBuffer = new Float32Array(1);
+                               clone() {
+                                       return new Uniform(this.value.clone === undefined ? this.value : this.value.clone());
+                               }
 
-       class Uniform {
-               constructor(value) {
-                       if (typeof value === 'string') {
-                               console.warn('THREE.Uniform: Type parameter is no longer needed.');
-                               value = arguments[1];
                        }
 
-                       this.value = value;
-               }
+                       class InstancedInterleavedBuffer extends InterleavedBuffer {
+                               constructor(array, stride, meshPerAttribute = 1) {
+                                       super(array, stride);
+                                       this.meshPerAttribute = meshPerAttribute;
+                               }
 
-               clone() {
-                       return new Uniform(this.value.clone === undefined ? this.value : this.value.clone());
-               }
+                               copy(source) {
+                                       super.copy(source);
+                                       this.meshPerAttribute = source.meshPerAttribute;
+                                       return this;
+                               }
 
-       }
+                               clone(data) {
+                                       const ib = super.clone(data);
+                                       ib.meshPerAttribute = this.meshPerAttribute;
+                                       return ib;
+                               }
 
-       class InstancedInterleavedBuffer extends InterleavedBuffer {
-               constructor(array, stride, meshPerAttribute = 1) {
-                       super(array, stride);
-                       this.meshPerAttribute = meshPerAttribute;
-               }
+                               toJSON(data) {
+                                       const json = super.toJSON(data);
+                                       json.isInstancedInterleavedBuffer = true;
+                                       json.meshPerAttribute = this.meshPerAttribute;
+                                       return json;
+                               }
 
-               copy(source) {
-                       super.copy(source);
-                       this.meshPerAttribute = source.meshPerAttribute;
-                       return this;
-               }
+                       }
 
-               clone(data) {
-                       const ib = super.clone(data);
-                       ib.meshPerAttribute = this.meshPerAttribute;
-                       return ib;
-               }
+                       InstancedInterleavedBuffer.prototype.isInstancedInterleavedBuffer = true;
 
-               toJSON(data) {
-                       const json = super.toJSON(data);
-                       json.isInstancedInterleavedBuffer = true;
-                       json.meshPerAttribute = this.meshPerAttribute;
-                       return json;
-               }
+                       class GLBufferAttribute {
+                               constructor(buffer, type, itemSize, elementSize, count) {
+                                       this.buffer = buffer;
+                                       this.type = type;
+                                       this.itemSize = itemSize;
+                                       this.elementSize = elementSize;
+                                       this.count = count;
+                                       this.version = 0;
+                               }
 
-       }
+                               set needsUpdate(value) {
+                                       if (value === true) this.version++;
+                               }
 
-       InstancedInterleavedBuffer.prototype.isInstancedInterleavedBuffer = true;
+                               setBuffer(buffer) {
+                                       this.buffer = buffer;
+                                       return this;
+                               }
 
-       class GLBufferAttribute {
-               constructor(buffer, type, itemSize, elementSize, count) {
-                       this.buffer = buffer;
-                       this.type = type;
-                       this.itemSize = itemSize;
-                       this.elementSize = elementSize;
-                       this.count = count;
-                       this.version = 0;
-               }
+                               setType(type, elementSize) {
+                                       this.type = type;
+                                       this.elementSize = elementSize;
+                                       return this;
+                               }
 
-               set needsUpdate(value) {
-                       if (value === true) this.version++;
-               }
+                               setItemSize(itemSize) {
+                                       this.itemSize = itemSize;
+                                       return this;
+                               }
 
-               setBuffer(buffer) {
-                       this.buffer = buffer;
-                       return this;
-               }
+                               setCount(count) {
+                                       this.count = count;
+                                       return this;
+                               }
 
-               setType(type, elementSize) {
-                       this.type = type;
-                       this.elementSize = elementSize;
-                       return this;
-               }
+                       }
 
-               setItemSize(itemSize) {
-                       this.itemSize = itemSize;
-                       return this;
-               }
+                       GLBufferAttribute.prototype.isGLBufferAttribute = true;
 
-               setCount(count) {
-                       this.count = count;
-                       return this;
-               }
+                       class Raycaster {
+                               constructor(origin, direction, near = 0, far = Infinity) {
+                                       this.ray = new Ray(origin, direction); // direction is assumed to be normalized (for accurate distance calculations)
 
-       }
+                                       this.near = near;
+                                       this.far = far;
+                                       this.camera = null;
+                                       this.layers = new Layers();
+                                       this.params = {
+                                               Mesh: {},
+                                               Line: {
+                                                       threshold: 1
+                                               },
+                                               LOD: {},
+                                               Points: {
+                                                       threshold: 1
+                                               },
+                                               Sprite: {}
+                                       };
+                               }
 
-       GLBufferAttribute.prototype.isGLBufferAttribute = true;
+                               set(origin, direction) {
+                                       // direction is assumed to be normalized (for accurate distance calculations)
+                                       this.ray.set(origin, direction);
+                               }
 
-       class Raycaster {
-               constructor(origin, direction, near = 0, far = Infinity) {
-                       this.ray = new Ray(origin, direction); // direction is assumed to be normalized (for accurate distance calculations)
+                               setFromCamera(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();
+                                               this.camera = camera;
+                                       } 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.near = near;
-                       this.far = far;
-                       this.camera = null;
-                       this.layers = new Layers();
-                       this.params = {
-                               Mesh: {},
-                               Line: {
-                                       threshold: 1
-                               },
-                               LOD: {},
-                               Points: {
-                                       threshold: 1
-                               },
-                               Sprite: {}
-                       };
-               }
+                                               this.ray.direction.set(0, 0, -1).transformDirection(camera.matrixWorld);
+                                               this.camera = camera;
+                                       } else {
+                                               console.error('THREE.Raycaster: Unsupported camera type: ' + camera.type);
+                                       }
+                               }
 
-               set(origin, direction) {
-                       // direction is assumed to be normalized (for accurate distance calculations)
-                       this.ray.set(origin, direction);
-               }
+                               intersectObject(object, recursive = false, intersects = []) {
+                                       intersectObject(object, this, intersects, recursive);
+                                       intersects.sort(ascSort);
+                                       return intersects;
+                               }
 
-               setFromCamera(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();
-                               this.camera = camera;
-                       } 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
+                               intersectObjects(objects, recursive = false, intersects = []) {
+                                       for (let i = 0, l = objects.length; i < l; i++) {
+                                               intersectObject(objects[i], this, intersects, recursive);
+                                       }
 
-                               this.ray.direction.set(0, 0, -1).transformDirection(camera.matrixWorld);
-                               this.camera = camera;
-                       } else {
-                               console.error('THREE.Raycaster: Unsupported camera type: ' + camera.type);
-                       }
-               }
+                                       intersects.sort(ascSort);
+                                       return intersects;
+                               }
 
-               intersectObject(object, recursive = false, intersects = []) {
-                       intersectObject(object, this, intersects, recursive);
-                       intersects.sort(ascSort);
-                       return intersects;
-               }
+                       }
 
-               intersectObjects(objects, recursive = false, intersects = []) {
-                       for (let i = 0, l = objects.length; i < l; i++) {
-                               intersectObject(objects[i], this, intersects, recursive);
+                       function ascSort(a, b) {
+                               return a.distance - b.distance;
                        }
 
-                       intersects.sort(ascSort);
-                       return intersects;
-               }
+                       function intersectObject(object, raycaster, intersects, recursive) {
+                               if (object.layers.test(raycaster.layers)) {
+                                       object.raycast(raycaster, intersects);
+                               }
 
-       }
+                               if (recursive === true) {
+                                       const children = object.children;
 
-       function ascSort(a, b) {
-               return a.distance - b.distance;
-       }
+                                       for (let i = 0, l = children.length; i < l; i++) {
+                                               intersectObject(children[i], raycaster, intersects, true);
+                                       }
+                               }
+                       }
 
-       function intersectObject(object, raycaster, intersects, recursive) {
-               if (object.layers.test(raycaster.layers)) {
-                       object.raycast(raycaster, intersects);
-               }
+                       /**
+                        * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
+                        *
+                        * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
+                        * The azimuthal angle (theta) is measured from the positive z-axis.
+                        */
 
-               if (recursive === true) {
-                       const children = object.children;
+                       class Spherical {
+                               constructor(radius = 1, phi = 0, theta = 0) {
+                                       this.radius = radius;
+                                       this.phi = phi; // polar angle
 
-                       for (let i = 0, l = children.length; i < l; i++) {
-                               intersectObject(children[i], raycaster, intersects, true);
-                       }
-               }
-       }
+                                       this.theta = theta; // azimuthal angle
 
-       /**
-        * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
-        *
-        * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
-        * The azimuthal angle (theta) is measured from the positive z-axis.
-        */
+                                       return this;
+                               }
 
-       class Spherical {
-               constructor(radius = 1, phi = 0, theta = 0) {
-                       this.radius = radius;
-                       this.phi = phi; // polar angle
+                               set(radius, phi, theta) {
+                                       this.radius = radius;
+                                       this.phi = phi;
+                                       this.theta = theta;
+                                       return this;
+                               }
 
-                       this.theta = theta; // azimuthal angle
+                               copy(other) {
+                                       this.radius = other.radius;
+                                       this.phi = other.phi;
+                                       this.theta = other.theta;
+                                       return this;
+                               } // restrict phi to be betwee EPS and PI-EPS
 
-                       return this;
-               }
 
-               set(radius, phi, theta) {
-                       this.radius = radius;
-                       this.phi = phi;
-                       this.theta = theta;
-                       return this;
-               }
+                               makeSafe() {
+                                       const EPS = 0.000001;
+                                       this.phi = Math.max(EPS, Math.min(Math.PI - EPS, this.phi));
+                                       return this;
+                               }
 
-               copy(other) {
-                       this.radius = other.radius;
-                       this.phi = other.phi;
-                       this.theta = other.theta;
-                       return this;
-               } // restrict phi to be betwee EPS and PI-EPS
+                               setFromVector3(v) {
+                                       return this.setFromCartesianCoords(v.x, v.y, v.z);
+                               }
 
+                               setFromCartesianCoords(x, y, z) {
+                                       this.radius = Math.sqrt(x * x + y * y + z * z);
 
-               makeSafe() {
-                       const EPS = 0.000001;
-                       this.phi = Math.max(EPS, Math.min(Math.PI - EPS, this.phi));
-                       return this;
-               }
+                                       if (this.radius === 0) {
+                                               this.theta = 0;
+                                               this.phi = 0;
+                                       } else {
+                                               this.theta = Math.atan2(x, z);
+                                               this.phi = Math.acos(clamp(y / this.radius, -1, 1));
+                                       }
 
-               setFromVector3(v) {
-                       return this.setFromCartesianCoords(v.x, v.y, v.z);
-               }
+                                       return this;
+                               }
 
-               setFromCartesianCoords(x, y, z) {
-                       this.radius = Math.sqrt(x * x + y * y + z * z);
+                               clone() {
+                                       return new this.constructor().copy(this);
+                               }
 
-                       if (this.radius === 0) {
-                               this.theta = 0;
-                               this.phi = 0;
-                       } else {
-                               this.theta = Math.atan2(x, z);
-                               this.phi = Math.acos(clamp(y / this.radius, -1, 1));
                        }
 
-                       return this;
-               }
+                       /**
+                        * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
+                        */
+                       class Cylindrical {
+                               constructor(radius = 1, theta = 0, y = 0) {
+                                       this.radius = radius; // distance from the origin to a point in the x-z plane
 
-               clone() {
-                       return new this.constructor().copy(this);
-               }
+                                       this.theta = theta; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
 
-       }
+                                       this.y = y; // height above the x-z plane
 
-       /**
-        * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
-        */
-       class Cylindrical {
-               constructor(radius = 1, theta = 0, y = 0) {
-                       this.radius = radius; // distance from the origin to a point in the x-z plane
+                                       return this;
+                               }
 
-                       this.theta = theta; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
+                               set(radius, theta, y) {
+                                       this.radius = radius;
+                                       this.theta = theta;
+                                       this.y = y;
+                                       return this;
+                               }
 
-                       this.y = y; // height above the x-z plane
+                               copy(other) {
+                                       this.radius = other.radius;
+                                       this.theta = other.theta;
+                                       this.y = other.y;
+                                       return this;
+                               }
 
-                       return this;
-               }
+                               setFromVector3(v) {
+                                       return this.setFromCartesianCoords(v.x, v.y, v.z);
+                               }
 
-               set(radius, theta, y) {
-                       this.radius = radius;
-                       this.theta = theta;
-                       this.y = y;
-                       return this;
-               }
+                               setFromCartesianCoords(x, y, z) {
+                                       this.radius = Math.sqrt(x * x + z * z);
+                                       this.theta = Math.atan2(x, z);
+                                       this.y = y;
+                                       return this;
+                               }
 
-               copy(other) {
-                       this.radius = other.radius;
-                       this.theta = other.theta;
-                       this.y = other.y;
-                       return this;
-               }
+                               clone() {
+                                       return new this.constructor().copy(this);
+                               }
 
-               setFromVector3(v) {
-                       return this.setFromCartesianCoords(v.x, v.y, v.z);
-               }
+                       }
 
-               setFromCartesianCoords(x, y, z) {
-                       this.radius = Math.sqrt(x * x + z * z);
-                       this.theta = Math.atan2(x, z);
-                       this.y = y;
-                       return this;
-               }
+                       const _vector$4 = /*@__PURE__*/new Vector2();
 
-               clone() {
-                       return new this.constructor().copy(this);
-               }
+                       class Box2 {
+                               constructor(min = new Vector2(+Infinity, +Infinity), max = new Vector2(-Infinity, -Infinity)) {
+                                       this.min = min;
+                                       this.max = max;
+                               }
 
-       }
+                               set(min, max) {
+                                       this.min.copy(min);
+                                       this.max.copy(max);
+                                       return this;
+                               }
 
-       const _vector$4 = /*@__PURE__*/new Vector2();
+                               setFromPoints(points) {
+                                       this.makeEmpty();
 
-       class Box2 {
-               constructor(min = new Vector2(+Infinity, +Infinity), max = new Vector2(-Infinity, -Infinity)) {
-                       this.min = min;
-                       this.max = max;
-               }
+                                       for (let i = 0, il = points.length; i < il; i++) {
+                                               this.expandByPoint(points[i]);
+                                       }
 
-               set(min, max) {
-                       this.min.copy(min);
-                       this.max.copy(max);
-                       return this;
-               }
+                                       return this;
+                               }
 
-               setFromPoints(points) {
-                       this.makeEmpty();
+                               setFromCenterAndSize(center, size) {
+                                       const halfSize = _vector$4.copy(size).multiplyScalar(0.5);
 
-                       for (let i = 0, il = points.length; i < il; i++) {
-                               this.expandByPoint(points[i]);
-                       }
+                                       this.min.copy(center).sub(halfSize);
+                                       this.max.copy(center).add(halfSize);
+                                       return this;
+                               }
 
-                       return this;
-               }
+                               clone() {
+                                       return new this.constructor().copy(this);
+                               }
 
-               setFromCenterAndSize(center, size) {
-                       const halfSize = _vector$4.copy(size).multiplyScalar(0.5);
+                               copy(box) {
+                                       this.min.copy(box.min);
+                                       this.max.copy(box.max);
+                                       return this;
+                               }
 
-                       this.min.copy(center).sub(halfSize);
-                       this.max.copy(center).add(halfSize);
-                       return this;
-               }
+                               makeEmpty() {
+                                       this.min.x = this.min.y = +Infinity;
+                                       this.max.x = this.max.y = -Infinity;
+                                       return this;
+                               }
 
-               clone() {
-                       return new this.constructor().copy(this);
-               }
+                               isEmpty() {
+                                       // 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;
+                               }
 
-               copy(box) {
-                       this.min.copy(box.min);
-                       this.max.copy(box.max);
-                       return this;
-               }
+                               getCenter(target) {
+                                       return this.isEmpty() ? target.set(0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5);
+                               }
 
-               makeEmpty() {
-                       this.min.x = this.min.y = +Infinity;
-                       this.max.x = this.max.y = -Infinity;
-                       return this;
-               }
+                               getSize(target) {
+                                       return this.isEmpty() ? target.set(0, 0) : target.subVectors(this.max, this.min);
+                               }
 
-               isEmpty() {
-                       // 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;
-               }
+                               expandByPoint(point) {
+                                       this.min.min(point);
+                                       this.max.max(point);
+                                       return this;
+                               }
 
-               getCenter(target) {
-                       return this.isEmpty() ? target.set(0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5);
-               }
+                               expandByVector(vector) {
+                                       this.min.sub(vector);
+                                       this.max.add(vector);
+                                       return this;
+                               }
 
-               getSize(target) {
-                       return this.isEmpty() ? target.set(0, 0) : target.subVectors(this.max, this.min);
-               }
+                               expandByScalar(scalar) {
+                                       this.min.addScalar(-scalar);
+                                       this.max.addScalar(scalar);
+                                       return this;
+                               }
 
-               expandByPoint(point) {
-                       this.min.min(point);
-                       this.max.max(point);
-                       return this;
-               }
+                               containsPoint(point) {
+                                       return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y ? false : true;
+                               }
 
-               expandByVector(vector) {
-                       this.min.sub(vector);
-                       this.max.add(vector);
-                       return this;
-               }
+                               containsBox(box) {
+                                       return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y;
+                               }
 
-               expandByScalar(scalar) {
-                       this.min.addScalar(-scalar);
-                       this.max.addScalar(scalar);
-                       return this;
-               }
+                               getParameter(point, target) {
+                                       // This can potentially have a divide by zero if the box
+                                       // has a size dimension of 0.
+                                       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));
+                               }
 
-               containsPoint(point) {
-                       return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y ? false : true;
-               }
+                               intersectsBox(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;
+                               }
 
-               containsBox(box) {
-                       return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y;
-               }
+                               clampPoint(point, target) {
+                                       return target.copy(point).clamp(this.min, this.max);
+                               }
 
-               getParameter(point, target) {
-                       // This can potentially have a divide by zero if the box
-                       // has a size dimension of 0.
-                       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));
-               }
+                               distanceToPoint(point) {
+                                       const clampedPoint = _vector$4.copy(point).clamp(this.min, this.max);
 
-               intersectsBox(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;
-               }
+                                       return clampedPoint.sub(point).length();
+                               }
 
-               clampPoint(point, target) {
-                       return target.copy(point).clamp(this.min, this.max);
-               }
+                               intersect(box) {
+                                       this.min.max(box.min);
+                                       this.max.min(box.max);
+                                       return this;
+                               }
 
-               distanceToPoint(point) {
-                       const clampedPoint = _vector$4.copy(point).clamp(this.min, this.max);
+                               union(box) {
+                                       this.min.min(box.min);
+                                       this.max.max(box.max);
+                                       return this;
+                               }
 
-                       return clampedPoint.sub(point).length();
-               }
+                               translate(offset) {
+                                       this.min.add(offset);
+                                       this.max.add(offset);
+                                       return this;
+                               }
 
-               intersect(box) {
-                       this.min.max(box.min);
-                       this.max.min(box.max);
-                       return this;
-               }
+                               equals(box) {
+                                       return box.min.equals(this.min) && box.max.equals(this.max);
+                               }
 
-               union(box) {
-                       this.min.min(box.min);
-                       this.max.max(box.max);
-                       return this;
-               }
+                       }
 
-               translate(offset) {
-                       this.min.add(offset);
-                       this.max.add(offset);
-                       return this;
-               }
+                       Box2.prototype.isBox2 = true;
 
-               equals(box) {
-                       return box.min.equals(this.min) && box.max.equals(this.max);
-               }
+                       const _startP = /*@__PURE__*/new Vector3();
 
-       }
+                       const _startEnd = /*@__PURE__*/new Vector3();
 
-       Box2.prototype.isBox2 = true;
+                       class Line3 {
+                               constructor(start = new Vector3(), end = new Vector3()) {
+                                       this.start = start;
+                                       this.end = end;
+                               }
 
-       const _startP = /*@__PURE__*/new Vector3();
+                               set(start, end) {
+                                       this.start.copy(start);
+                                       this.end.copy(end);
+                                       return this;
+                               }
 
-       const _startEnd = /*@__PURE__*/new Vector3();
+                               copy(line) {
+                                       this.start.copy(line.start);
+                                       this.end.copy(line.end);
+                                       return this;
+                               }
 
-       class Line3 {
-               constructor(start = new Vector3(), end = new Vector3()) {
-                       this.start = start;
-                       this.end = end;
-               }
+                               getCenter(target) {
+                                       return target.addVectors(this.start, this.end).multiplyScalar(0.5);
+                               }
 
-               set(start, end) {
-                       this.start.copy(start);
-                       this.end.copy(end);
-                       return this;
-               }
+                               delta(target) {
+                                       return target.subVectors(this.end, this.start);
+                               }
 
-               copy(line) {
-                       this.start.copy(line.start);
-                       this.end.copy(line.end);
-                       return this;
-               }
+                               distanceSq() {
+                                       return this.start.distanceToSquared(this.end);
+                               }
 
-               getCenter(target) {
-                       return target.addVectors(this.start, this.end).multiplyScalar(0.5);
-               }
+                               distance() {
+                                       return this.start.distanceTo(this.end);
+                               }
 
-               delta(target) {
-                       return target.subVectors(this.end, this.start);
-               }
+                               at(t, target) {
+                                       return this.delta(target).multiplyScalar(t).add(this.start);
+                               }
 
-               distanceSq() {
-                       return this.start.distanceToSquared(this.end);
-               }
+                               closestPointToPointParameter(point, clampToLine) {
+                                       _startP.subVectors(point, this.start);
 
-               distance() {
-                       return this.start.distanceTo(this.end);
-               }
+                                       _startEnd.subVectors(this.end, this.start);
 
-               at(t, target) {
-                       return this.delta(target).multiplyScalar(t).add(this.start);
-               }
+                                       const startEnd2 = _startEnd.dot(_startEnd);
 
-               closestPointToPointParameter(point, clampToLine) {
-                       _startP.subVectors(point, this.start);
+                                       const startEnd_startP = _startEnd.dot(_startP);
 
-                       _startEnd.subVectors(this.end, this.start);
+                                       let t = startEnd_startP / startEnd2;
 
-                       const startEnd2 = _startEnd.dot(_startEnd);
+                                       if (clampToLine) {
+                                               t = clamp(t, 0, 1);
+                                       }
 
-                       const startEnd_startP = _startEnd.dot(_startP);
+                                       return t;
+                               }
 
-                       let t = startEnd_startP / startEnd2;
+                               closestPointToPoint(point, clampToLine, target) {
+                                       const t = this.closestPointToPointParameter(point, clampToLine);
+                                       return this.delta(target).multiplyScalar(t).add(this.start);
+                               }
 
-                       if (clampToLine) {
-                               t = clamp(t, 0, 1);
-                       }
+                               applyMatrix4(matrix) {
+                                       this.start.applyMatrix4(matrix);
+                                       this.end.applyMatrix4(matrix);
+                                       return this;
+                               }
 
-                       return t;
-               }
+                               equals(line) {
+                                       return line.start.equals(this.start) && line.end.equals(this.end);
+                               }
 
-               closestPointToPoint(point, clampToLine, target) {
-                       const t = this.closestPointToPointParameter(point, clampToLine);
-                       return this.delta(target).multiplyScalar(t).add(this.start);
-               }
+                               clone() {
+                                       return new this.constructor().copy(this);
+                               }
 
-               applyMatrix4(matrix) {
-                       this.start.applyMatrix4(matrix);
-                       this.end.applyMatrix4(matrix);
-                       return this;
-               }
+                       }
 
-               equals(line) {
-                       return line.start.equals(this.start) && line.end.equals(this.end);
-               }
+                       class ImmediateRenderObject extends Object3D {
+                               constructor(material) {
+                                       super();
+                                       this.material = material;
 
-               clone() {
-                       return new this.constructor().copy(this);
-               }
+                                       this.render = function () {
+                                       };
 
-       }
+                                       this.hasPositions = false;
+                                       this.hasNormals = false;
+                                       this.hasColors = false;
+                                       this.hasUvs = false;
+                                       this.positionArray = null;
+                                       this.normalArray = null;
+                                       this.colorArray = null;
+                                       this.uvArray = null;
+                                       this.count = 0;
+                               }
 
-       class ImmediateRenderObject extends Object3D {
-               constructor(material) {
-                       super();
-                       this.material = material;
-
-                       this.render = function () {};
-
-                       this.hasPositions = false;
-                       this.hasNormals = false;
-                       this.hasColors = false;
-                       this.hasUvs = false;
-                       this.positionArray = null;
-                       this.normalArray = null;
-                       this.colorArray = null;
-                       this.uvArray = null;
-                       this.count = 0;
-               }
+                       }
 
-       }
+                       ImmediateRenderObject.prototype.isImmediateRenderObject = true;
 
-       ImmediateRenderObject.prototype.isImmediateRenderObject = true;
+                       const _vector$3 = /*@__PURE__*/new Vector3();
 
-       const _vector$3 = /*@__PURE__*/new Vector3();
+                       class SpotLightHelper extends Object3D {
+                               constructor(light, color) {
+                                       super();
+                                       this.light = light;
+                                       this.light.updateMatrixWorld();
+                                       this.matrix = light.matrixWorld;
+                                       this.matrixAutoUpdate = false;
+                                       this.color = color;
+                                       const geometry = new BufferGeometry();
+                                       const 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];
 
-       class SpotLightHelper extends Object3D {
-               constructor(light, color) {
-                       super();
-                       this.light = light;
-                       this.light.updateMatrixWorld();
-                       this.matrix = light.matrixWorld;
-                       this.matrixAutoUpdate = false;
-                       this.color = color;
-                       const geometry = new BufferGeometry();
-                       const 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 (let i = 0, j = 1, l = 32; i < l; i++, j++) {
+                                               const p1 = i / l * Math.PI * 2;
+                                               const p2 = j / l * Math.PI * 2;
+                                               positions.push(Math.cos(p1), Math.sin(p1), 1, Math.cos(p2), Math.sin(p2), 1);
+                                       }
 
-                       for (let i = 0, j = 1, l = 32; i < l; i++, j++) {
-                               const p1 = i / l * Math.PI * 2;
-                               const p2 = j / l * Math.PI * 2;
-                               positions.push(Math.cos(p1), Math.sin(p1), 1, Math.cos(p2), Math.sin(p2), 1);
-                       }
+                                       geometry.setAttribute('position', new Float32BufferAttribute(positions, 3));
+                                       const material = new LineBasicMaterial({
+                                               fog: false,
+                                               toneMapped: false
+                                       });
+                                       this.cone = new LineSegments(geometry, material);
+                                       this.add(this.cone);
+                                       this.update();
+                               }
 
-                       geometry.setAttribute('position', new Float32BufferAttribute(positions, 3));
-                       const material = new LineBasicMaterial({
-                               fog: false,
-                               toneMapped: false
-                       });
-                       this.cone = new LineSegments(geometry, material);
-                       this.add(this.cone);
-                       this.update();
-               }
+                               dispose() {
+                                       this.cone.geometry.dispose();
+                                       this.cone.material.dispose();
+                               }
 
-               dispose() {
-                       this.cone.geometry.dispose();
-                       this.cone.material.dispose();
-               }
+                               update() {
+                                       this.light.updateMatrixWorld();
+                                       const coneLength = this.light.distance ? this.light.distance : 1000;
+                                       const coneWidth = coneLength * Math.tan(this.light.angle);
+                                       this.cone.scale.set(coneWidth, coneWidth, coneLength);
 
-               update() {
-                       this.light.updateMatrixWorld();
-                       const coneLength = this.light.distance ? this.light.distance : 1000;
-                       const coneWidth = coneLength * Math.tan(this.light.angle);
-                       this.cone.scale.set(coneWidth, coneWidth, coneLength);
+                                       _vector$3.setFromMatrixPosition(this.light.target.matrixWorld);
 
-                       _vector$3.setFromMatrixPosition(this.light.target.matrixWorld);
+                                       this.cone.lookAt(_vector$3);
 
-                       this.cone.lookAt(_vector$3);
+                                       if (this.color !== undefined) {
+                                               this.cone.material.color.set(this.color);
+                                       } else {
+                                               this.cone.material.color.copy(this.light.color);
+                                       }
+                               }
 
-                       if (this.color !== undefined) {
-                               this.cone.material.color.set(this.color);
-                       } else {
-                               this.cone.material.color.copy(this.light.color);
                        }
-               }
 
-       }
+                       const _vector$2 = /*@__PURE__*/new Vector3();
 
-       const _vector$2 = /*@__PURE__*/new Vector3();
+                       const _boneMatrix = /*@__PURE__*/new Matrix4();
 
-       const _boneMatrix = /*@__PURE__*/new Matrix4();
+                       const _matrixWorldInv = /*@__PURE__*/new Matrix4();
 
-       const _matrixWorldInv = /*@__PURE__*/new Matrix4();
+                       class SkeletonHelper extends LineSegments {
+                               constructor(object) {
+                                       const bones = getBoneList(object);
+                                       const geometry = new BufferGeometry();
+                                       const vertices = [];
+                                       const colors = [];
+                                       const color1 = new Color(0, 0, 1);
+                                       const color2 = new Color(0, 1, 0);
 
-       class SkeletonHelper extends LineSegments {
-               constructor(object) {
-                       const bones = getBoneList(object);
-                       const geometry = new BufferGeometry();
-                       const vertices = [];
-                       const colors = [];
-                       const color1 = new Color(0, 0, 1);
-                       const color2 = new Color(0, 1, 0);
+                                       for (let i = 0; i < bones.length; i++) {
+                                               const bone = bones[i];
 
-                       for (let i = 0; i < bones.length; i++) {
-                               const 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);
+                                               }
+                                       }
 
-                               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.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+                                       geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
+                                       const material = new LineBasicMaterial({
+                                               vertexColors: true,
+                                               depthTest: false,
+                                               depthWrite: false,
+                                               toneMapped: false,
+                                               transparent: true
+                                       });
+                                       super(geometry, material);
+                                       this.type = 'SkeletonHelper';
+                                       this.isSkeletonHelper = true;
+                                       this.root = object;
+                                       this.bones = bones;
+                                       this.matrix = object.matrixWorld;
+                                       this.matrixAutoUpdate = false;
                                }
-                       }
 
-                       geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
-                       geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
-                       const material = new LineBasicMaterial({
-                               vertexColors: true,
-                               depthTest: false,
-                               depthWrite: false,
-                               toneMapped: false,
-                               transparent: true
-                       });
-                       super(geometry, material);
-                       this.type = 'SkeletonHelper';
-                       this.isSkeletonHelper = true;
-                       this.root = object;
-                       this.bones = bones;
-                       this.matrix = object.matrixWorld;
-                       this.matrixAutoUpdate = false;
-               }
+                               updateMatrixWorld(force) {
+                                       const bones = this.bones;
+                                       const geometry = this.geometry;
+                                       const position = geometry.getAttribute('position');
 
-               updateMatrixWorld(force) {
-                       const bones = this.bones;
-                       const geometry = this.geometry;
-                       const position = geometry.getAttribute('position');
+                                       _matrixWorldInv.copy(this.root.matrixWorld).invert();
 
-                       _matrixWorldInv.copy(this.root.matrixWorld).invert();
+                                       for (let i = 0, j = 0; i < bones.length; i++) {
+                                               const bone = bones[i];
 
-                       for (let i = 0, j = 0; i < bones.length; i++) {
-                               const bone = bones[i];
+                                               if (bone.parent && bone.parent.isBone) {
+                                                       _boneMatrix.multiplyMatrices(_matrixWorldInv, bone.matrixWorld);
 
-                               if (bone.parent && bone.parent.isBone) {
-                                       _boneMatrix.multiplyMatrices(_matrixWorldInv, bone.matrixWorld);
+                                                       _vector$2.setFromMatrixPosition(_boneMatrix);
 
-                                       _vector$2.setFromMatrixPosition(_boneMatrix);
+                                                       position.setXYZ(j, _vector$2.x, _vector$2.y, _vector$2.z);
 
-                                       position.setXYZ(j, _vector$2.x, _vector$2.y, _vector$2.z);
+                                                       _boneMatrix.multiplyMatrices(_matrixWorldInv, bone.parent.matrixWorld);
 
-                                       _boneMatrix.multiplyMatrices(_matrixWorldInv, bone.parent.matrixWorld);
+                                                       _vector$2.setFromMatrixPosition(_boneMatrix);
 
-                                       _vector$2.setFromMatrixPosition(_boneMatrix);
+                                                       position.setXYZ(j + 1, _vector$2.x, _vector$2.y, _vector$2.z);
+                                                       j += 2;
+                                               }
+                                       }
 
-                                       position.setXYZ(j + 1, _vector$2.x, _vector$2.y, _vector$2.z);
-                                       j += 2;
+                                       geometry.getAttribute('position').needsUpdate = true;
+                                       super.updateMatrixWorld(force);
                                }
-                       }
-
-                       geometry.getAttribute('position').needsUpdate = true;
-                       super.updateMatrixWorld(force);
-               }
 
-       }
+                       }
 
-       function getBoneList(object) {
-               const boneList = [];
+                       function getBoneList(object) {
+                               const boneList = [];
 
-               if (object && object.isBone) {
-                       boneList.push(object);
-               }
+                               if (object && object.isBone) {
+                                       boneList.push(object);
+                               }
 
-               for (let i = 0; i < object.children.length; i++) {
-                       boneList.push.apply(boneList, getBoneList(object.children[i]));
-               }
+                               for (let i = 0; i < object.children.length; i++) {
+                                       boneList.push.apply(boneList, getBoneList(object.children[i]));
+                               }
 
-               return boneList;
-       }
+                               return boneList;
+                       }
 
-       class PointLightHelper extends Mesh {
-               constructor(light, sphereSize, color) {
-                       const geometry = new SphereGeometry(sphereSize, 4, 2);
-                       const material = new MeshBasicMaterial({
-                               wireframe: true,
-                               fog: false,
-                               toneMapped: false
-                       });
-                       super(geometry, material);
-                       this.light = light;
-                       this.light.updateMatrixWorld();
-                       this.color = color;
-                       this.type = 'PointLightHelper';
-                       this.matrix = this.light.matrixWorld;
-                       this.matrixAutoUpdate = false;
-                       this.update();
-                       /*
+                       class PointLightHelper extends Mesh {
+                               constructor(light, sphereSize, color) {
+                                       const geometry = new SphereGeometry(sphereSize, 4, 2);
+                                       const material = new MeshBasicMaterial({
+                                               wireframe: true,
+                                               fog: false,
+                                               toneMapped: false
+                                       });
+                                       super(geometry, material);
+                                       this.light = light;
+                                       this.light.updateMatrixWorld();
+                                       this.color = color;
+                                       this.type = 'PointLightHelper';
+                                       this.matrix = this.light.matrixWorld;
+                                       this.matrixAutoUpdate = false;
+                                       this.update();
+                                       /*
                        // TODO: delete this comment?
                        const distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
                        const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
@@ -34053,20 +34120,20 @@ window["THREE"] = require("three");
                        }
                        this.add( this.lightDistance );
                        */
-               }
+                               }
 
-               dispose() {
-                       this.geometry.dispose();
-                       this.material.dispose();
-               }
+                               dispose() {
+                                       this.geometry.dispose();
+                                       this.material.dispose();
+                               }
 
-               update() {
-                       if (this.color !== undefined) {
-                               this.material.color.set(this.color);
-                       } else {
-                               this.material.color.copy(this.light.color);
-                       }
-                       /*
+                               update() {
+                                       if (this.color !== undefined) {
+                                               this.material.color.set(this.color);
+                                       } else {
+                                               this.material.color.copy(this.light.color);
+                                       }
+                                       /*
                        const d = this.light.distance;
                                if ( d === 0.0 ) {
                                        this.lightDistance.visible = false;
@@ -34076,398 +34143,399 @@ window["THREE"] = require("three");
                                }
                        */
 
-               }
+                               }
 
-       }
+                       }
 
-       const _vector$1 = /*@__PURE__*/new Vector3();
-
-       const _color1 = /*@__PURE__*/new Color();
-
-       const _color2 = /*@__PURE__*/new Color();
-
-       class HemisphereLightHelper extends Object3D {
-               constructor(light, size, color) {
-                       super();
-                       this.light = light;
-                       this.light.updateMatrixWorld();
-                       this.matrix = light.matrixWorld;
-                       this.matrixAutoUpdate = false;
-                       this.color = color;
-                       const geometry = new OctahedronGeometry(size);
-                       geometry.rotateY(Math.PI * 0.5);
-                       this.material = new MeshBasicMaterial({
-                               wireframe: true,
-                               fog: false,
-                               toneMapped: false
-                       });
-                       if (this.color === undefined) this.material.vertexColors = true;
-                       const position = geometry.getAttribute('position');
-                       const colors = new Float32Array(position.count * 3);
-                       geometry.setAttribute('color', new BufferAttribute(colors, 3));
-                       this.add(new Mesh(geometry, this.material));
-                       this.update();
-               }
+                       const _vector$1 = /*@__PURE__*/new Vector3();
 
-               dispose() {
-                       this.children[0].geometry.dispose();
-                       this.children[0].material.dispose();
-               }
+                       const _color1 = /*@__PURE__*/new Color();
 
-               update() {
-                       const mesh = this.children[0];
+                       const _color2 = /*@__PURE__*/new Color();
 
-                       if (this.color !== undefined) {
-                               this.material.color.set(this.color);
-                       } else {
-                               const colors = mesh.geometry.getAttribute('color');
+                       class HemisphereLightHelper extends Object3D {
+                               constructor(light, size, color) {
+                                       super();
+                                       this.light = light;
+                                       this.light.updateMatrixWorld();
+                                       this.matrix = light.matrixWorld;
+                                       this.matrixAutoUpdate = false;
+                                       this.color = color;
+                                       const geometry = new OctahedronGeometry(size);
+                                       geometry.rotateY(Math.PI * 0.5);
+                                       this.material = new MeshBasicMaterial({
+                                               wireframe: true,
+                                               fog: false,
+                                               toneMapped: false
+                                       });
+                                       if (this.color === undefined) this.material.vertexColors = true;
+                                       const position = geometry.getAttribute('position');
+                                       const colors = new Float32Array(position.count * 3);
+                                       geometry.setAttribute('color', new BufferAttribute(colors, 3));
+                                       this.add(new Mesh(geometry, this.material));
+                                       this.update();
+                               }
+
+                               dispose() {
+                                       this.children[0].geometry.dispose();
+                                       this.children[0].material.dispose();
+                               }
+
+                               update() {
+                                       const mesh = this.children[0];
 
-                               _color1.copy(this.light.color);
+                                       if (this.color !== undefined) {
+                                               this.material.color.set(this.color);
+                                       } else {
+                                               const colors = mesh.geometry.getAttribute('color');
+
+                                               _color1.copy(this.light.color);
+
+                                               _color2.copy(this.light.groundColor);
+
+                                               for (let i = 0, l = colors.count; i < l; i++) {
+                                                       const color = i < l / 2 ? _color1 : _color2;
+                                                       colors.setXYZ(i, color.r, color.g, color.b);
+                                               }
 
-                               _color2.copy(this.light.groundColor);
+                                               colors.needsUpdate = true;
+                                       }
 
-                               for (let i = 0, l = colors.count; i < l; i++) {
-                                       const color = i < l / 2 ? _color1 : _color2;
-                                       colors.setXYZ(i, color.r, color.g, color.b);
+                                       mesh.lookAt(_vector$1.setFromMatrixPosition(this.light.matrixWorld).negate());
                                }
 
-                               colors.needsUpdate = true;
                        }
 
-                       mesh.lookAt(_vector$1.setFromMatrixPosition(this.light.matrixWorld).negate());
-               }
+                       class GridHelper extends LineSegments {
+                               constructor(size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888) {
+                                       color1 = new Color(color1);
+                                       color2 = new Color(color2);
+                                       const center = divisions / 2;
+                                       const step = size / divisions;
+                                       const halfSize = size / 2;
+                                       const vertices = [],
+                                               colors = [];
 
-       }
+                                       for (let 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);
+                                               const 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;
+                                       }
 
-       class GridHelper extends LineSegments {
-               constructor(size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888) {
-                       color1 = new Color(color1);
-                       color2 = new Color(color2);
-                       const center = divisions / 2;
-                       const step = size / divisions;
-                       const halfSize = size / 2;
-                       const vertices = [],
-                                               colors = [];
+                                       const geometry = new BufferGeometry();
+                                       geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+                                       geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
+                                       const material = new LineBasicMaterial({
+                                               vertexColors: true,
+                                               toneMapped: false
+                                       });
+                                       super(geometry, material);
+                                       this.type = 'GridHelper';
+                               }
+
+                       }
+
+                       class PolarGridHelper extends LineSegments {
+                               constructor(radius = 10, radials = 16, circles = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888) {
+                                       color1 = new Color(color1);
+                                       color2 = new Color(color2);
+                                       const vertices = [];
+                                       const colors = []; // create the radials
+
+                                       for (let i = 0; i <= radials; i++) {
+                                               const v = i / radials * (Math.PI * 2);
+                                               const x = Math.sin(v) * radius;
+                                               const z = Math.cos(v) * radius;
+                                               vertices.push(0, 0, 0);
+                                               vertices.push(x, 0, z);
+                                               const 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 (let i = 0; i <= circles; i++) {
+                                               const color = i & 1 ? color1 : color2;
+                                               const r = radius - radius / circles * i;
+
+                                               for (let j = 0; j < divisions; j++) {
+                                                       // first vertex
+                                                       let v = j / divisions * (Math.PI * 2);
+                                                       let x = Math.sin(v) * r;
+                                                       let 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);
+                                               }
+                                       }
 
-                       for (let 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);
-                               const 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;
-                       }
-
-                       const geometry = new BufferGeometry();
-                       geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
-                       geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
-                       const material = new LineBasicMaterial({
-                               vertexColors: true,
-                               toneMapped: false
-                       });
-                       super(geometry, material);
-                       this.type = 'GridHelper';
-               }
+                                       const geometry = new BufferGeometry();
+                                       geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+                                       geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
+                                       const material = new LineBasicMaterial({
+                                               vertexColors: true,
+                                               toneMapped: false
+                                       });
+                                       super(geometry, material);
+                                       this.type = 'PolarGridHelper';
+                               }
 
-       }
+                       }
 
-       class PolarGridHelper extends LineSegments {
-               constructor(radius = 10, radials = 16, circles = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888) {
-                       color1 = new Color(color1);
-                       color2 = new Color(color2);
-                       const vertices = [];
-                       const colors = []; // create the radials
-
-                       for (let i = 0; i <= radials; i++) {
-                               const v = i / radials * (Math.PI * 2);
-                               const x = Math.sin(v) * radius;
-                               const z = Math.cos(v) * radius;
-                               vertices.push(0, 0, 0);
-                               vertices.push(x, 0, z);
-                               const 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 (let i = 0; i <= circles; i++) {
-                               const color = i & 1 ? color1 : color2;
-                               const r = radius - radius / circles * i;
-
-                               for (let j = 0; j < divisions; j++) {
-                                       // first vertex
-                                       let v = j / divisions * (Math.PI * 2);
-                                       let x = Math.sin(v) * r;
-                                       let 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);
-                               }
-                       }
-
-                       const geometry = new BufferGeometry();
-                       geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
-                       geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
-                       const material = new LineBasicMaterial({
-                               vertexColors: true,
-                               toneMapped: false
-                       });
-                       super(geometry, material);
-                       this.type = 'PolarGridHelper';
-               }
+                       const _v1 = /*@__PURE__*/new Vector3();
 
-       }
+                       const _v2 = /*@__PURE__*/new Vector3();
 
-       const _v1 = /*@__PURE__*/new Vector3();
-
-       const _v2 = /*@__PURE__*/new Vector3();
-
-       const _v3 = /*@__PURE__*/new Vector3();
-
-       class DirectionalLightHelper extends Object3D {
-               constructor(light, size, color) {
-                       super();
-                       this.light = light;
-                       this.light.updateMatrixWorld();
-                       this.matrix = light.matrixWorld;
-                       this.matrixAutoUpdate = false;
-                       this.color = color;
-                       if (size === undefined) size = 1;
-                       let geometry = new BufferGeometry();
-                       geometry.setAttribute('position', new Float32BufferAttribute([-size, size, 0, size, size, 0, size, -size, 0, -size, -size, 0, -size, size, 0], 3));
-                       const material = new LineBasicMaterial({
-                               fog: false,
-                               toneMapped: false
-                       });
-                       this.lightPlane = new Line(geometry, material);
-                       this.add(this.lightPlane);
-                       geometry = new BufferGeometry();
-                       geometry.setAttribute('position', new Float32BufferAttribute([0, 0, 0, 0, 0, 1], 3));
-                       this.targetLine = new Line(geometry, material);
-                       this.add(this.targetLine);
-                       this.update();
-               }
+                       const _v3 = /*@__PURE__*/new Vector3();
 
-               dispose() {
-                       this.lightPlane.geometry.dispose();
-                       this.lightPlane.material.dispose();
-                       this.targetLine.geometry.dispose();
-                       this.targetLine.material.dispose();
-               }
+                       class DirectionalLightHelper extends Object3D {
+                               constructor(light, size, color) {
+                                       super();
+                                       this.light = light;
+                                       this.light.updateMatrixWorld();
+                                       this.matrix = light.matrixWorld;
+                                       this.matrixAutoUpdate = false;
+                                       this.color = color;
+                                       if (size === undefined) size = 1;
+                                       let geometry = new BufferGeometry();
+                                       geometry.setAttribute('position', new Float32BufferAttribute([-size, size, 0, size, size, 0, size, -size, 0, -size, -size, 0, -size, size, 0], 3));
+                                       const material = new LineBasicMaterial({
+                                               fog: false,
+                                               toneMapped: false
+                                       });
+                                       this.lightPlane = new Line(geometry, material);
+                                       this.add(this.lightPlane);
+                                       geometry = new BufferGeometry();
+                                       geometry.setAttribute('position', new Float32BufferAttribute([0, 0, 0, 0, 0, 1], 3));
+                                       this.targetLine = new Line(geometry, material);
+                                       this.add(this.targetLine);
+                                       this.update();
+                               }
 
-               update() {
-                       _v1.setFromMatrixPosition(this.light.matrixWorld);
+                               dispose() {
+                                       this.lightPlane.geometry.dispose();
+                                       this.lightPlane.material.dispose();
+                                       this.targetLine.geometry.dispose();
+                                       this.targetLine.material.dispose();
+                               }
 
-                       _v2.setFromMatrixPosition(this.light.target.matrixWorld);
+                               update() {
+                                       _v1.setFromMatrixPosition(this.light.matrixWorld);
 
-                       _v3.subVectors(_v2, _v1);
+                                       _v2.setFromMatrixPosition(this.light.target.matrixWorld);
 
-                       this.lightPlane.lookAt(_v2);
+                                       _v3.subVectors(_v2, _v1);
+
+                                       this.lightPlane.lookAt(_v2);
+
+                                       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(_v2);
+                                       this.targetLine.scale.z = _v3.length();
+                               }
 
-                       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(_v2);
-                       this.targetLine.scale.z = _v3.length();
-               }
+                       const _vector = /*@__PURE__*/new Vector3();
 
-       }
+                       const _camera = /*@__PURE__*/new Camera();
+
+                       /**
+                        *      - 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
+                        */
 
-       const _vector = /*@__PURE__*/new Vector3();
 
-       const _camera = /*@__PURE__*/new Camera();
-       /**
-        *      - 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
-        */
+                       class CameraHelper extends LineSegments {
+                               constructor(camera) {
+                                       const geometry = new BufferGeometry();
+                                       const material = new LineBasicMaterial({
+                                               color: 0xffffff,
+                                               vertexColors: true,
+                                               toneMapped: false
+                                       });
+                                       const vertices = [];
+                                       const colors = [];
+                                       const pointMap = {}; // colors
+
+                                       const colorFrustum = new Color(0xffaa00);
+                                       const colorCone = new Color(0xff0000);
+                                       const colorUp = new Color(0x00aaff);
+                                       const colorTarget = new Color(0xffffff);
+                                       const 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);
 
-       class CameraHelper extends LineSegments {
-               constructor(camera) {
-                       const geometry = new BufferGeometry();
-                       const material = new LineBasicMaterial({
-                               color: 0xffffff,
-                               vertexColors: true,
-                               toneMapped: false
-                       });
-                       const vertices = [];
-                       const colors = [];
-                       const pointMap = {}; // colors
-
-                       const colorFrustum = new Color(0xffaa00);
-                       const colorCone = new Color(0xff0000);
-                       const colorUp = new Color(0x00aaff);
-                       const colorTarget = new Color(0xffffff);
-                       const 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.setAttribute('position', new Float32BufferAttribute(vertices, 3));
-                       geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
-                       super(geometry, material);
-                       this.type = 'CameraHelper';
-                       this.camera = camera;
-                       if (this.camera.updateProjectionMatrix) this.camera.updateProjectionMatrix();
-                       this.matrix = camera.matrixWorld;
-                       this.matrixAutoUpdate = false;
-                       this.pointMap = pointMap;
-                       this.update();
-               }
+                                               if (pointMap[id] === undefined) {
+                                                       pointMap[id] = [];
+                                               }
+
+                                               pointMap[id].push(vertices.length / 3 - 1);
+                                       }
 
-               update() {
-                       const geometry = this.geometry;
-                       const pointMap = this.pointMap;
-                       const w = 1,
+                                       geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+                                       geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
+                                       super(geometry, material);
+                                       this.type = 'CameraHelper';
+                                       this.camera = camera;
+                                       if (this.camera.updateProjectionMatrix) this.camera.updateProjectionMatrix();
+                                       this.matrix = camera.matrixWorld;
+                                       this.matrixAutoUpdate = false;
+                                       this.pointMap = pointMap;
+                                       this.update();
+                               }
+
+                               update() {
+                                       const geometry = this.geometry;
+                                       const pointMap = this.pointMap;
+                                       const w = 1,
                                                h = 1; // we need just camera projection matrix inverse
-                       // world matrix must be identity
+                                       // world matrix must be identity
 
-                       _camera.projectionMatrixInverse.copy(this.camera.projectionMatrixInverse); // center / target
+                                       _camera.projectionMatrixInverse.copy(this.camera.projectionMatrixInverse); // center / target
 
 
-                       setPoint('c', pointMap, geometry, _camera, 0, 0, -1);
-                       setPoint('t', pointMap, geometry, _camera, 0, 0, 1); // near
+                                       setPoint('c', pointMap, geometry, _camera, 0, 0, -1);
+                                       setPoint('t', pointMap, geometry, _camera, 0, 0, 1); // near
 
-                       setPoint('n1', pointMap, geometry, _camera, -w, -h, -1);
-                       setPoint('n2', pointMap, geometry, _camera, w, -h, -1);
-                       setPoint('n3', pointMap, geometry, _camera, -w, h, -1);
-                       setPoint('n4', pointMap, geometry, _camera, w, h, -1); // far
+                                       setPoint('n1', pointMap, geometry, _camera, -w, -h, -1);
+                                       setPoint('n2', pointMap, geometry, _camera, w, -h, -1);
+                                       setPoint('n3', pointMap, geometry, _camera, -w, h, -1);
+                                       setPoint('n4', pointMap, geometry, _camera, w, h, -1); // far
 
-                       setPoint('f1', pointMap, geometry, _camera, -w, -h, 1);
-                       setPoint('f2', pointMap, geometry, _camera, w, -h, 1);
-                       setPoint('f3', pointMap, geometry, _camera, -w, h, 1);
-                       setPoint('f4', pointMap, geometry, _camera, w, h, 1); // up
+                                       setPoint('f1', pointMap, geometry, _camera, -w, -h, 1);
+                                       setPoint('f2', pointMap, geometry, _camera, w, -h, 1);
+                                       setPoint('f3', pointMap, geometry, _camera, -w, h, 1);
+                                       setPoint('f4', pointMap, geometry, _camera, w, h, 1); // up
 
-                       setPoint('u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, -1);
-                       setPoint('u2', pointMap, geometry, _camera, -w * 0.7, h * 1.1, -1);
-                       setPoint('u3', pointMap, geometry, _camera, 0, h * 2, -1); // cross
+                                       setPoint('u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, -1);
+                                       setPoint('u2', pointMap, geometry, _camera, -w * 0.7, h * 1.1, -1);
+                                       setPoint('u3', pointMap, geometry, _camera, 0, h * 2, -1); // cross
 
-                       setPoint('cf1', pointMap, geometry, _camera, -w, 0, 1);
-                       setPoint('cf2', pointMap, geometry, _camera, w, 0, 1);
-                       setPoint('cf3', pointMap, geometry, _camera, 0, -h, 1);
-                       setPoint('cf4', pointMap, geometry, _camera, 0, h, 1);
-                       setPoint('cn1', pointMap, geometry, _camera, -w, 0, -1);
-                       setPoint('cn2', pointMap, geometry, _camera, w, 0, -1);
-                       setPoint('cn3', pointMap, geometry, _camera, 0, -h, -1);
-                       setPoint('cn4', pointMap, geometry, _camera, 0, h, -1);
-                       geometry.getAttribute('position').needsUpdate = true;
-               }
+                                       setPoint('cf1', pointMap, geometry, _camera, -w, 0, 1);
+                                       setPoint('cf2', pointMap, geometry, _camera, w, 0, 1);
+                                       setPoint('cf3', pointMap, geometry, _camera, 0, -h, 1);
+                                       setPoint('cf4', pointMap, geometry, _camera, 0, h, 1);
+                                       setPoint('cn1', pointMap, geometry, _camera, -w, 0, -1);
+                                       setPoint('cn2', pointMap, geometry, _camera, w, 0, -1);
+                                       setPoint('cn3', pointMap, geometry, _camera, 0, -h, -1);
+                                       setPoint('cn4', pointMap, geometry, _camera, 0, h, -1);
+                                       geometry.getAttribute('position').needsUpdate = true;
+                               }
 
-               dispose() {
-                       this.geometry.dispose();
-                       this.material.dispose();
-               }
+                               dispose() {
+                                       this.geometry.dispose();
+                                       this.material.dispose();
+                               }
 
-       }
+                       }
 
-       function setPoint(point, pointMap, geometry, camera, x, y, z) {
-               _vector.set(x, y, z).unproject(camera);
+                       function setPoint(point, pointMap, geometry, camera, x, y, z) {
+                               _vector.set(x, y, z).unproject(camera);
 
-               const points = pointMap[point];
+                               const points = pointMap[point];
 
-               if (points !== undefined) {
-                       const position = geometry.getAttribute('position');
+                               if (points !== undefined) {
+                                       const position = geometry.getAttribute('position');
 
-                       for (let i = 0, l = points.length; i < l; i++) {
-                               position.setXYZ(points[i], _vector.x, _vector.y, _vector.z);
+                                       for (let i = 0, l = points.length; i < l; i++) {
+                                               position.setXYZ(points[i], _vector.x, _vector.y, _vector.z);
+                                       }
+                               }
                        }
-               }
-       }
 
-       const _box = /*@__PURE__*/new Box3();
-
-       class BoxHelper extends LineSegments {
-               constructor(object, color = 0xffff00) {
-                       const 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]);
-                       const positions = new Float32Array(8 * 3);
-                       const geometry = new BufferGeometry();
-                       geometry.setIndex(new BufferAttribute(indices, 1));
-                       geometry.setAttribute('position', new BufferAttribute(positions, 3));
-                       super(geometry, new LineBasicMaterial({
-                               color: color,
-                               toneMapped: false
-                       }));
-                       this.object = object;
-                       this.type = 'BoxHelper';
-                       this.matrixAutoUpdate = false;
-                       this.update();
-               }
+                       const _box = /*@__PURE__*/new Box3();
 
-               update(object) {
-                       if (object !== undefined) {
-                               console.warn('THREE.BoxHelper: .update() has no longer arguments.');
-                       }
+                       class BoxHelper extends LineSegments {
+                               constructor(object, color = 0xffff00) {
+                                       const 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]);
+                                       const positions = new Float32Array(8 * 3);
+                                       const geometry = new BufferGeometry();
+                                       geometry.setIndex(new BufferAttribute(indices, 1));
+                                       geometry.setAttribute('position', new BufferAttribute(positions, 3));
+                                       super(geometry, new LineBasicMaterial({
+                                               color: color,
+                                               toneMapped: false
+                                       }));
+                                       this.object = object;
+                                       this.type = 'BoxHelper';
+                                       this.matrixAutoUpdate = false;
+                                       this.update();
+                               }
 
-                       if (this.object !== undefined) {
-                               _box.setFromObject(this.object);
-                       }
+                               update(object) {
+                                       if (object !== undefined) {
+                                               console.warn('THREE.BoxHelper: .update() has no longer arguments.');
+                                       }
 
-                       if (_box.isEmpty()) return;
-                       const min = _box.min;
-                       const max = _box.max;
-                       /*
+                                       if (this.object !== undefined) {
+                                               _box.setFromObject(this.object);
+                                       }
+
+                                       if (_box.isEmpty()) return;
+                                       const min = _box.min;
+                                       const max = _box.max;
+                                       /*
                                5____4
                        1/___0/|
                        | 6__|_7
@@ -34482,2012 +34550,2036 @@ window["THREE"] = require("three");
                        7: max.x, min.y, min.z
                        */
 
-                       const position = this.geometry.attributes.position;
-                       const 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();
-               }
-
-               setFromObject(object) {
-                       this.object = object;
-                       this.update();
-                       return this;
-               }
-
-               copy(source) {
-                       LineSegments.prototype.copy.call(this, source);
-                       this.object = source.object;
-                       return this;
-               }
-
-       }
+                                       const position = this.geometry.attributes.position;
+                                       const 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();
+                               }
+
+                               setFromObject(object) {
+                                       this.object = object;
+                                       this.update();
+                                       return this;
+                               }
 
-       class Box3Helper extends LineSegments {
-               constructor(box, color = 0xffff00) {
-                       const 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]);
-                       const 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];
-                       const geometry = new BufferGeometry();
-                       geometry.setIndex(new BufferAttribute(indices, 1));
-                       geometry.setAttribute('position', new Float32BufferAttribute(positions, 3));
-                       super(geometry, new LineBasicMaterial({
-                               color: color,
-                               toneMapped: false
-                       }));
-                       this.box = box;
-                       this.type = 'Box3Helper';
-                       this.geometry.computeBoundingSphere();
-               }
+                               copy(source) {
+                                       LineSegments.prototype.copy.call(this, source);
+                                       this.object = source.object;
+                                       return this;
+                               }
 
-               updateMatrixWorld(force) {
-                       const box = this.box;
-                       if (box.isEmpty()) return;
-                       box.getCenter(this.position);
-                       box.getSize(this.scale);
-                       this.scale.multiplyScalar(0.5);
-                       super.updateMatrixWorld(force);
-               }
+                       }
 
-       }
+                       class Box3Helper extends LineSegments {
+                               constructor(box, color = 0xffff00) {
+                                       const 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]);
+                                       const 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];
+                                       const geometry = new BufferGeometry();
+                                       geometry.setIndex(new BufferAttribute(indices, 1));
+                                       geometry.setAttribute('position', new Float32BufferAttribute(positions, 3));
+                                       super(geometry, new LineBasicMaterial({
+                                               color: color,
+                                               toneMapped: false
+                                       }));
+                                       this.box = box;
+                                       this.type = 'Box3Helper';
+                                       this.geometry.computeBoundingSphere();
+                               }
 
-       class PlaneHelper extends Line {
-               constructor(plane, size = 1, hex = 0xffff00) {
-                       const color = hex;
-                       const 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];
-                       const geometry = new BufferGeometry();
-                       geometry.setAttribute('position', new Float32BufferAttribute(positions, 3));
-                       geometry.computeBoundingSphere();
-                       super(geometry, new LineBasicMaterial({
-                               color: color,
-                               toneMapped: false
-                       }));
-                       this.type = 'PlaneHelper';
-                       this.plane = plane;
-                       this.size = size;
-                       const positions2 = [1, 1, 1, -1, 1, 1, -1, -1, 1, 1, 1, 1, -1, -1, 1, 1, -1, 1];
-                       const geometry2 = new BufferGeometry();
-                       geometry2.setAttribute('position', new Float32BufferAttribute(positions2, 3));
-                       geometry2.computeBoundingSphere();
-                       this.add(new Mesh(geometry2, new MeshBasicMaterial({
-                               color: color,
-                               opacity: 0.2,
-                               transparent: true,
-                               depthWrite: false,
-                               toneMapped: false
-                       })));
-               }
+                               updateMatrixWorld(force) {
+                                       const box = this.box;
+                                       if (box.isEmpty()) return;
+                                       box.getCenter(this.position);
+                                       box.getSize(this.scale);
+                                       this.scale.multiplyScalar(0.5);
+                                       super.updateMatrixWorld(force);
+                               }
 
-               updateMatrixWorld(force) {
-                       let 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
+                       class PlaneHelper extends Line {
+                               constructor(plane, size = 1, hex = 0xffff00) {
+                                       const color = hex;
+                                       const 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];
+                                       const geometry = new BufferGeometry();
+                                       geometry.setAttribute('position', new Float32BufferAttribute(positions, 3));
+                                       geometry.computeBoundingSphere();
+                                       super(geometry, new LineBasicMaterial({
+                                               color: color,
+                                               toneMapped: false
+                                       }));
+                                       this.type = 'PlaneHelper';
+                                       this.plane = plane;
+                                       this.size = size;
+                                       const positions2 = [1, 1, 1, -1, 1, 1, -1, -1, 1, 1, 1, 1, -1, -1, 1, 1, -1, 1];
+                                       const geometry2 = new BufferGeometry();
+                                       geometry2.setAttribute('position', new Float32BufferAttribute(positions2, 3));
+                                       geometry2.computeBoundingSphere();
+                                       this.add(new Mesh(geometry2, new MeshBasicMaterial({
+                                               color: color,
+                                               opacity: 0.2,
+                                               transparent: true,
+                                               depthWrite: false,
+                                               toneMapped: false
+                                       })));
+                               }
 
-                       this.lookAt(this.plane.normal);
-                       super.updateMatrixWorld(force);
-               }
+                               updateMatrixWorld(force) {
+                                       let 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
 
-       const _axis = /*@__PURE__*/new Vector3();
+                                       this.lookAt(this.plane.normal);
+                                       super.updateMatrixWorld(force);
+                               }
 
-       let _lineGeometry, _coneGeometry;
+                       }
 
-       class ArrowHelper extends Object3D {
-               // dir is assumed to be normalized
-               constructor(dir = new Vector3(0, 0, 1), origin = new Vector3(0, 0, 0), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2) {
-                       super();
-                       this.type = 'ArrowHelper';
+                       const _axis = /*@__PURE__*/new Vector3();
 
-                       if (_lineGeometry === undefined) {
-                               _lineGeometry = new BufferGeometry();
+                       let _lineGeometry, _coneGeometry;
 
-                               _lineGeometry.setAttribute('position', new Float32BufferAttribute([0, 0, 0, 0, 1, 0], 3));
+                       class ArrowHelper extends Object3D {
+                               // dir is assumed to be normalized
+                               constructor(dir = new Vector3(0, 0, 1), origin = new Vector3(0, 0, 0), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2) {
+                                       super();
+                                       this.type = 'ArrowHelper';
 
-                               _coneGeometry = new CylinderGeometry(0, 0.5, 1, 5, 1);
+                                       if (_lineGeometry === undefined) {
+                                               _lineGeometry = new BufferGeometry();
 
-                               _coneGeometry.translate(0, -0.5, 0);
-                       }
+                                               _lineGeometry.setAttribute('position', new Float32BufferAttribute([0, 0, 0, 0, 1, 0], 3));
 
-                       this.position.copy(origin);
-                       this.line = new Line(_lineGeometry, new LineBasicMaterial({
-                               color: color,
-                               toneMapped: false
-                       }));
-                       this.line.matrixAutoUpdate = false;
-                       this.add(this.line);
-                       this.cone = new Mesh(_coneGeometry, new MeshBasicMaterial({
-                               color: color,
-                               toneMapped: false
-                       }));
-                       this.cone.matrixAutoUpdate = false;
-                       this.add(this.cone);
-                       this.setDirection(dir);
-                       this.setLength(length, headLength, headWidth);
-               }
+                                               _coneGeometry = new CylinderGeometry(0, 0.5, 1, 5, 1);
 
-               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();
+                                               _coneGeometry.translate(0, -0.5, 0);
+                                       }
 
-                               const radians = Math.acos(dir.y);
-                               this.quaternion.setFromAxisAngle(_axis, radians);
-                       }
-               }
+                                       this.position.copy(origin);
+                                       this.line = new Line(_lineGeometry, new LineBasicMaterial({
+                                               color: color,
+                                               toneMapped: false
+                                       }));
+                                       this.line.matrixAutoUpdate = false;
+                                       this.add(this.line);
+                                       this.cone = new Mesh(_coneGeometry, new MeshBasicMaterial({
+                                               color: color,
+                                               toneMapped: false
+                                       }));
+                                       this.cone.matrixAutoUpdate = false;
+                                       this.add(this.cone);
+                                       this.setDirection(dir);
+                                       this.setLength(length, headLength, headWidth);
+                               }
+
+                               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();
 
-               setLength(length, headLength = length * 0.2, headWidth = headLength * 0.2) {
-                       this.line.scale.set(1, Math.max(0.0001, length - headLength), 1); // see #17458
+                                               const radians = Math.acos(dir.y);
+                                               this.quaternion.setFromAxisAngle(_axis, radians);
+                                       }
+                               }
 
-                       this.line.updateMatrix();
-                       this.cone.scale.set(headWidth, headLength, headWidth);
-                       this.cone.position.y = length;
-                       this.cone.updateMatrix();
-               }
+                               setLength(length, headLength = length * 0.2, headWidth = headLength * 0.2) {
+                                       this.line.scale.set(1, Math.max(0.0001, length - headLength), 1); // see #17458
 
-               setColor(color) {
-                       this.line.material.color.set(color);
-                       this.cone.material.color.set(color);
-               }
+                                       this.line.updateMatrix();
+                                       this.cone.scale.set(headWidth, headLength, headWidth);
+                                       this.cone.position.y = length;
+                                       this.cone.updateMatrix();
+                               }
 
-               copy(source) {
-                       super.copy(source, false);
-                       this.line.copy(source.line);
-                       this.cone.copy(source.cone);
-                       return this;
-               }
+                               setColor(color) {
+                                       this.line.material.color.set(color);
+                                       this.cone.material.color.set(color);
+                               }
 
-       }
+                               copy(source) {
+                                       super.copy(source, false);
+                                       this.line.copy(source.line);
+                                       this.cone.copy(source.cone);
+                                       return this;
+                               }
 
-       class AxesHelper extends LineSegments {
-               constructor(size = 1) {
-                       const vertices = [0, 0, 0, size, 0, 0, 0, 0, 0, 0, size, 0, 0, 0, 0, 0, 0, size];
-                       const colors = [1, 0, 0, 1, 0.6, 0, 0, 1, 0, 0.6, 1, 0, 0, 0, 1, 0, 0.6, 1];
-                       const geometry = new BufferGeometry();
-                       geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
-                       geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
-                       const material = new LineBasicMaterial({
-                               vertexColors: true,
-                               toneMapped: false
-                       });
-                       super(geometry, material);
-                       this.type = 'AxesHelper';
-               }
+                       }
 
-               setColors(xAxisColor, yAxisColor, zAxisColor) {
-                       const color = new Color();
-                       const array = this.geometry.attributes.color.array;
-                       color.set(xAxisColor);
-                       color.toArray(array, 0);
-                       color.toArray(array, 3);
-                       color.set(yAxisColor);
-                       color.toArray(array, 6);
-                       color.toArray(array, 9);
-                       color.set(zAxisColor);
-                       color.toArray(array, 12);
-                       color.toArray(array, 15);
-                       this.geometry.attributes.color.needsUpdate = true;
-                       return this;
-               }
+                       class AxesHelper extends LineSegments {
+                               constructor(size = 1) {
+                                       const vertices = [0, 0, 0, size, 0, 0, 0, 0, 0, 0, size, 0, 0, 0, 0, 0, 0, size];
+                                       const colors = [1, 0, 0, 1, 0.6, 0, 0, 1, 0, 0.6, 1, 0, 0, 0, 1, 0, 0.6, 1];
+                                       const geometry = new BufferGeometry();
+                                       geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+                                       geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
+                                       const material = new LineBasicMaterial({
+                                               vertexColors: true,
+                                               toneMapped: false
+                                       });
+                                       super(geometry, material);
+                                       this.type = 'AxesHelper';
+                               }
+
+                               setColors(xAxisColor, yAxisColor, zAxisColor) {
+                                       const color = new Color();
+                                       const array = this.geometry.attributes.color.array;
+                                       color.set(xAxisColor);
+                                       color.toArray(array, 0);
+                                       color.toArray(array, 3);
+                                       color.set(yAxisColor);
+                                       color.toArray(array, 6);
+                                       color.toArray(array, 9);
+                                       color.set(zAxisColor);
+                                       color.toArray(array, 12);
+                                       color.toArray(array, 15);
+                                       this.geometry.attributes.color.needsUpdate = true;
+                                       return this;
+                               }
 
-               dispose() {
-                       this.geometry.dispose();
-                       this.material.dispose();
-               }
+                               dispose() {
+                                       this.geometry.dispose();
+                                       this.material.dispose();
+                               }
 
-       }
+                       }
 
-       const _floatView = new Float32Array(1);
+                       const _floatView = new Float32Array(1);
 
-       const _int32View = new Int32Array(_floatView.buffer);
+                       const _int32View = new Int32Array(_floatView.buffer);
 
-       class DataUtils {
-               // Converts float32 to float16 (stored as uint16 value).
-               static toHalfFloat(val) {
-                       // Source: http://gamedev.stackexchange.com/questions/17326/conversion-of-a-number-from-single-precision-floating-point-representation-to-a/17410#17410
+                       class DataUtils {
+                               // Converts float32 to float16 (stored as uint16 value).
+                               static toHalfFloat(val) {
+                                       // Source: http://gamedev.stackexchange.com/questions/17326/conversion-of-a-number-from-single-precision-floating-point-representation-to-a/17410#17410
 
-                       /* This method is faster than the OpenEXR implementation (very often
+                                       /* This method is faster than the OpenEXR implementation (very often
                        * used, eg. in Ogre), with the additional benefit of rounding, inspired
                        * by James Tursa?s half-precision code. */
-                       _floatView[0] = val;
-                       const x = _int32View[0];
-                       let bits = x >> 16 & 0x8000;
-                       /* Get the sign */
+                                       _floatView[0] = val;
+                                       const x = _int32View[0];
+                                       let bits = x >> 16 & 0x8000;
+                                       /* Get the sign */
 
-                       let m = x >> 12 & 0x07ff;
-                       /* Keep one extra bit for rounding */
+                                       let m = x >> 12 & 0x07ff;
+                                       /* Keep one extra bit for rounding */
 
-                       const e = x >> 23 & 0xff;
-                       /* Using int is faster here */
+                                       const e = x >> 23 & 0xff;
+                                       /* Using int is faster here */
 
-                       /* If zero, or denormal, or exponent underflows too much for a denormal
+                                       /* If zero, or denormal, or exponent underflows too much for a denormal
                                * half, return signed zero. */
 
-                       if (e < 103) return bits;
-                       /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
+                                       if (e < 103) return bits;
+                                       /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
 
-                       if (e > 142) {
-                               bits |= 0x7c00;
-                               /* If exponent was 0xff and one mantissa bit was set, it means NaN,
+                                       if (e > 142) {
+                                               bits |= 0x7c00;
+                                               /* If exponent was 0xff and one mantissa bit was set, it means NaN,
                                                        * not Inf, so make sure we set one mantissa bit too. */
 
-                               bits |= (e == 255 ? 0 : 1) && x & 0x007fffff;
-                               return bits;
-                       }
-                       /* If exponent underflows but not too much, return a denormal */
+                                               bits |= (e == 255 ? 0 : 1) && x & 0x007fffff;
+                                               return bits;
+                                       }
+                                       /* If exponent underflows but not too much, return a denormal */
 
 
-                       if (e < 113) {
-                               m |= 0x0800;
-                               /* Extra rounding may overflow and set mantissa to 0 and exponent
+                                       if (e < 113) {
+                                               m |= 0x0800;
+                                               /* Extra rounding may overflow and set mantissa to 0 and exponent
                                        * to 1, which is OK. */
 
-                               bits |= (m >> 114 - e) + (m >> 113 - e & 1);
-                               return bits;
-                       }
+                                               bits |= (m >> 114 - e) + (m >> 113 - e & 1);
+                                               return bits;
+                                       }
 
-                       bits |= e - 112 << 10 | m >> 1;
-                       /* Extra rounding. An overflow will set mantissa to 0 and increment
+                                       bits |= e - 112 << 10 | m >> 1;
+                                       /* Extra rounding. An overflow will set mantissa to 0 and increment
                                * the exponent, which is OK. */
 
-                       bits += m & 1;
-                       return bits;
-               }
-
-       }
+                                       bits += m & 1;
+                                       return bits;
+                               }
 
-       const LineStrip = 0;
-       const LinePieces = 1;
-       const NoColors = 0;
-       const FaceColors = 1;
-       const VertexColors = 2;
-       function MeshFaceMaterial(materials) {
-               console.warn('THREE.MeshFaceMaterial has been removed. Use an Array instead.');
-               return materials;
-       }
-       function MultiMaterial(materials = []) {
-               console.warn('THREE.MultiMaterial has been removed. Use an Array instead.');
-               materials.isMultiMaterial = true;
-               materials.materials = materials;
+                       }
 
-               materials.clone = function () {
-                       return materials.slice();
-               };
+                       const LineStrip = 0;
+                       const LinePieces = 1;
+                       const NoColors = 0;
+                       const FaceColors = 1;
+                       const VertexColors = 2;
 
-               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().setUsage( THREE.DynamicDrawUsage ) instead.');
-               return new BufferAttribute(array, itemSize).setUsage(DynamicDrawUsage);
-       }
-       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);
-       } //
+                       function MeshFaceMaterial(materials) {
+                               console.warn('THREE.MeshFaceMaterial has been removed. Use an Array instead.');
+                               return materials;
+                       }
 
-       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;
-       }; //
+                       function MultiMaterial(materials = []) {
+                               console.warn('THREE.MultiMaterial has been removed. Use an Array instead.');
+                               materials.isMultiMaterial = true;
+                               materials.materials = materials;
 
+                               materials.clone = function () {
+                                       return materials.slice();
+                               };
 
-       Path.prototype.fromPoints = function (points) {
-               console.warn('THREE.Path: .fromPoints() has been renamed to .setFromPoints().');
-               return this.setFromPoints(points);
-       }; //
+                               return materials;
+                       }
 
+                       function PointCloud(geometry, material) {
+                               console.warn('THREE.PointCloud has been renamed to THREE.Points.');
+                               return new Points(geometry, material);
+                       }
 
-       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
-               }));
-       }
+                       function Particle(material) {
+                               console.warn('THREE.Particle has been renamed to THREE.Sprite.');
+                               return new Sprite(material);
+                       }
 
-       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
-               }));
-       } //
-
-       Loader.prototype.extractUrlBase = function (url) {
-               console.warn('THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.');
-               return LoaderUtils.extractUrlBase(url);
-       };
-
-       Loader.Handlers = {
-               add: function () {
-                       console.error('THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.');
-               },
-               get: function () {
-                       console.error('THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.');
-               }
-       };
-       function XHRLoader(manager) {
-               console.warn('THREE.XHRLoader has been renamed to THREE.FileLoader.');
-               return new FileLoader(manager);
-       }
-       function BinaryTextureLoader(manager) {
-               console.warn('THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.');
-               return new DataTextureLoader(manager);
-       } //
+                       function ParticleSystem(geometry, material) {
+                               console.warn('THREE.ParticleSystem has been renamed to THREE.Points.');
+                               return new Points(geometry, material);
+                       }
 
-       Box2.prototype.center = function (optionalTarget) {
-               console.warn('THREE.Box2: .center() has been renamed to .getCenter().');
-               return this.getCenter(optionalTarget);
-       };
+                       function PointCloudMaterial(parameters) {
+                               console.warn('THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.');
+                               return new PointsMaterial(parameters);
+                       }
 
-       Box2.prototype.empty = function () {
-               console.warn('THREE.Box2: .empty() has been renamed to .isEmpty().');
-               return this.isEmpty();
-       };
+                       function ParticleBasicMaterial(parameters) {
+                               console.warn('THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.');
+                               return new PointsMaterial(parameters);
+                       }
 
-       Box2.prototype.isIntersectionBox = function (box) {
-               console.warn('THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().');
-               return this.intersectsBox(box);
-       };
-
-       Box2.prototype.size = function (optionalTarget) {
-               console.warn('THREE.Box2: .size() has been renamed to .getSize().');
-               return this.getSize(optionalTarget);
-       }; //
-
-
-       Box3.prototype.center = function (optionalTarget) {
-               console.warn('THREE.Box3: .center() has been renamed to .getCenter().');
-               return this.getCenter(optionalTarget);
-       };
-
-       Box3.prototype.empty = function () {
-               console.warn('THREE.Box3: .empty() has been renamed to .isEmpty().');
-               return this.isEmpty();
-       };
-
-       Box3.prototype.isIntersectionBox = function (box) {
-               console.warn('THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().');
-               return this.intersectsBox(box);
-       };
-
-       Box3.prototype.isIntersectionSphere = function (sphere) {
-               console.warn('THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().');
-               return this.intersectsSphere(sphere);
-       };
-
-       Box3.prototype.size = function (optionalTarget) {
-               console.warn('THREE.Box3: .size() has been renamed to .getSize().');
-               return this.getSize(optionalTarget);
-       }; //
-
-
-       Sphere.prototype.empty = function () {
-               console.warn('THREE.Sphere: .empty() has been renamed to .isEmpty().');
-               return this.isEmpty();
-       }; //
-
-
-       Frustum.prototype.setFromMatrix = function (m) {
-               console.warn('THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().');
-               return this.setFromProjectionMatrix(m);
-       }; //
-
-
-       Line3.prototype.center = function (optionalTarget) {
-               console.warn('THREE.Line3: .center() has been renamed to .getCenter().');
-               return this.getCenter(optionalTarget);
-       }; //
-
-
-       Matrix3.prototype.flattenToArrayOffset = function (array, offset) {
-               console.warn('THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.');
-               return this.toArray(array, offset);
-       };
-
-       Matrix3.prototype.multiplyVector3 = function (vector) {
-               console.warn('THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.');
-               return vector.applyMatrix3(this);
-       };
-
-       Matrix3.prototype.multiplyVector3Array = function () {
-               console.error('THREE.Matrix3: .multiplyVector3Array() has been removed.');
-       };
-
-       Matrix3.prototype.applyToBufferAttribute = function (attribute) {
-               console.warn('THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.');
-               return attribute.applyMatrix3(this);
-       };
-
-       Matrix3.prototype.applyToVector3Array = function () {
-               console.error('THREE.Matrix3: .applyToVector3Array() has been removed.');
-       };
-
-       Matrix3.prototype.getInverse = function (matrix) {
-               console.warn('THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.');
-               return this.copy(matrix).invert();
-       }; //
-
-
-       Matrix4.prototype.extractPosition = function (m) {
-               console.warn('THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().');
-               return this.copyPosition(m);
-       };
+                       function ParticleSystemMaterial(parameters) {
+                               console.warn('THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.');
+                               return new PointsMaterial(parameters);
+                       }
 
-       Matrix4.prototype.flattenToArrayOffset = function (array, offset) {
-               console.warn('THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.');
-               return this.toArray(array, offset);
-       };
+                       function Vertex(x, y, z) {
+                               console.warn('THREE.Vertex has been removed. Use THREE.Vector3 instead.');
+                               return new Vector3(x, y, z);
+                       } //
 
-       Matrix4.prototype.getPosition = function () {
-               console.warn('THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.');
-               return new Vector3().setFromMatrixColumn(this, 3);
-       };
+                       function DynamicBufferAttribute(array, itemSize) {
+                               console.warn('THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.');
+                               return new BufferAttribute(array, itemSize).setUsage(DynamicDrawUsage);
+                       }
 
-       Matrix4.prototype.setRotationFromQuaternion = function (q) {
-               console.warn('THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().');
-               return this.makeRotationFromQuaternion(q);
-       };
+                       function Int8Attribute(array, itemSize) {
+                               console.warn('THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.');
+                               return new Int8BufferAttribute(array, itemSize);
+                       }
 
-       Matrix4.prototype.multiplyToArray = function () {
-               console.warn('THREE.Matrix4: .multiplyToArray() has been removed.');
-       };
+                       function Uint8Attribute(array, itemSize) {
+                               console.warn('THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.');
+                               return new Uint8BufferAttribute(array, itemSize);
+                       }
 
-       Matrix4.prototype.multiplyVector3 = function (vector) {
-               console.warn('THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.');
-               return vector.applyMatrix4(this);
-       };
-
-       Matrix4.prototype.multiplyVector4 = function (vector) {
-               console.warn('THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.');
-               return vector.applyMatrix4(this);
-       };
-
-       Matrix4.prototype.multiplyVector3Array = function () {
-               console.error('THREE.Matrix4: .multiplyVector3Array() has been removed.');
-       };
-
-       Matrix4.prototype.rotateAxis = function (v) {
-               console.warn('THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.');
-               v.transformDirection(this);
-       };
-
-       Matrix4.prototype.crossVector = function (vector) {
-               console.warn('THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.');
-               return vector.applyMatrix4(this);
-       };
-
-       Matrix4.prototype.translate = function () {
-               console.error('THREE.Matrix4: .translate() has been removed.');
-       };
+                       function Uint8ClampedAttribute(array, itemSize) {
+                               console.warn('THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.');
+                               return new Uint8ClampedBufferAttribute(array, itemSize);
+                       }
 
-       Matrix4.prototype.rotateX = function () {
-               console.error('THREE.Matrix4: .rotateX() has been removed.');
-       };
-
-       Matrix4.prototype.rotateY = function () {
-               console.error('THREE.Matrix4: .rotateY() has been removed.');
-       };
-
-       Matrix4.prototype.rotateZ = function () {
-               console.error('THREE.Matrix4: .rotateZ() has been removed.');
-       };
-
-       Matrix4.prototype.rotateByAxis = function () {
-               console.error('THREE.Matrix4: .rotateByAxis() has been removed.');
-       };
-
-       Matrix4.prototype.applyToBufferAttribute = function (attribute) {
-               console.warn('THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.');
-               return attribute.applyMatrix4(this);
-       };
-
-       Matrix4.prototype.applyToVector3Array = function () {
-               console.error('THREE.Matrix4: .applyToVector3Array() has been removed.');
-       };
-
-       Matrix4.prototype.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);
-       };
-
-       Matrix4.prototype.getInverse = function (matrix) {
-               console.warn('THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.');
-               return this.copy(matrix).invert();
-       }; //
-
-
-       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);
-       };
-
-       Quaternion.prototype.inverse = function () {
-               console.warn('THREE.Quaternion: .inverse() has been renamed to invert().');
-               return this.invert();
-       }; //
-
-
-       Ray.prototype.isIntersectionBox = function (box) {
-               console.warn('THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().');
-               return this.intersectsBox(box);
-       };
-
-       Ray.prototype.isIntersectionPlane = function (plane) {
-               console.warn('THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().');
-               return this.intersectsPlane(plane);
-       };
-
-       Ray.prototype.isIntersectionSphere = function (sphere) {
-               console.warn('THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().');
-               return this.intersectsSphere(sphere);
-       }; //
-
-
-       Triangle.prototype.area = function () {
-               console.warn('THREE.Triangle: .area() has been renamed to .getArea().');
-               return this.getArea();
-       };
-
-       Triangle.prototype.barycoordFromPoint = function (point, target) {
-               console.warn('THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().');
-               return this.getBarycoord(point, target);
-       };
-
-       Triangle.prototype.midpoint = function (target) {
-               console.warn('THREE.Triangle: .midpoint() has been renamed to .getMidpoint().');
-               return this.getMidpoint(target);
-       };
-
-       Triangle.prototypenormal = function (target) {
-               console.warn('THREE.Triangle: .normal() has been renamed to .getNormal().');
-               return this.getNormal(target);
-       };
-
-       Triangle.prototype.plane = function (target) {
-               console.warn('THREE.Triangle: .plane() has been renamed to .getPlane().');
-               return this.getPlane(target);
-       };
-
-       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);
-       };
-
-       Triangle.normal = function (a, b, c, target) {
-               console.warn('THREE.Triangle: .normal() has been renamed to .getNormal().');
-               return Triangle.getNormal(a, b, c, target);
-       }; //
-
-
-       Shape.prototype.extractAllPoints = function (divisions) {
-               console.warn('THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.');
-               return this.extractPoints(divisions);
-       };
-
-       Shape.prototype.extrude = function (options) {
-               console.warn('THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.');
-               return new ExtrudeGeometry(this, options);
-       };
-
-       Shape.prototype.makeGeometry = function (options) {
-               console.warn('THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.');
-               return new ShapeGeometry(this, options);
-       }; //
-
-
-       Vector2.prototype.fromAttribute = function (attribute, index, offset) {
-               console.warn('THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().');
-               return this.fromBufferAttribute(attribute, index, offset);
-       };
-
-       Vector2.prototype.distanceToManhattan = function (v) {
-               console.warn('THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().');
-               return this.manhattanDistanceTo(v);
-       };
-
-       Vector2.prototype.lengthManhattan = function () {
-               console.warn('THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().');
-               return this.manhattanLength();
-       }; //
-
-
-       Vector3.prototype.setEulerFromRotationMatrix = function () {
-               console.error('THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.');
-       };
-
-       Vector3.prototype.setEulerFromQuaternion = function () {
-               console.error('THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.');
-       };
-
-       Vector3.prototype.getPositionFromMatrix = function (m) {
-               console.warn('THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().');
-               return this.setFromMatrixPosition(m);
-       };
-
-       Vector3.prototype.getScaleFromMatrix = function (m) {
-               console.warn('THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().');
-               return this.setFromMatrixScale(m);
-       };
-
-       Vector3.prototype.getColumnFromMatrix = function (index, matrix) {
-               console.warn('THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().');
-               return this.setFromMatrixColumn(matrix, index);
-       };
-
-       Vector3.prototype.applyProjection = function (m) {
-               console.warn('THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.');
-               return this.applyMatrix4(m);
-       };
-
-       Vector3.prototype.fromAttribute = function (attribute, index, offset) {
-               console.warn('THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().');
-               return this.fromBufferAttribute(attribute, index, offset);
-       };
-
-       Vector3.prototype.distanceToManhattan = function (v) {
-               console.warn('THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().');
-               return this.manhattanDistanceTo(v);
-       };
-
-       Vector3.prototype.lengthManhattan = function () {
-               console.warn('THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().');
-               return this.manhattanLength();
-       }; //
-
-
-       Vector4.prototype.fromAttribute = function (attribute, index, offset) {
-               console.warn('THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().');
-               return this.fromBufferAttribute(attribute, index, offset);
-       };
-
-       Vector4.prototype.lengthManhattan = function () {
-               console.warn('THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().');
-               return this.manhattanLength();
-       }; //
-
-
-       Object3D.prototype.getChildByName = function (name) {
-               console.warn('THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().');
-               return this.getObjectByName(name);
-       };
-
-       Object3D.prototype.renderDepth = function () {
-               console.warn('THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.');
-       };
-
-       Object3D.prototype.translate = function (distance, axis) {
-               console.warn('THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.');
-               return this.translateOnAxis(axis, distance);
-       };
-
-       Object3D.prototype.getWorldRotation = function () {
-               console.error('THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.');
-       };
-
-       Object3D.prototype.applyMatrix = function (matrix) {
-               console.warn('THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().');
-               return this.applyMatrix4(matrix);
-       };
-
-       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.');
+                       function Int16Attribute(array, itemSize) {
+                               console.warn('THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.');
+                               return new Int16BufferAttribute(array, itemSize);
                        }
-               }
-       });
 
-       Mesh.prototype.setDrawMode = function () {
-               console.error('THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.');
-       };
+                       function Uint16Attribute(array, itemSize) {
+                               console.warn('THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.');
+                               return new Uint16BufferAttribute(array, itemSize);
+                       }
 
-       Object.defineProperties(Mesh.prototype, {
-               drawMode: {
-                       get: function () {
-                               console.error('THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.');
-                               return TrianglesDrawMode;
-                       },
-                       set: function () {
-                               console.error('THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.');
+                       function Int32Attribute(array, itemSize) {
+                               console.warn('THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.');
+                               return new Int32BufferAttribute(array, itemSize);
                        }
-               }
-       });
-
-       SkinnedMesh.prototype.initBones = function () {
-               console.error('THREE.SkinnedMesh: initBones() has been removed.');
-       }; //
-
-
-       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;
+
+                       function Uint32Attribute(array, itemSize) {
+                               console.warn('THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.');
+                               return new Uint32BufferAttribute(array, itemSize);
                        }
-               }
-       }); //
-
-       Object.defineProperties(BufferAttribute.prototype, {
-               length: {
-                       get: function () {
-                               console.warn('THREE.BufferAttribute: .length has been deprecated. Use .count instead.');
-                               return this.array.length;
-                       }
-               },
-               dynamic: {
-                       get: function () {
-                               console.warn('THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.');
-                               return this.usage === DynamicDrawUsage;
-                       },
-                       set: function () {
-                               console.warn('THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.');
-                               this.setUsage(DynamicDrawUsage);
+
+                       function Float32Attribute(array, itemSize) {
+                               console.warn('THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.');
+                               return new Float32BufferAttribute(array, itemSize);
                        }
-               }
-       });
-
-       BufferAttribute.prototype.setDynamic = function (value) {
-               console.warn('THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.');
-               this.setUsage(value === true ? DynamicDrawUsage : StaticDrawUsage);
-               return this;
-       };
-
-       BufferAttribute.prototype.copyIndicesArray = function () {
-               console.error('THREE.BufferAttribute: .copyIndicesArray() has been removed.');
-       }, BufferAttribute.prototype.setArray = function () {
-               console.error('THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers');
-       }; //
-
-       BufferGeometry.prototype.addIndex = function (index) {
-               console.warn('THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().');
-               this.setIndex(index);
-       };
-
-       BufferGeometry.prototype.addAttribute = function (name, attribute) {
-               console.warn('THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().');
-
-               if (!(attribute && attribute.isBufferAttribute) && !(attribute && attribute.isInterleavedBufferAttribute)) {
-                       console.warn('THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).');
-                       return this.setAttribute(name, new BufferAttribute(arguments[1], arguments[2]));
-               }
 
-               if (name === 'index') {
-                       console.warn('THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.');
-                       this.setIndex(attribute);
-                       return this;
-               }
+                       function Float64Attribute(array, itemSize) {
+                               console.warn('THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.');
+                               return new Float64BufferAttribute(array, itemSize);
+                       } //
 
-               return this.setAttribute(name, attribute);
-       };
+                       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;
+                       }; //
 
-       BufferGeometry.prototype.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);
-       };
-
-       BufferGeometry.prototype.clearDrawCalls = function () {
-               console.warn('THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().');
-               this.clearGroups();
-       };
-
-       BufferGeometry.prototype.computeOffsets = function () {
-               console.warn('THREE.BufferGeometry: .computeOffsets() has been removed.');
-       };
-
-       BufferGeometry.prototype.removeAttribute = function (name) {
-               console.warn('THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().');
-               return this.deleteAttribute(name);
-       };
-
-       BufferGeometry.prototype.applyMatrix = function (matrix) {
-               console.warn('THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().');
-               return this.applyMatrix4(matrix);
-       };
-
-       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;
-                       }
-               }
-       });
-
-       InterleavedBuffer.prototype.setDynamic = function (value) {
-               console.warn('THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.');
-               this.setUsage(value === true ? DynamicDrawUsage : StaticDrawUsage);
-               return this;
-       };
-
-       InterleavedBuffer.prototype.setArray = function () {
-               console.error('THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers');
-       }; //
-
-
-       ExtrudeGeometry.prototype.getArrays = function () {
-               console.error('THREE.ExtrudeGeometry: .getArrays() has been removed.');
-       };
-
-       ExtrudeGeometry.prototype.addShapeList = function () {
-               console.error('THREE.ExtrudeGeometry: .addShapeList() has been removed.');
-       };
-
-       ExtrudeGeometry.prototype.addShape = function () {
-               console.error('THREE.ExtrudeGeometry: .addShape() has been removed.');
-       }; //
-
-
-       Scene.prototype.dispose = function () {
-               console.error('THREE.Scene: .dispose() has been removed.');
-       }; //
-
-
-       Uniform.prototype.onUpdate = 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.');
-                       }
-               },
-               overdraw: {
-                       get: function () {
-                               console.warn('THREE.Material: .overdraw has been removed.');
-                       },
-                       set: function () {
-                               console.warn('THREE.Material: .overdraw 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;
-                       }
-               },
-               stencilMask: {
-                       get: function () {
-                               console.warn('THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.');
-                               return this.stencilFuncMask;
-                       },
-                       set: function (value) {
-                               console.warn('THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.');
-                               this.stencilFuncMask = value;
-                       }
-               },
-               vertexTangents: {
-                       get: function () {
-                               console.warn('THREE.' + this.type + ': .vertexTangents has been removed.');
-                       },
-                       set: function () {
-                               console.warn('THREE.' + this.type + ': .vertexTangents has been removed.');
-                       }
-               }
-       });
-       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;
-                       }
-               }
-       }); //
-
-       WebGLRenderer.prototype.clearTarget = function (renderTarget, color, depth, stencil) {
-               console.warn('THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.');
-               this.setRenderTarget(renderTarget);
-               this.clear(color, depth, stencil);
-       };
-
-       WebGLRenderer.prototype.animate = function (callback) {
-               console.warn('THREE.WebGLRenderer: .animate() is now .setAnimationLoop().');
-               this.setAnimationLoop(callback);
-       };
-
-       WebGLRenderer.prototype.getCurrentRenderTarget = function () {
-               console.warn('THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().');
-               return this.getRenderTarget();
-       };
-
-       WebGLRenderer.prototype.getMaxAnisotropy = function () {
-               console.warn('THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().');
-               return this.capabilities.getMaxAnisotropy();
-       };
-
-       WebGLRenderer.prototype.getPrecision = function () {
-               console.warn('THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.');
-               return this.capabilities.precision;
-       };
-
-       WebGLRenderer.prototype.resetGLState = function () {
-               console.warn('THREE.WebGLRenderer: .resetGLState() is now .state.reset().');
-               return this.state.reset();
-       };
-
-       WebGLRenderer.prototype.supportsFloatTextures = function () {
-               console.warn('THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).');
-               return this.extensions.get('OES_texture_float');
-       };
-
-       WebGLRenderer.prototype.supportsHalfFloatTextures = function () {
-               console.warn('THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).');
-               return this.extensions.get('OES_texture_half_float');
-       };
-
-       WebGLRenderer.prototype.supportsStandardDerivatives = function () {
-               console.warn('THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).');
-               return this.extensions.get('OES_standard_derivatives');
-       };
-
-       WebGLRenderer.prototype.supportsCompressedTextureS3TC = function () {
-               console.warn('THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).');
-               return this.extensions.get('WEBGL_compressed_texture_s3tc');
-       };
-
-       WebGLRenderer.prototype.supportsCompressedTexturePVRTC = function () {
-               console.warn('THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).');
-               return this.extensions.get('WEBGL_compressed_texture_pvrtc');
-       };
-
-       WebGLRenderer.prototype.supportsBlendMinMax = function () {
-               console.warn('THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).');
-               return this.extensions.get('EXT_blend_minmax');
-       };
-
-       WebGLRenderer.prototype.supportsVertexTextures = function () {
-               console.warn('THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.');
-               return this.capabilities.vertexTextures;
-       };
-
-       WebGLRenderer.prototype.supportsInstancedArrays = function () {
-               console.warn('THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).');
-               return this.extensions.get('ANGLE_instanced_arrays');
-       };
-
-       WebGLRenderer.prototype.enableScissorTest = function (boolean) {
-               console.warn('THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().');
-               this.setScissorTest(boolean);
-       };
-
-       WebGLRenderer.prototype.initMaterial = function () {
-               console.warn('THREE.WebGLRenderer: .initMaterial() has been removed.');
-       };
-
-       WebGLRenderer.prototype.addPrePlugin = function () {
-               console.warn('THREE.WebGLRenderer: .addPrePlugin() has been removed.');
-       };
-
-       WebGLRenderer.prototype.addPostPlugin = function () {
-               console.warn('THREE.WebGLRenderer: .addPostPlugin() has been removed.');
-       };
-
-       WebGLRenderer.prototype.updateShadowMap = function () {
-               console.warn('THREE.WebGLRenderer: .updateShadowMap() has been removed.');
-       };
-
-       WebGLRenderer.prototype.setFaceCulling = function () {
-               console.warn('THREE.WebGLRenderer: .setFaceCulling() has been removed.');
-       };
-
-       WebGLRenderer.prototype.allocTextureUnit = function () {
-               console.warn('THREE.WebGLRenderer: .allocTextureUnit() has been removed.');
-       };
-
-       WebGLRenderer.prototype.setTexture = function () {
-               console.warn('THREE.WebGLRenderer: .setTexture() has been removed.');
-       };
-
-       WebGLRenderer.prototype.setTexture2D = function () {
-               console.warn('THREE.WebGLRenderer: .setTexture2D() has been removed.');
-       };
-
-       WebGLRenderer.prototype.setTextureCube = function () {
-               console.warn('THREE.WebGLRenderer: .setTextureCube() has been removed.');
-       };
-
-       WebGLRenderer.prototype.getActiveMipMapLevel = function () {
-               console.warn('THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().');
-               return this.getActiveMipmapLevel();
-       };
-
-       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 () {
-                               console.warn('THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.');
-                       }
-               },
-               context: {
-                       get: function () {
-                               console.warn('THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.');
-                               return this.getContext();
-                       }
-               },
-               vr: {
-                       get: function () {
-                               console.warn('THREE.WebGLRenderer: .vr has been renamed to .xr');
-                               return this.xr;
-                       }
-               },
-               gammaInput: {
-                       get: function () {
-                               console.warn('THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.');
-                               return false;
-                       },
-                       set: function () {
-                               console.warn('THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.');
-                       }
-               },
-               gammaOutput: {
-                       get: function () {
-                               console.warn('THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.');
-                               return false;
-                       },
-                       set: function (value) {
-                               console.warn('THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.');
-                               this.outputEncoding = value === true ? sRGBEncoding : LinearEncoding;
-                       }
-               },
-               toneMappingWhitePoint: {
-                       get: function () {
-                               console.warn('THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.');
-                               return 1.0;
-                       },
-                       set: function () {
-                               console.warn('THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.');
+                       Path.prototype.fromPoints = function (points) {
+                               console.warn('THREE.Path: .fromPoints() has been renamed to .setFromPoints().');
+                               return this.setFromPoints(points);
+                       }; //
+
+
+                       function AxisHelper(size) {
+                               console.warn('THREE.AxisHelper has been renamed to THREE.AxesHelper.');
+                               return new AxesHelper(size);
                        }
-               }
-       });
-       Object.defineProperties(WebGLShadowMap.prototype, {
-               cullFace: {
-                       get: function () {
-                               console.warn('THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.');
-                               return undefined;
-                       },
-                       set: function () {
-                               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.');
+
+                       function BoundingBoxHelper(object, color) {
+                               console.warn('THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.');
+                               return new BoxHelper(object, color);
                        }
-               }
-       });
-       function WebGLRenderTargetCube(width, height, options) {
-               console.warn('THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).');
-               return new WebGLCubeRenderTarget(width, options);
-       } //
-
-       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;
+
+                       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
+                               }));
                        }
-               }
-       }); //
-
-       Audio.prototype.load = function (file) {
-               console.warn('THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.');
-               const scope = this;
-               const 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);
-       };
-
-       CubeCamera.prototype.clear = function (renderer, color, depth, stencil) {
-               console.warn('THREE.CubeCamera: .clear() is now .renderTarget.clear().');
-               return this.renderTarget.clear(renderer, color, depth, stencil);
-       };
-
-       ImageUtils.crossOrigin = undefined;
-
-       ImageUtils.loadTexture = function (url, mapping, onLoad, onError) {
-               console.warn('THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.');
-               const loader = new TextureLoader();
-               loader.setCrossOrigin(this.crossOrigin);
-               const texture = loader.load(url, onLoad, undefined, onError);
-               if (mapping) texture.mapping = mapping;
-               return texture;
-       };
-
-       ImageUtils.loadTextureCube = function (urls, mapping, onLoad, onError) {
-               console.warn('THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.');
-               const loader = new CubeTextureLoader();
-               loader.setCrossOrigin(this.crossOrigin);
-               const texture = loader.load(urls, onLoad, undefined, onError);
-               if (mapping) texture.mapping = mapping;
-               return texture;
-       };
-
-       ImageUtils.loadCompressedTexture = function () {
-               console.error('THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.');
-       };
-
-       ImageUtils.loadCompressedTextureCube = function () {
-               console.error('THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.');
-       }; //
-
-
-       function CanvasRenderer() {
-               console.error('THREE.CanvasRenderer has been removed');
-       } //
-
-       function JSONLoader() {
-               console.error('THREE.JSONLoader has been removed.');
-       } //
-
-       const SceneUtils = {
-               createMultiMaterialObject: function () {
-                       console.error('THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js');
-               },
-               detach: function () {
-                       console.error('THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js');
-               },
-               attach: function () {
-                       console.error('THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js');
-               }
-       }; //
 
-       function LensFlare() {
-               console.error('THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js');
-       }
+                       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
+                               }));
+                       } //
+
+                       Loader.prototype.extractUrlBase = function (url) {
+                               console.warn('THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.');
+                               return LoaderUtils.extractUrlBase(url);
+                       };
 
-       if (typeof __THREE_DEVTOOLS__ !== 'undefined') {
-               /* eslint-disable no-undef */
-               __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('register', {
-                       detail: {
-                               revision: REVISION
+                       Loader.Handlers = {
+                               add: function () {
+                                       console.error('THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.');
+                               },
+                               get: function () {
+                                       console.error('THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.');
+                               }
+                       };
+
+                       function XHRLoader(manager) {
+                               console.warn('THREE.XHRLoader has been renamed to THREE.FileLoader.');
+                               return new FileLoader(manager);
                        }
-               }));
-               /* eslint-enable no-undef */
 
-       }
+                       function BinaryTextureLoader(manager) {
+                               console.warn('THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.');
+                               return new DataTextureLoader(manager);
+                       } //
 
-       if (typeof window !== 'undefined') {
-               if (window.__THREE__) {
-                       console.warn('WARNING: Multiple instances of Three.js being imported.');
-               } else {
-                       window.__THREE__ = REVISION;
-               }
-       }
+                       Box2.prototype.center = function (optionalTarget) {
+                               console.warn('THREE.Box2: .center() has been renamed to .getCenter().');
+                               return this.getCenter(optionalTarget);
+                       };
+
+                       Box2.prototype.empty = function () {
+                               console.warn('THREE.Box2: .empty() has been renamed to .isEmpty().');
+                               return this.isEmpty();
+                       };
+
+                       Box2.prototype.isIntersectionBox = function (box) {
+                               console.warn('THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().');
+                               return this.intersectsBox(box);
+                       };
+
+                       Box2.prototype.size = function (optionalTarget) {
+                               console.warn('THREE.Box2: .size() has been renamed to .getSize().');
+                               return this.getSize(optionalTarget);
+                       }; //
+
+
+                       Box3.prototype.center = function (optionalTarget) {
+                               console.warn('THREE.Box3: .center() has been renamed to .getCenter().');
+                               return this.getCenter(optionalTarget);
+                       };
+
+                       Box3.prototype.empty = function () {
+                               console.warn('THREE.Box3: .empty() has been renamed to .isEmpty().');
+                               return this.isEmpty();
+                       };
+
+                       Box3.prototype.isIntersectionBox = function (box) {
+                               console.warn('THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().');
+                               return this.intersectsBox(box);
+                       };
+
+                       Box3.prototype.isIntersectionSphere = function (sphere) {
+                               console.warn('THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().');
+                               return this.intersectsSphere(sphere);
+                       };
+
+                       Box3.prototype.size = function (optionalTarget) {
+                               console.warn('THREE.Box3: .size() has been renamed to .getSize().');
+                               return this.getSize(optionalTarget);
+                       }; //
+
+
+                       Sphere.prototype.empty = function () {
+                               console.warn('THREE.Sphere: .empty() has been renamed to .isEmpty().');
+                               return this.isEmpty();
+                       }; //
+
+
+                       Frustum.prototype.setFromMatrix = function (m) {
+                               console.warn('THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().');
+                               return this.setFromProjectionMatrix(m);
+                       }; //
+
+
+                       Line3.prototype.center = function (optionalTarget) {
+                               console.warn('THREE.Line3: .center() has been renamed to .getCenter().');
+                               return this.getCenter(optionalTarget);
+                       }; //
+
+
+                       Matrix3.prototype.flattenToArrayOffset = function (array, offset) {
+                               console.warn('THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.');
+                               return this.toArray(array, offset);
+                       };
+
+                       Matrix3.prototype.multiplyVector3 = function (vector) {
+                               console.warn('THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.');
+                               return vector.applyMatrix3(this);
+                       };
+
+                       Matrix3.prototype.multiplyVector3Array = function () {
+                               console.error('THREE.Matrix3: .multiplyVector3Array() has been removed.');
+                       };
+
+                       Matrix3.prototype.applyToBufferAttribute = function (attribute) {
+                               console.warn('THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.');
+                               return attribute.applyMatrix3(this);
+                       };
+
+                       Matrix3.prototype.applyToVector3Array = function () {
+                               console.error('THREE.Matrix3: .applyToVector3Array() has been removed.');
+                       };
+
+                       Matrix3.prototype.getInverse = function (matrix) {
+                               console.warn('THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.');
+                               return this.copy(matrix).invert();
+                       }; //
+
+
+                       Matrix4.prototype.extractPosition = function (m) {
+                               console.warn('THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().');
+                               return this.copyPosition(m);
+                       };
+
+                       Matrix4.prototype.flattenToArrayOffset = function (array, offset) {
+                               console.warn('THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.');
+                               return this.toArray(array, offset);
+                       };
+
+                       Matrix4.prototype.getPosition = function () {
+                               console.warn('THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.');
+                               return new Vector3().setFromMatrixColumn(this, 3);
+                       };
+
+                       Matrix4.prototype.setRotationFromQuaternion = function (q) {
+                               console.warn('THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().');
+                               return this.makeRotationFromQuaternion(q);
+                       };
+
+                       Matrix4.prototype.multiplyToArray = function () {
+                               console.warn('THREE.Matrix4: .multiplyToArray() has been removed.');
+                       };
+
+                       Matrix4.prototype.multiplyVector3 = function (vector) {
+                               console.warn('THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.');
+                               return vector.applyMatrix4(this);
+                       };
+
+                       Matrix4.prototype.multiplyVector4 = function (vector) {
+                               console.warn('THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.');
+                               return vector.applyMatrix4(this);
+                       };
+
+                       Matrix4.prototype.multiplyVector3Array = function () {
+                               console.error('THREE.Matrix4: .multiplyVector3Array() has been removed.');
+                       };
+
+                       Matrix4.prototype.rotateAxis = function (v) {
+                               console.warn('THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.');
+                               v.transformDirection(this);
+                       };
+
+                       Matrix4.prototype.crossVector = function (vector) {
+                               console.warn('THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.');
+                               return vector.applyMatrix4(this);
+                       };
+
+                       Matrix4.prototype.translate = function () {
+                               console.error('THREE.Matrix4: .translate() has been removed.');
+                       };
+
+                       Matrix4.prototype.rotateX = function () {
+                               console.error('THREE.Matrix4: .rotateX() has been removed.');
+                       };
+
+                       Matrix4.prototype.rotateY = function () {
+                               console.error('THREE.Matrix4: .rotateY() has been removed.');
+                       };
+
+                       Matrix4.prototype.rotateZ = function () {
+                               console.error('THREE.Matrix4: .rotateZ() has been removed.');
+                       };
+
+                       Matrix4.prototype.rotateByAxis = function () {
+                               console.error('THREE.Matrix4: .rotateByAxis() has been removed.');
+                       };
+
+                       Matrix4.prototype.applyToBufferAttribute = function (attribute) {
+                               console.warn('THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.');
+                               return attribute.applyMatrix4(this);
+                       };
+
+                       Matrix4.prototype.applyToVector3Array = function () {
+                               console.error('THREE.Matrix4: .applyToVector3Array() has been removed.');
+                       };
+
+                       Matrix4.prototype.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);
+                       };
+
+                       Matrix4.prototype.getInverse = function (matrix) {
+                               console.warn('THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.');
+                               return this.copy(matrix).invert();
+                       }; //
+
+
+                       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);
+                       };
+
+                       Quaternion.prototype.inverse = function () {
+                               console.warn('THREE.Quaternion: .inverse() has been renamed to invert().');
+                               return this.invert();
+                       }; //
+
+
+                       Ray.prototype.isIntersectionBox = function (box) {
+                               console.warn('THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().');
+                               return this.intersectsBox(box);
+                       };
+
+                       Ray.prototype.isIntersectionPlane = function (plane) {
+                               console.warn('THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().');
+                               return this.intersectsPlane(plane);
+                       };
+
+                       Ray.prototype.isIntersectionSphere = function (sphere) {
+                               console.warn('THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().');
+                               return this.intersectsSphere(sphere);
+                       }; //
+
+
+                       Triangle.prototype.area = function () {
+                               console.warn('THREE.Triangle: .area() has been renamed to .getArea().');
+                               return this.getArea();
+                       };
+
+                       Triangle.prototype.barycoordFromPoint = function (point, target) {
+                               console.warn('THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().');
+                               return this.getBarycoord(point, target);
+                       };
+
+                       Triangle.prototype.midpoint = function (target) {
+                               console.warn('THREE.Triangle: .midpoint() has been renamed to .getMidpoint().');
+                               return this.getMidpoint(target);
+                       };
+
+                       Triangle.prototypenormal = function (target) {
+                               console.warn('THREE.Triangle: .normal() has been renamed to .getNormal().');
+                               return this.getNormal(target);
+                       };
 
-       exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
-       exports.AddEquation = AddEquation;
-       exports.AddOperation = AddOperation;
-       exports.AdditiveAnimationBlendMode = AdditiveAnimationBlendMode;
-       exports.AdditiveBlending = AdditiveBlending;
-       exports.AlphaFormat = AlphaFormat;
-       exports.AlwaysDepth = AlwaysDepth;
-       exports.AlwaysStencilFunc = AlwaysStencilFunc;
-       exports.AmbientLight = AmbientLight;
-       exports.AmbientLightProbe = AmbientLightProbe;
-       exports.AnimationClip = AnimationClip;
-       exports.AnimationLoader = AnimationLoader;
-       exports.AnimationMixer = AnimationMixer;
-       exports.AnimationObjectGroup = AnimationObjectGroup;
-       exports.AnimationUtils = AnimationUtils;
-       exports.ArcCurve = ArcCurve;
-       exports.ArrayCamera = ArrayCamera;
-       exports.ArrowHelper = ArrowHelper;
-       exports.Audio = Audio;
-       exports.AudioAnalyser = AudioAnalyser;
-       exports.AudioContext = AudioContext;
-       exports.AudioListener = AudioListener;
-       exports.AudioLoader = AudioLoader;
-       exports.AxesHelper = AxesHelper;
-       exports.AxisHelper = AxisHelper;
-       exports.BackSide = BackSide;
-       exports.BasicDepthPacking = BasicDepthPacking;
-       exports.BasicShadowMap = BasicShadowMap;
-       exports.BinaryTextureLoader = BinaryTextureLoader;
-       exports.Bone = Bone;
-       exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
-       exports.BoundingBoxHelper = BoundingBoxHelper;
-       exports.Box2 = Box2;
-       exports.Box3 = Box3;
-       exports.Box3Helper = Box3Helper;
-       exports.BoxBufferGeometry = BoxGeometry;
-       exports.BoxGeometry = BoxGeometry;
-       exports.BoxHelper = BoxHelper;
-       exports.BufferAttribute = BufferAttribute;
-       exports.BufferGeometry = BufferGeometry;
-       exports.BufferGeometryLoader = BufferGeometryLoader;
-       exports.ByteType = ByteType;
-       exports.Cache = Cache;
-       exports.Camera = Camera;
-       exports.CameraHelper = CameraHelper;
-       exports.CanvasRenderer = CanvasRenderer;
-       exports.CanvasTexture = CanvasTexture;
-       exports.CatmullRomCurve3 = CatmullRomCurve3;
-       exports.CineonToneMapping = CineonToneMapping;
-       exports.CircleBufferGeometry = CircleGeometry;
-       exports.CircleGeometry = CircleGeometry;
-       exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
-       exports.Clock = Clock;
-       exports.Color = Color;
-       exports.ColorKeyframeTrack = ColorKeyframeTrack;
-       exports.CompressedTexture = CompressedTexture;
-       exports.CompressedTextureLoader = CompressedTextureLoader;
-       exports.ConeBufferGeometry = ConeGeometry;
-       exports.ConeGeometry = ConeGeometry;
-       exports.CubeCamera = CubeCamera;
-       exports.CubeReflectionMapping = CubeReflectionMapping;
-       exports.CubeRefractionMapping = CubeRefractionMapping;
-       exports.CubeTexture = CubeTexture;
-       exports.CubeTextureLoader = CubeTextureLoader;
-       exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
-       exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
-       exports.CubicBezierCurve = CubicBezierCurve;
-       exports.CubicBezierCurve3 = CubicBezierCurve3;
-       exports.CubicInterpolant = CubicInterpolant;
-       exports.CullFaceBack = CullFaceBack;
-       exports.CullFaceFront = CullFaceFront;
-       exports.CullFaceFrontBack = CullFaceFrontBack;
-       exports.CullFaceNone = CullFaceNone;
-       exports.Curve = Curve;
-       exports.CurvePath = CurvePath;
-       exports.CustomBlending = CustomBlending;
-       exports.CustomToneMapping = CustomToneMapping;
-       exports.CylinderBufferGeometry = CylinderGeometry;
-       exports.CylinderGeometry = CylinderGeometry;
-       exports.Cylindrical = Cylindrical;
-       exports.DataTexture = DataTexture;
-       exports.DataTexture2DArray = DataTexture2DArray;
-       exports.DataTexture3D = DataTexture3D;
-       exports.DataTextureLoader = DataTextureLoader;
-       exports.DataUtils = DataUtils;
-       exports.DecrementStencilOp = DecrementStencilOp;
-       exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
-       exports.DefaultLoadingManager = DefaultLoadingManager;
-       exports.DepthFormat = DepthFormat;
-       exports.DepthStencilFormat = DepthStencilFormat;
-       exports.DepthTexture = DepthTexture;
-       exports.DirectionalLight = DirectionalLight;
-       exports.DirectionalLightHelper = DirectionalLightHelper;
-       exports.DiscreteInterpolant = DiscreteInterpolant;
-       exports.DodecahedronBufferGeometry = DodecahedronGeometry;
-       exports.DodecahedronGeometry = DodecahedronGeometry;
-       exports.DoubleSide = DoubleSide;
-       exports.DstAlphaFactor = DstAlphaFactor;
-       exports.DstColorFactor = DstColorFactor;
-       exports.DynamicBufferAttribute = DynamicBufferAttribute;
-       exports.DynamicCopyUsage = DynamicCopyUsage;
-       exports.DynamicDrawUsage = DynamicDrawUsage;
-       exports.DynamicReadUsage = DynamicReadUsage;
-       exports.EdgesGeometry = EdgesGeometry;
-       exports.EdgesHelper = EdgesHelper;
-       exports.EllipseCurve = EllipseCurve;
-       exports.EqualDepth = EqualDepth;
-       exports.EqualStencilFunc = EqualStencilFunc;
-       exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
-       exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
-       exports.Euler = Euler;
-       exports.EventDispatcher = EventDispatcher;
-       exports.ExtrudeBufferGeometry = ExtrudeGeometry;
-       exports.ExtrudeGeometry = ExtrudeGeometry;
-       exports.FaceColors = FaceColors;
-       exports.FileLoader = FileLoader;
-       exports.FlatShading = FlatShading;
-       exports.Float16BufferAttribute = Float16BufferAttribute;
-       exports.Float32Attribute = Float32Attribute;
-       exports.Float32BufferAttribute = Float32BufferAttribute;
-       exports.Float64Attribute = Float64Attribute;
-       exports.Float64BufferAttribute = Float64BufferAttribute;
-       exports.FloatType = FloatType;
-       exports.Fog = Fog;
-       exports.FogExp2 = FogExp2;
-       exports.Font = Font;
-       exports.FontLoader = FontLoader;
-       exports.FrontSide = FrontSide;
-       exports.Frustum = Frustum;
-       exports.GLBufferAttribute = GLBufferAttribute;
-       exports.GLSL1 = GLSL1;
-       exports.GLSL3 = GLSL3;
-       exports.GammaEncoding = GammaEncoding;
-       exports.GreaterDepth = GreaterDepth;
-       exports.GreaterEqualDepth = GreaterEqualDepth;
-       exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
-       exports.GreaterStencilFunc = GreaterStencilFunc;
-       exports.GridHelper = GridHelper;
-       exports.Group = Group;
-       exports.HalfFloatType = HalfFloatType;
-       exports.HemisphereLight = HemisphereLight;
-       exports.HemisphereLightHelper = HemisphereLightHelper;
-       exports.HemisphereLightProbe = HemisphereLightProbe;
-       exports.IcosahedronBufferGeometry = IcosahedronGeometry;
-       exports.IcosahedronGeometry = IcosahedronGeometry;
-       exports.ImageBitmapLoader = ImageBitmapLoader;
-       exports.ImageLoader = ImageLoader;
-       exports.ImageUtils = ImageUtils;
-       exports.ImmediateRenderObject = ImmediateRenderObject;
-       exports.IncrementStencilOp = IncrementStencilOp;
-       exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
-       exports.InstancedBufferAttribute = InstancedBufferAttribute;
-       exports.InstancedBufferGeometry = InstancedBufferGeometry;
-       exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
-       exports.InstancedMesh = InstancedMesh;
-       exports.Int16Attribute = Int16Attribute;
-       exports.Int16BufferAttribute = Int16BufferAttribute;
-       exports.Int32Attribute = Int32Attribute;
-       exports.Int32BufferAttribute = Int32BufferAttribute;
-       exports.Int8Attribute = Int8Attribute;
-       exports.Int8BufferAttribute = Int8BufferAttribute;
-       exports.IntType = IntType;
-       exports.InterleavedBuffer = InterleavedBuffer;
-       exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
-       exports.Interpolant = Interpolant;
-       exports.InterpolateDiscrete = InterpolateDiscrete;
-       exports.InterpolateLinear = InterpolateLinear;
-       exports.InterpolateSmooth = InterpolateSmooth;
-       exports.InvertStencilOp = InvertStencilOp;
-       exports.JSONLoader = JSONLoader;
-       exports.KeepStencilOp = KeepStencilOp;
-       exports.KeyframeTrack = KeyframeTrack;
-       exports.LOD = LOD;
-       exports.LatheBufferGeometry = LatheGeometry;
-       exports.LatheGeometry = LatheGeometry;
-       exports.Layers = Layers;
-       exports.LensFlare = LensFlare;
-       exports.LessDepth = LessDepth;
-       exports.LessEqualDepth = LessEqualDepth;
-       exports.LessEqualStencilFunc = LessEqualStencilFunc;
-       exports.LessStencilFunc = LessStencilFunc;
-       exports.Light = Light;
-       exports.LightProbe = LightProbe;
-       exports.Line = Line;
-       exports.Line3 = Line3;
-       exports.LineBasicMaterial = LineBasicMaterial;
-       exports.LineCurve = LineCurve;
-       exports.LineCurve3 = LineCurve3;
-       exports.LineDashedMaterial = LineDashedMaterial;
-       exports.LineLoop = LineLoop;
-       exports.LinePieces = LinePieces;
-       exports.LineSegments = LineSegments;
-       exports.LineStrip = LineStrip;
-       exports.LinearEncoding = LinearEncoding;
-       exports.LinearFilter = LinearFilter;
-       exports.LinearInterpolant = LinearInterpolant;
-       exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
-       exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
-       exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
-       exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
-       exports.LinearToneMapping = LinearToneMapping;
-       exports.Loader = Loader;
-       exports.LoaderUtils = LoaderUtils;
-       exports.LoadingManager = LoadingManager;
-       exports.LogLuvEncoding = LogLuvEncoding;
-       exports.LoopOnce = LoopOnce;
-       exports.LoopPingPong = LoopPingPong;
-       exports.LoopRepeat = LoopRepeat;
-       exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
-       exports.LuminanceFormat = LuminanceFormat;
-       exports.MOUSE = MOUSE;
-       exports.Material = Material;
-       exports.MaterialLoader = MaterialLoader;
-       exports.Math = MathUtils;
-       exports.MathUtils = MathUtils;
-       exports.Matrix3 = Matrix3;
-       exports.Matrix4 = Matrix4;
-       exports.MaxEquation = MaxEquation;
-       exports.Mesh = Mesh;
-       exports.MeshBasicMaterial = MeshBasicMaterial;
-       exports.MeshDepthMaterial = MeshDepthMaterial;
-       exports.MeshDistanceMaterial = MeshDistanceMaterial;
-       exports.MeshFaceMaterial = MeshFaceMaterial;
-       exports.MeshLambertMaterial = MeshLambertMaterial;
-       exports.MeshMatcapMaterial = MeshMatcapMaterial;
-       exports.MeshNormalMaterial = MeshNormalMaterial;
-       exports.MeshPhongMaterial = MeshPhongMaterial;
-       exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
-       exports.MeshStandardMaterial = MeshStandardMaterial;
-       exports.MeshToonMaterial = MeshToonMaterial;
-       exports.MinEquation = MinEquation;
-       exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
-       exports.MixOperation = MixOperation;
-       exports.MultiMaterial = MultiMaterial;
-       exports.MultiplyBlending = MultiplyBlending;
-       exports.MultiplyOperation = MultiplyOperation;
-       exports.NearestFilter = NearestFilter;
-       exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
-       exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
-       exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
-       exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
-       exports.NeverDepth = NeverDepth;
-       exports.NeverStencilFunc = NeverStencilFunc;
-       exports.NoBlending = NoBlending;
-       exports.NoColors = NoColors;
-       exports.NoToneMapping = NoToneMapping;
-       exports.NormalAnimationBlendMode = NormalAnimationBlendMode;
-       exports.NormalBlending = NormalBlending;
-       exports.NotEqualDepth = NotEqualDepth;
-       exports.NotEqualStencilFunc = NotEqualStencilFunc;
-       exports.NumberKeyframeTrack = NumberKeyframeTrack;
-       exports.Object3D = Object3D;
-       exports.ObjectLoader = ObjectLoader;
-       exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
-       exports.OctahedronBufferGeometry = OctahedronGeometry;
-       exports.OctahedronGeometry = OctahedronGeometry;
-       exports.OneFactor = OneFactor;
-       exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
-       exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
-       exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
-       exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
-       exports.OrthographicCamera = OrthographicCamera;
-       exports.PCFShadowMap = PCFShadowMap;
-       exports.PCFSoftShadowMap = PCFSoftShadowMap;
-       exports.PMREMGenerator = PMREMGenerator;
-       exports.ParametricBufferGeometry = ParametricGeometry;
-       exports.ParametricGeometry = ParametricGeometry;
-       exports.Particle = Particle;
-       exports.ParticleBasicMaterial = ParticleBasicMaterial;
-       exports.ParticleSystem = ParticleSystem;
-       exports.ParticleSystemMaterial = ParticleSystemMaterial;
-       exports.Path = Path;
-       exports.PerspectiveCamera = PerspectiveCamera;
-       exports.Plane = Plane;
-       exports.PlaneBufferGeometry = PlaneGeometry;
-       exports.PlaneGeometry = PlaneGeometry;
-       exports.PlaneHelper = PlaneHelper;
-       exports.PointCloud = PointCloud;
-       exports.PointCloudMaterial = PointCloudMaterial;
-       exports.PointLight = PointLight;
-       exports.PointLightHelper = PointLightHelper;
-       exports.Points = Points;
-       exports.PointsMaterial = PointsMaterial;
-       exports.PolarGridHelper = PolarGridHelper;
-       exports.PolyhedronBufferGeometry = PolyhedronGeometry;
-       exports.PolyhedronGeometry = PolyhedronGeometry;
-       exports.PositionalAudio = PositionalAudio;
-       exports.PropertyBinding = PropertyBinding;
-       exports.PropertyMixer = PropertyMixer;
-       exports.QuadraticBezierCurve = QuadraticBezierCurve;
-       exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
-       exports.Quaternion = Quaternion;
-       exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
-       exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
-       exports.REVISION = REVISION;
-       exports.RGBADepthPacking = RGBADepthPacking;
-       exports.RGBAFormat = RGBAFormat;
-       exports.RGBAIntegerFormat = RGBAIntegerFormat;
-       exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_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_12x10_Format = RGBA_ASTC_12x10_Format;
-       exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_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_BPTC_Format = RGBA_BPTC_Format;
-       exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format;
-       exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
-       exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_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.RGBDEncoding = RGBDEncoding;
-       exports.RGBEEncoding = RGBEEncoding;
-       exports.RGBEFormat = RGBEFormat;
-       exports.RGBFormat = RGBFormat;
-       exports.RGBIntegerFormat = RGBIntegerFormat;
-       exports.RGBM16Encoding = RGBM16Encoding;
-       exports.RGBM7Encoding = RGBM7Encoding;
-       exports.RGB_ETC1_Format = RGB_ETC1_Format;
-       exports.RGB_ETC2_Format = RGB_ETC2_Format;
-       exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
-       exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
-       exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
-       exports.RGFormat = RGFormat;
-       exports.RGIntegerFormat = RGIntegerFormat;
-       exports.RawShaderMaterial = RawShaderMaterial;
-       exports.Ray = Ray;
-       exports.Raycaster = Raycaster;
-       exports.RectAreaLight = RectAreaLight;
-       exports.RedFormat = RedFormat;
-       exports.RedIntegerFormat = RedIntegerFormat;
-       exports.ReinhardToneMapping = ReinhardToneMapping;
-       exports.RepeatWrapping = RepeatWrapping;
-       exports.ReplaceStencilOp = ReplaceStencilOp;
-       exports.ReverseSubtractEquation = ReverseSubtractEquation;
-       exports.RingBufferGeometry = RingGeometry;
-       exports.RingGeometry = RingGeometry;
-       exports.SRGB8_ALPHA8_ASTC_10x10_Format = SRGB8_ALPHA8_ASTC_10x10_Format;
-       exports.SRGB8_ALPHA8_ASTC_10x5_Format = SRGB8_ALPHA8_ASTC_10x5_Format;
-       exports.SRGB8_ALPHA8_ASTC_10x6_Format = SRGB8_ALPHA8_ASTC_10x6_Format;
-       exports.SRGB8_ALPHA8_ASTC_10x8_Format = SRGB8_ALPHA8_ASTC_10x8_Format;
-       exports.SRGB8_ALPHA8_ASTC_12x10_Format = SRGB8_ALPHA8_ASTC_12x10_Format;
-       exports.SRGB8_ALPHA8_ASTC_12x12_Format = SRGB8_ALPHA8_ASTC_12x12_Format;
-       exports.SRGB8_ALPHA8_ASTC_4x4_Format = SRGB8_ALPHA8_ASTC_4x4_Format;
-       exports.SRGB8_ALPHA8_ASTC_5x4_Format = SRGB8_ALPHA8_ASTC_5x4_Format;
-       exports.SRGB8_ALPHA8_ASTC_5x5_Format = SRGB8_ALPHA8_ASTC_5x5_Format;
-       exports.SRGB8_ALPHA8_ASTC_6x5_Format = SRGB8_ALPHA8_ASTC_6x5_Format;
-       exports.SRGB8_ALPHA8_ASTC_6x6_Format = SRGB8_ALPHA8_ASTC_6x6_Format;
-       exports.SRGB8_ALPHA8_ASTC_8x5_Format = SRGB8_ALPHA8_ASTC_8x5_Format;
-       exports.SRGB8_ALPHA8_ASTC_8x6_Format = SRGB8_ALPHA8_ASTC_8x6_Format;
-       exports.SRGB8_ALPHA8_ASTC_8x8_Format = SRGB8_ALPHA8_ASTC_8x8_Format;
-       exports.Scene = Scene;
-       exports.SceneUtils = SceneUtils;
-       exports.ShaderChunk = ShaderChunk;
-       exports.ShaderLib = ShaderLib;
-       exports.ShaderMaterial = ShaderMaterial;
-       exports.ShadowMaterial = ShadowMaterial;
-       exports.Shape = Shape;
-       exports.ShapeBufferGeometry = ShapeGeometry;
-       exports.ShapeGeometry = ShapeGeometry;
-       exports.ShapePath = ShapePath;
-       exports.ShapeUtils = ShapeUtils;
-       exports.ShortType = ShortType;
-       exports.Skeleton = Skeleton;
-       exports.SkeletonHelper = SkeletonHelper;
-       exports.SkinnedMesh = SkinnedMesh;
-       exports.SmoothShading = SmoothShading;
-       exports.Sphere = Sphere;
-       exports.SphereBufferGeometry = SphereGeometry;
-       exports.SphereGeometry = SphereGeometry;
-       exports.Spherical = Spherical;
-       exports.SphericalHarmonics3 = SphericalHarmonics3;
-       exports.SplineCurve = SplineCurve;
-       exports.SpotLight = SpotLight;
-       exports.SpotLightHelper = SpotLightHelper;
-       exports.Sprite = Sprite;
-       exports.SpriteMaterial = SpriteMaterial;
-       exports.SrcAlphaFactor = SrcAlphaFactor;
-       exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
-       exports.SrcColorFactor = SrcColorFactor;
-       exports.StaticCopyUsage = StaticCopyUsage;
-       exports.StaticDrawUsage = StaticDrawUsage;
-       exports.StaticReadUsage = StaticReadUsage;
-       exports.StereoCamera = StereoCamera;
-       exports.StreamCopyUsage = StreamCopyUsage;
-       exports.StreamDrawUsage = StreamDrawUsage;
-       exports.StreamReadUsage = StreamReadUsage;
-       exports.StringKeyframeTrack = StringKeyframeTrack;
-       exports.SubtractEquation = SubtractEquation;
-       exports.SubtractiveBlending = SubtractiveBlending;
-       exports.TOUCH = TOUCH;
-       exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
-       exports.TetrahedronBufferGeometry = TetrahedronGeometry;
-       exports.TetrahedronGeometry = TetrahedronGeometry;
-       exports.TextBufferGeometry = TextGeometry;
-       exports.TextGeometry = TextGeometry;
-       exports.Texture = Texture;
-       exports.TextureLoader = TextureLoader;
-       exports.TorusBufferGeometry = TorusGeometry;
-       exports.TorusGeometry = TorusGeometry;
-       exports.TorusKnotBufferGeometry = TorusKnotGeometry;
-       exports.TorusKnotGeometry = TorusKnotGeometry;
-       exports.Triangle = Triangle;
-       exports.TriangleFanDrawMode = TriangleFanDrawMode;
-       exports.TriangleStripDrawMode = TriangleStripDrawMode;
-       exports.TrianglesDrawMode = TrianglesDrawMode;
-       exports.TubeBufferGeometry = TubeGeometry;
-       exports.TubeGeometry = TubeGeometry;
-       exports.UVMapping = UVMapping;
-       exports.Uint16Attribute = Uint16Attribute;
-       exports.Uint16BufferAttribute = Uint16BufferAttribute;
-       exports.Uint32Attribute = Uint32Attribute;
-       exports.Uint32BufferAttribute = Uint32BufferAttribute;
-       exports.Uint8Attribute = Uint8Attribute;
-       exports.Uint8BufferAttribute = Uint8BufferAttribute;
-       exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
-       exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
-       exports.Uniform = Uniform;
-       exports.UniformsLib = UniformsLib;
-       exports.UniformsUtils = UniformsUtils;
-       exports.UnsignedByteType = UnsignedByteType;
-       exports.UnsignedInt248Type = UnsignedInt248Type;
-       exports.UnsignedIntType = UnsignedIntType;
-       exports.UnsignedShort4444Type = UnsignedShort4444Type;
-       exports.UnsignedShort5551Type = UnsignedShort5551Type;
-       exports.UnsignedShort565Type = UnsignedShort565Type;
-       exports.UnsignedShortType = UnsignedShortType;
-       exports.VSMShadowMap = VSMShadowMap;
-       exports.Vector2 = Vector2;
-       exports.Vector3 = Vector3;
-       exports.Vector4 = Vector4;
-       exports.VectorKeyframeTrack = VectorKeyframeTrack;
-       exports.Vertex = Vertex;
-       exports.VertexColors = VertexColors;
-       exports.VideoTexture = VideoTexture;
-       exports.WebGL1Renderer = WebGL1Renderer;
-       exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;
-       exports.WebGLMultipleRenderTargets = WebGLMultipleRenderTargets;
-       exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
-       exports.WebGLRenderTarget = WebGLRenderTarget;
-       exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
-       exports.WebGLRenderer = WebGLRenderer;
-       exports.WebGLUtils = WebGLUtils;
-       exports.WireframeGeometry = WireframeGeometry;
-       exports.WireframeHelper = WireframeHelper;
-       exports.WrapAroundEnding = WrapAroundEnding;
-       exports.XHRLoader = XHRLoader;
-       exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
-       exports.ZeroFactor = ZeroFactor;
-       exports.ZeroSlopeEnding = ZeroSlopeEnding;
-       exports.ZeroStencilOp = ZeroStencilOp;
-       exports.sRGBEncoding = sRGBEncoding;
-
-       Object.defineProperty(exports, '__esModule', { value: true });
-
-})));
-
-},{}]},{},[1]);
+                       Triangle.prototype.plane = function (target) {
+                               console.warn('THREE.Triangle: .plane() has been renamed to .getPlane().');
+                               return this.getPlane(target);
+                       };
+
+                       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);
+                       };
+
+                       Triangle.normal = function (a, b, c, target) {
+                               console.warn('THREE.Triangle: .normal() has been renamed to .getNormal().');
+                               return Triangle.getNormal(a, b, c, target);
+                       }; //
+
+
+                       Shape.prototype.extractAllPoints = function (divisions) {
+                               console.warn('THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.');
+                               return this.extractPoints(divisions);
+                       };
+
+                       Shape.prototype.extrude = function (options) {
+                               console.warn('THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.');
+                               return new ExtrudeGeometry(this, options);
+                       };
+
+                       Shape.prototype.makeGeometry = function (options) {
+                               console.warn('THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.');
+                               return new ShapeGeometry(this, options);
+                       }; //
+
+
+                       Vector2.prototype.fromAttribute = function (attribute, index, offset) {
+                               console.warn('THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().');
+                               return this.fromBufferAttribute(attribute, index, offset);
+                       };
+
+                       Vector2.prototype.distanceToManhattan = function (v) {
+                               console.warn('THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().');
+                               return this.manhattanDistanceTo(v);
+                       };
+
+                       Vector2.prototype.lengthManhattan = function () {
+                               console.warn('THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().');
+                               return this.manhattanLength();
+                       }; //
+
+
+                       Vector3.prototype.setEulerFromRotationMatrix = function () {
+                               console.error('THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.');
+                       };
+
+                       Vector3.prototype.setEulerFromQuaternion = function () {
+                               console.error('THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.');
+                       };
+
+                       Vector3.prototype.getPositionFromMatrix = function (m) {
+                               console.warn('THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().');
+                               return this.setFromMatrixPosition(m);
+                       };
+
+                       Vector3.prototype.getScaleFromMatrix = function (m) {
+                               console.warn('THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().');
+                               return this.setFromMatrixScale(m);
+                       };
+
+                       Vector3.prototype.getColumnFromMatrix = function (index, matrix) {
+                               console.warn('THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().');
+                               return this.setFromMatrixColumn(matrix, index);
+                       };
+
+                       Vector3.prototype.applyProjection = function (m) {
+                               console.warn('THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.');
+                               return this.applyMatrix4(m);
+                       };
+
+                       Vector3.prototype.fromAttribute = function (attribute, index, offset) {
+                               console.warn('THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().');
+                               return this.fromBufferAttribute(attribute, index, offset);
+                       };
+
+                       Vector3.prototype.distanceToManhattan = function (v) {
+                               console.warn('THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().');
+                               return this.manhattanDistanceTo(v);
+                       };
+
+                       Vector3.prototype.lengthManhattan = function () {
+                               console.warn('THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().');
+                               return this.manhattanLength();
+                       }; //
+
+
+                       Vector4.prototype.fromAttribute = function (attribute, index, offset) {
+                               console.warn('THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().');
+                               return this.fromBufferAttribute(attribute, index, offset);
+                       };
+
+                       Vector4.prototype.lengthManhattan = function () {
+                               console.warn('THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().');
+                               return this.manhattanLength();
+                       }; //
+
+
+                       Object3D.prototype.getChildByName = function (name) {
+                               console.warn('THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().');
+                               return this.getObjectByName(name);
+                       };
+
+                       Object3D.prototype.renderDepth = function () {
+                               console.warn('THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.');
+                       };
+
+                       Object3D.prototype.translate = function (distance, axis) {
+                               console.warn('THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.');
+                               return this.translateOnAxis(axis, distance);
+                       };
+
+                       Object3D.prototype.getWorldRotation = function () {
+                               console.error('THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.');
+                       };
+
+                       Object3D.prototype.applyMatrix = function (matrix) {
+                               console.warn('THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().');
+                               return this.applyMatrix4(matrix);
+                       };
+
+                       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.');
+                                       }
+                               }
+                       });
+
+                       Mesh.prototype.setDrawMode = function () {
+                               console.error('THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.');
+                       };
+
+                       Object.defineProperties(Mesh.prototype, {
+                               drawMode: {
+                                       get: function () {
+                                               console.error('THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.');
+                                               return TrianglesDrawMode;
+                                       },
+                                       set: function () {
+                                               console.error('THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.');
+                                       }
+                               }
+                       });
+
+                       SkinnedMesh.prototype.initBones = function () {
+                               console.error('THREE.SkinnedMesh: initBones() has been removed.');
+                       }; //
+
+
+                       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;
+                                       }
+                               },
+                               dynamic: {
+                                       get: function () {
+                                               console.warn('THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.');
+                                               return this.usage === DynamicDrawUsage;
+                                       },
+                                       set: function () {
+                                               console.warn('THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.');
+                                               this.setUsage(DynamicDrawUsage);
+                                       }
+                               }
+                       });
+
+                       BufferAttribute.prototype.setDynamic = function (value) {
+                               console.warn('THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.');
+                               this.setUsage(value === true ? DynamicDrawUsage : StaticDrawUsage);
+                               return this;
+                       };
+
+                       BufferAttribute.prototype.copyIndicesArray = function () {
+                               console.error('THREE.BufferAttribute: .copyIndicesArray() has been removed.');
+                       }, BufferAttribute.prototype.setArray = function () {
+                               console.error('THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers');
+                       }; //
+
+                       BufferGeometry.prototype.addIndex = function (index) {
+                               console.warn('THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().');
+                               this.setIndex(index);
+                       };
+
+                       BufferGeometry.prototype.addAttribute = function (name, attribute) {
+                               console.warn('THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().');
+
+                               if (!(attribute && attribute.isBufferAttribute) && !(attribute && attribute.isInterleavedBufferAttribute)) {
+                                       console.warn('THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).');
+                                       return this.setAttribute(name, new BufferAttribute(arguments[1], arguments[2]));
+                               }
+
+                               if (name === 'index') {
+                                       console.warn('THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.');
+                                       this.setIndex(attribute);
+                                       return this;
+                               }
+
+                               return this.setAttribute(name, attribute);
+                       };
+
+                       BufferGeometry.prototype.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);
+                       };
+
+                       BufferGeometry.prototype.clearDrawCalls = function () {
+                               console.warn('THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().');
+                               this.clearGroups();
+                       };
+
+                       BufferGeometry.prototype.computeOffsets = function () {
+                               console.warn('THREE.BufferGeometry: .computeOffsets() has been removed.');
+                       };
+
+                       BufferGeometry.prototype.removeAttribute = function (name) {
+                               console.warn('THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().');
+                               return this.deleteAttribute(name);
+                       };
+
+                       BufferGeometry.prototype.applyMatrix = function (matrix) {
+                               console.warn('THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().');
+                               return this.applyMatrix4(matrix);
+                       };
+
+                       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;
+                                       }
+                               }
+                       });
+
+                       InterleavedBuffer.prototype.setDynamic = function (value) {
+                               console.warn('THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.');
+                               this.setUsage(value === true ? DynamicDrawUsage : StaticDrawUsage);
+                               return this;
+                       };
+
+                       InterleavedBuffer.prototype.setArray = function () {
+                               console.error('THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers');
+                       }; //
+
+
+                       ExtrudeGeometry.prototype.getArrays = function () {
+                               console.error('THREE.ExtrudeGeometry: .getArrays() has been removed.');
+                       };
+
+                       ExtrudeGeometry.prototype.addShapeList = function () {
+                               console.error('THREE.ExtrudeGeometry: .addShapeList() has been removed.');
+                       };
+
+                       ExtrudeGeometry.prototype.addShape = function () {
+                               console.error('THREE.ExtrudeGeometry: .addShape() has been removed.');
+                       }; //
+
+
+                       Scene.prototype.dispose = function () {
+                               console.error('THREE.Scene: .dispose() has been removed.');
+                       }; //
+
+
+                       Uniform.prototype.onUpdate = 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.');
+                                       }
+                               },
+                               overdraw: {
+                                       get: function () {
+                                               console.warn('THREE.Material: .overdraw has been removed.');
+                                       },
+                                       set: function () {
+                                               console.warn('THREE.Material: .overdraw 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;
+                                       }
+                               },
+                               stencilMask: {
+                                       get: function () {
+                                               console.warn('THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.');
+                                               return this.stencilFuncMask;
+                                       },
+                                       set: function (value) {
+                                               console.warn('THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.');
+                                               this.stencilFuncMask = value;
+                                       }
+                               },
+                               vertexTangents: {
+                                       get: function () {
+                                               console.warn('THREE.' + this.type + ': .vertexTangents has been removed.');
+                                       },
+                                       set: function () {
+                                               console.warn('THREE.' + this.type + ': .vertexTangents has been removed.');
+                                       }
+                               }
+                       });
+                       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;
+                                       }
+                               }
+                       }); //
+
+                       WebGLRenderer.prototype.clearTarget = function (renderTarget, color, depth, stencil) {
+                               console.warn('THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.');
+                               this.setRenderTarget(renderTarget);
+                               this.clear(color, depth, stencil);
+                       };
+
+                       WebGLRenderer.prototype.animate = function (callback) {
+                               console.warn('THREE.WebGLRenderer: .animate() is now .setAnimationLoop().');
+                               this.setAnimationLoop(callback);
+                       };
+
+                       WebGLRenderer.prototype.getCurrentRenderTarget = function () {
+                               console.warn('THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().');
+                               return this.getRenderTarget();
+                       };
+
+                       WebGLRenderer.prototype.getMaxAnisotropy = function () {
+                               console.warn('THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().');
+                               return this.capabilities.getMaxAnisotropy();
+                       };
+
+                       WebGLRenderer.prototype.getPrecision = function () {
+                               console.warn('THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.');
+                               return this.capabilities.precision;
+                       };
+
+                       WebGLRenderer.prototype.resetGLState = function () {
+                               console.warn('THREE.WebGLRenderer: .resetGLState() is now .state.reset().');
+                               return this.state.reset();
+                       };
+
+                       WebGLRenderer.prototype.supportsFloatTextures = function () {
+                               console.warn('THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).');
+                               return this.extensions.get('OES_texture_float');
+                       };
+
+                       WebGLRenderer.prototype.supportsHalfFloatTextures = function () {
+                               console.warn('THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).');
+                               return this.extensions.get('OES_texture_half_float');
+                       };
+
+                       WebGLRenderer.prototype.supportsStandardDerivatives = function () {
+                               console.warn('THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).');
+                               return this.extensions.get('OES_standard_derivatives');
+                       };
+
+                       WebGLRenderer.prototype.supportsCompressedTextureS3TC = function () {
+                               console.warn('THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).');
+                               return this.extensions.get('WEBGL_compressed_texture_s3tc');
+                       };
+
+                       WebGLRenderer.prototype.supportsCompressedTexturePVRTC = function () {
+                               console.warn('THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).');
+                               return this.extensions.get('WEBGL_compressed_texture_pvrtc');
+                       };
+
+                       WebGLRenderer.prototype.supportsBlendMinMax = function () {
+                               console.warn('THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).');
+                               return this.extensions.get('EXT_blend_minmax');
+                       };
+
+                       WebGLRenderer.prototype.supportsVertexTextures = function () {
+                               console.warn('THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.');
+                               return this.capabilities.vertexTextures;
+                       };
+
+                       WebGLRenderer.prototype.supportsInstancedArrays = function () {
+                               console.warn('THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).');
+                               return this.extensions.get('ANGLE_instanced_arrays');
+                       };
+
+                       WebGLRenderer.prototype.enableScissorTest = function (boolean) {
+                               console.warn('THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().');
+                               this.setScissorTest(boolean);
+                       };
+
+                       WebGLRenderer.prototype.initMaterial = function () {
+                               console.warn('THREE.WebGLRenderer: .initMaterial() has been removed.');
+                       };
+
+                       WebGLRenderer.prototype.addPrePlugin = function () {
+                               console.warn('THREE.WebGLRenderer: .addPrePlugin() has been removed.');
+                       };
+
+                       WebGLRenderer.prototype.addPostPlugin = function () {
+                               console.warn('THREE.WebGLRenderer: .addPostPlugin() has been removed.');
+                       };
+
+                       WebGLRenderer.prototype.updateShadowMap = function () {
+                               console.warn('THREE.WebGLRenderer: .updateShadowMap() has been removed.');
+                       };
+
+                       WebGLRenderer.prototype.setFaceCulling = function () {
+                               console.warn('THREE.WebGLRenderer: .setFaceCulling() has been removed.');
+                       };
+
+                       WebGLRenderer.prototype.allocTextureUnit = function () {
+                               console.warn('THREE.WebGLRenderer: .allocTextureUnit() has been removed.');
+                       };
+
+                       WebGLRenderer.prototype.setTexture = function () {
+                               console.warn('THREE.WebGLRenderer: .setTexture() has been removed.');
+                       };
+
+                       WebGLRenderer.prototype.setTexture2D = function () {
+                               console.warn('THREE.WebGLRenderer: .setTexture2D() has been removed.');
+                       };
+
+                       WebGLRenderer.prototype.setTextureCube = function () {
+                               console.warn('THREE.WebGLRenderer: .setTextureCube() has been removed.');
+                       };
+
+                       WebGLRenderer.prototype.getActiveMipMapLevel = function () {
+                               console.warn('THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().');
+                               return this.getActiveMipmapLevel();
+                       };
+
+                       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 () {
+                                               console.warn('THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.');
+                                       }
+                               },
+                               context: {
+                                       get: function () {
+                                               console.warn('THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.');
+                                               return this.getContext();
+                                       }
+                               },
+                               vr: {
+                                       get: function () {
+                                               console.warn('THREE.WebGLRenderer: .vr has been renamed to .xr');
+                                               return this.xr;
+                                       }
+                               },
+                               gammaInput: {
+                                       get: function () {
+                                               console.warn('THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.');
+                                               return false;
+                                       },
+                                       set: function () {
+                                               console.warn('THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.');
+                                       }
+                               },
+                               gammaOutput: {
+                                       get: function () {
+                                               console.warn('THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.');
+                                               return false;
+                                       },
+                                       set: function (value) {
+                                               console.warn('THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.');
+                                               this.outputEncoding = value === true ? sRGBEncoding : LinearEncoding;
+                                       }
+                               },
+                               toneMappingWhitePoint: {
+                                       get: function () {
+                                               console.warn('THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.');
+                                               return 1.0;
+                                       },
+                                       set: function () {
+                                               console.warn('THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.');
+                                       }
+                               }
+                       });
+                       Object.defineProperties(WebGLShadowMap.prototype, {
+                               cullFace: {
+                                       get: function () {
+                                               console.warn('THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.');
+                                               return undefined;
+                                       },
+                                       set: function () {
+                                               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.');
+                                       }
+                               }
+                       });
+
+                       function WebGLRenderTargetCube(width, height, options) {
+                               console.warn('THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).');
+                               return new WebGLCubeRenderTarget(width, options);
+                       } //
+
+                       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;
+                                       }
+                               }
+                       }); //
+
+                       Audio.prototype.load = function (file) {
+                               console.warn('THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.');
+                               const scope = this;
+                               const 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);
+                       };
+
+                       CubeCamera.prototype.clear = function (renderer, color, depth, stencil) {
+                               console.warn('THREE.CubeCamera: .clear() is now .renderTarget.clear().');
+                               return this.renderTarget.clear(renderer, color, depth, stencil);
+                       };
+
+                       ImageUtils.crossOrigin = undefined;
+
+                       ImageUtils.loadTexture = function (url, mapping, onLoad, onError) {
+                               console.warn('THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.');
+                               const loader = new TextureLoader();
+                               loader.setCrossOrigin(this.crossOrigin);
+                               const texture = loader.load(url, onLoad, undefined, onError);
+                               if (mapping) texture.mapping = mapping;
+                               return texture;
+                       };
+
+                       ImageUtils.loadTextureCube = function (urls, mapping, onLoad, onError) {
+                               console.warn('THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.');
+                               const loader = new CubeTextureLoader();
+                               loader.setCrossOrigin(this.crossOrigin);
+                               const texture = loader.load(urls, onLoad, undefined, onError);
+                               if (mapping) texture.mapping = mapping;
+                               return texture;
+                       };
+
+                       ImageUtils.loadCompressedTexture = function () {
+                               console.error('THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.');
+                       };
+
+                       ImageUtils.loadCompressedTextureCube = function () {
+                               console.error('THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.');
+                       }; //
+
+
+                       function CanvasRenderer() {
+                               console.error('THREE.CanvasRenderer has been removed');
+                       } //
+
+                       function JSONLoader() {
+                               console.error('THREE.JSONLoader has been removed.');
+                       } //
+
+                       const SceneUtils = {
+                               createMultiMaterialObject: function () {
+                                       console.error('THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js');
+                               },
+                               detach: function () {
+                                       console.error('THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js');
+                               },
+                               attach: function () {
+                                       console.error('THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js');
+                               }
+                       }; //
+
+                       function LensFlare() {
+                               console.error('THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js');
+                       }
+
+                       if (typeof __THREE_DEVTOOLS__ !== 'undefined') {
+                               /* eslint-disable no-undef */
+                               __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('register', {
+                                       detail: {
+                                               revision: REVISION
+                                       }
+                               }));
+                               /* eslint-enable no-undef */
+
+                       }
+
+                       if (typeof window !== 'undefined') {
+                               if (window.__THREE__) {
+                                       console.warn('WARNING: Multiple instances of Three.js being imported.');
+                               } else {
+                                       window.__THREE__ = REVISION;
+                               }
+                       }
+
+                       exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
+                       exports.AddEquation = AddEquation;
+                       exports.AddOperation = AddOperation;
+                       exports.AdditiveAnimationBlendMode = AdditiveAnimationBlendMode;
+                       exports.AdditiveBlending = AdditiveBlending;
+                       exports.AlphaFormat = AlphaFormat;
+                       exports.AlwaysDepth = AlwaysDepth;
+                       exports.AlwaysStencilFunc = AlwaysStencilFunc;
+                       exports.AmbientLight = AmbientLight;
+                       exports.AmbientLightProbe = AmbientLightProbe;
+                       exports.AnimationClip = AnimationClip;
+                       exports.AnimationLoader = AnimationLoader;
+                       exports.AnimationMixer = AnimationMixer;
+                       exports.AnimationObjectGroup = AnimationObjectGroup;
+                       exports.AnimationUtils = AnimationUtils;
+                       exports.ArcCurve = ArcCurve;
+                       exports.ArrayCamera = ArrayCamera;
+                       exports.ArrowHelper = ArrowHelper;
+                       exports.Audio = Audio;
+                       exports.AudioAnalyser = AudioAnalyser;
+                       exports.AudioContext = AudioContext;
+                       exports.AudioListener = AudioListener;
+                       exports.AudioLoader = AudioLoader;
+                       exports.AxesHelper = AxesHelper;
+                       exports.AxisHelper = AxisHelper;
+                       exports.BackSide = BackSide;
+                       exports.BasicDepthPacking = BasicDepthPacking;
+                       exports.BasicShadowMap = BasicShadowMap;
+                       exports.BinaryTextureLoader = BinaryTextureLoader;
+                       exports.Bone = Bone;
+                       exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
+                       exports.BoundingBoxHelper = BoundingBoxHelper;
+                       exports.Box2 = Box2;
+                       exports.Box3 = Box3;
+                       exports.Box3Helper = Box3Helper;
+                       exports.BoxBufferGeometry = BoxGeometry;
+                       exports.BoxGeometry = BoxGeometry;
+                       exports.BoxHelper = BoxHelper;
+                       exports.BufferAttribute = BufferAttribute;
+                       exports.BufferGeometry = BufferGeometry;
+                       exports.BufferGeometryLoader = BufferGeometryLoader;
+                       exports.ByteType = ByteType;
+                       exports.Cache = Cache;
+                       exports.Camera = Camera;
+                       exports.CameraHelper = CameraHelper;
+                       exports.CanvasRenderer = CanvasRenderer;
+                       exports.CanvasTexture = CanvasTexture;
+                       exports.CatmullRomCurve3 = CatmullRomCurve3;
+                       exports.CineonToneMapping = CineonToneMapping;
+                       exports.CircleBufferGeometry = CircleGeometry;
+                       exports.CircleGeometry = CircleGeometry;
+                       exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
+                       exports.Clock = Clock;
+                       exports.Color = Color;
+                       exports.ColorKeyframeTrack = ColorKeyframeTrack;
+                       exports.CompressedTexture = CompressedTexture;
+                       exports.CompressedTextureLoader = CompressedTextureLoader;
+                       exports.ConeBufferGeometry = ConeGeometry;
+                       exports.ConeGeometry = ConeGeometry;
+                       exports.CubeCamera = CubeCamera;
+                       exports.CubeReflectionMapping = CubeReflectionMapping;
+                       exports.CubeRefractionMapping = CubeRefractionMapping;
+                       exports.CubeTexture = CubeTexture;
+                       exports.CubeTextureLoader = CubeTextureLoader;
+                       exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
+                       exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
+                       exports.CubicBezierCurve = CubicBezierCurve;
+                       exports.CubicBezierCurve3 = CubicBezierCurve3;
+                       exports.CubicInterpolant = CubicInterpolant;
+                       exports.CullFaceBack = CullFaceBack;
+                       exports.CullFaceFront = CullFaceFront;
+                       exports.CullFaceFrontBack = CullFaceFrontBack;
+                       exports.CullFaceNone = CullFaceNone;
+                       exports.Curve = Curve;
+                       exports.CurvePath = CurvePath;
+                       exports.CustomBlending = CustomBlending;
+                       exports.CustomToneMapping = CustomToneMapping;
+                       exports.CylinderBufferGeometry = CylinderGeometry;
+                       exports.CylinderGeometry = CylinderGeometry;
+                       exports.Cylindrical = Cylindrical;
+                       exports.DataTexture = DataTexture;
+                       exports.DataTexture2DArray = DataTexture2DArray;
+                       exports.DataTexture3D = DataTexture3D;
+                       exports.DataTextureLoader = DataTextureLoader;
+                       exports.DataUtils = DataUtils;
+                       exports.DecrementStencilOp = DecrementStencilOp;
+                       exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
+                       exports.DefaultLoadingManager = DefaultLoadingManager;
+                       exports.DepthFormat = DepthFormat;
+                       exports.DepthStencilFormat = DepthStencilFormat;
+                       exports.DepthTexture = DepthTexture;
+                       exports.DirectionalLight = DirectionalLight;
+                       exports.DirectionalLightHelper = DirectionalLightHelper;
+                       exports.DiscreteInterpolant = DiscreteInterpolant;
+                       exports.DodecahedronBufferGeometry = DodecahedronGeometry;
+                       exports.DodecahedronGeometry = DodecahedronGeometry;
+                       exports.DoubleSide = DoubleSide;
+                       exports.DstAlphaFactor = DstAlphaFactor;
+                       exports.DstColorFactor = DstColorFactor;
+                       exports.DynamicBufferAttribute = DynamicBufferAttribute;
+                       exports.DynamicCopyUsage = DynamicCopyUsage;
+                       exports.DynamicDrawUsage = DynamicDrawUsage;
+                       exports.DynamicReadUsage = DynamicReadUsage;
+                       exports.EdgesGeometry = EdgesGeometry;
+                       exports.EdgesHelper = EdgesHelper;
+                       exports.EllipseCurve = EllipseCurve;
+                       exports.EqualDepth = EqualDepth;
+                       exports.EqualStencilFunc = EqualStencilFunc;
+                       exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
+                       exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
+                       exports.Euler = Euler;
+                       exports.EventDispatcher = EventDispatcher;
+                       exports.ExtrudeBufferGeometry = ExtrudeGeometry;
+                       exports.ExtrudeGeometry = ExtrudeGeometry;
+                       exports.FaceColors = FaceColors;
+                       exports.FileLoader = FileLoader;
+                       exports.FlatShading = FlatShading;
+                       exports.Float16BufferAttribute = Float16BufferAttribute;
+                       exports.Float32Attribute = Float32Attribute;
+                       exports.Float32BufferAttribute = Float32BufferAttribute;
+                       exports.Float64Attribute = Float64Attribute;
+                       exports.Float64BufferAttribute = Float64BufferAttribute;
+                       exports.FloatType = FloatType;
+                       exports.Fog = Fog;
+                       exports.FogExp2 = FogExp2;
+                       exports.Font = Font;
+                       exports.FontLoader = FontLoader;
+                       exports.FrontSide = FrontSide;
+                       exports.Frustum = Frustum;
+                       exports.GLBufferAttribute = GLBufferAttribute;
+                       exports.GLSL1 = GLSL1;
+                       exports.GLSL3 = GLSL3;
+                       exports.GammaEncoding = GammaEncoding;
+                       exports.GreaterDepth = GreaterDepth;
+                       exports.GreaterEqualDepth = GreaterEqualDepth;
+                       exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
+                       exports.GreaterStencilFunc = GreaterStencilFunc;
+                       exports.GridHelper = GridHelper;
+                       exports.Group = Group;
+                       exports.HalfFloatType = HalfFloatType;
+                       exports.HemisphereLight = HemisphereLight;
+                       exports.HemisphereLightHelper = HemisphereLightHelper;
+                       exports.HemisphereLightProbe = HemisphereLightProbe;
+                       exports.IcosahedronBufferGeometry = IcosahedronGeometry;
+                       exports.IcosahedronGeometry = IcosahedronGeometry;
+                       exports.ImageBitmapLoader = ImageBitmapLoader;
+                       exports.ImageLoader = ImageLoader;
+                       exports.ImageUtils = ImageUtils;
+                       exports.ImmediateRenderObject = ImmediateRenderObject;
+                       exports.IncrementStencilOp = IncrementStencilOp;
+                       exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
+                       exports.InstancedBufferAttribute = InstancedBufferAttribute;
+                       exports.InstancedBufferGeometry = InstancedBufferGeometry;
+                       exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
+                       exports.InstancedMesh = InstancedMesh;
+                       exports.Int16Attribute = Int16Attribute;
+                       exports.Int16BufferAttribute = Int16BufferAttribute;
+                       exports.Int32Attribute = Int32Attribute;
+                       exports.Int32BufferAttribute = Int32BufferAttribute;
+                       exports.Int8Attribute = Int8Attribute;
+                       exports.Int8BufferAttribute = Int8BufferAttribute;
+                       exports.IntType = IntType;
+                       exports.InterleavedBuffer = InterleavedBuffer;
+                       exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
+                       exports.Interpolant = Interpolant;
+                       exports.InterpolateDiscrete = InterpolateDiscrete;
+                       exports.InterpolateLinear = InterpolateLinear;
+                       exports.InterpolateSmooth = InterpolateSmooth;
+                       exports.InvertStencilOp = InvertStencilOp;
+                       exports.JSONLoader = JSONLoader;
+                       exports.KeepStencilOp = KeepStencilOp;
+                       exports.KeyframeTrack = KeyframeTrack;
+                       exports.LOD = LOD;
+                       exports.LatheBufferGeometry = LatheGeometry;
+                       exports.LatheGeometry = LatheGeometry;
+                       exports.Layers = Layers;
+                       exports.LensFlare = LensFlare;
+                       exports.LessDepth = LessDepth;
+                       exports.LessEqualDepth = LessEqualDepth;
+                       exports.LessEqualStencilFunc = LessEqualStencilFunc;
+                       exports.LessStencilFunc = LessStencilFunc;
+                       exports.Light = Light;
+                       exports.LightProbe = LightProbe;
+                       exports.Line = Line;
+                       exports.Line3 = Line3;
+                       exports.LineBasicMaterial = LineBasicMaterial;
+                       exports.LineCurve = LineCurve;
+                       exports.LineCurve3 = LineCurve3;
+                       exports.LineDashedMaterial = LineDashedMaterial;
+                       exports.LineLoop = LineLoop;
+                       exports.LinePieces = LinePieces;
+                       exports.LineSegments = LineSegments;
+                       exports.LineStrip = LineStrip;
+                       exports.LinearEncoding = LinearEncoding;
+                       exports.LinearFilter = LinearFilter;
+                       exports.LinearInterpolant = LinearInterpolant;
+                       exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
+                       exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
+                       exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
+                       exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
+                       exports.LinearToneMapping = LinearToneMapping;
+                       exports.Loader = Loader;
+                       exports.LoaderUtils = LoaderUtils;
+                       exports.LoadingManager = LoadingManager;
+                       exports.LogLuvEncoding = LogLuvEncoding;
+                       exports.LoopOnce = LoopOnce;
+                       exports.LoopPingPong = LoopPingPong;
+                       exports.LoopRepeat = LoopRepeat;
+                       exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
+                       exports.LuminanceFormat = LuminanceFormat;
+                       exports.MOUSE = MOUSE;
+                       exports.Material = Material;
+                       exports.MaterialLoader = MaterialLoader;
+                       exports.Math = MathUtils;
+                       exports.MathUtils = MathUtils;
+                       exports.Matrix3 = Matrix3;
+                       exports.Matrix4 = Matrix4;
+                       exports.MaxEquation = MaxEquation;
+                       exports.Mesh = Mesh;
+                       exports.MeshBasicMaterial = MeshBasicMaterial;
+                       exports.MeshDepthMaterial = MeshDepthMaterial;
+                       exports.MeshDistanceMaterial = MeshDistanceMaterial;
+                       exports.MeshFaceMaterial = MeshFaceMaterial;
+                       exports.MeshLambertMaterial = MeshLambertMaterial;
+                       exports.MeshMatcapMaterial = MeshMatcapMaterial;
+                       exports.MeshNormalMaterial = MeshNormalMaterial;
+                       exports.MeshPhongMaterial = MeshPhongMaterial;
+                       exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
+                       exports.MeshStandardMaterial = MeshStandardMaterial;
+                       exports.MeshToonMaterial = MeshToonMaterial;
+                       exports.MinEquation = MinEquation;
+                       exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
+                       exports.MixOperation = MixOperation;
+                       exports.MultiMaterial = MultiMaterial;
+                       exports.MultiplyBlending = MultiplyBlending;
+                       exports.MultiplyOperation = MultiplyOperation;
+                       exports.NearestFilter = NearestFilter;
+                       exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
+                       exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
+                       exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
+                       exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
+                       exports.NeverDepth = NeverDepth;
+                       exports.NeverStencilFunc = NeverStencilFunc;
+                       exports.NoBlending = NoBlending;
+                       exports.NoColors = NoColors;
+                       exports.NoToneMapping = NoToneMapping;
+                       exports.NormalAnimationBlendMode = NormalAnimationBlendMode;
+                       exports.NormalBlending = NormalBlending;
+                       exports.NotEqualDepth = NotEqualDepth;
+                       exports.NotEqualStencilFunc = NotEqualStencilFunc;
+                       exports.NumberKeyframeTrack = NumberKeyframeTrack;
+                       exports.Object3D = Object3D;
+                       exports.ObjectLoader = ObjectLoader;
+                       exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
+                       exports.OctahedronBufferGeometry = OctahedronGeometry;
+                       exports.OctahedronGeometry = OctahedronGeometry;
+                       exports.OneFactor = OneFactor;
+                       exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
+                       exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
+                       exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
+                       exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
+                       exports.OrthographicCamera = OrthographicCamera;
+                       exports.PCFShadowMap = PCFShadowMap;
+                       exports.PCFSoftShadowMap = PCFSoftShadowMap;
+                       exports.PMREMGenerator = PMREMGenerator;
+                       exports.ParametricBufferGeometry = ParametricGeometry;
+                       exports.ParametricGeometry = ParametricGeometry;
+                       exports.Particle = Particle;
+                       exports.ParticleBasicMaterial = ParticleBasicMaterial;
+                       exports.ParticleSystem = ParticleSystem;
+                       exports.ParticleSystemMaterial = ParticleSystemMaterial;
+                       exports.Path = Path;
+                       exports.PerspectiveCamera = PerspectiveCamera;
+                       exports.Plane = Plane;
+                       exports.PlaneBufferGeometry = PlaneGeometry;
+                       exports.PlaneGeometry = PlaneGeometry;
+                       exports.PlaneHelper = PlaneHelper;
+                       exports.PointCloud = PointCloud;
+                       exports.PointCloudMaterial = PointCloudMaterial;
+                       exports.PointLight = PointLight;
+                       exports.PointLightHelper = PointLightHelper;
+                       exports.Points = Points;
+                       exports.PointsMaterial = PointsMaterial;
+                       exports.PolarGridHelper = PolarGridHelper;
+                       exports.PolyhedronBufferGeometry = PolyhedronGeometry;
+                       exports.PolyhedronGeometry = PolyhedronGeometry;
+                       exports.PositionalAudio = PositionalAudio;
+                       exports.PropertyBinding = PropertyBinding;
+                       exports.PropertyMixer = PropertyMixer;
+                       exports.QuadraticBezierCurve = QuadraticBezierCurve;
+                       exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
+                       exports.Quaternion = Quaternion;
+                       exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
+                       exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
+                       exports.REVISION = REVISION;
+                       exports.RGBADepthPacking = RGBADepthPacking;
+                       exports.RGBAFormat = RGBAFormat;
+                       exports.RGBAIntegerFormat = RGBAIntegerFormat;
+                       exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_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_12x10_Format = RGBA_ASTC_12x10_Format;
+                       exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_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_BPTC_Format = RGBA_BPTC_Format;
+                       exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format;
+                       exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
+                       exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_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.RGBDEncoding = RGBDEncoding;
+                       exports.RGBEEncoding = RGBEEncoding;
+                       exports.RGBEFormat = RGBEFormat;
+                       exports.RGBFormat = RGBFormat;
+                       exports.RGBIntegerFormat = RGBIntegerFormat;
+                       exports.RGBM16Encoding = RGBM16Encoding;
+                       exports.RGBM7Encoding = RGBM7Encoding;
+                       exports.RGB_ETC1_Format = RGB_ETC1_Format;
+                       exports.RGB_ETC2_Format = RGB_ETC2_Format;
+                       exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
+                       exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
+                       exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
+                       exports.RGFormat = RGFormat;
+                       exports.RGIntegerFormat = RGIntegerFormat;
+                       exports.RawShaderMaterial = RawShaderMaterial;
+                       exports.Ray = Ray;
+                       exports.Raycaster = Raycaster;
+                       exports.RectAreaLight = RectAreaLight;
+                       exports.RedFormat = RedFormat;
+                       exports.RedIntegerFormat = RedIntegerFormat;
+                       exports.ReinhardToneMapping = ReinhardToneMapping;
+                       exports.RepeatWrapping = RepeatWrapping;
+                       exports.ReplaceStencilOp = ReplaceStencilOp;
+                       exports.ReverseSubtractEquation = ReverseSubtractEquation;
+                       exports.RingBufferGeometry = RingGeometry;
+                       exports.RingGeometry = RingGeometry;
+                       exports.SRGB8_ALPHA8_ASTC_10x10_Format = SRGB8_ALPHA8_ASTC_10x10_Format;
+                       exports.SRGB8_ALPHA8_ASTC_10x5_Format = SRGB8_ALPHA8_ASTC_10x5_Format;
+                       exports.SRGB8_ALPHA8_ASTC_10x6_Format = SRGB8_ALPHA8_ASTC_10x6_Format;
+                       exports.SRGB8_ALPHA8_ASTC_10x8_Format = SRGB8_ALPHA8_ASTC_10x8_Format;
+                       exports.SRGB8_ALPHA8_ASTC_12x10_Format = SRGB8_ALPHA8_ASTC_12x10_Format;
+                       exports.SRGB8_ALPHA8_ASTC_12x12_Format = SRGB8_ALPHA8_ASTC_12x12_Format;
+                       exports.SRGB8_ALPHA8_ASTC_4x4_Format = SRGB8_ALPHA8_ASTC_4x4_Format;
+                       exports.SRGB8_ALPHA8_ASTC_5x4_Format = SRGB8_ALPHA8_ASTC_5x4_Format;
+                       exports.SRGB8_ALPHA8_ASTC_5x5_Format = SRGB8_ALPHA8_ASTC_5x5_Format;
+                       exports.SRGB8_ALPHA8_ASTC_6x5_Format = SRGB8_ALPHA8_ASTC_6x5_Format;
+                       exports.SRGB8_ALPHA8_ASTC_6x6_Format = SRGB8_ALPHA8_ASTC_6x6_Format;
+                       exports.SRGB8_ALPHA8_ASTC_8x5_Format = SRGB8_ALPHA8_ASTC_8x5_Format;
+                       exports.SRGB8_ALPHA8_ASTC_8x6_Format = SRGB8_ALPHA8_ASTC_8x6_Format;
+                       exports.SRGB8_ALPHA8_ASTC_8x8_Format = SRGB8_ALPHA8_ASTC_8x8_Format;
+                       exports.Scene = Scene;
+                       exports.SceneUtils = SceneUtils;
+                       exports.ShaderChunk = ShaderChunk;
+                       exports.ShaderLib = ShaderLib;
+                       exports.ShaderMaterial = ShaderMaterial;
+                       exports.ShadowMaterial = ShadowMaterial;
+                       exports.Shape = Shape;
+                       exports.ShapeBufferGeometry = ShapeGeometry;
+                       exports.ShapeGeometry = ShapeGeometry;
+                       exports.ShapePath = ShapePath;
+                       exports.ShapeUtils = ShapeUtils;
+                       exports.ShortType = ShortType;
+                       exports.Skeleton = Skeleton;
+                       exports.SkeletonHelper = SkeletonHelper;
+                       exports.SkinnedMesh = SkinnedMesh;
+                       exports.SmoothShading = SmoothShading;
+                       exports.Sphere = Sphere;
+                       exports.SphereBufferGeometry = SphereGeometry;
+                       exports.SphereGeometry = SphereGeometry;
+                       exports.Spherical = Spherical;
+                       exports.SphericalHarmonics3 = SphericalHarmonics3;
+                       exports.SplineCurve = SplineCurve;
+                       exports.SpotLight = SpotLight;
+                       exports.SpotLightHelper = SpotLightHelper;
+                       exports.Sprite = Sprite;
+                       exports.SpriteMaterial = SpriteMaterial;
+                       exports.SrcAlphaFactor = SrcAlphaFactor;
+                       exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
+                       exports.SrcColorFactor = SrcColorFactor;
+                       exports.StaticCopyUsage = StaticCopyUsage;
+                       exports.StaticDrawUsage = StaticDrawUsage;
+                       exports.StaticReadUsage = StaticReadUsage;
+                       exports.StereoCamera = StereoCamera;
+                       exports.StreamCopyUsage = StreamCopyUsage;
+                       exports.StreamDrawUsage = StreamDrawUsage;
+                       exports.StreamReadUsage = StreamReadUsage;
+                       exports.StringKeyframeTrack = StringKeyframeTrack;
+                       exports.SubtractEquation = SubtractEquation;
+                       exports.SubtractiveBlending = SubtractiveBlending;
+                       exports.TOUCH = TOUCH;
+                       exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
+                       exports.TetrahedronBufferGeometry = TetrahedronGeometry;
+                       exports.TetrahedronGeometry = TetrahedronGeometry;
+                       exports.TextBufferGeometry = TextGeometry;
+                       exports.TextGeometry = TextGeometry;
+                       exports.Texture = Texture;
+                       exports.TextureLoader = TextureLoader;
+                       exports.TorusBufferGeometry = TorusGeometry;
+                       exports.TorusGeometry = TorusGeometry;
+                       exports.TorusKnotBufferGeometry = TorusKnotGeometry;
+                       exports.TorusKnotGeometry = TorusKnotGeometry;
+                       exports.Triangle = Triangle;
+                       exports.TriangleFanDrawMode = TriangleFanDrawMode;
+                       exports.TriangleStripDrawMode = TriangleStripDrawMode;
+                       exports.TrianglesDrawMode = TrianglesDrawMode;
+                       exports.TubeBufferGeometry = TubeGeometry;
+                       exports.TubeGeometry = TubeGeometry;
+                       exports.UVMapping = UVMapping;
+                       exports.Uint16Attribute = Uint16Attribute;
+                       exports.Uint16BufferAttribute = Uint16BufferAttribute;
+                       exports.Uint32Attribute = Uint32Attribute;
+                       exports.Uint32BufferAttribute = Uint32BufferAttribute;
+                       exports.Uint8Attribute = Uint8Attribute;
+                       exports.Uint8BufferAttribute = Uint8BufferAttribute;
+                       exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
+                       exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
+                       exports.Uniform = Uniform;
+                       exports.UniformsLib = UniformsLib;
+                       exports.UniformsUtils = UniformsUtils;
+                       exports.UnsignedByteType = UnsignedByteType;
+                       exports.UnsignedInt248Type = UnsignedInt248Type;
+                       exports.UnsignedIntType = UnsignedIntType;
+                       exports.UnsignedShort4444Type = UnsignedShort4444Type;
+                       exports.UnsignedShort5551Type = UnsignedShort5551Type;
+                       exports.UnsignedShort565Type = UnsignedShort565Type;
+                       exports.UnsignedShortType = UnsignedShortType;
+                       exports.VSMShadowMap = VSMShadowMap;
+                       exports.Vector2 = Vector2;
+                       exports.Vector3 = Vector3;
+                       exports.Vector4 = Vector4;
+                       exports.VectorKeyframeTrack = VectorKeyframeTrack;
+                       exports.Vertex = Vertex;
+                       exports.VertexColors = VertexColors;
+                       exports.VideoTexture = VideoTexture;
+                       exports.WebGL1Renderer = WebGL1Renderer;
+                       exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;
+                       exports.WebGLMultipleRenderTargets = WebGLMultipleRenderTargets;
+                       exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
+                       exports.WebGLRenderTarget = WebGLRenderTarget;
+                       exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
+                       exports.WebGLRenderer = WebGLRenderer;
+                       exports.WebGLUtils = WebGLUtils;
+                       exports.WireframeGeometry = WireframeGeometry;
+                       exports.WireframeHelper = WireframeHelper;
+                       exports.WrapAroundEnding = WrapAroundEnding;
+                       exports.XHRLoader = XHRLoader;
+                       exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
+                       exports.ZeroFactor = ZeroFactor;
+                       exports.ZeroSlopeEnding = ZeroSlopeEnding;
+                       exports.ZeroStencilOp = ZeroStencilOp;
+                       exports.sRGBEncoding = sRGBEncoding;
+
+                       Object.defineProperty(exports, '__esModule', {value: true});
+
+               })));
+
+       }, {}]
+}, {}, [1]);