{"version":3,"file":"MeshGradient.C2NbXTr7.mjs","names":["r","t","o","n","s","e","a","c","i","u","f","l","m","y","d","p","b","g","A","x","h","F","T","S","P","E","w","I","v","B","C","k","_","V","U","z","O","M","R","L","D","$","G","N","j","W","X","Y","lerp","c","i"],"sources":["https:/ga.jspm.io/npm:twgl.js@5.5.4/dist/5.x/twgl-full.module.js","https:/framerusercontent.com/modules/1KI6LsDD7tGlV5jyRU9H/YVhebOlGj8kuMsbrh6jE/MeshGradient.js"],"sourcesContent":["/* @license twgl.js 5.5.4 Copyright (c) 2015, Gregg Tavares All Rights Reserved.\nAvailable via the MIT license.\nsee: http://github.com/greggman/twgl.js for details */\nlet e=Float32Array;\n/**\n * A JavaScript array with 3 values or a Float32Array with 3 values.\n * When created by the library will create the default type which is `Float32Array`\n * but can be set by calling {@link module:twgl/v3.setDefaultType}.\n * @typedef {(number[]|Float32Array)} Vec3\n * @memberOf module:twgl/v3\n */\n/**\n * Sets the type this library creates for a Vec3\n * @param {constructor} ctor the constructor for the type. Either `Float32Array` or `Array`\n * @return {constructor} previous constructor for Vec3\n * @memberOf module:twgl/v3\n */function setDefaultType$1(t){const r=e;e=t;return r}\n/**\n * Creates a vec3; may be called with x, y, z to set initial values.\n * @param {number} [x] Initial x value.\n * @param {number} [y] Initial y value.\n * @param {number} [z] Initial z value.\n * @return {module:twgl/v3.Vec3} the created vector\n * @memberOf module:twgl/v3\n */function create$1(t,r,n){const o=new e(3);t&&(o[0]=t);r&&(o[1]=r);n&&(o[2]=n);return o}\n/**\n * Adds two vectors; assumes a and b have the same dimension.\n * @param {module:twgl/v3.Vec3} a Operand vector.\n * @param {module:twgl/v3.Vec3} b Operand vector.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} A vector tha tis the sum of a and b.\n * @memberOf module:twgl/v3\n */function add(t,r,n){n=n||new e(3);n[0]=t[0]+r[0];n[1]=t[1]+r[1];n[2]=t[2]+r[2];return n}\n/**\n * Subtracts two vectors.\n * @param {module:twgl/v3.Vec3} a Operand vector.\n * @param {module:twgl/v3.Vec3} b Operand vector.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} A vector that is the difference of a and b.\n * @memberOf module:twgl/v3\n */function subtract(t,r,n){n=n||new e(3);n[0]=t[0]-r[0];n[1]=t[1]-r[1];n[2]=t[2]-r[2];return n}\n/**\n * Performs linear interpolation on two vectors.\n * Given vectors a and b and interpolation coefficient t, returns\n * a + t * (b - a).\n * @param {module:twgl/v3.Vec3} a Operand vector.\n * @param {module:twgl/v3.Vec3} b Operand vector.\n * @param {number} t Interpolation coefficient.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} The linear interpolated result.\n * @memberOf module:twgl/v3\n */function lerp(t,r,n,o){o=o||new e(3);o[0]=t[0]+n*(r[0]-t[0]);o[1]=t[1]+n*(r[1]-t[1]);o[2]=t[2]+n*(r[2]-t[2]);return o}\n/**\n * Performs linear interpolation on two vectors.\n * Given vectors a and b and interpolation coefficient vector t, returns\n * a + t * (b - a).\n * @param {module:twgl/v3.Vec3} a Operand vector.\n * @param {module:twgl/v3.Vec3} b Operand vector.\n * @param {module:twgl/v3.Vec3} t Interpolation coefficients vector.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} the linear interpolated result.\n * @memberOf module:twgl/v3\n */function lerpV(t,r,n,o){o=o||new e(3);o[0]=t[0]+n[0]*(r[0]-t[0]);o[1]=t[1]+n[1]*(r[1]-t[1]);o[2]=t[2]+n[2]*(r[2]-t[2]);return o}\n/**\n * Return max values of two vectors.\n * Given vectors a and b returns\n * [max(a[0], b[0]), max(a[1], b[1]), max(a[2], b[2])].\n * @param {module:twgl/v3.Vec3} a Operand vector.\n * @param {module:twgl/v3.Vec3} b Operand vector.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} The max components vector.\n * @memberOf module:twgl/v3\n */function max(t,r,n){n=n||new e(3);n[0]=Math.max(t[0],r[0]);n[1]=Math.max(t[1],r[1]);n[2]=Math.max(t[2],r[2]);return n}\n/**\n * Return min values of two vectors.\n * Given vectors a and b returns\n * [min(a[0], b[0]), min(a[1], b[1]), min(a[2], b[2])].\n * @param {module:twgl/v3.Vec3} a Operand vector.\n * @param {module:twgl/v3.Vec3} b Operand vector.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} The min components vector.\n * @memberOf module:twgl/v3\n */function min(t,r,n){n=n||new e(3);n[0]=Math.min(t[0],r[0]);n[1]=Math.min(t[1],r[1]);n[2]=Math.min(t[2],r[2]);return n}\n/**\n * Multiplies a vector by a scalar.\n * @param {module:twgl/v3.Vec3} v The vector.\n * @param {number} k The scalar.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} The scaled vector.\n * @memberOf module:twgl/v3\n */function mulScalar(t,r,n){n=n||new e(3);n[0]=t[0]*r;n[1]=t[1]*r;n[2]=t[2]*r;return n}\n/**\n * Divides a vector by a scalar.\n * @param {module:twgl/v3.Vec3} v The vector.\n * @param {number} k The scalar.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} The scaled vector.\n * @memberOf module:twgl/v3\n */function divScalar(t,r,n){n=n||new e(3);n[0]=t[0]/r;n[1]=t[1]/r;n[2]=t[2]/r;return n}\n/**\n * Computes the cross product of two vectors; assumes both vectors have\n * three entries.\n * @param {module:twgl/v3.Vec3} a Operand vector.\n * @param {module:twgl/v3.Vec3} b Operand vector.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} The vector of a cross b.\n * @memberOf module:twgl/v3\n */function cross(t,r,n){n=n||new e(3);const o=t[2]*r[0]-t[0]*r[2];const s=t[0]*r[1]-t[1]*r[0];n[0]=t[1]*r[2]-t[2]*r[1];n[1]=o;n[2]=s;return n}\n/**\n * Computes the dot product of two vectors; assumes both vectors have\n * three entries.\n * @param {module:twgl/v3.Vec3} a Operand vector.\n * @param {module:twgl/v3.Vec3} b Operand vector.\n * @return {number} dot product\n * @memberOf module:twgl/v3\n */function dot(e,t){return e[0]*t[0]+e[1]*t[1]+e[2]*t[2]}\n/**\n * Computes the length of vector\n * @param {module:twgl/v3.Vec3} v vector.\n * @return {number} length of vector.\n * @memberOf module:twgl/v3\n */function length$1(e){return Math.sqrt(e[0]*e[0]+e[1]*e[1]+e[2]*e[2])}\n/**\n * Computes the square of the length of vector\n * @param {module:twgl/v3.Vec3} v vector.\n * @return {number} square of the length of vector.\n * @memberOf module:twgl/v3\n */function lengthSq(e){return e[0]*e[0]+e[1]*e[1]+e[2]*e[2]}\n/**\n * Computes the distance between 2 points\n * @param {module:twgl/v3.Vec3} a vector.\n * @param {module:twgl/v3.Vec3} b vector.\n * @return {number} distance between a and b\n * @memberOf module:twgl/v3\n */function distance(e,t){const r=e[0]-t[0];const n=e[1]-t[1];const o=e[2]-t[2];return Math.sqrt(r*r+n*n+o*o)}\n/**\n * Computes the square of the distance between 2 points\n * @param {module:twgl/v3.Vec3} a vector.\n * @param {module:twgl/v3.Vec3} b vector.\n * @return {number} square of the distance between a and b\n * @memberOf module:twgl/v3\n */function distanceSq(e,t){const r=e[0]-t[0];const n=e[1]-t[1];const o=e[2]-t[2];return r*r+n*n+o*o}\n/**\n * Divides a vector by its Euclidean length and returns the quotient.\n * @param {module:twgl/v3.Vec3} a The vector.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} The normalized vector.\n * @memberOf module:twgl/v3\n */function normalize(t,r){r=r||new e(3);const n=t[0]*t[0]+t[1]*t[1]+t[2]*t[2];const o=Math.sqrt(n);if(o>1e-5){r[0]=t[0]/o;r[1]=t[1]/o;r[2]=t[2]/o}else{r[0]=0;r[1]=0;r[2]=0}return r}\n/**\n * Negates a vector.\n * @param {module:twgl/v3.Vec3} v The vector.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} -v.\n * @memberOf module:twgl/v3\n */function negate$1(t,r){r=r||new e(3);r[0]=-t[0];r[1]=-t[1];r[2]=-t[2];return r}\n/**\n * Copies a vector.\n * @param {module:twgl/v3.Vec3} v The vector.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} A copy of v.\n * @memberOf module:twgl/v3\n */function copy$1(t,r){r=r||new e(3);r[0]=t[0];r[1]=t[1];r[2]=t[2];return r}\n/**\n * Multiplies a vector by another vector (component-wise); assumes a and\n * b have the same length.\n * @param {module:twgl/v3.Vec3} a Operand vector.\n * @param {module:twgl/v3.Vec3} b Operand vector.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} The vector of products of entries of a and\n *     b.\n * @memberOf module:twgl/v3\n */function multiply$1(t,r,n){n=n||new e(3);n[0]=t[0]*r[0];n[1]=t[1]*r[1];n[2]=t[2]*r[2];return n}\n/**\n * Divides a vector by another vector (component-wise); assumes a and\n * b have the same length.\n * @param {module:twgl/v3.Vec3} a Operand vector.\n * @param {module:twgl/v3.Vec3} b Operand vector.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} The vector of quotients of entries of a and\n *     b.\n * @memberOf module:twgl/v3\n */function divide(t,r,n){n=n||new e(3);n[0]=t[0]/r[0];n[1]=t[1]/r[1];n[2]=t[2]/r[2];return n}var t=Object.freeze({__proto__:null,add:add,copy:copy$1,create:create$1,cross:cross,distance:distance,distanceSq:distanceSq,divide:divide,divScalar:divScalar,dot:dot,lerp:lerp,lerpV:lerpV,length:length$1,lengthSq:lengthSq,max:max,min:min,mulScalar:mulScalar,multiply:multiply$1,negate:negate$1,normalize:normalize,setDefaultType:setDefaultType$1,subtract:subtract});let r=Float32Array;\n/**\n * A JavaScript array with 16 values or a Float32Array with 16 values.\n * When created by the library will create the default type which is `Float32Array`\n * but can be set by calling {@link module:twgl/m4.setDefaultType}.\n * @typedef {(number[]|Float32Array)} Mat4\n * @memberOf module:twgl/m4\n */\n/**\n * Sets the type this library creates for a Mat4\n * @param {constructor} ctor the constructor for the type. Either `Float32Array` or `Array`\n * @return {constructor} previous constructor for Mat4\n * @memberOf module:twgl/m4\n */function setDefaultType(e){const t=r;r=e;return t}\n/**\n * Negates a matrix.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} -m.\n * @memberOf module:twgl/m4\n */function negate(e,t){t=t||new r(16);t[0]=-e[0];t[1]=-e[1];t[2]=-e[2];t[3]=-e[3];t[4]=-e[4];t[5]=-e[5];t[6]=-e[6];t[7]=-e[7];t[8]=-e[8];t[9]=-e[9];t[10]=-e[10];t[11]=-e[11];t[12]=-e[12];t[13]=-e[13];t[14]=-e[14];t[15]=-e[15];return t}function create(){return new r(16).fill(0)}\n/**\n * Copies a matrix.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {module:twgl/m4.Mat4} [dst] The matrix. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} A copy of m.\n * @memberOf module:twgl/m4\n */function copy(e,t){t=t||new r(16);t[0]=e[0];t[1]=e[1];t[2]=e[2];t[3]=e[3];t[4]=e[4];t[5]=e[5];t[6]=e[6];t[7]=e[7];t[8]=e[8];t[9]=e[9];t[10]=e[10];t[11]=e[11];t[12]=e[12];t[13]=e[13];t[14]=e[14];t[15]=e[15];return t}\n/**\n * Creates an n-by-n identity matrix.\n *\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} An n-by-n identity matrix.\n * @memberOf module:twgl/m4\n */function identity(e){e=e||new r(16);e[0]=1;e[1]=0;e[2]=0;e[3]=0;e[4]=0;e[5]=1;e[6]=0;e[7]=0;e[8]=0;e[9]=0;e[10]=1;e[11]=0;e[12]=0;e[13]=0;e[14]=0;e[15]=1;return e}\n/**\n * Takes the transpose of a matrix.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The transpose of m.\n * @memberOf module:twgl/m4\n */function transpose(e,t){t=t||new r(16);if(t===e){let r;r=e[1];e[1]=e[4];e[4]=r;r=e[2];e[2]=e[8];e[8]=r;r=e[3];e[3]=e[12];e[12]=r;r=e[6];e[6]=e[9];e[9]=r;r=e[7];e[7]=e[13];e[13]=r;r=e[11];e[11]=e[14];e[14]=r;return t}const n=e[0];const o=e[1];const s=e[2];const a=e[3];const c=e[4];const i=e[5];const u=e[6];const f=e[7];const l=e[8];const m=e[9];const y=e[10];const d=e[11];const p=e[12];const b=e[13];const g=e[14];const A=e[15];t[0]=n;t[1]=c;t[2]=l;t[3]=p;t[4]=o;t[5]=i;t[6]=m;t[7]=b;t[8]=s;t[9]=u;t[10]=y;t[11]=g;t[12]=a;t[13]=f;t[14]=d;t[15]=A;return t}\n/**\n * Computes the inverse of a 4-by-4 matrix.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The inverse of m.\n * @memberOf module:twgl/m4\n */function inverse(e,t){t=t||new r(16);const n=e[0];const o=e[1];const s=e[2];const a=e[3];const c=e[4];const i=e[5];const u=e[6];const f=e[7];const l=e[8];const m=e[9];const y=e[10];const d=e[11];const p=e[12];const b=e[13];const g=e[14];const A=e[15];const x=y*A;const h=g*d;const F=u*A;const T=g*f;const S=u*d;const P=y*f;const E=s*A;const w=g*a;const I=s*d;const v=y*a;const B=s*f;const C=u*a;const k=l*b;const _=p*m;const V=c*b;const U=p*i;const z=c*m;const O=l*i;const M=n*b;const R=p*o;const L=n*m;const D=l*o;const $=n*i;const G=c*o;const N=x*i+T*m+S*b-(h*i+F*m+P*b);const j=h*o+E*m+v*b-(x*o+w*m+I*b);const W=F*o+w*i+B*b-(T*o+E*i+C*b);const X=P*o+I*i+C*m-(S*o+v*i+B*m);const Y=1/(n*N+c*j+l*W+p*X);t[0]=Y*N;t[1]=Y*j;t[2]=Y*W;t[3]=Y*X;t[4]=Y*(h*c+F*l+P*p-(x*c+T*l+S*p));t[5]=Y*(x*n+w*l+I*p-(h*n+E*l+v*p));t[6]=Y*(T*n+E*c+C*p-(F*n+w*c+B*p));t[7]=Y*(S*n+v*c+B*l-(P*n+I*c+C*l));t[8]=Y*(k*f+U*d+z*A-(_*f+V*d+O*A));t[9]=Y*(_*a+M*d+D*A-(k*a+R*d+L*A));t[10]=Y*(V*a+R*f+$*A-(U*a+M*f+G*A));t[11]=Y*(O*a+L*f+G*d-(z*a+D*f+$*d));t[12]=Y*(V*y+O*g+_*u-(z*g+k*u+U*y));t[13]=Y*(L*g+k*s+R*y-(M*y+D*g+_*s));t[14]=Y*(M*u+G*g+U*s-($*g+V*s+R*u));t[15]=Y*($*y+z*s+D*u-(L*u+G*y+O*s));return t}\n/**\n * Multiplies two 4-by-4 matrices with a on the left and b on the right\n * @param {module:twgl/m4.Mat4} a The matrix on the left.\n * @param {module:twgl/m4.Mat4} b The matrix on the right.\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The matrix product of a and b.\n * @memberOf module:twgl/m4\n */function multiply(e,t,n){n=n||new r(16);const o=e[0];const s=e[1];const a=e[2];const c=e[3];const i=e[4];const u=e[5];const f=e[6];const l=e[7];const m=e[8];const y=e[9];const d=e[10];const p=e[11];const b=e[12];const g=e[13];const A=e[14];const x=e[15];const h=t[0];const F=t[1];const T=t[2];const S=t[3];const P=t[4];const E=t[5];const w=t[6];const I=t[7];const v=t[8];const B=t[9];const C=t[10];const k=t[11];const _=t[12];const V=t[13];const U=t[14];const z=t[15];n[0]=o*h+i*F+m*T+b*S;n[1]=s*h+u*F+y*T+g*S;n[2]=a*h+f*F+d*T+A*S;n[3]=c*h+l*F+p*T+x*S;n[4]=o*P+i*E+m*w+b*I;n[5]=s*P+u*E+y*w+g*I;n[6]=a*P+f*E+d*w+A*I;n[7]=c*P+l*E+p*w+x*I;n[8]=o*v+i*B+m*C+b*k;n[9]=s*v+u*B+y*C+g*k;n[10]=a*v+f*B+d*C+A*k;n[11]=c*v+l*B+p*C+x*k;n[12]=o*_+i*V+m*U+b*z;n[13]=s*_+u*V+y*U+g*z;n[14]=a*_+f*V+d*U+A*z;n[15]=c*_+l*V+p*U+x*z;return n}\n/**\n * Sets the translation component of a 4-by-4 matrix to the given\n * vector.\n * @param {module:twgl/m4.Mat4} a The matrix.\n * @param {module:twgl/v3.Vec3} v The vector.\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The matrix with translation set.\n * @memberOf module:twgl/m4\n */function setTranslation(e,t,r){r=r||identity();if(e!==r){r[0]=e[0];r[1]=e[1];r[2]=e[2];r[3]=e[3];r[4]=e[4];r[5]=e[5];r[6]=e[6];r[7]=e[7];r[8]=e[8];r[9]=e[9];r[10]=e[10];r[11]=e[11]}r[12]=t[0];r[13]=t[1];r[14]=t[2];r[15]=1;return r}\n/**\n * Returns the translation component of a 4-by-4 matrix as a vector with 3\n * entries.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not passed a new one is created.\n * @return {module:twgl/v3.Vec3} The translation component of m.\n * @memberOf module:twgl/m4\n */function getTranslation(e,t){t=t||create$1();t[0]=e[12];t[1]=e[13];t[2]=e[14];return t}\n/**\n * Returns an axis of a 4x4 matrix as a vector with 3 entries\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {number} axis The axis 0 = x, 1 = y, 2 = z;\n * @return {module:twgl/v3.Vec3} [dst] vector.\n * @return {module:twgl/v3.Vec3} The axis component of m.\n * @memberOf module:twgl/m4\n */function getAxis(e,t,r){r=r||create$1();const n=t*4;r[0]=e[n+0];r[1]=e[n+1];r[2]=e[n+2];return r}\n/**\n * Sets an axis of a 4x4 matrix as a vector with 3 entries\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {module:twgl/v3.Vec3} v the axis vector\n * @param {number} axis The axis  0 = x, 1 = y, 2 = z;\n * @param {module:twgl/m4.Mat4} [dst] The matrix to set. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The matrix with axis set.\n * @memberOf module:twgl/m4\n */function setAxis(e,t,r,n){n!==e&&(n=copy(e,n));const o=r*4;n[o+0]=t[0];n[o+1]=t[1];n[o+2]=t[2];return n}\n/**\n * Computes a 4-by-4 perspective transformation matrix given the angular height\n * of the frustum, the aspect ratio, and the near and far clipping planes.  The\n * arguments define a frustum extending in the negative z direction.  The given\n * angle is the vertical angle of the frustum, and the horizontal angle is\n * determined to produce the given aspect ratio.  The arguments near and far are\n * the distances to the near and far clipping planes.  Note that near and far\n * are not z coordinates, but rather they are distances along the negative\n * z-axis.  The matrix generated sends the viewing frustum to the unit box.\n * We assume a unit box extending from -1 to 1 in the x and y dimensions and\n * from 0 to 1 in the z dimension.\n * @param {number} fieldOfViewYInRadians The camera angle from top to bottom (in radians).\n * @param {number} aspect The aspect ratio width / height.\n * @param {number} zNear The depth (negative z coordinate)\n *     of the near clipping plane.\n * @param {number} zFar The depth (negative z coordinate)\n *     of the far clipping plane.\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The perspective matrix.\n * @memberOf module:twgl/m4\n */function perspective(e,t,n,o,s){s=s||new r(16);const a=Math.tan(Math.PI*.5-.5*e);const c=1/(n-o);s[0]=a/t;s[1]=0;s[2]=0;s[3]=0;s[4]=0;s[5]=a;s[6]=0;s[7]=0;s[8]=0;s[9]=0;s[10]=(n+o)*c;s[11]=-1;s[12]=0;s[13]=0;s[14]=n*o*c*2;s[15]=0;return s}\n/**\n * Computes a 4-by-4 orthogonal transformation matrix given the left, right,\n * bottom, and top dimensions of the near clipping plane as well as the\n * near and far clipping plane distances.\n * @param {number} left Left side of the near clipping plane viewport.\n * @param {number} right Right side of the near clipping plane viewport.\n * @param {number} bottom Bottom of the near clipping plane viewport.\n * @param {number} top Top of the near clipping plane viewport.\n * @param {number} near The depth (negative z coordinate)\n *     of the near clipping plane.\n * @param {number} far The depth (negative z coordinate)\n *     of the far clipping plane.\n * @param {module:twgl/m4.Mat4} [dst] Output matrix. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The perspective matrix.\n * @memberOf module:twgl/m4\n */function ortho(e,t,n,o,s,a,c){c=c||new r(16);c[0]=2/(t-e);c[1]=0;c[2]=0;c[3]=0;c[4]=0;c[5]=2/(o-n);c[6]=0;c[7]=0;c[8]=0;c[9]=0;c[10]=2/(s-a);c[11]=0;c[12]=(t+e)/(e-t);c[13]=(o+n)/(n-o);c[14]=(a+s)/(s-a);c[15]=1;return c}\n/**\n * Computes a 4-by-4 perspective transformation matrix given the left, right,\n * top, bottom, near and far clipping planes. The arguments define a frustum\n * extending in the negative z direction. The arguments near and far are the\n * distances to the near and far clipping planes. Note that near and far are not\n * z coordinates, but rather they are distances along the negative z-axis. The\n * matrix generated sends the viewing frustum to the unit box. We assume a unit\n * box extending from -1 to 1 in the x and y dimensions and from 0 to 1 in the z\n * dimension.\n * @param {number} left The x coordinate of the left plane of the box.\n * @param {number} right The x coordinate of the right plane of the box.\n * @param {number} bottom The y coordinate of the bottom plane of the box.\n * @param {number} top The y coordinate of the right plane of the box.\n * @param {number} near The negative z coordinate of the near plane of the box.\n * @param {number} far The negative z coordinate of the far plane of the box.\n * @param {module:twgl/m4.Mat4} [dst] Output matrix. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The perspective projection matrix.\n * @memberOf module:twgl/m4\n */function frustum(e,t,n,o,s,a,c){c=c||new r(16);const i=t-e;const u=o-n;const f=s-a;c[0]=2*s/i;c[1]=0;c[2]=0;c[3]=0;c[4]=0;c[5]=2*s/u;c[6]=0;c[7]=0;c[8]=(e+t)/i;c[9]=(o+n)/u;c[10]=a/f;c[11]=-1;c[12]=0;c[13]=0;c[14]=s*a/f;c[15]=0;return c}let n;let o;let s;\n/**\n * Computes a 4-by-4 look-at transformation.\n *\n * This is a matrix which positions the camera itself. If you want\n * a view matrix (a matrix which moves things in front of the camera)\n * take the inverse of this.\n *\n * @param {module:twgl/v3.Vec3} eye The position of the eye.\n * @param {module:twgl/v3.Vec3} target The position meant to be viewed.\n * @param {module:twgl/v3.Vec3} up A vector pointing up.\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The look-at matrix.\n * @memberOf module:twgl/m4\n */function lookAt(e,t,a,c){c=c||new r(16);n=n||create$1();o=o||create$1();s=s||create$1();normalize(subtract(e,t,s),s);normalize(cross(a,s,n),n);normalize(cross(s,n,o),o);c[0]=n[0];c[1]=n[1];c[2]=n[2];c[3]=0;c[4]=o[0];c[5]=o[1];c[6]=o[2];c[7]=0;c[8]=s[0];c[9]=s[1];c[10]=s[2];c[11]=0;c[12]=e[0];c[13]=e[1];c[14]=e[2];c[15]=1;return c}\n/**\n * Creates a 4-by-4 matrix which translates by the given vector v.\n * @param {module:twgl/v3.Vec3} v The vector by\n *     which to translate.\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The translation matrix.\n * @memberOf module:twgl/m4\n */function translation(e,t){t=t||new r(16);t[0]=1;t[1]=0;t[2]=0;t[3]=0;t[4]=0;t[5]=1;t[6]=0;t[7]=0;t[8]=0;t[9]=0;t[10]=1;t[11]=0;t[12]=e[0];t[13]=e[1];t[14]=e[2];t[15]=1;return t}\n/**\n * Translates the given 4-by-4 matrix by the given vector v.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {module:twgl/v3.Vec3} v The vector by\n *     which to translate.\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The translated matrix.\n * @memberOf module:twgl/m4\n */function translate(e,t,n){n=n||new r(16);const o=t[0];const s=t[1];const a=t[2];const c=e[0];const i=e[1];const u=e[2];const f=e[3];const l=e[4];const m=e[5];const y=e[6];const d=e[7];const p=e[8];const b=e[9];const g=e[10];const A=e[11];const x=e[12];const h=e[13];const F=e[14];const T=e[15];if(e!==n){n[0]=c;n[1]=i;n[2]=u;n[3]=f;n[4]=l;n[5]=m;n[6]=y;n[7]=d;n[8]=p;n[9]=b;n[10]=g;n[11]=A}n[12]=c*o+l*s+p*a+x;n[13]=i*o+m*s+b*a+h;n[14]=u*o+y*s+g*a+F;n[15]=f*o+d*s+A*a+T;return n}\n/**\n * Creates a 4-by-4 matrix which rotates around the x-axis by the given angle.\n * @param {number} angleInRadians The angle by which to rotate (in radians).\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The rotation matrix.\n * @memberOf module:twgl/m4\n */function rotationX(e,t){t=t||new r(16);const n=Math.cos(e);const o=Math.sin(e);t[0]=1;t[1]=0;t[2]=0;t[3]=0;t[4]=0;t[5]=n;t[6]=o;t[7]=0;t[8]=0;t[9]=-o;t[10]=n;t[11]=0;t[12]=0;t[13]=0;t[14]=0;t[15]=1;return t}\n/**\n * Rotates the given 4-by-4 matrix around the x-axis by the given\n * angle.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {number} angleInRadians The angle by which to rotate (in radians).\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The rotated matrix.\n * @memberOf module:twgl/m4\n */function rotateX(e,t,n){n=n||new r(16);const o=e[4];const s=e[5];const a=e[6];const c=e[7];const i=e[8];const u=e[9];const f=e[10];const l=e[11];const m=Math.cos(t);const y=Math.sin(t);n[4]=m*o+y*i;n[5]=m*s+y*u;n[6]=m*a+y*f;n[7]=m*c+y*l;n[8]=m*i-y*o;n[9]=m*u-y*s;n[10]=m*f-y*a;n[11]=m*l-y*c;if(e!==n){n[0]=e[0];n[1]=e[1];n[2]=e[2];n[3]=e[3];n[12]=e[12];n[13]=e[13];n[14]=e[14];n[15]=e[15]}return n}\n/**\n * Creates a 4-by-4 matrix which rotates around the y-axis by the given angle.\n * @param {number} angleInRadians The angle by which to rotate (in radians).\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The rotation matrix.\n * @memberOf module:twgl/m4\n */function rotationY(e,t){t=t||new r(16);const n=Math.cos(e);const o=Math.sin(e);t[0]=n;t[1]=0;t[2]=-o;t[3]=0;t[4]=0;t[5]=1;t[6]=0;t[7]=0;t[8]=o;t[9]=0;t[10]=n;t[11]=0;t[12]=0;t[13]=0;t[14]=0;t[15]=1;return t}\n/**\n * Rotates the given 4-by-4 matrix around the y-axis by the given\n * angle.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {number} angleInRadians The angle by which to rotate (in radians).\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The rotated matrix.\n * @memberOf module:twgl/m4\n */function rotateY(e,t,n){n=n||new r(16);const o=e[0];const s=e[1];const a=e[2];const c=e[3];const i=e[8];const u=e[9];const f=e[10];const l=e[11];const m=Math.cos(t);const y=Math.sin(t);n[0]=m*o-y*i;n[1]=m*s-y*u;n[2]=m*a-y*f;n[3]=m*c-y*l;n[8]=m*i+y*o;n[9]=m*u+y*s;n[10]=m*f+y*a;n[11]=m*l+y*c;if(e!==n){n[4]=e[4];n[5]=e[5];n[6]=e[6];n[7]=e[7];n[12]=e[12];n[13]=e[13];n[14]=e[14];n[15]=e[15]}return n}\n/**\n * Creates a 4-by-4 matrix which rotates around the z-axis by the given angle.\n * @param {number} angleInRadians The angle by which to rotate (in radians).\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The rotation matrix.\n * @memberOf module:twgl/m4\n */function rotationZ(e,t){t=t||new r(16);const n=Math.cos(e);const o=Math.sin(e);t[0]=n;t[1]=o;t[2]=0;t[3]=0;t[4]=-o;t[5]=n;t[6]=0;t[7]=0;t[8]=0;t[9]=0;t[10]=1;t[11]=0;t[12]=0;t[13]=0;t[14]=0;t[15]=1;return t}\n/**\n * Rotates the given 4-by-4 matrix around the z-axis by the given\n * angle.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {number} angleInRadians The angle by which to rotate (in radians).\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The rotated matrix.\n * @memberOf module:twgl/m4\n */function rotateZ(e,t,n){n=n||new r(16);const o=e[0];const s=e[1];const a=e[2];const c=e[3];const i=e[4];const u=e[5];const f=e[6];const l=e[7];const m=Math.cos(t);const y=Math.sin(t);n[0]=m*o+y*i;n[1]=m*s+y*u;n[2]=m*a+y*f;n[3]=m*c+y*l;n[4]=m*i-y*o;n[5]=m*u-y*s;n[6]=m*f-y*a;n[7]=m*l-y*c;if(e!==n){n[8]=e[8];n[9]=e[9];n[10]=e[10];n[11]=e[11];n[12]=e[12];n[13]=e[13];n[14]=e[14];n[15]=e[15]}return n}\n/**\n * Creates a 4-by-4 matrix which rotates around the given axis by the given\n * angle.\n * @param {module:twgl/v3.Vec3} axis The axis\n *     about which to rotate.\n * @param {number} angleInRadians The angle by which to rotate (in radians).\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} A matrix which rotates angle radians\n *     around the axis.\n * @memberOf module:twgl/m4\n */function axisRotation(e,t,n){n=n||new r(16);let o=e[0];let s=e[1];let a=e[2];const c=Math.sqrt(o*o+s*s+a*a);o/=c;s/=c;a/=c;const i=o*o;const u=s*s;const f=a*a;const l=Math.cos(t);const m=Math.sin(t);const y=1-l;n[0]=i+(1-i)*l;n[1]=o*s*y+a*m;n[2]=o*a*y-s*m;n[3]=0;n[4]=o*s*y-a*m;n[5]=u+(1-u)*l;n[6]=s*a*y+o*m;n[7]=0;n[8]=o*a*y+s*m;n[9]=s*a*y-o*m;n[10]=f+(1-f)*l;n[11]=0;n[12]=0;n[13]=0;n[14]=0;n[15]=1;return n}\n/**\n * Rotates the given 4-by-4 matrix around the given axis by the\n * given angle.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {module:twgl/v3.Vec3} axis The axis\n *     about which to rotate.\n * @param {number} angleInRadians The angle by which to rotate (in radians).\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The rotated matrix.\n * @memberOf module:twgl/m4\n */function axisRotate(e,t,n,o){o=o||new r(16);let s=t[0];let a=t[1];let c=t[2];const i=Math.sqrt(s*s+a*a+c*c);s/=i;a/=i;c/=i;const u=s*s;const f=a*a;const l=c*c;const m=Math.cos(n);const y=Math.sin(n);const d=1-m;const p=u+(1-u)*m;const b=s*a*d+c*y;const g=s*c*d-a*y;const A=s*a*d-c*y;const x=f+(1-f)*m;const h=a*c*d+s*y;const F=s*c*d+a*y;const T=a*c*d-s*y;const S=l+(1-l)*m;const P=e[0];const E=e[1];const w=e[2];const I=e[3];const v=e[4];const B=e[5];const C=e[6];const k=e[7];const _=e[8];const V=e[9];const U=e[10];const z=e[11];o[0]=p*P+b*v+g*_;o[1]=p*E+b*B+g*V;o[2]=p*w+b*C+g*U;o[3]=p*I+b*k+g*z;o[4]=A*P+x*v+h*_;o[5]=A*E+x*B+h*V;o[6]=A*w+x*C+h*U;o[7]=A*I+x*k+h*z;o[8]=F*P+T*v+S*_;o[9]=F*E+T*B+S*V;o[10]=F*w+T*C+S*U;o[11]=F*I+T*k+S*z;if(e!==o){o[12]=e[12];o[13]=e[13];o[14]=e[14];o[15]=e[15]}return o}\n/**\n * Creates a 4-by-4 matrix which scales in each dimension by an amount given by\n * the corresponding entry in the given vector; assumes the vector has three\n * entries.\n * @param {module:twgl/v3.Vec3} v A vector of\n *     three entries specifying the factor by which to scale in each dimension.\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The scaling matrix.\n * @memberOf module:twgl/m4\n */function scaling(e,t){t=t||new r(16);t[0]=e[0];t[1]=0;t[2]=0;t[3]=0;t[4]=0;t[5]=e[1];t[6]=0;t[7]=0;t[8]=0;t[9]=0;t[10]=e[2];t[11]=0;t[12]=0;t[13]=0;t[14]=0;t[15]=1;return t}\n/**\n * Scales the given 4-by-4 matrix in each dimension by an amount\n * given by the corresponding entry in the given vector; assumes the vector has\n * three entries.\n * @param {module:twgl/m4.Mat4} m The matrix to be modified.\n * @param {module:twgl/v3.Vec3} v A vector of three entries specifying the\n *     factor by which to scale in each dimension.\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The scaled matrix.\n * @memberOf module:twgl/m4\n */function scale(e,t,n){n=n||new r(16);const o=t[0];const s=t[1];const a=t[2];n[0]=o*e[0];n[1]=o*e[1];n[2]=o*e[2];n[3]=o*e[3];n[4]=s*e[4];n[5]=s*e[5];n[6]=s*e[6];n[7]=s*e[7];n[8]=a*e[8];n[9]=a*e[9];n[10]=a*e[10];n[11]=a*e[11];if(e!==n){n[12]=e[12];n[13]=e[13];n[14]=e[14];n[15]=e[15]}return n}\n/**\n * Takes a 4-by-4 matrix and a vector with 3 entries,\n * interprets the vector as a point, transforms that point by the matrix, and\n * returns the result as a vector with 3 entries.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {module:twgl/v3.Vec3} v The point.\n * @param {module:twgl/v3.Vec3} [dst] optional vec3 to store result. If not passed a new one is created.\n * @return {module:twgl/v3.Vec3} The transformed point.\n * @memberOf module:twgl/m4\n */function transformPoint(e,t,r){r=r||create$1();const n=t[0];const o=t[1];const s=t[2];const a=n*e[3]+o*e[7]+s*e[11]+e[15];r[0]=(n*e[0]+o*e[4]+s*e[8]+e[12])/a;r[1]=(n*e[1]+o*e[5]+s*e[9]+e[13])/a;r[2]=(n*e[2]+o*e[6]+s*e[10]+e[14])/a;return r}\n/**\n * Takes a 4-by-4 matrix and a vector with 3 entries, interprets the vector as a\n * direction, transforms that direction by the matrix, and returns the result;\n * assumes the transformation of 3-dimensional space represented by the matrix\n * is parallel-preserving, i.e. any combination of rotation, scaling and\n * translation, but not a perspective distortion. Returns a vector with 3\n * entries.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {module:twgl/v3.Vec3} v The direction.\n * @param {module:twgl/v3.Vec3} [dst] optional Vec3 to store result. If not passed a new one is created.\n * @return {module:twgl/v3.Vec3} The transformed direction.\n * @memberOf module:twgl/m4\n */function transformDirection(e,t,r){r=r||create$1();const n=t[0];const o=t[1];const s=t[2];r[0]=n*e[0]+o*e[4]+s*e[8];r[1]=n*e[1]+o*e[5]+s*e[9];r[2]=n*e[2]+o*e[6]+s*e[10];return r}\n/**\n * Takes a 4-by-4 matrix m and a vector v with 3 entries, interprets the vector\n * as a normal to a surface, and computes a vector which is normal upon\n * transforming that surface by the matrix. The effect of this function is the\n * same as transforming v (as a direction) by the inverse-transpose of m.  This\n * function assumes the transformation of 3-dimensional space represented by the\n * matrix is parallel-preserving, i.e. any combination of rotation, scaling and\n * translation, but not a perspective distortion.  Returns a vector with 3\n * entries.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {module:twgl/v3.Vec3} v The normal.\n * @param {module:twgl/v3.Vec3} [dst] The direction. If not passed a new one is created.\n * @return {module:twgl/v3.Vec3} The transformed normal.\n * @memberOf module:twgl/m4\n */function transformNormal$1(e,t,r){r=r||create$1();const n=inverse(e);const o=t[0];const s=t[1];const a=t[2];r[0]=o*n[0]+s*n[1]+a*n[2];r[1]=o*n[4]+s*n[5]+a*n[6];r[2]=o*n[8]+s*n[9]+a*n[10];return r}var a=Object.freeze({__proto__:null,axisRotate:axisRotate,axisRotation:axisRotation,copy:copy,create:create,frustum:frustum,getAxis:getAxis,getTranslation:getTranslation,identity:identity,inverse:inverse,lookAt:lookAt,multiply:multiply,negate:negate,ortho:ortho,perspective:perspective,rotateX:rotateX,rotateY:rotateY,rotateZ:rotateZ,rotationX:rotationX,rotationY:rotationY,rotationZ:rotationZ,scale:scale,scaling:scaling,setAxis:setAxis,setDefaultType:setDefaultType,setTranslation:setTranslation,transformDirection:transformDirection,transformNormal:transformNormal$1,transformPoint:transformPoint,translate:translate,translation:translation,transpose:transpose});const c=5120;const i=5121;const u=5122;const f=5123;const l=5124;const m=5125;const y=5126;const d=32819;const p=32820;const b=33635;const g=5131;const A=33640;const x=35899;const h=35902;const F=36269;const T=34042;const S={};{const e=S;e[c]=Int8Array;e[i]=Uint8Array;e[u]=Int16Array;e[f]=Uint16Array;e[l]=Int32Array;e[m]=Uint32Array;e[y]=Float32Array;e[d]=Uint16Array;e[p]=Uint16Array;e[b]=Uint16Array;e[g]=Uint16Array;e[A]=Uint32Array;e[x]=Uint32Array;e[h]=Uint32Array;e[F]=Uint32Array;e[T]=Uint32Array}\n/**\n * Get the GL type for a typedArray\n * @param {ArrayBufferView} typedArray a typedArray\n * @return {number} the GL type for array. For example pass in an `Int8Array` and `gl.BYTE` will\n *   be returned. Pass in a `Uint32Array` and `gl.UNSIGNED_INT` will be returned\n * @memberOf module:twgl/typedArray\n */function getGLTypeForTypedArray(e){if(e instanceof Int8Array)return c;if(e instanceof Uint8Array)return i;if(e instanceof Uint8ClampedArray)return i;if(e instanceof Int16Array)return u;if(e instanceof Uint16Array)return f;if(e instanceof Int32Array)return l;if(e instanceof Uint32Array)return m;if(e instanceof Float32Array)return y;throw new Error(\"unsupported typed array type\")}\n/**\n * Get the GL type for a typedArray type\n * @param {ArrayBufferView} typedArrayType a typedArray constructor\n * @return {number} the GL type for type. For example pass in `Int8Array` and `gl.BYTE` will\n *   be returned. Pass in `Uint32Array` and `gl.UNSIGNED_INT` will be returned\n * @memberOf module:twgl/typedArray\n */function getGLTypeForTypedArrayType(e){if(e===Int8Array)return c;if(e===Uint8Array)return i;if(e===Uint8ClampedArray)return i;if(e===Int16Array)return u;if(e===Uint16Array)return f;if(e===Int32Array)return l;if(e===Uint32Array)return m;if(e===Float32Array)return y;throw new Error(\"unsupported typed array type\")}\n/**\n * Get the typed array constructor for a given GL type\n * @param {number} type the GL type. (eg: `gl.UNSIGNED_INT`)\n * @return {function} the constructor for a the corresponding typed array. (eg. `Uint32Array`).\n * @memberOf module:twgl/typedArray\n */function getTypedArrayTypeForGLType(e){const t=S[e];if(!t)throw new Error(\"unknown gl type\");return t}const P=typeof SharedArrayBuffer!==\"undefined\"?function isArrayBufferOrSharedArrayBuffer(e){return e&&e.buffer&&(e.buffer instanceof ArrayBuffer||e.buffer instanceof SharedArrayBuffer)}:function isArrayBuffer(e){return e&&e.buffer&&e.buffer instanceof ArrayBuffer};var E=Object.freeze({__proto__:null,getGLTypeForTypedArray:getGLTypeForTypedArray,getGLTypeForTypedArrayType:getGLTypeForTypedArrayType,getTypedArrayTypeForGLType:getTypedArrayTypeForGLType,isArrayBuffer:P});\n/**\n * Copy named properties\n *\n * @param {string[]} names names of properties to copy\n * @param {object} src object to copy properties from\n * @param {object} dst object to copy properties to\n * @private\n */function copyNamedProperties(e,t,r){e.forEach((function(e){const n=t[e];n!==void 0&&(r[e]=n)}))}\n/**\n * Copies properties from source to dest only if a matching key is in dest\n *\n * @param {Object.<string, ?>} src the source\n * @param {Object.<string, ?>} dst the dest\n * @private\n */function copyExistingProperties(e,t){Object.keys(t).forEach((function(r){t.hasOwnProperty(r)&&e.hasOwnProperty(r)&&(t[r]=e[r])}))}function error$1(...e){console.error(...e)}function warn$1(...e){console.warn(...e)}const w=new Map;function isType(e,t){if(!e||typeof e!==\"object\")return false;let r=w.get(t);if(!r){r=new WeakMap;w.set(t,r)}let n=r.get(e);if(n===void 0){const o=Object.prototype.toString.call(e);n=o.substring(8,o.length-1)===t;r.set(e,n)}return n}function isBuffer(e,t){return typeof WebGLBuffer!==\"undefined\"&&isType(t,\"WebGLBuffer\")}function isRenderbuffer(e,t){return typeof WebGLRenderbuffer!==\"undefined\"&&isType(t,\"WebGLRenderbuffer\")}function isTexture(e,t){return typeof WebGLTexture!==\"undefined\"&&isType(t,\"WebGLTexture\")}function isSampler(e,t){return typeof WebGLSampler!==\"undefined\"&&isType(t,\"WebGLSampler\")}const I=35044;const v=34962;const B=34963;const C=34660;const k=5120;const _=5121;const V=5122;const U=5123;const z=5124;const O=5125;const M=5126;const R={attribPrefix:\"\"};\n/**\n * Sets the default attrib prefix\n *\n * When writing shaders I prefer to name attributes with `a_`, uniforms with `u_` and varyings with `v_`\n * as it makes it clear where they came from. But, when building geometry I prefer using un-prefixed names.\n *\n * In other words I'll create arrays of geometry like this\n *\n *     var arrays = {\n *       position: ...\n *       normal: ...\n *       texcoord: ...\n *     };\n *\n * But need those mapped to attributes and my attributes start with `a_`.\n *\n * @deprecated see {@link module:twgl.setDefaults}\n * @param {string} prefix prefix for attribs\n * @memberOf module:twgl/attributes\n */function setAttributePrefix(e){R.attribPrefix=e}function setDefaults$2(e){copyExistingProperties(e,R)}function setBufferFromTypedArray(e,t,r,n,o){e.bindBuffer(t,r);e.bufferData(t,n,o||I)}\n/**\n * Given typed array creates a WebGLBuffer and copies the typed array\n * into it.\n *\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @param {ArrayBuffer|SharedArrayBuffer|ArrayBufferView|WebGLBuffer} typedArray the typed array. Note: If a WebGLBuffer is passed in it will just be returned. No action will be taken\n * @param {number} [type] the GL bind type for the buffer. Default = `gl.ARRAY_BUFFER`.\n * @param {number} [drawType] the GL draw type for the buffer. Default = 'gl.STATIC_DRAW`.\n * @return {WebGLBuffer} the created WebGLBuffer\n * @memberOf module:twgl/attributes\n */function createBufferFromTypedArray(e,t,r,n){if(isBuffer(e,t))return t;r=r||v;const o=e.createBuffer();setBufferFromTypedArray(e,r,o,t,n);return o}function isIndices(e){return e===\"indices\"}function getNormalizationForTypedArrayType(e){return e===Int8Array||e===Uint8Array}function getArray$1(e){return e.length?e:e.data}const L=/coord|texture/i;const D=/color|colour/i;function guessNumComponentsFromName(e,t){let r;r=L.test(e)?2:D.test(e)?4:3;if(t%r>0)throw new Error(`Can not guess numComponents for attribute '${e}'. Tried ${r} but ${t} values is not evenly divisible by ${r}. You should specify it.`);return r}function getNumComponents$1(e,t,r){return e.numComponents||e.size||guessNumComponentsFromName(t,r||getArray$1(e).length)}function makeTypedArray(e,t){if(P(e))return e;if(P(e.data))return e.data;Array.isArray(e)&&(e={data:e});let r=e.type?typedArrayTypeFromGLTypeOrTypedArrayCtor(e.type):void 0;r||(r=isIndices(t)?Uint16Array:Float32Array);return new r(e.data)}function glTypeFromGLTypeOrTypedArrayType(e){return typeof e===\"number\"?e:e?getGLTypeForTypedArrayType(e):M}function typedArrayTypeFromGLTypeOrTypedArrayCtor(e){return typeof e===\"number\"?getTypedArrayTypeForGLType(e):e||Float32Array}function attribBufferFromBuffer(e,t){return{buffer:t.buffer,numValues:24,type:glTypeFromGLTypeOrTypedArrayType(t.type),arrayType:typedArrayTypeFromGLTypeOrTypedArrayCtor(t.type)}}function attribBufferFromSize(e,t){const r=t.data||t;const n=typedArrayTypeFromGLTypeOrTypedArrayCtor(t.type);const o=r*n.BYTES_PER_ELEMENT;const s=e.createBuffer();e.bindBuffer(v,s);e.bufferData(v,o,t.drawType||I);return{buffer:s,numValues:r,type:getGLTypeForTypedArrayType(n),arrayType:n}}function attribBufferFromArrayLike(e,t,r){const n=makeTypedArray(t,r);return{arrayType:n.constructor,buffer:createBufferFromTypedArray(e,n,void 0,t.drawType),type:getGLTypeForTypedArray(n),numValues:0}}\n/**\n * The info for an attribute. This is effectively just the arguments to `gl.vertexAttribPointer` plus the WebGLBuffer\n * for the attribute.\n *\n * @typedef {Object} AttribInfo\n * @property {number[]|ArrayBufferView} [value] a constant value for the attribute. Note: if this is set the attribute will be\n *    disabled and set to this constant value and all other values will be ignored.\n * @property {number} [numComponents] the number of components for this attribute.\n * @property {number} [size] synonym for `numComponents`.\n * @property {number} [type] the type of the attribute (eg. `gl.FLOAT`, `gl.UNSIGNED_BYTE`, etc...) Default = `gl.FLOAT`\n * @property {boolean} [normalize] whether or not to normalize the data. Default = false\n * @property {number} [offset] offset into buffer in bytes. Default = 0\n * @property {number} [stride] the stride in bytes per element. Default = 0\n * @property {number} [divisor] the divisor in instances. Default = 0.\n *    Requires WebGL2 or the ANGLE_instanced_arrays extension.\n *    and, if you're using WebGL1 you must have called {@link module:twgl.addExtensionsToContext}\n * @property {WebGLBuffer} buffer the buffer that contains the data for this attribute\n * @property {number} [drawType] the draw type passed to gl.bufferData. Default = gl.STATIC_DRAW\n * @memberOf module:twgl\n */\n/**\n * @typedef {(Int8ArrayConstructor|Uint8ArrayConstructor|Int16ArrayConstructor|Uint16ArrayConstructor|Int32ArrayConstructor|Uint32ArrayConstructor|Float32ArrayConstructor)} TypedArrayConstructor\n */\n/**\n * Use this type of array spec when TWGL can't guess the type or number of components of an array\n * @typedef {Object} FullArraySpec\n * @property {number[]|ArrayBufferView} [value] a constant value for the attribute. Note: if this is set the attribute will be\n *    disabled and set to this constant value and all other values will be ignored.\n * @property {(number|number[]|ArrayBufferView)} [data] The data of the array. A number alone becomes the number of elements of type.\n * @property {number} [numComponents] number of components for `vertexAttribPointer`. Default is based on the name of the array.\n *    If `coord` is in the name assumes `numComponents = 2`.\n *    If `color` is in the name assumes `numComponents = 4`.\n *    otherwise assumes `numComponents = 3`\n * @property {number|TypedArrayConstructor} [type] type. This is used if `data` is a JavaScript array, or `buffer` is passed in, or `data` is a number.\n *   It can either be the constructor for a typedarray. (eg. `Uint8Array`) OR a WebGL type, (eg `gl.UNSIGNED_BYTE`).\n *   For example if you want colors in a `Uint8Array` you might have a `FullArraySpec` like `{ type: gl.UNSIGNED_BYTE, data: [255,0,255,255, ...], }`.\n * @property {number} [size] synonym for `numComponents`.\n * @property {boolean} [normalize] normalize for `vertexAttribPointer`. Default is true if type is `Int8Array` or `Uint8Array` otherwise false.\n * @property {number} [stride] stride for `vertexAttribPointer`. Default = 0\n * @property {number} [offset] offset for `vertexAttribPointer`. Default = 0\n * @property {number} [divisor] divisor for `vertexAttribDivisor`. Default = 0.\n *     Requires WebGL2 or the ANGLE_instanced_arrays extension.\n *     and, if you using WebGL1 you must have called {@link module:twgl.addExtensionsToContext}\n * @property {string} [attrib] name of attribute this array maps to. Defaults to same name as array prefixed by the default attribPrefix.\n * @property {string} [name] synonym for `attrib`.\n * @property {string} [attribName] synonym for `attrib`.\n * @property {WebGLBuffer} [buffer] Buffer to use for this attribute. This lets you use your own buffer\n *    but you will need to supply `numComponents` and `type`. You can effectively pass an `AttribInfo`\n *    to provide this. Example:\n *\n *         const bufferInfo1 = twgl.createBufferInfoFromArrays(gl, {\n *           position: [1, 2, 3, ... ],\n *         });\n *         const bufferInfo2 = twgl.createBufferInfoFromArrays(gl, {\n *           position: bufferInfo1.attribs.position,  // use the same buffer from bufferInfo1\n *         });\n *\n * @property {number} [drawType] the draw type passed to gl.bufferData. Default = gl.STATIC_DRAW\n * @memberOf module:twgl\n */\n/**\n * An individual array in {@link module:twgl.Arrays}\n *\n * When passed to {@link module:twgl.createBufferInfoFromArrays} if an ArraySpec is `number[]` or `ArrayBufferView`\n * the types will be guessed based on the name. `indices` will be `Uint16Array`, everything else will\n * be `Float32Array`. If an ArraySpec is a number it's the number of floats for an empty (zeroed) buffer.\n *\n * @typedef {(number|number[]|ArrayBufferView|module:twgl.FullArraySpec)} ArraySpec\n * @memberOf module:twgl\n */\n/**\n * This is a JavaScript object of arrays by name. The names should match your shader's attributes. If your\n * attributes have a common prefix you can specify it by calling {@link module:twgl.setAttributePrefix}.\n *\n *     Bare JavaScript Arrays\n *\n *         var arrays = {\n *            position: [-1, 1, 0],\n *            normal: [0, 1, 0],\n *            ...\n *         }\n *\n *     Bare TypedArrays\n *\n *         var arrays = {\n *            position: new Float32Array([-1, 1, 0]),\n *            color: new Uint8Array([255, 128, 64, 255]),\n *            ...\n *         }\n *\n * *   Will guess at `numComponents` if not specified based on name.\n *\n *     If `coord` is in the name assumes `numComponents = 2`\n *\n *     If `color` is in the name assumes `numComponents = 4`\n *\n *     otherwise assumes `numComponents = 3`\n *\n * Objects with various fields. See {@link module:twgl.FullArraySpec}.\n *\n *     var arrays = {\n *       position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], },\n *       texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1],                 },\n *       normal:   { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1],     },\n *       indices:  { numComponents: 3, data: [0, 1, 2, 1, 2, 3],                       },\n *     };\n *\n * @typedef {Object.<string, module:twgl.ArraySpec>} Arrays\n * @memberOf module:twgl\n */\n/**\n * Creates a set of attribute data and WebGLBuffers from set of arrays\n *\n * Given\n *\n *      var arrays = {\n *        position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], },\n *        texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1],                 },\n *        normal:   { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1],     },\n *        color:    { numComponents: 4, data: [255, 255, 255, 255, 255, 0, 0, 255, 0, 0, 255, 255], type: Uint8Array, },\n *        indices:  { numComponents: 3, data: [0, 1, 2, 1, 2, 3],                       },\n *      };\n *\n * returns something like\n *\n *      var attribs = {\n *        position: { numComponents: 3, type: gl.FLOAT,         normalize: false, buffer: WebGLBuffer, },\n *        texcoord: { numComponents: 2, type: gl.FLOAT,         normalize: false, buffer: WebGLBuffer, },\n *        normal:   { numComponents: 3, type: gl.FLOAT,         normalize: false, buffer: WebGLBuffer, },\n *        color:    { numComponents: 4, type: gl.UNSIGNED_BYTE, normalize: true,  buffer: WebGLBuffer, },\n *      };\n *\n * notes:\n *\n * *   Arrays can take various forms\n *\n *     Bare JavaScript Arrays\n *\n *         var arrays = {\n *            position: [-1, 1, 0],\n *            normal: [0, 1, 0],\n *            ...\n *         }\n *\n *     Bare TypedArrays\n *\n *         var arrays = {\n *            position: new Float32Array([-1, 1, 0]),\n *            color: new Uint8Array([255, 128, 64, 255]),\n *            ...\n *         }\n *\n * *   Will guess at `numComponents` if not specified based on name.\n *\n *     If `coord` is in the name assumes `numComponents = 2`\n *\n *     If `color` is in the name assumes `numComponents = 4`\n *\n *     otherwise assumes `numComponents = 3`\n *\n * @param {WebGLRenderingContext} gl The webgl rendering context.\n * @param {module:twgl.Arrays} arrays The arrays\n * @param {module:twgl.BufferInfo} [srcBufferInfo] a BufferInfo to copy from\n *   This lets you share buffers. Any arrays you supply will override\n *   the buffers from srcBufferInfo.\n * @return {Object.<string, module:twgl.AttribInfo>} the attribs\n * @memberOf module:twgl/attributes\n */function createAttribsFromArrays(e,t){const r={};Object.keys(t).forEach((function(n){if(!isIndices(n)){const o=t[n];const s=o.attrib||o.name||o.attribName||R.attribPrefix+n;if(o.value){if(!Array.isArray(o.value)&&!P(o.value))throw new Error(\"array.value is not array or typedarray\");r[s]={value:o.value}}else{let t;t=o.buffer&&o.buffer instanceof WebGLBuffer?attribBufferFromBuffer:typeof o===\"number\"||typeof o.data===\"number\"?attribBufferFromSize:attribBufferFromArrayLike;const{buffer:a,type:c,numValues:i,arrayType:u}=t(e,o,n);const f=o.normalize!==void 0?o.normalize:getNormalizationForTypedArrayType(u);const l=getNumComponents$1(o,n,i);r[s]={buffer:a,numComponents:l,type:c,normalize:f,stride:o.stride||0,offset:o.offset||0,divisor:o.divisor===void 0?void 0:o.divisor,drawType:o.drawType}}}}));e.bindBuffer(v,null);return r}\n/**\n * Sets the contents of a buffer attached to an attribInfo\n *\n * This is helper function to dynamically update a buffer.\n *\n * Let's say you make a bufferInfo\n *\n *     var arrays = {\n *        position: new Float32Array([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]),\n *        texcoord: new Float32Array([0, 0, 0, 1, 1, 0, 1, 1]),\n *        normal:   new Float32Array([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]),\n *        indices:  new Uint16Array([0, 1, 2, 1, 2, 3]),\n *     };\n *     var bufferInfo = twgl.createBufferInfoFromArrays(gl, arrays);\n *\n *  And you want to dynamically update the positions. You could do this\n *\n *     // assuming arrays.position has already been updated with new data.\n *     twgl.setAttribInfoBufferFromArray(gl, bufferInfo.attribs.position, arrays.position);\n *\n * @param {WebGLRenderingContext} gl\n * @param {AttribInfo} attribInfo The attribInfo who's buffer contents to set. NOTE: If you have an attribute prefix\n *   the name of the attribute will include the prefix.\n * @param {ArraySpec} array Note: it is arguably inefficient to pass in anything but a typed array because anything\n *    else will have to be converted to a typed array before it can be used by WebGL. During init time that\n *    inefficiency is usually not important but if you're updating data dynamically best to be efficient.\n * @param {number} [offset] an optional offset into the buffer. This is only an offset into the WebGL buffer\n *    not the array. To pass in an offset into the array itself use a typed array and create an `ArrayBufferView`\n *    for the portion of the array you want to use.\n *\n *        var someArray = new Float32Array(1000); // an array with 1000 floats\n *        var someSubArray = new Float32Array(someArray.buffer, offsetInBytes, sizeInUnits); // a view into someArray\n *\n *    Now you can pass `someSubArray` into setAttribInfoBufferFromArray`\n * @memberOf module:twgl/attributes\n */function setAttribInfoBufferFromArray(e,t,r,n){r=makeTypedArray(r);if(n!==void 0){e.bindBuffer(v,t.buffer);e.bufferSubData(v,n,r)}else setBufferFromTypedArray(e,v,t.buffer,r,t.drawType)}function getBytesPerValueForGLType(e,t){return t===k||t===_?1:t===V||t===U?2:t===z||t===O||t===M?4:0}const $=[\"position\",\"positions\",\"a_position\"];function getNumElementsFromNonIndexedArrays(e){let t;let r;for(r=0;r<$.length;++r){t=$[r];if(t in e)break}r===$.length&&(t=Object.keys(e)[0]);const n=e[t];const o=getArray$1(n).length;if(o===void 0)return 1;const s=getNumComponents$1(n,t);const a=o/s;if(o%s>0)throw new Error(`numComponents ${s} not correct for length ${o}`);return a}function getNumElementsFromAttributes(e,t){let r;let n;for(n=0;n<$.length;++n){r=$[n];if(r in t)break;r=R.attribPrefix+r;if(r in t)break}n===$.length&&(r=Object.keys(t)[0]);const o=t[r];if(!o.buffer)return 1;e.bindBuffer(v,o.buffer);const s=e.getBufferParameter(v,C);e.bindBuffer(v,null);const a=getBytesPerValueForGLType(e,o.type);const c=s/a;const i=o.numComponents||o.size;const u=c/i;if(u%1!==0)throw new Error(`numComponents ${i} not correct for length ${length}`);return u}\n/**\n * @typedef {Object} BufferInfo\n * @property {number} numElements The number of elements to pass to `gl.drawArrays` or `gl.drawElements`.\n * @property {number} [elementType] The type of indices `UNSIGNED_BYTE`, `UNSIGNED_SHORT` etc..\n * @property {WebGLBuffer} [indices] The indices `ELEMENT_ARRAY_BUFFER` if any indices exist.\n * @property {Object.<string, module:twgl.AttribInfo>} [attribs] The attribs appropriate to call `setAttributes`\n * @memberOf module:twgl\n */\n/**\n * Creates a BufferInfo from an object of arrays.\n *\n * This can be passed to {@link module:twgl.setBuffersAndAttributes} and to\n * {@link module:twgl:drawBufferInfo}.\n *\n * Given an object like\n *\n *     var arrays = {\n *       position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], },\n *       texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1],                 },\n *       normal:   { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1],     },\n *       indices:  { numComponents: 3, data: [0, 1, 2, 1, 2, 3],                       },\n *     };\n *\n *  Creates an BufferInfo like this\n *\n *     bufferInfo = {\n *       numElements: 4,        // or whatever the number of elements is\n *       indices: WebGLBuffer,  // this property will not exist if there are no indices\n *       attribs: {\n *         position: { buffer: WebGLBuffer, numComponents: 3, },\n *         normal:   { buffer: WebGLBuffer, numComponents: 3, },\n *         texcoord: { buffer: WebGLBuffer, numComponents: 2, },\n *       },\n *     };\n *\n *  The properties of arrays can be JavaScript arrays in which case the number of components\n *  will be guessed.\n *\n *     var arrays = {\n *        position: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0],\n *        texcoord: [0, 0, 0, 1, 1, 0, 1, 1],\n *        normal:   [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1],\n *        indices:  [0, 1, 2, 1, 2, 3],\n *     };\n *\n *  They can also be TypedArrays\n *\n *     var arrays = {\n *        position: new Float32Array([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]),\n *        texcoord: new Float32Array([0, 0, 0, 1, 1, 0, 1, 1]),\n *        normal:   new Float32Array([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]),\n *        indices:  new Uint16Array([0, 1, 2, 1, 2, 3]),\n *     };\n *\n *  Or AugmentedTypedArrays\n *\n *     var positions = createAugmentedTypedArray(3, 4);\n *     var texcoords = createAugmentedTypedArray(2, 4);\n *     var normals   = createAugmentedTypedArray(3, 4);\n *     var indices   = createAugmentedTypedArray(3, 2, Uint16Array);\n *\n *     positions.push([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]);\n *     texcoords.push([0, 0, 0, 1, 1, 0, 1, 1]);\n *     normals.push([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]);\n *     indices.push([0, 1, 2, 1, 2, 3]);\n *\n *     var arrays = {\n *        position: positions,\n *        texcoord: texcoords,\n *        normal:   normals,\n *        indices:  indices,\n *     };\n *\n * For the last example it is equivalent to\n *\n *     var bufferInfo = {\n *       attribs: {\n *         position: { numComponents: 3, buffer: gl.createBuffer(), },\n *         texcoord: { numComponents: 2, buffer: gl.createBuffer(), },\n *         normal: { numComponents: 3, buffer: gl.createBuffer(), },\n *       },\n *       indices: gl.createBuffer(),\n *       numElements: 6,\n *     };\n *\n *     gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.position.buffer);\n *     gl.bufferData(gl.ARRAY_BUFFER, arrays.position, gl.STATIC_DRAW);\n *     gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.texcoord.buffer);\n *     gl.bufferData(gl.ARRAY_BUFFER, arrays.texcoord, gl.STATIC_DRAW);\n *     gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.normal.buffer);\n *     gl.bufferData(gl.ARRAY_BUFFER, arrays.normal, gl.STATIC_DRAW);\n *     gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufferInfo.indices);\n *     gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, arrays.indices, gl.STATIC_DRAW);\n *\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @param {module:twgl.Arrays} arrays Your data\n * @param {module:twgl.BufferInfo} [srcBufferInfo] An existing\n *        buffer info to start from. WebGLBuffers etc specified\n *        in the srcBufferInfo will be used in a new BufferInfo\n *        with any arrays specified overriding the ones in\n *        srcBufferInfo.\n * @return {module:twgl.BufferInfo} A BufferInfo\n * @memberOf module:twgl/attributes\n */function createBufferInfoFromArrays(e,t,r){const n=createAttribsFromArrays(e,t);const o=Object.assign({},r||{});o.attribs=Object.assign({},r?r.attribs:{},n);const s=t.indices;if(s){const t=makeTypedArray(s,\"indices\");o.indices=createBufferFromTypedArray(e,t,B);o.numElements=t.length;o.elementType=getGLTypeForTypedArray(t)}else o.numElements||(o.numElements=getNumElementsFromAttributes(e,o.attribs));return o}\n/**\n * Creates a buffer from an array, typed array, or array spec\n *\n * Given something like this\n *\n *     [1, 2, 3],\n *\n * or\n *\n *     new Uint16Array([1,2,3]);\n *\n * or\n *\n *     {\n *        data: [1, 2, 3],\n *        type: Uint8Array,\n *     }\n *\n * returns a WebGLBuffer that contains the given data.\n *\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext.\n * @param {module:twgl.ArraySpec} array an array, typed array, or array spec.\n * @param {string} arrayName name of array. Used to guess the type if type can not be derived otherwise.\n * @return {WebGLBuffer} a WebGLBuffer containing the data in array.\n * @memberOf module:twgl/attributes\n */function createBufferFromArray(e,t,r){const n=r===\"indices\"?B:v;const o=makeTypedArray(t,r);return createBufferFromTypedArray(e,o,n)}\n/**\n * Creates buffers from arrays or typed arrays\n *\n * Given something like this\n *\n *     var arrays = {\n *        positions: [1, 2, 3],\n *        normals: [0, 0, 1],\n *     }\n *\n * returns something like\n *\n *     buffers = {\n *       positions: WebGLBuffer,\n *       normals: WebGLBuffer,\n *     }\n *\n * If the buffer is named 'indices' it will be made an ELEMENT_ARRAY_BUFFER.\n *\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext.\n * @param {module:twgl.Arrays} arrays\n * @return {Object<string, WebGLBuffer>} returns an object with one WebGLBuffer per array\n * @memberOf module:twgl/attributes\n */function createBuffersFromArrays(e,t){const r={};Object.keys(t).forEach((function(n){r[n]=createBufferFromArray(e,t[n],n)}));if(t.indices){r.numElements=t.indices.length;r.elementType=getGLTypeForTypedArray(makeTypedArray(t.indices))}else r.numElements=getNumElementsFromNonIndexedArrays(t);return r}var G=Object.freeze({__proto__:null,createAttribsFromArrays:createAttribsFromArrays,createBuffersFromArrays:createBuffersFromArrays,createBufferFromArray:createBufferFromArray,createBufferFromTypedArray:createBufferFromTypedArray,createBufferInfoFromArrays:createBufferInfoFromArrays,setAttribInfoBufferFromArray:setAttribInfoBufferFromArray,setAttributePrefix:setAttributePrefix,setAttributeDefaults_:setDefaults$2,getNumComponents_:getNumComponents$1,getArray_:getArray$1});const N=getArray$1;const j=getNumComponents$1;\n/**\n * @typedef {(Int8Array|Uint8Array|Int16Array|Uint16Array|Int32Array|Uint32Array|Float32Array)} TypedArray\n */\n/**\n * Add `push` to a typed array. It just keeps a 'cursor'\n * and allows use to `push` values into the array so we\n * don't have to manually compute offsets\n * @param {TypedArray} typedArray TypedArray to augment\n * @param {number} numComponents number of components.\n * @private\n */function augmentTypedArray(e,t){let r=0;e.push=function(){for(let t=0;t<arguments.length;++t){const n=arguments[t];if(n instanceof Array||P(n))for(let t=0;t<n.length;++t)e[r++]=n[t];else e[r++]=n}};e.reset=function(e){r=e||0};e.numComponents=t;Object.defineProperty(e,\"numElements\",{get:function(){return this.length/this.numComponents|0}});return e}\n/**\n * creates a typed array with a `push` function attached\n * so that you can easily *push* values.\n *\n * `push` can take multiple arguments. If an argument is an array each element\n * of the array will be added to the typed array.\n *\n * Example:\n *\n *     const array = createAugmentedTypedArray(3, 2);  // creates a Float32Array with 6 values\n *     array.push(1, 2, 3);\n *     array.push([4, 5, 6]);\n *     // array now contains [1, 2, 3, 4, 5, 6]\n *\n * Also has `numComponents` and `numElements` properties.\n *\n * @param {number} numComponents number of components\n * @param {number} numElements number of elements. The total size of the array will be `numComponents * numElements`.\n * @param {constructor} opt_type A constructor for the type. Default = `Float32Array`.\n * @return {ArrayBufferView} A typed array.\n * @memberOf module:twgl/primitives\n */function createAugmentedTypedArray(e,t,r){const n=r||Float32Array;return augmentTypedArray(new n(e*t),e)}function allButIndices(e){return e!==\"indices\"}\n/**\n * Given indexed vertices creates a new set of vertices un-indexed by expanding the indexed vertices.\n * @param {Object.<string, TypedArray>} vertices The indexed vertices to deindex\n * @return {Object.<string, TypedArray>} The deindexed vertices\n * @memberOf module:twgl/primitives\n */function deindexVertices(e){const t=e.indices;const r={};const n=t.length;function expandToUnindexed(o){const s=e[o];const a=s.numComponents;const c=createAugmentedTypedArray(a,n,s.constructor);for(let e=0;e<n;++e){const r=t[e];const n=r*a;for(let e=0;e<a;++e)c.push(s[n+e])}r[o]=c}Object.keys(e).filter(allButIndices).forEach(expandToUnindexed);return r}\n/**\n * flattens the normals of deindexed vertices in place.\n * @param {Object.<string, TypedArray>} vertices The deindexed vertices who's normals to flatten\n * @return {Object.<string, TypedArray>} The flattened vertices (same as was passed in)\n * @memberOf module:twgl/primitives\n */function flattenNormals(e){if(e.indices)throw new Error(\"can not flatten normals of indexed vertices. deindex them first\");const t=e.normal;const r=t.length;for(let e=0;e<r;e+=9){const r=t[e+0];const n=t[e+1];const o=t[e+2];const s=t[e+3];const a=t[e+4];const c=t[e+5];const i=t[e+6];const u=t[e+7];const f=t[e+8];let l=r+s+i;let m=n+a+u;let y=o+c+f;const d=Math.sqrt(l*l+m*m+y*y);l/=d;m/=d;y/=d;t[e+0]=l;t[e+1]=m;t[e+2]=y;t[e+3]=l;t[e+4]=m;t[e+5]=y;t[e+6]=l;t[e+7]=m;t[e+8]=y}return e}function applyFuncToV3Array(e,t,r){const n=e.length;const o=new Float32Array(3);for(let s=0;s<n;s+=3){r(t,[e[s],e[s+1],e[s+2]],o);e[s]=o[0];e[s+1]=o[1];e[s+2]=o[2]}}function transformNormal(e,t,r){r=r||create$1();const n=t[0];const o=t[1];const s=t[2];r[0]=n*e[0]+o*e[1]+s*e[2];r[1]=n*e[4]+o*e[5]+s*e[6];r[2]=n*e[8]+o*e[9]+s*e[10];return r}\n/**\n * Reorients directions by the given matrix..\n * @param {(number[]|TypedArray)} array The array. Assumes value floats per element.\n * @param {module:twgl/m4.Mat4} matrix A matrix to multiply by.\n * @return {(number[]|TypedArray)} the same array that was passed in\n * @memberOf module:twgl/primitives\n */function reorientDirections(e,t){applyFuncToV3Array(e,t,transformDirection);return e}\n/**\n * Reorients normals by the inverse-transpose of the given\n * matrix..\n * @param {(number[]|TypedArray)} array The array. Assumes value floats per element.\n * @param {module:twgl/m4.Mat4} matrix A matrix to multiply by.\n * @return {(number[]|TypedArray)} the same array that was passed in\n * @memberOf module:twgl/primitives\n */function reorientNormals(e,t){applyFuncToV3Array(e,inverse(t),transformNormal);return e}\n/**\n * Reorients positions by the given matrix. In other words, it\n * multiplies each vertex by the given matrix.\n * @param {(number[]|TypedArray)} array The array. Assumes value floats per element.\n * @param {module:twgl/m4.Mat4} matrix A matrix to multiply by.\n * @return {(number[]|TypedArray)} the same array that was passed in\n * @memberOf module:twgl/primitives\n */function reorientPositions(e,t){applyFuncToV3Array(e,t,transformPoint);return e}\n/**\n * @typedef {(number[]|TypedArray)} NativeArrayOrTypedArray\n */\n/**\n * Reorients arrays by the given matrix. Assumes arrays have\n * names that contains 'pos' could be reoriented as positions,\n * 'binorm' or 'tan' as directions, and 'norm' as normals.\n *\n * @param {Object.<string, NativeArrayOrTypedArray>} arrays The vertices to reorient\n * @param {module:twgl/m4.Mat4} matrix matrix to reorient by.\n * @return {Object.<string, NativeArrayOrTypedArray>} same arrays that were passed in.\n * @memberOf module:twgl/primitives\n */function reorientVertices(e,t){Object.keys(e).forEach((function(r){const n=e[r];r.indexOf(\"pos\")>=0?reorientPositions(n,t):r.indexOf(\"tan\")>=0||r.indexOf(\"binorm\")>=0?reorientDirections(n,t):r.indexOf(\"norm\")>=0&&reorientNormals(n,t)}));return e}\n/**\n * Creates XY quad BufferInfo\n *\n * The default with no parameters will return a 2x2 quad with values from -1 to +1.\n * If you want a unit quad with that goes from 0 to 1 you'd call it with\n *\n *     twgl.primitives.createXYQuadBufferInfo(gl, 1, 0.5, 0.5);\n *\n * If you want a unit quad centered above 0,0 you'd call it with\n *\n *     twgl.primitives.createXYQuadBufferInfo(gl, 1, 0, 0.5);\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} [size] the size across the quad. Defaults to 2 which means vertices will go from -1 to +1\n * @param {number} [xOffset] the amount to offset the quad in X\n * @param {number} [yOffset] the amount to offset the quad in Y\n * @return {Object.<string, WebGLBuffer>} the created XY Quad BufferInfo\n * @memberOf module:twgl/primitives\n * @function createXYQuadBuffers\n */\n/**\n * Creates XY quad Buffers\n *\n * The default with no parameters will return a 2x2 quad with values from -1 to +1.\n * If you want a unit quad with that goes from 0 to 1 you'd call it with\n *\n *     twgl.primitives.createXYQuadBufferInfo(gl, 1, 0.5, 0.5);\n *\n * If you want a unit quad centered above 0,0 you'd call it with\n *\n *     twgl.primitives.createXYQuadBufferInfo(gl, 1, 0, 0.5);\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} [size] the size across the quad. Defaults to 2 which means vertices will go from -1 to +1\n * @param {number} [xOffset] the amount to offset the quad in X\n * @param {number} [yOffset] the amount to offset the quad in Y\n * @return {module:twgl.BufferInfo} the created XY Quad buffers\n * @memberOf module:twgl/primitives\n * @function createXYQuadBufferInfo\n */\n/**\n * Creates XY quad vertices\n *\n * The default with no parameters will return a 2x2 quad with values from -1 to +1.\n * If you want a unit quad with that goes from 0 to 1 you'd call it with\n *\n *     twgl.primitives.createXYQuadVertices(1, 0.5, 0.5);\n *\n * If you want a unit quad centered above 0,0 you'd call it with\n *\n *     twgl.primitives.createXYQuadVertices(1, 0, 0.5);\n *\n * @param {number} [size] the size across the quad. Defaults to 2 which means vertices will go from -1 to +1\n * @param {number} [xOffset] the amount to offset the quad in X\n * @param {number} [yOffset] the amount to offset the quad in Y\n * @return {Object.<string, TypedArray>} the created XY Quad vertices\n * @memberOf module:twgl/primitives\n */function createXYQuadVertices(e,t,r){e=e||2;t=t||0;r=r||0;e*=.5;return{position:{numComponents:2,data:[t+-1*e,r+-1*e,t+1*e,r+-1*e,t+-1*e,r+1*e,t+1*e,r+1*e]},normal:[0,0,1,0,0,1,0,0,1,0,0,1],texcoord:[0,0,1,0,0,1,1,1],indices:[0,1,2,2,1,3]}}\n/**\n * Creates XZ plane BufferInfo.\n *\n * The created plane has position, normal, and texcoord data\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} [width] Width of the plane. Default = 1\n * @param {number} [depth] Depth of the plane. Default = 1\n * @param {number} [subdivisionsWidth] Number of steps across the plane. Default = 1\n * @param {number} [subdivisionsDepth] Number of steps down the plane. Default = 1\n * @param {module:twgl/m4.Mat4} [matrix] A matrix by which to multiply all the vertices.\n * @return {module:twgl.BufferInfo} The created plane BufferInfo.\n * @memberOf module:twgl/primitives\n * @function createPlaneBufferInfo\n */\n/**\n * Creates XZ plane buffers.\n *\n * The created plane has position, normal, and texcoord data\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} [width] Width of the plane. Default = 1\n * @param {number} [depth] Depth of the plane. Default = 1\n * @param {number} [subdivisionsWidth] Number of steps across the plane. Default = 1\n * @param {number} [subdivisionsDepth] Number of steps down the plane. Default = 1\n * @param {module:twgl/m4.Mat4} [matrix] A matrix by which to multiply all the vertices.\n * @return {Object.<string, WebGLBuffer>} The created plane buffers.\n * @memberOf module:twgl/primitives\n * @function createPlaneBuffers\n */\n/**\n * Creates XZ plane vertices.\n *\n * The created plane has position, normal, and texcoord data\n *\n * @param {number} [width] Width of the plane. Default = 1\n * @param {number} [depth] Depth of the plane. Default = 1\n * @param {number} [subdivisionsWidth] Number of steps across the plane. Default = 1\n * @param {number} [subdivisionsDepth] Number of steps down the plane. Default = 1\n * @param {module:twgl/m4.Mat4} [matrix] A matrix by which to multiply all the vertices.\n * @return {Object.<string, TypedArray>} The created plane vertices.\n * @memberOf module:twgl/primitives\n */function createPlaneVertices(e,t,r,n,o){e=e||1;t=t||1;r=r||1;n=n||1;o=o||identity();const s=(r+1)*(n+1);const a=createAugmentedTypedArray(3,s);const c=createAugmentedTypedArray(3,s);const i=createAugmentedTypedArray(2,s);for(let o=0;o<=n;o++)for(let s=0;s<=r;s++){const u=s/r;const f=o/n;a.push(e*u-e*.5,0,t*f-t*.5);c.push(0,1,0);i.push(u,f)}const u=r+1;const f=createAugmentedTypedArray(3,r*n*2,Uint16Array);for(let e=0;e<n;e++)for(let t=0;t<r;t++){f.push((e+0)*u+t,(e+1)*u+t,(e+0)*u+t+1);f.push((e+1)*u+t,(e+1)*u+t+1,(e+0)*u+t+1)}const l=reorientVertices({position:a,normal:c,texcoord:i,indices:f},o);return l}\n/**\n * Creates sphere BufferInfo.\n *\n * The created sphere has position, normal, and texcoord data\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} radius radius of the sphere.\n * @param {number} subdivisionsAxis number of steps around the sphere.\n * @param {number} subdivisionsHeight number of vertically on the sphere.\n * @param {number} [opt_startLatitudeInRadians] where to start the\n *     top of the sphere. Default = 0.\n * @param {number} [opt_endLatitudeInRadians] Where to end the\n *     bottom of the sphere. Default = Math.PI.\n * @param {number} [opt_startLongitudeInRadians] where to start\n *     wrapping the sphere. Default = 0.\n * @param {number} [opt_endLongitudeInRadians] where to end\n *     wrapping the sphere. Default = 2 * Math.PI.\n * @return {module:twgl.BufferInfo} The created sphere BufferInfo.\n * @memberOf module:twgl/primitives\n * @function createSphereBufferInfo\n */\n/**\n * Creates sphere buffers.\n *\n * The created sphere has position, normal, and texcoord data\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} radius radius of the sphere.\n * @param {number} subdivisionsAxis number of steps around the sphere.\n * @param {number} subdivisionsHeight number of vertically on the sphere.\n * @param {number} [opt_startLatitudeInRadians] where to start the\n *     top of the sphere. Default = 0.\n * @param {number} [opt_endLatitudeInRadians] Where to end the\n *     bottom of the sphere. Default = Math.PI.\n * @param {number} [opt_startLongitudeInRadians] where to start\n *     wrapping the sphere. Default = 0.\n * @param {number} [opt_endLongitudeInRadians] where to end\n *     wrapping the sphere. Default = 2 * Math.PI.\n * @return {Object.<string, WebGLBuffer>} The created sphere buffers.\n * @memberOf module:twgl/primitives\n * @function createSphereBuffers\n */\n/**\n * Creates sphere vertices.\n *\n * The created sphere has position, normal, and texcoord data\n *\n * @param {number} radius radius of the sphere.\n * @param {number} subdivisionsAxis number of steps around the sphere.\n * @param {number} subdivisionsHeight number of vertically on the sphere.\n * @param {number} [opt_startLatitudeInRadians] where to start the\n *     top of the sphere. Default = 0.\n * @param {number} [opt_endLatitudeInRadians] Where to end the\n *     bottom of the sphere. Default = Math.PI.\n * @param {number} [opt_startLongitudeInRadians] where to start\n *     wrapping the sphere. Default = 0.\n * @param {number} [opt_endLongitudeInRadians] where to end\n *     wrapping the sphere. Default = 2 * Math.PI.\n * @return {Object.<string, TypedArray>} The created sphere vertices.\n * @memberOf module:twgl/primitives\n */function createSphereVertices(e,t,r,n,o,s,a){if(t<=0||r<=0)throw new Error(\"subdivisionAxis and subdivisionHeight must be > 0\");n=n||0;o=o||Math.PI;s=s||0;a=a||Math.PI*2;const c=o-n;const i=a-s;const u=(t+1)*(r+1);const f=createAugmentedTypedArray(3,u);const l=createAugmentedTypedArray(3,u);const m=createAugmentedTypedArray(2,u);for(let o=0;o<=r;o++)for(let a=0;a<=t;a++){const u=a/t;const y=o/r;const d=i*u+s;const p=c*y+n;const b=Math.sin(d);const g=Math.cos(d);const A=Math.sin(p);const x=Math.cos(p);const h=g*A;const F=x;const T=b*A;f.push(e*h,e*F,e*T);l.push(h,F,T);m.push(1-u,y)}const y=t+1;const d=createAugmentedTypedArray(3,t*r*2,Uint16Array);for(let e=0;e<t;e++)for(let t=0;t<r;t++){d.push((t+0)*y+e,(t+0)*y+e+1,(t+1)*y+e);d.push((t+1)*y+e,(t+0)*y+e+1,(t+1)*y+e+1)}return{position:f,normal:l,texcoord:m,indices:d}}\n/**\n * Array of the indices of corners of each face of a cube.\n * @type {Array.<number[]>}\n * @private\n */const W=[[3,7,5,1],[6,2,0,4],[6,7,3,2],[0,1,5,4],[7,6,4,5],[2,3,1,0]];\n/**\n * Creates a BufferInfo for a cube.\n *\n * The cube is created around the origin. (-size / 2, size / 2).\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} [size] width, height and depth of the cube.\n * @return {module:twgl.BufferInfo} The created BufferInfo.\n * @memberOf module:twgl/primitives\n * @function createCubeBufferInfo\n */\n/**\n * Creates the buffers and indices for a cube.\n *\n * The cube is created around the origin. (-size / 2, size / 2).\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} [size] width, height and depth of the cube.\n * @return {Object.<string, WebGLBuffer>} The created buffers.\n * @memberOf module:twgl/primitives\n * @function createCubeBuffers\n */\n/**\n * Creates the vertices and indices for a cube.\n *\n * The cube is created around the origin. (-size / 2, size / 2).\n *\n * @param {number} [size] width, height and depth of the cube.\n * @return {Object.<string, TypedArray>} The created vertices.\n * @memberOf module:twgl/primitives\n */function createCubeVertices(e){e=e||1;const t=e/2;const r=[[-t,-t,-t],[+t,-t,-t],[-t,+t,-t],[+t,+t,-t],[-t,-t,+t],[+t,-t,+t],[-t,+t,+t],[+t,+t,+t]];const n=[[1,0,0],[-1,0,0],[0,1,0],[0,-1,0],[0,0,1],[0,0,-1]];const o=[[1,0],[0,0],[0,1],[1,1]];const s=24;const a=createAugmentedTypedArray(3,s);const c=createAugmentedTypedArray(3,s);const i=createAugmentedTypedArray(2,s);const u=createAugmentedTypedArray(3,12,Uint16Array);for(let e=0;e<6;++e){const t=W[e];for(let s=0;s<4;++s){const u=r[t[s]];const f=n[e];const l=o[s];a.push(u);c.push(f);i.push(l)}const s=4*e;u.push(s+0,s+1,s+2);u.push(s+0,s+2,s+3)}return{position:a,normal:c,texcoord:i,indices:u}}\n/**\n * Creates a BufferInfo for a truncated cone, which is like a cylinder\n * except that it has different top and bottom radii. A truncated cone\n * can also be used to create cylinders and regular cones. The\n * truncated cone will be created centered about the origin, with the\n * y axis as its vertical axis.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} bottomRadius Bottom radius of truncated cone.\n * @param {number} topRadius Top radius of truncated cone.\n * @param {number} height Height of truncated cone.\n * @param {number} radialSubdivisions The number of subdivisions around the\n *     truncated cone.\n * @param {number} verticalSubdivisions The number of subdivisions down the\n *     truncated cone.\n * @param {boolean} [opt_topCap] Create top cap. Default = true.\n * @param {boolean} [opt_bottomCap] Create bottom cap. Default = true.\n * @return {module:twgl.BufferInfo} The created cone BufferInfo.\n * @memberOf module:twgl/primitives\n * @function createTruncatedConeBufferInfo\n */\n/**\n * Creates buffers for a truncated cone, which is like a cylinder\n * except that it has different top and bottom radii. A truncated cone\n * can also be used to create cylinders and regular cones. The\n * truncated cone will be created centered about the origin, with the\n * y axis as its vertical axis.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} bottomRadius Bottom radius of truncated cone.\n * @param {number} topRadius Top radius of truncated cone.\n * @param {number} height Height of truncated cone.\n * @param {number} radialSubdivisions The number of subdivisions around the\n *     truncated cone.\n * @param {number} verticalSubdivisions The number of subdivisions down the\n *     truncated cone.\n * @param {boolean} [opt_topCap] Create top cap. Default = true.\n * @param {boolean} [opt_bottomCap] Create bottom cap. Default = true.\n * @return {Object.<string, WebGLBuffer>} The created cone buffers.\n * @memberOf module:twgl/primitives\n * @function createTruncatedConeBuffers\n */\n/**\n * Creates vertices for a truncated cone, which is like a cylinder\n * except that it has different top and bottom radii. A truncated cone\n * can also be used to create cylinders and regular cones. The\n * truncated cone will be created centered about the origin, with the\n * y axis as its vertical axis. .\n *\n * @param {number} bottomRadius Bottom radius of truncated cone.\n * @param {number} topRadius Top radius of truncated cone.\n * @param {number} height Height of truncated cone.\n * @param {number} radialSubdivisions The number of subdivisions around the\n *     truncated cone.\n * @param {number} verticalSubdivisions The number of subdivisions down the\n *     truncated cone.\n * @param {boolean} [opt_topCap] Create top cap. Default = true.\n * @param {boolean} [opt_bottomCap] Create bottom cap. Default = true.\n * @return {Object.<string, TypedArray>} The created cone vertices.\n * @memberOf module:twgl/primitives\n */function createTruncatedConeVertices(e,t,r,n,o,s,a){if(n<3)throw new Error(\"radialSubdivisions must be 3 or greater\");if(o<1)throw new Error(\"verticalSubdivisions must be 1 or greater\");const c=s===void 0||s;const i=a===void 0||a;const u=(c?2:0)+(i?2:0);const f=(n+1)*(o+1+u);const l=createAugmentedTypedArray(3,f);const m=createAugmentedTypedArray(3,f);const y=createAugmentedTypedArray(2,f);const d=createAugmentedTypedArray(3,n*(o+u/2)*2,Uint16Array);const p=n+1;const b=Math.atan2(e-t,r);const g=Math.cos(b);const A=Math.sin(b);const x=c?-2:0;const h=o+(i?2:0);for(let s=x;s<=h;++s){let a=s/o;let c=r*a;let i;if(s<0){c=0;a=1;i=e}else if(s>o){c=r;a=1;i=t}else i=e+s/o*(t-e);if(s===-2||s===o+2){i=0;a=0}c-=r/2;for(let e=0;e<p;++e){const t=Math.sin(e*Math.PI*2/n);const r=Math.cos(e*Math.PI*2/n);l.push(t*i,c,r*i);s<0?m.push(0,-1,0):s>o?m.push(0,1,0):i===0?m.push(0,0,0):m.push(t*g,A,r*g);y.push(e/n,1-a)}}for(let e=0;e<o+u;++e)if(!(e===1&&c||e===o+u-2&&i))for(let t=0;t<n;++t){d.push(p*(e+0)+0+t,p*(e+0)+1+t,p*(e+1)+1+t);d.push(p*(e+0)+0+t,p*(e+1)+1+t,p*(e+1)+0+t)}return{position:l,normal:m,texcoord:y,indices:d}}\n/**\n * Expands RLE data\n * @param {number[]} rleData data in format of run-length, x, y, z, run-length, x, y, z\n * @param {number[]} [padding] value to add each entry with.\n * @return {number[]} the expanded rleData\n * @private\n */function expandRLEData(e,t){t=t||[];const r=[];for(let n=0;n<e.length;n+=4){const o=e[n];const s=e.slice(n+1,n+4);s.push.apply(s,t);for(let e=0;e<o;++e)r.push.apply(r,s)}return r}\n/**\n * Creates 3D 'F' BufferInfo.\n * An 'F' is useful because you can easily tell which way it is oriented.\n * The created 'F' has position, normal, texcoord, and color buffers.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @return {module:twgl.BufferInfo} The created BufferInfo.\n * @memberOf module:twgl/primitives\n * @function create3DFBufferInfo\n */\n/**\n * Creates 3D 'F' buffers.\n * An 'F' is useful because you can easily tell which way it is oriented.\n * The created 'F' has position, normal, texcoord, and color buffers.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @return {Object.<string, WebGLBuffer>} The created buffers.\n * @memberOf module:twgl/primitives\n * @function create3DFBuffers\n */function create3DFVertices(){const e=[0,0,0,0,150,0,30,0,0,0,150,0,30,150,0,30,0,0,30,0,0,30,30,0,100,0,0,30,30,0,100,30,0,100,0,0,30,60,0,30,90,0,67,60,0,30,90,0,67,90,0,67,60,0,0,0,30,30,0,30,0,150,30,0,150,30,30,0,30,30,150,30,30,0,30,100,0,30,30,30,30,30,30,30,100,0,30,100,30,30,30,60,30,67,60,30,30,90,30,30,90,30,67,60,30,67,90,30,0,0,0,100,0,0,100,0,30,0,0,0,100,0,30,0,0,30,100,0,0,100,30,0,100,30,30,100,0,0,100,30,30,100,0,30,30,30,0,30,30,30,100,30,30,30,30,0,100,30,30,100,30,0,30,30,0,30,60,30,30,30,30,30,30,0,30,60,0,30,60,30,30,60,0,67,60,30,30,60,30,30,60,0,67,60,0,67,60,30,67,60,0,67,90,30,67,60,30,67,60,0,67,90,0,67,90,30,30,90,0,30,90,30,67,90,30,30,90,0,67,90,30,67,90,0,30,90,0,30,150,30,30,90,30,30,90,0,30,150,0,30,150,30,0,150,0,0,150,30,30,150,30,0,150,0,30,150,30,30,150,0,0,0,0,0,0,30,0,150,30,0,0,0,0,150,30,0,150,0];const t=[.22,.19,.22,.79,.34,.19,.22,.79,.34,.79,.34,.19,.34,.19,.34,.31,.62,.19,.34,.31,.62,.31,.62,.19,.34,.43,.34,.55,.49,.43,.34,.55,.49,.55,.49,.43,0,0,1,0,0,1,0,1,1,0,1,1,0,0,1,0,0,1,0,1,1,0,1,1,0,0,1,0,0,1,0,1,1,0,1,1,0,0,1,0,1,1,0,0,1,1,0,1,0,0,1,0,1,1,0,0,1,1,0,1,0,0,0,1,1,1,0,0,1,1,1,0,0,0,1,1,0,1,0,0,1,0,1,1,0,0,1,1,0,1,0,0,1,0,1,1,0,0,1,1,0,1,0,0,1,0,1,1,0,0,0,1,1,1,0,0,1,1,1,0,0,0,1,1,0,1,0,0,1,0,1,1,0,0,0,1,1,1,0,0,1,1,1,0,0,0,0,1,1,1,0,0,1,1,1,0];const r=expandRLEData([18,0,0,1,18,0,0,-1,6,0,1,0,6,1,0,0,6,0,-1,0,6,1,0,0,6,0,1,0,6,1,0,0,6,0,-1,0,6,1,0,0,6,0,-1,0,6,-1,0,0]);const n=expandRLEData([18,200,70,120,18,80,70,200,6,70,200,210,6,200,200,70,6,210,100,70,6,210,160,70,6,70,180,210,6,100,70,210,6,76,210,100,6,140,210,80,6,90,130,110,6,160,160,220],[255]);const o=e.length/3;const s={position:createAugmentedTypedArray(3,o),texcoord:createAugmentedTypedArray(2,o),normal:createAugmentedTypedArray(3,o),color:createAugmentedTypedArray(4,o,Uint8Array),indices:createAugmentedTypedArray(3,o/3,Uint16Array)};s.position.push(e);s.texcoord.push(t);s.normal.push(r);s.color.push(n);for(let e=0;e<o;++e)s.indices.push(e);return s}\n/**\n * Creates crescent BufferInfo.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} verticalRadius The vertical radius of the crescent.\n * @param {number} outerRadius The outer radius of the crescent.\n * @param {number} innerRadius The inner radius of the crescent.\n * @param {number} thickness The thickness of the crescent.\n * @param {number} subdivisionsDown number of steps around the crescent.\n * @param {number} [startOffset] Where to start arc. Default 0.\n * @param {number} [endOffset] Where to end arg. Default 1.\n * @return {module:twgl.BufferInfo} The created BufferInfo.\n * @memberOf module:twgl/primitives\n * @function createCresentBufferInfo\n */\n/**\n * Creates crescent buffers.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} verticalRadius The vertical radius of the crescent.\n * @param {number} outerRadius The outer radius of the crescent.\n * @param {number} innerRadius The inner radius of the crescent.\n * @param {number} thickness The thickness of the crescent.\n * @param {number} subdivisionsDown number of steps around the crescent.\n * @param {number} [startOffset] Where to start arc. Default 0.\n * @param {number} [endOffset] Where to end arg. Default 1.\n * @return {Object.<string, WebGLBuffer>} The created buffers.\n * @memberOf module:twgl/primitives\n * @function createCresentBuffers\n */\n/**\n * Creates crescent vertices.\n *\n * @param {number} verticalRadius The vertical radius of the crescent.\n * @param {number} outerRadius The outer radius of the crescent.\n * @param {number} innerRadius The inner radius of the crescent.\n * @param {number} thickness The thickness of the crescent.\n * @param {number} subdivisionsDown number of steps around the crescent.\n * @param {number} [startOffset] Where to start arc. Default 0.\n * @param {number} [endOffset] Where to end arg. Default 1.\n * @return {Object.<string, TypedArray>} The created vertices.\n * @memberOf module:twgl/primitives\n * @function createCresentBuffers\n */\n/**\n * Creates crescent BufferInfo.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} verticalRadius The vertical radius of the crescent.\n * @param {number} outerRadius The outer radius of the crescent.\n * @param {number} innerRadius The inner radius of the crescent.\n * @param {number} thickness The thickness of the crescent.\n * @param {number} subdivisionsDown number of steps around the crescent.\n * @param {number} [startOffset] Where to start arc. Default 0.\n * @param {number} [endOffset] Where to end arg. Default 1.\n * @return {module:twgl.BufferInfo} The created BufferInfo.\n * @memberOf module:twgl/primitives\n * @function createCrescentBufferInfo\n */\n/**\n * Creates crescent buffers.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} verticalRadius The vertical radius of the crescent.\n * @param {number} outerRadius The outer radius of the crescent.\n * @param {number} innerRadius The inner radius of the crescent.\n * @param {number} thickness The thickness of the crescent.\n * @param {number} subdivisionsDown number of steps around the crescent.\n * @param {number} [startOffset] Where to start arc. Default 0.\n * @param {number} [endOffset] Where to end arg. Default 1.\n * @return {Object.<string, WebGLBuffer>} The created buffers.\n * @memberOf module:twgl/primitives\n * @function createCrescentBuffers\n */\n/**\n * Creates crescent vertices.\n *\n * @param {number} verticalRadius The vertical radius of the crescent.\n * @param {number} outerRadius The outer radius of the crescent.\n * @param {number} innerRadius The inner radius of the crescent.\n * @param {number} thickness The thickness of the crescent.\n * @param {number} subdivisionsDown number of steps around the crescent.\n * @param {number} [startOffset] Where to start arc. Default 0.\n * @param {number} [endOffset] Where to end arg. Default 1.\n * @return {Object.<string, TypedArray>} The created vertices.\n * @memberOf module:twgl/primitives\n */function createCrescentVertices(e,t,r,n,o,s,a){if(o<=0)throw new Error(\"subdivisionDown must be > 0\");s=s||0;a=a||1;const c=2;const i=a-s;const u=(o+1)*2*(2+c);const f=createAugmentedTypedArray(3,u);const l=createAugmentedTypedArray(3,u);const m=createAugmentedTypedArray(2,u);function lerp(e,t,r){return e+(t-e)*r}function createArc(t,r,a,u,y,d){for(let p=0;p<=o;p++){const b=r/(c-1);const g=p/o;const A=2*(b-.5);const x=(s+g*i)*Math.PI;const h=Math.sin(x);const F=Math.cos(x);const T=lerp(e,t,h);const S=A*n;const P=F*e;const E=h*T;f.push(S,P,E);const w=add(multiply$1([0,h,F],a),u);l.push(w);m.push(b*y+d,g)}}for(let e=0;e<c;e++){const n=2*(e/(c-1)-.5);createArc(t,e,[1,1,1],[0,0,0],1,0);createArc(t,e,[0,0,0],[n,0,0],0,0);createArc(r,e,[1,1,1],[0,0,0],1,0);createArc(r,e,[0,0,0],[n,0,0],0,1)}const y=createAugmentedTypedArray(3,o*2*(2+c),Uint16Array);function createSurface(e,t){for(let r=0;r<o;++r){y.push(e+r+0,e+r+1,t+r+0);y.push(e+r+1,t+r+1,t+r+0)}}const d=o+1;createSurface(d*0,d*4);createSurface(d*5,d*7);createSurface(d*6,d*2);createSurface(d*3,d*1);return{position:f,normal:l,texcoord:m,indices:y}}\n/**\n * Creates cylinder BufferInfo. The cylinder will be created around the origin\n * along the y-axis.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} radius Radius of cylinder.\n * @param {number} height Height of cylinder.\n * @param {number} radialSubdivisions The number of subdivisions around the cylinder.\n * @param {number} verticalSubdivisions The number of subdivisions down the cylinder.\n * @param {boolean} [topCap] Create top cap. Default = true.\n * @param {boolean} [bottomCap] Create bottom cap. Default = true.\n * @return {module:twgl.BufferInfo} The created BufferInfo.\n * @memberOf module:twgl/primitives\n * @function createCylinderBufferInfo\n */\n/**\n  * Creates cylinder buffers. The cylinder will be created around the origin\n  * along the y-axis.\n  *\n  * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n  * @param {number} radius Radius of cylinder.\n  * @param {number} height Height of cylinder.\n  * @param {number} radialSubdivisions The number of subdivisions around the cylinder.\n  * @param {number} verticalSubdivisions The number of subdivisions down the cylinder.\n  * @param {boolean} [topCap] Create top cap. Default = true.\n  * @param {boolean} [bottomCap] Create bottom cap. Default = true.\n  * @return {Object.<string, WebGLBuffer>} The created buffers.\n  * @memberOf module:twgl/primitives\n  * @function createCylinderBuffers\n  */\n/**\n  * Creates cylinder vertices. The cylinder will be created around the origin\n  * along the y-axis.\n  *\n  * @param {number} radius Radius of cylinder.\n  * @param {number} height Height of cylinder.\n  * @param {number} radialSubdivisions The number of subdivisions around the cylinder.\n  * @param {number} verticalSubdivisions The number of subdivisions down the cylinder.\n  * @param {boolean} [topCap] Create top cap. Default = true.\n  * @param {boolean} [bottomCap] Create bottom cap. Default = true.\n  * @return {Object.<string, TypedArray>} The created vertices.\n  * @memberOf module:twgl/primitives\n  */function createCylinderVertices(e,t,r,n,o,s){return createTruncatedConeVertices(e,e,t,r,n,o,s)}\n/**\n * Creates BufferInfo for a torus\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} radius radius of center of torus circle.\n * @param {number} thickness radius of torus ring.\n * @param {number} radialSubdivisions The number of subdivisions around the torus.\n * @param {number} bodySubdivisions The number of subdivisions around the body torus.\n * @param {boolean} [startAngle] start angle in radians. Default = 0.\n * @param {boolean} [endAngle] end angle in radians. Default = Math.PI * 2.\n * @return {module:twgl.BufferInfo} The created BufferInfo.\n * @memberOf module:twgl/primitives\n * @function createTorusBufferInfo\n */\n/**\n * Creates buffers for a torus\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} radius radius of center of torus circle.\n * @param {number} thickness radius of torus ring.\n * @param {number} radialSubdivisions The number of subdivisions around the torus.\n * @param {number} bodySubdivisions The number of subdivisions around the body torus.\n * @param {boolean} [startAngle] start angle in radians. Default = 0.\n * @param {boolean} [endAngle] end angle in radians. Default = Math.PI * 2.\n * @return {Object.<string, WebGLBuffer>} The created buffers.\n * @memberOf module:twgl/primitives\n * @function createTorusBuffers\n */\n/**\n * Creates vertices for a torus\n *\n * @param {number} radius radius of center of torus circle.\n * @param {number} thickness radius of torus ring.\n * @param {number} radialSubdivisions The number of subdivisions around the torus.\n * @param {number} bodySubdivisions The number of subdivisions around the body torus.\n * @param {boolean} [startAngle] start angle in radians. Default = 0.\n * @param {boolean} [endAngle] end angle in radians. Default = Math.PI * 2.\n * @return {Object.<string, TypedArray>} The created vertices.\n * @memberOf module:twgl/primitives\n */function createTorusVertices(e,t,r,n,o,s){if(r<3)throw new Error(\"radialSubdivisions must be 3 or greater\");if(n<3)throw new Error(\"verticalSubdivisions must be 3 or greater\");o=o||0;s=s||Math.PI*2;const a=s-o;const c=r+1;const i=n+1;const u=c*i;const f=createAugmentedTypedArray(3,u);const l=createAugmentedTypedArray(3,u);const m=createAugmentedTypedArray(2,u);const y=createAugmentedTypedArray(3,r*n*2,Uint16Array);for(let s=0;s<i;++s){const i=s/n;const u=i*Math.PI*2;const y=Math.sin(u);const d=e+y*t;const p=Math.cos(u);const b=p*t;for(let e=0;e<c;++e){const t=e/r;const n=o+t*a;const s=Math.sin(n);const c=Math.cos(n);const u=s*d;const g=c*d;const A=s*y;const x=c*y;f.push(u,b,g);l.push(A,p,x);m.push(t,1-i)}}for(let e=0;e<n;++e)for(let t=0;t<r;++t){const r=1+t;const n=1+e;y.push(c*e+t,c*n+t,c*e+r);y.push(c*n+t,c*n+r,c*e+r)}return{position:f,normal:l,texcoord:m,indices:y}}\n/**\n * Creates a disc BufferInfo. The disc will be in the xz plane, centered at\n * the origin. When creating, at least 3 divisions, or pie\n * pieces, need to be specified, otherwise the triangles making\n * up the disc will be degenerate. You can also specify the\n * number of radial pieces `stacks`. A value of 1 for\n * stacks will give you a simple disc of pie pieces.  If you\n * want to create an annulus you can set `innerRadius` to a\n * value > 0. Finally, `stackPower` allows you to have the widths\n * increase or decrease as you move away from the center. This\n * is particularly useful when using the disc as a ground plane\n * with a fixed camera such that you don't need the resolution\n * of small triangles near the perimeter. For example, a value\n * of 2 will produce stacks whose outside radius increases with\n * the square of the stack index. A value of 1 will give uniform\n * stacks.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} radius Radius of the ground plane.\n * @param {number} divisions Number of triangles in the ground plane (at least 3).\n * @param {number} [stacks] Number of radial divisions (default=1).\n * @param {number} [innerRadius] Default 0.\n * @param {number} [stackPower] Power to raise stack size to for decreasing width.\n * @return {module:twgl.BufferInfo} The created BufferInfo.\n * @memberOf module:twgl/primitives\n * @function createDiscBufferInfo\n */\n/**\n * Creates disc buffers. The disc will be in the xz plane, centered at\n * the origin. When creating, at least 3 divisions, or pie\n * pieces, need to be specified, otherwise the triangles making\n * up the disc will be degenerate. You can also specify the\n * number of radial pieces `stacks`. A value of 1 for\n * stacks will give you a simple disc of pie pieces.  If you\n * want to create an annulus you can set `innerRadius` to a\n * value > 0. Finally, `stackPower` allows you to have the widths\n * increase or decrease as you move away from the center. This\n * is particularly useful when using the disc as a ground plane\n * with a fixed camera such that you don't need the resolution\n * of small triangles near the perimeter. For example, a value\n * of 2 will produce stacks whose outside radius increases with\n * the square of the stack index. A value of 1 will give uniform\n * stacks.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} radius Radius of the ground plane.\n * @param {number} divisions Number of triangles in the ground plane (at least 3).\n * @param {number} [stacks] Number of radial divisions (default=1).\n * @param {number} [innerRadius] Default 0.\n * @param {number} [stackPower] Power to raise stack size to for decreasing width.\n * @return {Object.<string, WebGLBuffer>} The created buffers.\n * @memberOf module:twgl/primitives\n * @function createDiscBuffers\n */\n/**\n * Creates disc vertices. The disc will be in the xz plane, centered at\n * the origin. When creating, at least 3 divisions, or pie\n * pieces, need to be specified, otherwise the triangles making\n * up the disc will be degenerate. You can also specify the\n * number of radial pieces `stacks`. A value of 1 for\n * stacks will give you a simple disc of pie pieces.  If you\n * want to create an annulus you can set `innerRadius` to a\n * value > 0. Finally, `stackPower` allows you to have the widths\n * increase or decrease as you move away from the center. This\n * is particularly useful when using the disc as a ground plane\n * with a fixed camera such that you don't need the resolution\n * of small triangles near the perimeter. For example, a value\n * of 2 will produce stacks whose outside radius increases with\n * the square of the stack index. A value of 1 will give uniform\n * stacks.\n *\n * @param {number} radius Radius of the ground plane.\n * @param {number} divisions Number of triangles in the ground plane (at least 3).\n * @param {number} [stacks] Number of radial divisions (default=1).\n * @param {number} [innerRadius] Default 0.\n * @param {number} [stackPower] Power to raise stack size to for decreasing width.\n * @return {Object.<string, TypedArray>} The created vertices.\n * @memberOf module:twgl/primitives\n */function createDiscVertices(e,t,r,n,o){if(t<3)throw new Error(\"divisions must be at least 3\");r=r||1;o=o||1;n=n||0;const s=(t+1)*(r+1);const a=createAugmentedTypedArray(3,s);const c=createAugmentedTypedArray(3,s);const i=createAugmentedTypedArray(2,s);const u=createAugmentedTypedArray(3,r*t*2,Uint16Array);let f=0;const l=e-n;const m=t+1;for(let e=0;e<=r;++e){const s=n+l*Math.pow(e/r,o);for(let n=0;n<=t;++n){const o=2*Math.PI*n/t;const l=s*Math.cos(o);const y=s*Math.sin(o);a.push(l,0,y);c.push(0,1,0);i.push(1-n/t,e/r);if(e>0&&n!==t){const e=f+(n+1);const t=f+n;const r=f+n-m;const o=f+(n+1)-m;u.push(e,t,r);u.push(e,r,o)}}f+=t+1}return{position:a,normal:c,texcoord:i,indices:u}}\n/**\n * creates a random integer between 0 and range - 1 inclusive.\n * @param {number} range\n * @return {number} random value between 0 and range - 1 inclusive.\n * @private\n */function randInt(e){return Math.random()*e|0}\n/**\n * Used to supply random colors\n * @callback RandomColorFunc\n * @param {number} ndx index of triangle/quad if unindexed or index of vertex if indexed\n * @param {number} channel 0 = red, 1 = green, 2 = blue, 3 = alpha\n * @return {number} a number from 0 to 255\n * @memberOf module:twgl/primitives\n */\n/**\n * @typedef {Object} RandomVerticesOptions\n * @property {number} [vertsPerColor] Defaults to 3 for non-indexed vertices\n * @property {module:twgl/primitives.RandomColorFunc} [rand] A function to generate random numbers\n * @memberOf module:twgl/primitives\n */\n/**\n * Creates an augmentedTypedArray of random vertex colors.\n * If the vertices are indexed (have an indices array) then will\n * just make random colors. Otherwise assumes they are triangles\n * and makes one random color for every 3 vertices.\n * @param {Object.<string, AugmentedTypedArray>} vertices Vertices as returned from one of the createXXXVertices functions.\n * @param {module:twgl/primitives.RandomVerticesOptions} [options] options.\n * @return {Object.<string, AugmentedTypedArray>} same vertices as passed in with `color` added.\n * @memberOf module:twgl/primitives\n */function makeRandomVertexColors(e,t){t=t||{};const r=e.position.numElements;const n=createAugmentedTypedArray(4,r,Uint8Array);const o=t.rand||function(e,t){return t<3?randInt(256):255};e.color=n;if(e.indices)for(let e=0;e<r;++e)n.push(o(e,0),o(e,1),o(e,2),o(e,3));else{const e=t.vertsPerColor||3;const s=r/e;for(let t=0;t<s;++t){const r=[o(t,0),o(t,1),o(t,2),o(t,3)];for(let t=0;t<e;++t)n.push(r)}}return e}function createBufferFunc(e){return function(t){const r=e.apply(this,Array.prototype.slice.call(arguments,1));return createBuffersFromArrays(t,r)}}function createBufferInfoFunc(e){return function(t){const r=e.apply(null,Array.prototype.slice.call(arguments,1));return createBufferInfoFromArrays(t,r)}}const X=[\"numComponents\",\"size\",\"type\",\"normalize\",\"stride\",\"offset\",\"attrib\",\"name\",\"attribName\"];\n/**\n * Copy elements from one array to another\n *\n * @param {Array|TypedArray} src source array\n * @param {Array|TypedArray} dst dest array\n * @param {number} dstNdx index in dest to copy src\n * @param {number} [offset] offset to add to copied values\n * @private\n */function copyElements(e,t,r,n){n=n||0;const o=e.length;for(let s=0;s<o;++s)t[r+s]=e[s]+n}\n/**\n * Creates an array of the same time\n *\n * @param {(number[]|ArrayBufferView|module:twgl.FullArraySpec)} srcArray array who's type to copy\n * @param {number} length size of new array\n * @return {(number[]|ArrayBufferView|module:twgl.FullArraySpec)} array with same type as srcArray\n * @private\n */function createArrayOfSameType(e,t){const r=N(e);const n=new r.constructor(t);let o=n;r.numComponents&&r.numElements&&augmentTypedArray(n,r.numComponents);if(e.data){o={data:n};copyNamedProperties(X,e,o)}return o}\n/**\n * Concatenates sets of vertices\n *\n * Assumes the vertices match in composition. For example\n * if one set of vertices has positions, normals, and indices\n * all sets of vertices must have positions, normals, and indices\n * and of the same type.\n *\n * Example:\n *\n *      const cubeVertices = twgl.primitives.createCubeVertices(2);\n *      const sphereVertices = twgl.primitives.createSphereVertices(1, 10, 10);\n *      // move the sphere 2 units up\n *      twgl.primitives.reorientVertices(\n *          sphereVertices, twgl.m4.translation([0, 2, 0]));\n *      // merge the sphere with the cube\n *      const cubeSphereVertices = twgl.primitives.concatVertices(\n *          [cubeVertices, sphereVertices]);\n *      // turn them into WebGL buffers and attrib data\n *      const bufferInfo = twgl.createBufferInfoFromArrays(gl, cubeSphereVertices);\n *\n * @param {module:twgl.Arrays[]} arrays Array of arrays of vertices\n * @return {module:twgl.Arrays} The concatenated vertices.\n * @memberOf module:twgl/primitives\n */function concatVertices(e){const t={};let r;for(let n=0;n<e.length;++n){const o=e[n];Object.keys(o).forEach((function(e){t[e]||(t[e]=[]);r||e===\"indices\"||(r=e);const n=o[e];const s=j(n,e);const a=N(n);const c=a.length/s;t[e].push(c)}))}function getLengthOfCombinedArrays(t){let r=0;let n;for(let o=0;o<e.length;++o){const s=e[o];const a=s[t];const c=N(a);r+=c.length;n&&!a.data||(n=a)}return{length:r,spec:n}}function copyArraysToNewArray(t,r,n){let o=0;let s=0;for(let a=0;a<e.length;++a){const c=e[a];const i=c[t];const u=N(i);if(t===\"indices\"){copyElements(u,n,s,o);o+=r[a]}else copyElements(u,n,s);s+=u.length}}const n=t[r];const o={};Object.keys(t).forEach((function(e){const t=getLengthOfCombinedArrays(e);const r=createArrayOfSameType(t.spec,t.length);copyArraysToNewArray(e,n,N(r));o[e]=r}));return o}\n/**\n * Creates a duplicate set of vertices\n *\n * This is useful for calling reorientVertices when you\n * also want to keep the original available\n *\n * @param {module:twgl.Arrays} arrays of vertices\n * @return {module:twgl.Arrays} The duplicated vertices.\n * @memberOf module:twgl/primitives\n */function duplicateVertices(e){const t={};Object.keys(e).forEach((function(r){const n=e[r];const o=N(n);const s=createArrayOfSameType(n,o.length);copyElements(o,N(s),0);t[r]=s}));return t}const Y=createBufferInfoFunc(create3DFVertices);const q=createBufferFunc(create3DFVertices);const H=createBufferInfoFunc(createCubeVertices);const Q=createBufferFunc(createCubeVertices);const Z=createBufferInfoFunc(createPlaneVertices);const K=createBufferFunc(createPlaneVertices);const J=createBufferInfoFunc(createSphereVertices);const ee=createBufferFunc(createSphereVertices);const te=createBufferInfoFunc(createTruncatedConeVertices);const re=createBufferFunc(createTruncatedConeVertices);const ne=createBufferInfoFunc(createXYQuadVertices);const oe=createBufferFunc(createXYQuadVertices);const se=createBufferInfoFunc(createCrescentVertices);const ae=createBufferFunc(createCrescentVertices);const ce=createBufferInfoFunc(createCylinderVertices);const ie=createBufferFunc(createCylinderVertices);const ue=createBufferInfoFunc(createTorusVertices);const fe=createBufferFunc(createTorusVertices);const le=createBufferInfoFunc(createDiscVertices);const me=createBufferFunc(createDiscVertices);const ye=se;const de=ae;const pe=createCrescentVertices;var be=Object.freeze({__proto__:null,create3DFBufferInfo:Y,create3DFBuffers:q,create3DFVertices:create3DFVertices,createAugmentedTypedArray:createAugmentedTypedArray,createCubeBufferInfo:H,createCubeBuffers:Q,createCubeVertices:createCubeVertices,createPlaneBufferInfo:Z,createPlaneBuffers:K,createPlaneVertices:createPlaneVertices,createSphereBufferInfo:J,createSphereBuffers:ee,createSphereVertices:createSphereVertices,createTruncatedConeBufferInfo:te,createTruncatedConeBuffers:re,createTruncatedConeVertices:createTruncatedConeVertices,createXYQuadBufferInfo:ne,createXYQuadBuffers:oe,createXYQuadVertices:createXYQuadVertices,createCresentBufferInfo:ye,createCresentBuffers:de,createCresentVertices:pe,createCrescentBufferInfo:se,createCrescentBuffers:ae,createCrescentVertices:createCrescentVertices,createCylinderBufferInfo:ce,createCylinderBuffers:ie,createCylinderVertices:createCylinderVertices,createTorusBufferInfo:ue,createTorusBuffers:fe,createTorusVertices:createTorusVertices,createDiscBufferInfo:le,createDiscBuffers:me,createDiscVertices:createDiscVertices,deindexVertices:deindexVertices,flattenNormals:flattenNormals,makeRandomVertexColors:makeRandomVertexColors,reorientDirections:reorientDirections,reorientNormals:reorientNormals,reorientPositions:reorientPositions,reorientVertices:reorientVertices,concatVertices:concatVertices,duplicateVertices:duplicateVertices});\n/**\n * Gets the gl version as a number\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @return {number} version of gl\n * @private\n */\n/**\n * Check if context is WebGL 2.0\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @return {bool} true if it's WebGL 2.0\n * @memberOf module:twgl\n */function isWebGL2(e){return!!e.texStorage2D}\n/**\n * Check if context is WebGL 1.0\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @return {bool} true if it's WebGL 1.0\n * @memberOf module:twgl\n */function isWebGL1(e){return!e.texStorage2D}\n/**\n * Gets a string for WebGL enum\n *\n * Note: Several enums are the same. Without more\n * context (which function) it's impossible to always\n * give the correct enum. As it is, for matching values\n * it gives all enums. Checking the WebGL2RenderingContext\n * that means\n *\n *      0     = ZERO | POINT | NONE | NO_ERROR\n *      1     = ONE | LINES | SYNC_FLUSH_COMMANDS_BIT\n *      32777 = BLEND_EQUATION_RGB | BLEND_EQUATION_RGB\n *      36662 = COPY_READ_BUFFER | COPY_READ_BUFFER_BINDING\n *      36663 = COPY_WRITE_BUFFER | COPY_WRITE_BUFFER_BINDING\n *      36006 = FRAMEBUFFER_BINDING | DRAW_FRAMEBUFFER_BINDING\n *\n * It's also not useful for bits really unless you pass in individual bits.\n * In other words\n *\n *     const bits = gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT;\n *     twgl.glEnumToString(gl, bits);  // not going to work\n *\n * Note that some enums only exist on extensions. If you\n * want them to show up you need to pass the extension at least\n * once. For example\n *\n *     const ext = gl.getExtension('WEBGL_compressed_texture_s3tc');\n *     if (ext) {\n *        twgl.glEnumToString(ext, 0);  // just prime the function\n *\n *        ..later..\n *\n *        const internalFormat = ext.COMPRESSED_RGB_S3TC_DXT1_EXT;\n *        console.log(twgl.glEnumToString(gl, internalFormat));\n *\n * Notice I didn't have to pass the extension the second time. This means\n * you can have place that generically gets an enum for texture formats for example.\n * and as long as you primed the function with the extensions\n *\n * If you're using `twgl.addExtensionsToContext` to enable your extensions\n * then twgl will automatically get the extension's enums.\n *\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext or any extension object\n * @param {number} value the value of the enum you want to look up.\n * @return {string} enum string or hex value\n * @memberOf module:twgl\n * @function glEnumToString\n */const ge=function(){const e={};const t={};function addEnums(r){const n=r.constructor.name;if(!e[n]){for(const e in r)if(typeof r[e]===\"number\"){const n=t[r[e]];t[r[e]]=n?`${n} | ${e}`:e}e[n]=true}}return function glEnumToString(e,r){addEnums(e);return t[r]||(typeof r===\"number\"?`0x${r.toString(16)}`:r)}}();var Ae=Object.freeze({__proto__:null,glEnumToString:ge,isWebGL1:isWebGL1,isWebGL2:isWebGL2});const xe={textureColor:new Uint8Array([128,192,255,255]),textureOptions:{},crossOrigin:void 0};const he=P;const Fe=function(){let e;return function getShared2DContext(){e=e||(typeof document!==\"undefined\"&&document.createElement?document.createElement(\"canvas\").getContext(\"2d\"):null);return e}}();const Te=6406;const Se=6407;const Pe=6408;const Ee=6409;const we=6410;const Ie=6402;const ve=34041;const Be=33071;const Ce=9728;const ke=9729;const _e=3553;const Ve=34067;const Ue=32879;const ze=35866;const Oe=34069;const Me=34070;const Re=34071;const Le=34072;const De=34073;const $e=34074;const Ge=10241;const Ne=10240;const je=10242;const We=10243;const Xe=32882;const Ye=33082;const qe=33083;const He=33084;const Qe=33085;const Ze=34892;const Ke=34893;const Je=3317;const et=3314;const tt=32878;const rt=3316;const nt=3315;const ot=32877;const st=37443;const at=37441;const ct=37440;const it=33321;const ut=36756;const ft=33325;const lt=33326;const mt=33330;const yt=33329;const dt=33338;const pt=33337;const bt=33340;const gt=33339;const At=33323;const xt=36757;const ht=33327;const Ft=33328;const Tt=33336;const St=33335;const Pt=33332;const Et=33331;const wt=33334;const It=33333;const vt=32849;const Bt=35905;const Ct=36194;const kt=36758;const _t=35898;const Vt=35901;const Ut=34843;const zt=34837;const Ot=36221;const Mt=36239;const Rt=36215;const Lt=36233;const Dt=36209;const $t=36227;const Gt=32856;const Nt=35907;const jt=36759;const Wt=32855;const Xt=32854;const Yt=32857;const qt=34842;const Ht=34836;const Qt=36220;const Zt=36238;const Kt=36975;const Jt=36214;const er=36232;const tr=36226;const rr=36208;const nr=33189;const or=33190;const sr=36012;const ar=36013;const cr=35056;const ir=5120;const ur=5121;const fr=5122;const lr=5123;const mr=5124;const yr=5125;const dr=5126;const pr=32819;const br=32820;const gr=33635;const Ar=5131;const xr=36193;const hr=33640;const Fr=35899;const Tr=35902;const Sr=36269;const Pr=34042;const Er=33319;const wr=33320;const Ir=6403;const vr=36244;const Br=36248;const Cr=36249;const kr={};{const e=kr;e[Te]={numColorComponents:1};e[Ee]={numColorComponents:1};e[we]={numColorComponents:2};e[Se]={numColorComponents:3};e[Pe]={numColorComponents:4};e[Ir]={numColorComponents:1};e[vr]={numColorComponents:1};e[Er]={numColorComponents:2};e[wr]={numColorComponents:2};e[Se]={numColorComponents:3};e[Br]={numColorComponents:3};e[Pe]={numColorComponents:4};e[Cr]={numColorComponents:4};e[Ie]={numColorComponents:1};e[ve]={numColorComponents:2}}\n/**\n * @typedef {Object} TextureFormatDetails\n * @property {number} textureFormat format to pass texImage2D and similar functions.\n * @property {boolean} colorRenderable true if you can render to this format of texture.\n * @property {boolean} textureFilterable true if you can filter the texture, false if you can ony use `NEAREST`.\n * @property {number[]} type Array of possible types you can pass to texImage2D and similar function\n * @property {Object.<number,number>} bytesPerElementMap A map of types to bytes per element\n * @private\n */let _r;function getTextureInternalFormatInfo(e){if(!_r){const e={};e[Te]={textureFormat:Te,colorRenderable:true,textureFilterable:true,bytesPerElement:[1,2,2,4],type:[ur,Ar,xr,dr]};e[Ee]={textureFormat:Ee,colorRenderable:true,textureFilterable:true,bytesPerElement:[1,2,2,4],type:[ur,Ar,xr,dr]};e[we]={textureFormat:we,colorRenderable:true,textureFilterable:true,bytesPerElement:[2,4,4,8],type:[ur,Ar,xr,dr]};e[Se]={textureFormat:Se,colorRenderable:true,textureFilterable:true,bytesPerElement:[3,6,6,12,2],type:[ur,Ar,xr,dr,gr]};e[Pe]={textureFormat:Pe,colorRenderable:true,textureFilterable:true,bytesPerElement:[4,8,8,16,2,2],type:[ur,Ar,xr,dr,pr,br]};e[Ie]={textureFormat:Ie,colorRenderable:true,textureFilterable:false,bytesPerElement:[2,4],type:[yr,lr]};e[it]={textureFormat:Ir,colorRenderable:true,textureFilterable:true,bytesPerElement:[1],type:[ur]};e[ut]={textureFormat:Ir,colorRenderable:false,textureFilterable:true,bytesPerElement:[1],type:[ir]};e[ft]={textureFormat:Ir,colorRenderable:false,textureFilterable:true,bytesPerElement:[4,2],type:[dr,Ar]};e[lt]={textureFormat:Ir,colorRenderable:false,textureFilterable:false,bytesPerElement:[4],type:[dr]};e[mt]={textureFormat:vr,colorRenderable:true,textureFilterable:false,bytesPerElement:[1],type:[ur]};e[yt]={textureFormat:vr,colorRenderable:true,textureFilterable:false,bytesPerElement:[1],type:[ir]};e[Pt]={textureFormat:vr,colorRenderable:true,textureFilterable:false,bytesPerElement:[2],type:[lr]};e[Et]={textureFormat:vr,colorRenderable:true,textureFilterable:false,bytesPerElement:[2],type:[fr]};e[wt]={textureFormat:vr,colorRenderable:true,textureFilterable:false,bytesPerElement:[4],type:[yr]};e[It]={textureFormat:vr,colorRenderable:true,textureFilterable:false,bytesPerElement:[4],type:[mr]};e[At]={textureFormat:Er,colorRenderable:true,textureFilterable:true,bytesPerElement:[2],type:[ur]};e[xt]={textureFormat:Er,colorRenderable:false,textureFilterable:true,bytesPerElement:[2],type:[ir]};e[ht]={textureFormat:Er,colorRenderable:false,textureFilterable:true,bytesPerElement:[8,4],type:[dr,Ar]};e[Ft]={textureFormat:Er,colorRenderable:false,textureFilterable:false,bytesPerElement:[8],type:[dr]};e[Tt]={textureFormat:wr,colorRenderable:true,textureFilterable:false,bytesPerElement:[2],type:[ur]};e[St]={textureFormat:wr,colorRenderable:true,textureFilterable:false,bytesPerElement:[2],type:[ir]};e[dt]={textureFormat:wr,colorRenderable:true,textureFilterable:false,bytesPerElement:[4],type:[lr]};e[pt]={textureFormat:wr,colorRenderable:true,textureFilterable:false,bytesPerElement:[4],type:[fr]};e[bt]={textureFormat:wr,colorRenderable:true,textureFilterable:false,bytesPerElement:[8],type:[yr]};e[gt]={textureFormat:wr,colorRenderable:true,textureFilterable:false,bytesPerElement:[8],type:[mr]};e[vt]={textureFormat:Se,colorRenderable:true,textureFilterable:true,bytesPerElement:[3],type:[ur]};e[Bt]={textureFormat:Se,colorRenderable:false,textureFilterable:true,bytesPerElement:[3],type:[ur]};e[Ct]={textureFormat:Se,colorRenderable:true,textureFilterable:true,bytesPerElement:[3,2],type:[ur,gr]};e[kt]={textureFormat:Se,colorRenderable:false,textureFilterable:true,bytesPerElement:[3],type:[ir]};e[_t]={textureFormat:Se,colorRenderable:false,textureFilterable:true,bytesPerElement:[12,6,4],type:[dr,Ar,Fr]};e[Vt]={textureFormat:Se,colorRenderable:false,textureFilterable:true,bytesPerElement:[12,6,4],type:[dr,Ar,Tr]};e[Ut]={textureFormat:Se,colorRenderable:false,textureFilterable:true,bytesPerElement:[12,6],type:[dr,Ar]};e[zt]={textureFormat:Se,colorRenderable:false,textureFilterable:false,bytesPerElement:[12],type:[dr]};e[Ot]={textureFormat:Br,colorRenderable:false,textureFilterable:false,bytesPerElement:[3],type:[ur]};e[Mt]={textureFormat:Br,colorRenderable:false,textureFilterable:false,bytesPerElement:[3],type:[ir]};e[Rt]={textureFormat:Br,colorRenderable:false,textureFilterable:false,bytesPerElement:[6],type:[lr]};e[Lt]={textureFormat:Br,colorRenderable:false,textureFilterable:false,bytesPerElement:[6],type:[fr]};e[Dt]={textureFormat:Br,colorRenderable:false,textureFilterable:false,bytesPerElement:[12],type:[yr]};e[$t]={textureFormat:Br,colorRenderable:false,textureFilterable:false,bytesPerElement:[12],type:[mr]};e[Gt]={textureFormat:Pe,colorRenderable:true,textureFilterable:true,bytesPerElement:[4],type:[ur]};e[Nt]={textureFormat:Pe,colorRenderable:true,textureFilterable:true,bytesPerElement:[4],type:[ur]};e[jt]={textureFormat:Pe,colorRenderable:false,textureFilterable:true,bytesPerElement:[4],type:[ir]};e[Wt]={textureFormat:Pe,colorRenderable:true,textureFilterable:true,bytesPerElement:[4,2,4],type:[ur,br,hr]};e[Xt]={textureFormat:Pe,colorRenderable:true,textureFilterable:true,bytesPerElement:[4,2],type:[ur,pr]};e[Yt]={textureFormat:Pe,colorRenderable:true,textureFilterable:true,bytesPerElement:[4],type:[hr]};e[qt]={textureFormat:Pe,colorRenderable:false,textureFilterable:true,bytesPerElement:[16,8],type:[dr,Ar]};e[Ht]={textureFormat:Pe,colorRenderable:false,textureFilterable:false,bytesPerElement:[16],type:[dr]};e[Qt]={textureFormat:Cr,colorRenderable:true,textureFilterable:false,bytesPerElement:[4],type:[ur]};e[Zt]={textureFormat:Cr,colorRenderable:true,textureFilterable:false,bytesPerElement:[4],type:[ir]};e[Kt]={textureFormat:Cr,colorRenderable:true,textureFilterable:false,bytesPerElement:[4],type:[hr]};e[Jt]={textureFormat:Cr,colorRenderable:true,textureFilterable:false,bytesPerElement:[8],type:[lr]};e[er]={textureFormat:Cr,colorRenderable:true,textureFilterable:false,bytesPerElement:[8],type:[fr]};e[tr]={textureFormat:Cr,colorRenderable:true,textureFilterable:false,bytesPerElement:[16],type:[mr]};e[rr]={textureFormat:Cr,colorRenderable:true,textureFilterable:false,bytesPerElement:[16],type:[yr]};e[nr]={textureFormat:Ie,colorRenderable:true,textureFilterable:false,bytesPerElement:[2,4],type:[lr,yr]};e[or]={textureFormat:Ie,colorRenderable:true,textureFilterable:false,bytesPerElement:[4],type:[yr]};e[sr]={textureFormat:Ie,colorRenderable:true,textureFilterable:false,bytesPerElement:[4],type:[dr]};e[cr]={textureFormat:ve,colorRenderable:true,textureFilterable:false,bytesPerElement:[4],type:[Pr]};e[ar]={textureFormat:ve,colorRenderable:true,textureFilterable:false,bytesPerElement:[4],type:[Sr]};Object.keys(e).forEach((function(t){const r=e[t];r.bytesPerElementMap={};r.bytesPerElement.forEach((function(e,t){const n=r.type[t];r.bytesPerElementMap[n]=e}))}));_r=e}return _r[e]}\n/**\n * Gets the number of bytes per element for a given internalFormat / type\n * @param {number} internalFormat The internalFormat parameter from texImage2D etc..\n * @param {number} type The type parameter for texImage2D etc..\n * @return {number} the number of bytes per element for the given internalFormat, type combo\n * @memberOf module:twgl/textures\n */function getBytesPerElementForInternalFormat(e,t){const r=getTextureInternalFormatInfo(e);if(!r)throw\"unknown internal format\";const n=r.bytesPerElementMap[t];if(n===void 0)throw\"unknown internal format\";return n}\n/**\n * Info related to a specific texture internalFormat as returned\n * from {@link module:twgl/textures.getFormatAndTypeForInternalFormat}.\n *\n * @typedef {Object} TextureFormatInfo\n * @property {number} format Format to pass to texImage2D and related functions\n * @property {number} type Type to pass to texImage2D and related functions\n * @memberOf module:twgl/textures\n */\n/**\n * Gets the format and type for a given internalFormat\n *\n * @param {number} internalFormat The internal format\n * @return {module:twgl/textures.TextureFormatInfo} the corresponding format and type,\n * @memberOf module:twgl/textures\n */function getFormatAndTypeForInternalFormat(e){const t=getTextureInternalFormatInfo(e);if(!t)throw\"unknown internal format\";return{format:t.textureFormat,type:t.type[0]}}\n/**\n * Returns true if value is power of 2\n * @param {number} value number to check.\n * @return true if value is power of 2\n * @private\n */function isPowerOf2(e){return(e&e-1)===0}\n/**\n * Gets whether or not we can generate mips for the given\n * internal format.\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {number} width The width parameter from texImage2D etc..\n * @param {number} height The height parameter from texImage2D etc..\n * @param {number} internalFormat The internalFormat parameter from texImage2D etc..\n * @return {boolean} true if we can generate mips\n * @memberOf module:twgl/textures\n */function canGenerateMipmap(e,t,r,n){if(!isWebGL2(e))return isPowerOf2(t)&&isPowerOf2(r);const o=getTextureInternalFormatInfo(n);if(!o)throw\"unknown internal format\";return o.colorRenderable&&o.textureFilterable}\n/**\n * Gets whether or not we can generate mips for the given format\n * @param {number} internalFormat The internalFormat parameter from texImage2D etc..\n * @return {boolean} true if we can generate mips\n * @memberOf module:twgl/textures\n */function canFilter(e){const t=getTextureInternalFormatInfo(e);if(!t)throw\"unknown internal format\";return t.textureFilterable}\n/**\n * Gets the number of components for a given image format.\n * @param {number} format the format.\n * @return {number} the number of components for the format.\n * @memberOf module:twgl/textures\n */function getNumComponentsForFormat(e){const t=kr[e];if(!t)throw\"unknown format: \"+e;return t.numColorComponents}\n/**\n * Gets the texture type for a given array type.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @return {number} the gl texture type\n * @private\n */function getTextureTypeForArrayType(e,t,r){return he(t)?getGLTypeForTypedArray(t):r||ur}function guessDimensions(e,t,r,n,o){if(o%1!==0)throw\"can't guess dimensions\";if(r||n)if(n){if(!r){r=o/n;if(r%1)throw\"can't guess dimensions\"}}else{n=o/r;if(n%1)throw\"can't guess dimensions\"}else{const e=Math.sqrt(o/(t===Ve?6:1));if(e%1===0){r=e;n=e}else{r=o;n=1}}return{width:r,height:n}}\n/**\n * Sets the default texture color.\n *\n * The default texture color is used when loading textures from\n * urls. Because the URL will be loaded async we'd like to be\n * able to use the texture immediately. By putting a 1x1 pixel\n * color in the texture we can start using the texture before\n * the URL has loaded.\n *\n * @param {number[]} color Array of 4 values in the range 0 to 1\n * @deprecated see {@link module:twgl.setDefaults}\n * @memberOf module:twgl/textures\n */function setDefaultTextureColor(e){xe.textureColor=new Uint8Array([e[0]*255,e[1]*255,e[2]*255,e[3]*255])}function setDefaults$1(e){copyExistingProperties(e,xe);e.textureColor&&setDefaultTextureColor(e.textureColor)}\n/**\n * A function to generate the source for a texture.\n * @callback TextureFunc\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @param {module:twgl.TextureOptions} options the texture options\n * @return {*} Returns any of the things documented for `src` for {@link module:twgl.TextureOptions}.\n * @memberOf module:twgl\n */\n/**\n * Texture options passed to most texture functions. Each function will use whatever options\n * are appropriate for its needs. This lets you pass the same options to all functions.\n *\n * Note: A `TexImageSource` is defined in the WebGL spec as a `HTMLImageElement`, `HTMLVideoElement`,\n * `HTMLCanvasElement`, `ImageBitmap`, or `ImageData`.\n *\n * @typedef {Object} TextureOptions\n * @property {number} [target] the type of texture `gl.TEXTURE_2D` or `gl.TEXTURE_CUBE_MAP`. Defaults to `gl.TEXTURE_2D`.\n * @property {number} [level] the mip level to affect. Defaults to 0. Note, if set auto will be considered false unless explicitly set to true.\n * @property {number} [width] the width of the texture. Only used if src is an array or typed array or null.\n * @property {number} [height] the height of a texture. Only used if src is an array or typed array or null.\n * @property {number} [depth] the depth of a texture. Only used if src is an array or type array or null and target is `TEXTURE_3D` .\n * @property {number} [min] the min filter setting (eg. `gl.LINEAR`). Defaults to `gl.NEAREST_MIPMAP_LINEAR`\n *     or if texture is not a power of 2 on both dimensions then defaults to `gl.LINEAR`.\n * @property {number} [mag] the mag filter setting (eg. `gl.LINEAR`). Defaults to `gl.LINEAR`\n * @property {number} [minMag] both the min and mag filter settings.\n * @property {number} [internalFormat] internal format for texture. Defaults to `gl.RGBA`\n * @property {number} [format] format for texture. Defaults to `gl.RGBA`.\n * @property {number} [type] type for texture. Defaults to `gl.UNSIGNED_BYTE` unless `src` is ArrayBufferView. If `src`\n *     is ArrayBufferView defaults to type that matches ArrayBufferView type.\n * @property {number} [wrap] Texture wrapping for both S and T (and R if TEXTURE_3D or WebGLSampler). Defaults to `gl.REPEAT` for 2D unless src is WebGL1 and src not npot and `gl.CLAMP_TO_EDGE` for cube\n * @property {number} [wrapS] Texture wrapping for S. Defaults to `gl.REPEAT` and `gl.CLAMP_TO_EDGE` for cube. If set takes precedence over `wrap`.\n * @property {number} [wrapT] Texture wrapping for T. Defaults to `gl.REPEAT` and `gl.CLAMP_TO_EDGE` for cube. If set takes precedence over `wrap`.\n * @property {number} [wrapR] Texture wrapping for R. Defaults to `gl.REPEAT` and `gl.CLAMP_TO_EDGE` for cube. If set takes precedence over `wrap`.\n * @property {number} [minLod] TEXTURE_MIN_LOD setting\n * @property {number} [maxLod] TEXTURE_MAX_LOD setting\n * @property {number} [baseLevel] TEXTURE_BASE_LEVEL setting\n * @property {number} [maxLevel] TEXTURE_MAX_LEVEL setting\n * @property {number} [compareFunc] TEXTURE_COMPARE_FUNC setting\n * @property {number} [compareMode] TEXTURE_COMPARE_MODE setting\n * @property {number} [unpackAlignment] The `gl.UNPACK_ALIGNMENT` used when uploading an array. Defaults to 1.\n * @property {number[]|ArrayBufferView} [color] Color to initialize this texture with if loading an image asynchronously.\n *     The default use a blue 1x1 pixel texture. You can set another default by calling `twgl.setDefaults`\n *     or you can set an individual texture's initial color by setting this property. Example: `[1, .5, .5, 1]` = pink\n * @property {number} [premultiplyAlpha] Whether or not to premultiply alpha. Defaults to whatever the current setting is.\n *     This lets you set it once before calling `twgl.createTexture` or `twgl.createTextures` and only override\n *     the current setting for specific textures.\n * @property {number} [flipY] Whether or not to flip the texture vertically on upload. Defaults to whatever the current setting is.\n *     This lets you set it once before calling `twgl.createTexture` or `twgl.createTextures` and only override\n *     the current setting for specific textures.\n * @property {number} [colorspaceConversion] Whether or not to let the browser do colorspace conversion of the texture on upload. Defaults to whatever the current setting is.\n *     This lets you set it once before calling `twgl.createTexture` or `twgl.createTextures` and only override\n *     the current setting for specific textures.\n * @property {boolean} [auto] If `undefined` or `true`, in WebGL1, texture filtering is set automatically for non-power of 2 images and\n *    mips are generated for power of 2 images. In WebGL2 mips are generated if they can be. Note: if `level` is set above\n *    then then `auto` is assumed to be `false` unless explicity set to `true`.\n * @property {number[]} [cubeFaceOrder] The order that cube faces are pulled out of an img or set of images. The default is\n *\n *     [gl.TEXTURE_CUBE_MAP_POSITIVE_X,\n *      gl.TEXTURE_CUBE_MAP_NEGATIVE_X,\n *      gl.TEXTURE_CUBE_MAP_POSITIVE_Y,\n *      gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,\n *      gl.TEXTURE_CUBE_MAP_POSITIVE_Z,\n *      gl.TEXTURE_CUBE_MAP_NEGATIVE_Z]\n *\n * @property {(number[]|ArrayBufferView|TexImageSource|TexImageSource[]|string|string[]|module:twgl.TextureFunc)} [src] source for texture\n *\n *    If `string` then it's assumed to be a URL to an image. The image will be downloaded async. A usable\n *    1x1 pixel texture will be returned immediately. The texture will be updated once the image has downloaded.\n *    If `target` is `gl.TEXTURE_CUBE_MAP` will attempt to divide image into 6 square pieces. 1x6, 6x1, 3x2, 2x3.\n *    The pieces will be uploaded in `cubeFaceOrder`\n *\n *    If `string[]` or `TexImageSource[]` and target is `gl.TEXTURE_CUBE_MAP` then it must have 6 entries, one for each face of a cube map.\n *\n *    If `string[]` or `TexImageSource[]` and target is `gl.TEXTURE_2D_ARRAY` then each entry is a slice of the a 2d array texture\n *    and will be scaled to the specified width and height OR to the size of the first image that loads.\n *\n *    If `TexImageSource` then it wil be used immediately to create the contents of the texture. Examples `HTMLImageElement`,\n *    `HTMLCanvasElement`, `HTMLVideoElement`.\n *\n *    If `number[]` or `ArrayBufferView` it's assumed to be data for a texture. If `width` or `height` is\n *    not specified it is guessed as follows. First the number of elements is computed by `src.length / numComponents`\n *    where `numComponents` is derived from `format`. If `target` is `gl.TEXTURE_CUBE_MAP` then `numElements` is divided\n *    by 6. Then\n *\n *    *   If neither `width` nor `height` are specified and `sqrt(numElements)` is an integer then width and height\n *        are set to `sqrt(numElements)`. Otherwise `width = numElements` and `height = 1`.\n *\n *    *   If only one of `width` or `height` is specified then the other equals `numElements / specifiedDimension`.\n *\n * If `number[]` will be converted to `type`.\n *\n * If `src` is a function it will be called with a `WebGLRenderingContext` and these options.\n * Whatever it returns is subject to these rules. So it can return a string url, an `HTMLElement`\n * an array etc...\n *\n * If `src` is undefined then an empty texture will be created of size `width` by `height`.\n *\n * @property {string} [crossOrigin] What to set the crossOrigin property of images when they are downloaded.\n *    default: undefined. Also see {@link module:twgl.setDefaults}.\n *\n * @memberOf module:twgl\n */\n/**\n * Sets any packing state that will be set based on the options.\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @private\n */function setPackState(e,t){t.colorspaceConversion!==void 0&&e.pixelStorei(st,t.colorspaceConversion);t.premultiplyAlpha!==void 0&&e.pixelStorei(at,t.premultiplyAlpha);t.flipY!==void 0&&e.pixelStorei(ct,t.flipY)}\n/**\n * Set skip state to defaults\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @private\n */function setSkipStateToDefault(e){e.pixelStorei(Je,4);if(isWebGL2(e)){e.pixelStorei(et,0);e.pixelStorei(tt,0);e.pixelStorei(rt,0);e.pixelStorei(nt,0);e.pixelStorei(ot,0)}}\n/**\n * Sets the parameters of a texture or sampler\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {number|WebGLSampler} target texture target or sampler\n * @param {function()} parameteriFn texParameteri or samplerParameteri fn\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n *   This is often the same options you passed in when you created the texture.\n * @private\n */function setTextureSamplerParameters(e,t,r,n){if(n.minMag){r.call(e,t,Ge,n.minMag);r.call(e,t,Ne,n.minMag)}n.min&&r.call(e,t,Ge,n.min);n.mag&&r.call(e,t,Ne,n.mag);if(n.wrap){r.call(e,t,je,n.wrap);r.call(e,t,We,n.wrap);(t===Ue||isSampler(e,t))&&r.call(e,t,Xe,n.wrap)}n.wrapR&&r.call(e,t,Xe,n.wrapR);n.wrapS&&r.call(e,t,je,n.wrapS);n.wrapT&&r.call(e,t,We,n.wrapT);n.minLod!==void 0&&r.call(e,t,Ye,n.minLod);n.maxLod!==void 0&&r.call(e,t,qe,n.maxLod);n.baseLevel!==void 0&&r.call(e,t,He,n.baseLevel);n.maxLevel!==void 0&&r.call(e,t,Qe,n.maxLevel);n.compareFunc!==void 0&&r.call(e,t,Ke,n.compareFunc);n.compareMode!==void 0&&r.call(e,t,Ze,n.compareMode)}\n/**\n * Sets the texture parameters of a texture.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n *   This is often the same options you passed in when you created the texture.\n * @memberOf module:twgl/textures\n */function setTextureParameters(e,t,r){const n=r.target||_e;e.bindTexture(n,t);setTextureSamplerParameters(e,n,e.texParameteri,r)}\n/**\n * Sets the sampler parameters of a sampler.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLSampler} sampler the WebGLSampler to set parameters for\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * @memberOf module:twgl/textures\n */function setSamplerParameters(e,t,r){setTextureSamplerParameters(e,t,e.samplerParameteri,r)}\n/**\n * Creates a new sampler object and sets parameters.\n *\n * Example:\n *\n *      const sampler = twgl.createSampler(gl, {\n *        minMag: gl.NEAREST,         // sets both TEXTURE_MIN_FILTER and TEXTURE_MAG_FILTER\n *        wrap: gl.CLAMP_TO_NEAREST,  // sets both TEXTURE_WRAP_S and TEXTURE_WRAP_T and TEXTURE_WRAP_R\n *      });\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {Object.<string,module:twgl.TextureOptions>} options A object of TextureOptions one per sampler.\n * @return {Object.<string,WebGLSampler>} the created samplers by name\n * @private\n */function createSampler(e,t){const r=e.createSampler();setSamplerParameters(e,r,t);return r}\n/**\n * Creates a multiple sampler objects and sets parameters on each.\n *\n * Example:\n *\n *      const samplers = twgl.createSamplers(gl, {\n *        nearest: {\n *          minMag: gl.NEAREST,\n *        },\n *        nearestClampS: {\n *          minMag: gl.NEAREST,\n *          wrapS: gl.CLAMP_TO_NEAREST,\n *        },\n *        linear: {\n *          minMag: gl.LINEAR,\n *        },\n *        nearestClamp: {\n *          minMag: gl.NEAREST,\n *          wrap: gl.CLAMP_TO_EDGE,\n *        },\n *        linearClamp: {\n *          minMag: gl.LINEAR,\n *          wrap: gl.CLAMP_TO_EDGE,\n *        },\n *        linearClampT: {\n *          minMag: gl.LINEAR,\n *          wrapT: gl.CLAMP_TO_EDGE,\n *        },\n *      });\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set on the sampler\n * @private\n */function createSamplers(e,t){const r={};Object.keys(t).forEach((function(n){r[n]=createSampler(e,t[n])}));return r}\n/**\n * Makes a 1x1 pixel\n * If no color is passed in uses the default color which can be set by calling `setDefaultTextureColor`.\n * @param {(number[]|ArrayBufferView)} [color] The color using 0-1 values\n * @return {Uint8Array} Unit8Array with color.\n * @private\n */function make1Pixel(e){e=e||xe.textureColor;return he(e)?e:new Uint8Array([e[0]*255,e[1]*255,e[2]*255,e[3]*255])}\n/**\n * Sets filtering or generates mips for texture based on width or height\n * If width or height is not passed in uses `options.width` and//or `options.height`\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.\n *   This is often the same options you passed in when you created the texture.\n * @param {number} [width] width of texture\n * @param {number} [height] height of texture\n * @param {number} [internalFormat] The internalFormat parameter from texImage2D etc..\n * @memberOf module:twgl/textures\n */function setTextureFilteringForSize(e,t,r,n,o,s){r=r||xe.textureOptions;s=s||Pe;const a=r.target||_e;n=n||r.width;o=o||r.height;e.bindTexture(a,t);if(canGenerateMipmap(e,n,o,s))e.generateMipmap(a);else{const t=canFilter(s)?ke:Ce;e.texParameteri(a,Ge,t);e.texParameteri(a,Ne,t);e.texParameteri(a,je,Be);e.texParameteri(a,We,Be)}}function shouldAutomaticallySetTextureFilteringForSize(e){return e.auto===true||e.auto===void 0&&e.level===void 0}\n/**\n * Gets an array of cubemap face enums\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n *   This is often the same options you passed in when you created the texture.\n * @return {number[]} cubemap face enums\n * @private\n */function getCubeFaceOrder(e,t){t=t||{};return t.cubeFaceOrder||[Oe,Me,Re,Le,De,$e]}\n/**\n * @typedef {Object} FaceInfo\n * @property {number} face gl enum for texImage2D\n * @property {number} ndx face index (0 - 5) into source data\n * @ignore\n */\n/**\n * Gets an array of FaceInfos\n * There's a bug in some NVidia drivers that will crash the driver if\n * `gl.TEXTURE_CUBE_MAP_POSITIVE_X` is not uploaded first. So, we take\n * the user's desired order from his faces to WebGL and make sure we\n * do the faces in WebGL order\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * @return {FaceInfo[]} cubemap face infos. Arguably the `face` property of each element is redundant but\n *    it's needed internally to sort the array of `ndx` properties by `face`.\n * @private\n */function getCubeFacesWithNdx(e,t){const r=getCubeFaceOrder(e,t);const n=r.map((function(e,t){return{face:e,ndx:t}}));n.sort((function(e,t){return e.face-t.face}));return n}\n/**\n * Set a texture from the contents of an element. Will also set\n * texture filtering or generate mips based on the dimensions of the element\n * unless `options.auto === false`. If `target === gl.TEXTURE_CUBE_MAP` will\n * attempt to slice image into 1x6, 2x3, 3x2, or 6x1 images, one for each face.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {HTMLElement} element a canvas, img, or video element.\n * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.\n *   This is often the same options you passed in when you created the texture.\n * @memberOf module:twgl/textures\n * @kind function\n */function setTextureFromElement(e,t,r,n){n=n||xe.textureOptions;const o=n.target||_e;const s=n.level||0;let a=r.width;let c=r.height;const i=n.internalFormat||n.format||Pe;const u=getFormatAndTypeForInternalFormat(i);const f=n.format||u.format;const l=n.type||u.type;setPackState(e,n);e.bindTexture(o,t);if(o===Ve){const u=r.width;const m=r.height;let y;let d;if(u/6===m){y=m;d=[0,0,1,0,2,0,3,0,4,0,5,0]}else if(m/6===u){y=u;d=[0,0,0,1,0,2,0,3,0,4,0,5]}else if(u/3===m/2){y=u/3;d=[0,0,1,0,2,0,0,1,1,1,2,1]}else{if(u/2!==m/3)throw\"can't figure out cube map from element: \"+(r.src?r.src:r.nodeName);y=u/2;d=[0,0,1,0,0,1,1,1,0,2,1,2]}const p=Fe();if(p){p.canvas.width=y;p.canvas.height=y;a=y;c=y;getCubeFacesWithNdx(e,n).forEach((function(t){const n=d[t.ndx*2+0]*y;const o=d[t.ndx*2+1]*y;p.drawImage(r,n,o,y,y,0,0,y,y);e.texImage2D(t.face,s,i,f,l,p.canvas)}));p.canvas.width=1;p.canvas.height=1}else if(typeof createImageBitmap!==\"undefined\"){a=y;c=y;getCubeFacesWithNdx(e,n).forEach((function(u){const m=d[u.ndx*2+0]*y;const p=d[u.ndx*2+1]*y;e.texImage2D(u.face,s,i,y,y,0,f,l,null);createImageBitmap(r,m,p,y,y,{premultiplyAlpha:\"none\",colorSpaceConversion:\"none\"}).then((function(r){setPackState(e,n);e.bindTexture(o,t);e.texImage2D(u.face,s,i,f,l,r);shouldAutomaticallySetTextureFilteringForSize(n)&&setTextureFilteringForSize(e,t,n,a,c,i)}))}))}}else if(o===Ue||o===ze){const t=Math.min(r.width,r.height);const n=Math.max(r.width,r.height);const a=n/t;if(a%1!==0)throw\"can not compute 3D dimensions of element\";const c=r.width===n?1:0;const u=r.height===n?1:0;e.pixelStorei(Je,1);e.pixelStorei(et,r.width);e.pixelStorei(tt,0);e.pixelStorei(ot,0);e.texImage3D(o,s,i,t,t,t,0,f,l,null);for(let n=0;n<a;++n){const a=n*t*c;const i=n*t*u;e.pixelStorei(rt,a);e.pixelStorei(nt,i);e.texSubImage3D(o,s,0,0,n,t,t,1,f,l,r)}setSkipStateToDefault(e)}else e.texImage2D(o,s,i,f,l,r);shouldAutomaticallySetTextureFilteringForSize(n)&&setTextureFilteringForSize(e,t,n,a,c,i);setTextureParameters(e,t,n)}function noop(){}\n/**\n * Checks whether the url's origin is the same so that we can set the `crossOrigin`\n * @param {string} url url to image\n * @returns {boolean} true if the window's origin is the same as image's url\n * @private\n */function urlIsSameOrigin(e){if(typeof document!==\"undefined\"){const t=document.createElement(\"a\");t.href=e;return t.hostname===location.hostname&&t.port===location.port&&t.protocol===location.protocol}{const t=new URL(location.href).origin;const r=new URL(e,location.href).origin;return r===t}}function setToAnonymousIfUndefinedAndURLIsNotSameOrigin(e,t){return t!==void 0||urlIsSameOrigin(e)?t:\"anonymous\"}\n/**\n * Loads an image\n * @param {string} url url to image\n * @param {string} crossOrigin\n * @param {function(err, img)} [callback] a callback that's passed an error and the image. The error will be non-null\n *     if there was an error\n * @return {HTMLImageElement} the image being loaded.\n * @private\n */function loadImage(e,t,r){r=r||noop;let n;t=t!==void 0?t:xe.crossOrigin;t=setToAnonymousIfUndefinedAndURLIsNotSameOrigin(e,t);if(typeof Image!==\"undefined\"){n=new Image;t!==void 0&&(n.crossOrigin=t);const o=function clearEventHandlers(){n.removeEventListener(\"error\",s);n.removeEventListener(\"load\",a);n=null};const s=function onError(){const t=\"couldn't load image: \"+e;error$1(t);r(t,n);o()};const a=function onLoad(){r(null,n);o()};n.addEventListener(\"error\",s);n.addEventListener(\"load\",a);n.src=e;return n}if(typeof ImageBitmap!==\"undefined\"){let o;let s;const a=function cb(){r(o,s)};const c={};t&&(c.mode=\"cors\");fetch(e,c).then((function(e){if(!e.ok)throw e;return e.blob()})).then((function(e){return createImageBitmap(e,{premultiplyAlpha:\"none\",colorSpaceConversion:\"none\"})})).then((function(e){s=e;setTimeout(a)})).catch((function(e){o=e;setTimeout(a)}));n=null}return n}\n/**\n * check if object is a TexImageSource\n *\n * @param {Object} obj Object to test\n * @return {boolean} true if object is a TexImageSource\n * @private\n */function isTexImageSource(e){return typeof ImageBitmap!==\"undefined\"&&e instanceof ImageBitmap||typeof ImageData!==\"undefined\"&&e instanceof ImageData||typeof HTMLElement!==\"undefined\"&&e instanceof HTMLElement}\n/**\n * if obj is an TexImageSource then just\n * uses it otherwise if obj is a string\n * then load it first.\n *\n * @param {string|TexImageSource} obj\n * @param {string} crossOrigin\n * @param {function(err, img)} [callback] a callback that's passed an error and the image. The error will be non-null\n *     if there was an error\n * @private\n */function loadAndUseImage(e,t,r){if(isTexImageSource(e)){setTimeout((function(){r(null,e)}));return e}return loadImage(e,t,r)}\n/**\n * Sets a texture to a 1x1 pixel color. If `options.color === false` is nothing happens. If it's not set\n * the default texture color is used which can be set by calling `setDefaultTextureColor`.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.\n *   This is often the same options you passed in when you created the texture.\n * @memberOf module:twgl/textures\n * @private\n */function setTextureTo1PixelColor(e,t,r){r=r||xe.textureOptions;const n=r.target||_e;e.bindTexture(n,t);if(r.color===false)return;const o=make1Pixel(r.color);if(n===Ve)for(let t=0;t<6;++t)e.texImage2D(Oe+t,0,Pe,1,1,0,Pe,ur,o);else n===Ue||n===ze?e.texImage3D(n,0,Pe,1,1,1,0,Pe,ur,o):e.texImage2D(n,0,Pe,1,1,0,Pe,ur,o)}\n/**\n * The src image(s) used to create a texture.\n *\n * When you call {@link module:twgl.createTexture} or {@link module:twgl.createTextures}\n * you can pass in urls for images to load into the textures. If it's a single url\n * then this will be a single HTMLImageElement. If it's an array of urls used for a cubemap\n * this will be a corresponding array of images for the cubemap.\n *\n * @typedef {HTMLImageElement|HTMLImageElement[]} TextureSrc\n * @memberOf module:twgl\n */\n/**\n * A callback for when an image finished downloading and been uploaded into a texture\n * @callback TextureReadyCallback\n * @param {*} err If truthy there was an error.\n * @param {WebGLTexture} texture the texture.\n * @param {module:twgl.TextureSrc} source image(s) used to as the src for the texture\n * @memberOf module:twgl\n */\n/**\n * A callback for when all images have finished downloading and been uploaded into their respective textures\n * @callback TexturesReadyCallback\n * @param {*} err If truthy there was an error.\n * @param {Object.<string, WebGLTexture>} textures the created textures by name. Same as returned by {@link module:twgl.createTextures}.\n * @param {Object.<string, module:twgl.TextureSrc>} sources the image(s) used for the texture by name.\n * @memberOf module:twgl\n */\n/**\n * A callback for when an image finished downloading and been uploaded into a texture\n * @callback CubemapReadyCallback\n * @param {*} err If truthy there was an error.\n * @param {WebGLTexture} tex the texture.\n * @param {HTMLImageElement[]} imgs the images for each face.\n * @memberOf module:twgl\n */\n/**\n * A callback for when an image finished downloading and been uploaded into a texture\n * @callback ThreeDReadyCallback\n * @param {*} err If truthy there was an error.\n * @param {WebGLTexture} tex the texture.\n * @param {HTMLImageElement[]} imgs the images for each slice.\n * @memberOf module:twgl\n */\n/**\n * Loads a texture from an image from a Url as specified in `options.src`\n * If `options.color !== false` will set the texture to a 1x1 pixel color so that the texture is\n * immediately useable. It will be updated with the contents of the image once the image has finished\n * downloading. Filtering options will be set as appropriate for image unless `options.auto === false`.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.\n * @param {module:twgl.TextureReadyCallback} [callback] A function to be called when the image has finished loading. err will\n *    be non null if there was an error.\n * @return {HTMLImageElement} the image being downloaded.\n * @memberOf module:twgl/textures\n */function loadTextureFromUrl(e,t,r,n){n=n||noop;r=r||xe.textureOptions;setTextureTo1PixelColor(e,t,r);r=Object.assign({},r);const o=loadAndUseImage(r.src,r.crossOrigin,(function(o,s){if(o)n(o,t,s);else{setTextureFromElement(e,t,s,r);n(null,t,s)}}));return o}\n/**\n * Loads a cubemap from 6 urls or TexImageSources as specified in `options.src`. Will set the cubemap to a 1x1 pixel color\n * so that it is usable immediately unless `option.color === false`.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * @param {module:twgl.CubemapReadyCallback} [callback] A function to be called when all the images have finished loading. err will\n *    be non null if there was an error.\n * @memberOf module:twgl/textures\n * @private\n */function loadCubemapFromUrls(e,t,r,n){n=n||noop;const o=r.src;if(o.length!==6)throw\"there must be 6 urls for a cubemap\";const s=r.level||0;const a=r.internalFormat||r.format||Pe;const c=getFormatAndTypeForInternalFormat(a);const i=r.format||c.format;const u=r.type||ur;const f=r.target||_e;if(f!==Ve)throw\"target must be TEXTURE_CUBE_MAP\";setTextureTo1PixelColor(e,t,r);r=Object.assign({},r);let l=6;const m=[];const y=getCubeFaceOrder(e,r);let d;function uploadImg(o){return function(c,y){--l;if(c)m.push(c);else if(y.width!==y.height)m.push(\"cubemap face img is not a square: \"+y.src);else{setPackState(e,r);e.bindTexture(f,t);l===5?getCubeFaceOrder().forEach((function(t){e.texImage2D(t,s,a,i,u,y)})):e.texImage2D(o,s,a,i,u,y);shouldAutomaticallySetTextureFilteringForSize(r)&&e.generateMipmap(f)}l===0&&n(m.length?m:void 0,t,d)}}d=o.map((function(e,t){return loadAndUseImage(e,r.crossOrigin,uploadImg(y[t]))}))}\n/**\n * Loads a 2d array or 3d texture from urls OR TexImageSources as specified in `options.src`.\n * Will set the texture to a 1x1 pixel color\n * so that it is usable immediately unless `option.color === false`.\n *\n * If the width and height is not specified the width and height of the first\n * image loaded will be used. Note that since images are loaded async\n * which image downloads first is unknown.\n *\n * If an image is not the same size as the width and height it will be scaled\n * to that width and height.\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * @param {module:twgl.ThreeDReadyCallback} [callback] A function to be called when all the images have finished loading. err will\n *    be non null if there was an error.\n * @memberOf module:twgl/textures\n * @private\n */function loadSlicesFromUrls(e,t,r,n){n=n||noop;const o=r.src;const s=r.internalFormat||r.format||Pe;const a=getFormatAndTypeForInternalFormat(s);const c=r.format||a.format;const i=r.type||ur;const u=r.target||ze;if(u!==Ue&&u!==ze)throw\"target must be TEXTURE_3D or TEXTURE_2D_ARRAY\";setTextureTo1PixelColor(e,t,r);r=Object.assign({},r);let f=o.length;const l=[];let m;const y=r.level||0;let d=r.width;let p=r.height;const b=o.length;let g=true;function uploadImg(o){return function(a,A){--f;if(a)l.push(a);else{setPackState(e,r);e.bindTexture(u,t);if(g){g=false;d=r.width||A.width;p=r.height||A.height;e.texImage3D(u,y,s,d,p,b,0,c,i,null);for(let t=0;t<b;++t)e.texSubImage3D(u,y,0,0,t,d,p,1,c,i,A)}else{let t=A;let r;if(A.width!==d||A.height!==p){r=Fe();t=r.canvas;r.canvas.width=d;r.canvas.height=p;r.drawImage(A,0,0,d,p)}e.texSubImage3D(u,y,0,0,o,d,p,1,c,i,t);if(r&&t===r.canvas){r.canvas.width=0;r.canvas.height=0}}shouldAutomaticallySetTextureFilteringForSize(r)&&e.generateMipmap(u)}f===0&&n(l.length?l:void 0,t,m)}}m=o.map((function(e,t){return loadAndUseImage(e,r.crossOrigin,uploadImg(t))}))}\n/**\n * Sets a texture from an array or typed array. If the width or height is not provided will attempt to\n * guess the size. See {@link module:twgl.TextureOptions}.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {(number[]|ArrayBufferView)} src An array or typed arry with texture data.\n * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.\n *   This is often the same options you passed in when you created the texture.\n * @memberOf module:twgl/textures\n */function setTextureFromArray(e,t,r,n){n=n||xe.textureOptions;const o=n.target||_e;e.bindTexture(o,t);let s=n.width;let a=n.height;let c=n.depth;const i=n.level||0;const u=n.internalFormat||n.format||Pe;const f=getFormatAndTypeForInternalFormat(u);const l=n.format||f.format;const m=n.type||getTextureTypeForArrayType(e,r,f.type);if(he(r))r instanceof Uint8ClampedArray&&(r=new Uint8Array(r.buffer));else{const e=getTypedArrayTypeForGLType(m);r=new e(r)}const y=getBytesPerElementForInternalFormat(u,m);const d=r.byteLength/y;if(d%1)throw\"length wrong size for format: \"+ge(e,l);let p;if(o===Ue||o===ze)if(s||a||c)if(!s||a&&c)if(!a||s&&c){p=guessDimensions(e,o,s,a,d/c);s=p.width;a=p.height}else{p=guessDimensions(e,o,s,c,d/a);s=p.width;c=p.height}else{p=guessDimensions(e,o,a,c,d/s);a=p.width;c=p.height}else{const e=Math.cbrt(d);if(e%1!==0)throw\"can't guess cube size of array of numElements: \"+d;s=e;a=e;c=e}else{p=guessDimensions(e,o,s,a,d);s=p.width;a=p.height}setSkipStateToDefault(e);e.pixelStorei(Je,n.unpackAlignment||1);setPackState(e,n);if(o===Ve){const t=y/r.BYTES_PER_ELEMENT;const o=d/6*t;getCubeFacesWithNdx(e,n).forEach((t=>{const n=o*t.ndx;const c=r.subarray(n,n+o);e.texImage2D(t.face,i,u,s,a,0,l,m,c)}))}else o===Ue||o===ze?e.texImage3D(o,i,u,s,a,c,0,l,m,r):e.texImage2D(o,i,u,s,a,0,l,m,r);return{width:s,height:a,depth:c,type:m}}\n/**\n * Sets a texture with no contents of a certain size. In other words calls `gl.texImage2D` with `null`.\n * You must set `options.width` and `options.height`.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * @memberOf module:twgl/textures\n */function setEmptyTexture(e,t,r){const n=r.target||_e;e.bindTexture(n,t);const o=r.level||0;const s=r.internalFormat||r.format||Pe;const a=getFormatAndTypeForInternalFormat(s);const c=r.format||a.format;const i=r.type||a.type;setPackState(e,r);if(n===Ve)for(let t=0;t<6;++t)e.texImage2D(Oe+t,o,s,r.width,r.height,0,c,i,null);else n===Ue||n===ze?e.texImage3D(n,o,s,r.width,r.height,r.depth,0,c,i,null):e.texImage2D(n,o,s,r.width,r.height,0,c,i,null)}\n/**\n * Creates a texture based on the options passed in.\n *\n * Note: may reset UNPACK_ALIGNMENT, UNPACK_ROW_LENGTH, UNPACK_IMAGE_HEIGHT, UNPACK_SKIP_IMAGES\n * UNPACK_SKIP_PIXELS, and UNPACK_SKIP_ROWS\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.\n * @param {module:twgl.TextureReadyCallback} [callback] A callback called when an image has been downloaded and uploaded to the texture.\n * @return {WebGLTexture} the created texture.\n * @memberOf module:twgl/textures\n */function createTexture(e,t,r){r=r||noop;t=t||xe.textureOptions;const n=e.createTexture();const o=t.target||_e;let s=t.width||1;let a=t.height||1;const c=t.internalFormat||Pe;e.bindTexture(o,n);if(o===Ve){e.texParameteri(o,je,Be);e.texParameteri(o,We,Be)}let i=t.src;if(i){typeof i===\"function\"&&(i=i(e,t));if(typeof i===\"string\")loadTextureFromUrl(e,n,t,r);else if(he(i)||Array.isArray(i)&&(typeof i[0]===\"number\"||Array.isArray(i[0])||he(i[0]))){const r=setTextureFromArray(e,n,i,t);s=r.width;a=r.height}else if(Array.isArray(i)&&(typeof i[0]===\"string\"||isTexImageSource(i[0])))o===Ve?loadCubemapFromUrls(e,n,t,r):loadSlicesFromUrls(e,n,t,r);else{setTextureFromElement(e,n,i,t);s=i.width;a=i.height}}else setEmptyTexture(e,n,t);shouldAutomaticallySetTextureFilteringForSize(t)&&setTextureFilteringForSize(e,n,t,s,a,c);setTextureParameters(e,n,t);return n}\n/**\n * Resizes a texture based on the options passed in.\n *\n * Note: This is not a generic resize anything function.\n * It's mostly used by {@link module:twgl.resizeFramebufferInfo}\n * It will use `options.src` if it exists to try to determine a `type`\n * otherwise it will assume `gl.UNSIGNED_BYTE`. No data is provided\n * for the texture. Texture parameters will be set accordingly\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the texture to resize\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * @param {number} [width] the new width. If not passed in will use `options.width`\n * @param {number} [height] the new height. If not passed in will use `options.height`\n * @param {number} [depth] the new depth. If not passed in will use `options.depth`\n * @memberOf module:twgl/textures\n */function resizeTexture(e,t,r,n,o,s){n=n||r.width;o=o||r.height;s=s||r.depth;const a=r.target||_e;e.bindTexture(a,t);const c=r.level||0;const i=r.internalFormat||r.format||Pe;const u=getFormatAndTypeForInternalFormat(i);const f=r.format||u.format;let l;const m=r.src;l=m&&(he(m)||Array.isArray(m)&&typeof m[0]===\"number\")?r.type||getTextureTypeForArrayType(e,m,u.type):r.type||u.type;if(a===Ve)for(let t=0;t<6;++t)e.texImage2D(Oe+t,c,i,n,o,0,f,l,null);else a===Ue||a===ze?e.texImage3D(a,c,i,n,o,s,0,f,l,null):e.texImage2D(a,c,i,n,o,0,f,l,null)}\n/**\n * Check if a src is an async request.\n * if src is a string we're going to download an image\n * if src is an array of strings we're going to download cubemap images\n * @param {*} src The src from a TextureOptions\n * @returns {bool} true if src is async.\n * @private\n */function isAsyncSrc(e){return typeof e===\"string\"||Array.isArray(e)&&typeof e[0]===\"string\"}\n/**\n * Creates a bunch of textures based on the passed in options.\n *\n * Example:\n *\n *     const textures = twgl.createTextures(gl, {\n *       // a power of 2 image\n *       hftIcon: { src: \"images/hft-icon-16.png\", mag: gl.NEAREST },\n *       // a non-power of 2 image\n *       clover: { src: \"images/clover.jpg\" },\n *       // From a canvas\n *       fromCanvas: { src: ctx.canvas },\n *       // A cubemap from 6 images\n *       yokohama: {\n *         target: gl.TEXTURE_CUBE_MAP,\n *         src: [\n *           'images/yokohama/posx.jpg',\n *           'images/yokohama/negx.jpg',\n *           'images/yokohama/posy.jpg',\n *           'images/yokohama/negy.jpg',\n *           'images/yokohama/posz.jpg',\n *           'images/yokohama/negz.jpg',\n *         ],\n *       },\n *       // A cubemap from 1 image (can be 1x6, 2x3, 3x2, 6x1)\n *       goldengate: {\n *         target: gl.TEXTURE_CUBE_MAP,\n *         src: 'images/goldengate.jpg',\n *       },\n *       // A 2x2 pixel texture from a JavaScript array\n *       checker: {\n *         mag: gl.NEAREST,\n *         min: gl.LINEAR,\n *         src: [\n *           255,255,255,255,\n *           192,192,192,255,\n *           192,192,192,255,\n *           255,255,255,255,\n *         ],\n *       },\n *       // a 1x2 pixel texture from a typed array.\n *       stripe: {\n *         mag: gl.NEAREST,\n *         min: gl.LINEAR,\n *         format: gl.LUMINANCE,\n *         src: new Uint8Array([\n *           255,\n *           128,\n *           255,\n *           128,\n *           255,\n *           128,\n *           255,\n *           128,\n *         ]),\n *         width: 1,\n *       },\n *     });\n *\n * Now\n *\n * *   `textures.hftIcon` will be a 2d texture\n * *   `textures.clover` will be a 2d texture\n * *   `textures.fromCanvas` will be a 2d texture\n * *   `textures.yohohama` will be a cubemap texture\n * *   `textures.goldengate` will be a cubemap texture\n * *   `textures.checker` will be a 2d texture\n * *   `textures.stripe` will be a 2d texture\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {Object.<string,module:twgl.TextureOptions>} options A object of TextureOptions one per texture.\n * @param {module:twgl.TexturesReadyCallback} [callback] A callback called when all textures have been downloaded.\n * @return {Object.<string,WebGLTexture>} the created textures by name\n * @memberOf module:twgl/textures\n */function createTextures(e,t,r){r=r||noop;let n=0;const o=[];const s={};const a={};function callCallbackIfReady(){n===0&&setTimeout((function(){r(o.length?o:void 0,s,a)}),0)}Object.keys(t).forEach((function(r){const c=t[r];let i;if(isAsyncSrc(c.src)){i=function(e,t,s){a[r]=s;--n;e&&o.push(e);callCallbackIfReady()};++n}s[r]=createTexture(e,c,i)}));callCallbackIfReady();return s}var Vr=Object.freeze({__proto__:null,setTextureDefaults_:setDefaults$1,createSampler:createSampler,createSamplers:createSamplers,setSamplerParameters:setSamplerParameters,createTexture:createTexture,setEmptyTexture:setEmptyTexture,setTextureFromArray:setTextureFromArray,loadTextureFromUrl:loadTextureFromUrl,setTextureFromElement:setTextureFromElement,setTextureFilteringForSize:setTextureFilteringForSize,setTextureParameters:setTextureParameters,setDefaultTextureColor:setDefaultTextureColor,createTextures:createTextures,resizeTexture:resizeTexture,canGenerateMipmap:canGenerateMipmap,canFilter:canFilter,getNumComponentsForFormat:getNumComponentsForFormat,getBytesPerElementForInternalFormat:getBytesPerElementForInternalFormat,getFormatAndTypeForInternalFormat:getFormatAndTypeForInternalFormat});const Ur=error$1;const zr=warn$1;function getElementById(e){return typeof document!==\"undefined\"&&document.getElementById?document.getElementById(e):null}const Or=33984;const Mr=35048;const 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Yn[t].bindPoint}function floatSetter(e,t){return function(r){e.uniform1f(t,r)}}function floatArraySetter(e,t){return function(r){e.uniform1fv(t,r)}}function floatVec2Setter(e,t){return function(r){e.uniform2fv(t,r)}}function floatVec3Setter(e,t){return function(r){e.uniform3fv(t,r)}}function floatVec4Setter(e,t){return function(r){e.uniform4fv(t,r)}}function intSetter(e,t){return function(r){e.uniform1i(t,r)}}function intArraySetter(e,t){return function(r){e.uniform1iv(t,r)}}function intVec2Setter(e,t){return function(r){e.uniform2iv(t,r)}}function intVec3Setter(e,t){return function(r){e.uniform3iv(t,r)}}function intVec4Setter(e,t){return function(r){e.uniform4iv(t,r)}}function uintSetter(e,t){return function(r){e.uniform1ui(t,r)}}function uintArraySetter(e,t){return function(r){e.uniform1uiv(t,r)}}function uintVec2Setter(e,t){return function(r){e.uniform2uiv(t,r)}}function uintVec3Setter(e,t){return function(r){e.uniform3uiv(t,r)}}function uintVec4Setter(e,t){return function(r){e.uniform4uiv(t,r)}}function floatMat2Setter(e,t){return function(r){e.uniformMatrix2fv(t,false,r)}}function floatMat3Setter(e,t){return function(r){e.uniformMatrix3fv(t,false,r)}}function floatMat4Setter(e,t){return function(r){e.uniformMatrix4fv(t,false,r)}}function floatMat23Setter(e,t){return function(r){e.uniformMatrix2x3fv(t,false,r)}}function floatMat32Setter(e,t){return function(r){e.uniformMatrix3x2fv(t,false,r)}}function floatMat24Setter(e,t){return function(r){e.uniformMatrix2x4fv(t,false,r)}}function floatMat42Setter(e,t){return function(r){e.uniformMatrix4x2fv(t,false,r)}}function floatMat34Setter(e,t){return function(r){e.uniformMatrix3x4fv(t,false,r)}}function floatMat43Setter(e,t){return function(r){e.uniformMatrix4x3fv(t,false,r)}}function samplerSetter(e,t,r,n){const o=getBindPointForSamplerType(e,t);return isWebGL2(e)?function(t){let s;let a;if(!t||isTexture(e,t)){s=t;a=null}else{s=t.texture;a=t.sampler}e.uniform1i(n,r);e.activeTexture(Or+r);e.bindTexture(o,s);e.bindSampler(r,a)}:function(t){e.uniform1i(n,r);e.activeTexture(Or+r);e.bindTexture(o,t)}}function samplerArraySetter(e,t,r,n,o){const s=getBindPointForSamplerType(e,t);const a=new Int32Array(o);for(let e=0;e<o;++e)a[e]=r+e;return isWebGL2(e)?function(t){e.uniform1iv(n,a);t.forEach((function(t,n){e.activeTexture(Or+a[n]);let o;let 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floatAttribSetter(e,t){return function(r){if(r.value){e.disableVertexAttribArray(t);switch(r.value.length){case 4:e.vertexAttrib4fv(t,r.value);break;case 3:e.vertexAttrib3fv(t,r.value);break;case 2:e.vertexAttrib2fv(t,r.value);break;case 1:e.vertexAttrib1fv(t,r.value);break;default:throw new Error(\"the length of a float constant value must be between 1 and 4!\")}}else{e.bindBuffer(Rr,r.buffer);e.enableVertexAttribArray(t);e.vertexAttribPointer(t,r.numComponents||r.size,r.type||rn,r.normalize||false,r.stride||0,r.offset||0);e.vertexAttribDivisor&&e.vertexAttribDivisor(t,r.divisor||0)}}}function intAttribSetter(e,t){return function(r){if(r.value){e.disableVertexAttribArray(t);if(r.value.length!==4)throw new Error(\"The length of an integer constant value must be 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addLineNumbersWithError(e,t=\"\",r=0){const n=[...t.matchAll(Hn)];const o=new Map(n.map(((e,r)=>{const o=parseInt(e[1]);const s=n[r+1];const a=s?s.index:t.length;const c=t.substring(e.index,a);return[o-1,c]})));return e.split(\"\\n\").map(((e,t)=>{const n=o.get(t);return`${t+1+r}: ${e}${n?`\\n\\n^^^ ${n}`:\"\"}`})).join(\"\\n\")}\n/**\n * Error Callback\n * @callback ErrorCallback\n * @param {string} msg error message.\n * @param {number} [lineOffset] amount to add to line number\n * @memberOf module:twgl\n */\n/**\n * Program Callback\n * @callback ProgramCallback\n * @param {string} [err] error message, falsy if no error\n * @param {WebGLProgram|module:twgl.ProgramInfo} [result] the program or programInfo\n */const Qn=/^[ \\t]*\\n/;\n/**\n * Remove the first end of line because WebGL 2.0 requires\n * #version 300 es\n * as the first line. 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If passed an object of AttribInfos will use the names from that object. Otherwise\n *   you can pass an array of names.\n * @property {number} [transformFeedbackMode] the mode to pass `gl.transformFeedbackVaryings`. Defaults to `SEPARATE_ATTRIBS`.\n * @property {ProgramCallback} [callback] callback for async program compilation.\n * @memberOf module:twgl\n */\n/**\n * @typedef {string[]|module:twgl.FullProgramSpec} ProgramSpec\n * @memberOf module:twgl\n */\n/**\n * @typedef {Object} ProgramOptions\n * @property {function(string)} [errorCallback] callback for errors\n * @property {Object.<string,number>|string[]} [attribLocations] a attribute name to location map, or array of attribute names where index = location.\n * @property {(module:twgl.BufferInfo|Object.<string,module:twgl.AttribInfo>|string[])} [transformFeedbackVaryings] If passed\n *   a BufferInfo will use the attribs names inside. If passed an object of AttribInfos will use the names from that object. Otherwise\n *   you can pass an array of names.\n * @property {number} [transformFeedbackMode] the mode to pass `gl.transformFeedbackVaryings`. Defaults to `SEPARATE_ATTRIBS`.\n * @property {ProgramCallback} [callback] callback for async program compilation.\n * @memberOf module:twgl\n */\n/**\n * Gets the program options based on all these optional arguments\n * @param {module:twgl.ProgramOptions|string[]} [opt_attribs] Options for the program or an array of attribs names. Locations will be assigned by index if not passed in\n * @param {number[]} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations.\n * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console\n *        on error. If you want something else pass an callback. It's passed an error message.\n * @return {module:twgl.ProgramOptions} an instance of ProgramOptions based on the arguments passed in\n * @private\n */function getProgramOptions(e,t,r){let n;let o;let s;if(typeof t===\"function\"){r=t;t=void 0}if(typeof e===\"function\"){r=e;e=void 0}else if(e&&!Array.isArray(e)){const t=e;r=t.errorCallback;e=t.attribLocations;n=t.transformFeedbackVaryings;o=t.transformFeedbackMode;s=t.callback}const a=r||Ur;const c=[];const i={errorCallback(e,...t){c.push(e);a(e,...t)},transformFeedbackVaryings:n,transformFeedbackMode:o,callback:s,errors:c};{let r={};Array.isArray(e)?e.forEach((function(e,n){r[e]=t?t[n]:n})):r=e||{};i.attribLocations=r}return i}const Zn=[\"VERTEX_SHADER\",\"FRAGMENT_SHADER\"];function getShaderTypeFromScriptType(e,t){return t.indexOf(\"frag\")>=0?Wr:t.indexOf(\"vert\")>=0?Xr:void 0}function deleteProgramAndShaders(e,t,r){const n=e.getAttachedShaders(t);for(const t of n)r.has(t)&&e.deleteShader(t);e.deleteProgram(t)}const wait=(e=0)=>new Promise((t=>setTimeout(t,e)));function createProgramNoCheck(e,t,r){const n=e.createProgram();const{attribLocations:o,transformFeedbackVaryings:s,transformFeedbackMode:a}=getProgramOptions(r);for(let r=0;r<t.length;++r){let o=t[r];if(typeof o===\"string\"){const t=getElementById(o);const s=t?t.text:o;let a=e[Zn[r]];t&&t.type&&(a=getShaderTypeFromScriptType(e,t.type)||a);o=e.createShader(a);e.shaderSource(o,prepShaderSource(s).shaderSource);e.compileShader(o);e.attachShader(n,o)}}Object.entries(o).forEach((([t,r])=>e.bindAttribLocation(n,r,t)));{let t=s;if(t){t.attribs&&(t=t.attribs);Array.isArray(t)||(t=Object.keys(t));e.transformFeedbackVaryings(n,t,a||Yr)}}e.linkProgram(n);return n}\n/**\n * Creates a program, attaches (and/or compiles) shaders, binds attrib locations, links the\n * program.\n *\n * NOTE: There are 4 signatures for this function\n *\n *     twgl.createProgram(gl, [vs, fs], options);\n *     twgl.createProgram(gl, [vs, fs], opt_errFunc);\n *     twgl.createProgram(gl, [vs, fs], opt_attribs, opt_errFunc);\n *     twgl.createProgram(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc);\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {WebGLShader[]|string[]} shaders The shaders to attach, or element ids for their source, or strings that contain their source\n * @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in\n * @param {number[]|module:twgl.ErrorCallback} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback.\n * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console\n *        on error. If you want something else pass an callback. It's passed an error message.\n * @return {WebGLProgram?} the created program or null if error of a callback was provided.\n * @memberOf module:twgl/programs\n */function createProgram(e,t,r,n,o){const s=getProgramOptions(r,n,o);const a=new Set(t);const c=createProgramNoCheck(e,t,s);function hasErrors(e,t){const r=getProgramErrors(e,t,s.errorCallback);r&&deleteProgramAndShaders(e,t,a);return r}if(!s.callback)return hasErrors(e,c)?void 0:c;waitForProgramLinkCompletionAsync(e,c).then((()=>{const t=hasErrors(e,c);s.callback(t,t?void 0:c)}))}function wrapCallbackFnToAsyncFn(e){return function(t,r,...n){return new Promise(((o,s)=>{const a=getProgramOptions(...n);a.callback=(e,t)=>{e?s(e):o(t)};e(t,r,a)}))}}\n/**\n * Same as createProgram but returns a promise\n *\n * NOTE: There are 4 signatures for this function\n *\n *     twgl.createProgramAsync(gl, [vs, fs], options);\n *     twgl.createProgramAsync(gl, [vs, fs], opt_errFunc);\n *     twgl.createProgramAsync(gl, [vs, fs], opt_attribs, opt_errFunc);\n *     twgl.createProgramAsync(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc);\n *\n * @function\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {WebGLShader[]|string[]} shaders The shaders to attach, or element ids for their source, or strings that contain their source\n * @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in\n * @param {number[]|module:twgl.ErrorCallback} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback.\n * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console\n *        on error. If you want something else pass an callback. It's passed an error message.\n * @return {Promise<WebGLProgram>} The created program\n * @memberOf module:twgl/programs\n */const Kn=wrapCallbackFnToAsyncFn(createProgram);\n/**\n * Same as createProgramInfo but returns a promise\n * @function\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext\n *        to use.\n * @param {string[]} shaderSources Array of sources for the\n *        shaders or ids. The first is assumed to be the vertex shader,\n *        the second the fragment shader.\n * @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in\n * @param {number[]|module:twgl.ErrorCallback} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback.\n * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console\n *        on error. If you want something else pass an callback. It's passed an error message.\n * @return {Promise<module:twgl.ProgramInfo>} The created ProgramInfo\n * @memberOf module:twgl/programs\n */const Jn=wrapCallbackFnToAsyncFn(createProgramInfo);async function waitForProgramLinkCompletionAsync(e,t){const r=e.getExtension(\"KHR_parallel_shader_compile\");const n=r?(e,t)=>e.getProgramParameter(t,r.COMPLETION_STATUS_KHR):()=>true;let o=0;do{await wait(o);o=1e3/60}while(!n(e,t))}async function waitForAllProgramsLinkCompletionAsync(e,t){for(const r of Object.values(t))await waitForProgramLinkCompletionAsync(e,r)}\n/**\n * Check a program's link status\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {WebGLProgram} program Program to check\n * @param {ErrorCallback} [errFn] func for errors\n * @return {string?} errors if program is failed, else undefined\n * @private\n */function getProgramErrors(e,t,r){r=r||Ur;const n=e.getProgramParameter(t,jr);if(!n){const n=e.getProgramInfoLog(t);r(`Error in program linking: ${n}`);const o=e.getAttachedShaders(t);const s=o.map((t=>checkShaderStatus(e,e.getShaderParameter(t,e.SHADER_TYPE),t,r)));return`${n}\\n${s.filter((e=>e)).join(\"\\n\")}`}}\n/**\n * Creates a program from 2 script tags.\n *\n * NOTE: There are 4 signatures for this function\n *\n *     twgl.createProgramFromScripts(gl, [vs, fs], opt_options);\n *     twgl.createProgramFromScripts(gl, [vs, fs], opt_errFunc);\n *     twgl.createProgramFromScripts(gl, [vs, fs], opt_attribs, opt_errFunc);\n *     twgl.createProgramFromScripts(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc);\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext\n *        to use.\n * @param {string[]} shaderScriptIds Array of ids of the script\n *        tags for the shaders. The first is assumed to be the\n *        vertex shader, the second the fragment shader.\n * @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in\n * @param {number[]|module:twgl.ErrorCallback} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback.\n * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console\n *        on error. If you want something else pass an callback. It's passed an error message.\n * @return {WebGLProgram?} the created program or null if error or a callback was provided.\n * @memberOf module:twgl/programs\n */function createProgramFromScripts(e,t,r,n,o){const s=getProgramOptions(r,n,o);const a=[];for(const e of t){const t=getElementById(e);if(!t)return reportError(s,`unknown script element: ${e}`);a.push(t.text)}return createProgram(e,a,s)}\n/**\n * Creates a program from 2 sources.\n *\n * NOTE: There are 4 signatures for this function\n *\n *     twgl.createProgramFromSource(gl, [vs, fs], opt_options);\n *     twgl.createProgramFromSource(gl, [vs, fs], opt_errFunc);\n *     twgl.createProgramFromSource(gl, [vs, fs], opt_attribs, opt_errFunc);\n *     twgl.createProgramFromSource(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc);\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext\n *        to use.\n * @param {string[]} shaderSources Array of sources for the\n *        shaders. The first is assumed to be the vertex shader,\n *        the second the fragment shader.\n * @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in\n * @param {number[]|module:twgl.ErrorCallback} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback.\n * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console\n *        on error. If you want something else pass an callback. It's passed an error message.\n * @return {WebGLProgram?} the created program or null if error or a callback was provided.\n * @memberOf module:twgl/programs\n */function createProgramFromSources(e,t,r,n,o){return createProgram(e,t,r,n,o)}\n/**\n * Returns true if attribute/uniform is a reserved/built in\n *\n * It makes no sense to me why GL returns these because it's\n * illegal to call `gl.getUniformLocation` and `gl.getAttribLocation`\n * with names that start with `gl_` (and `webgl_` in WebGL)\n *\n * I can only assume they are there because they might count\n * when computing the number of uniforms/attributes used when you want to\n * know if you are near the limit. That doesn't really make sense\n * to me but the fact that these get returned are in the spec.\n *\n * @param {WebGLActiveInfo} info As returned from `gl.getActiveUniform` or\n *    `gl.getActiveAttrib`.\n * @return {bool} true if it's reserved\n * @private\n */function isBuiltIn(e){const t=e.name;return t.startsWith(\"gl_\")||t.startsWith(\"webgl_\")}const eo=/(\\.|\\[|]|\\w+)/g;const isDigit=e=>e>=\"0\"&&e<=\"9\";function addSetterToUniformTree(e,t,r,n){const o=e.split(eo).filter((e=>e!==\"\"));let s=0;let a=\"\";for(;;){const e=o[s++];a+=e;const c=isDigit(e[0]);const i=c?parseInt(e):e;c&&(a+=o[s++]);const u=s===o.length;if(u){r[i]=t;break}{const e=o[s++];const t=e===\"[\";const c=r[i]||(t?[]:{});r[i]=c;r=c;n[a]=n[a]||function(e){return function(t){setUniformTree(e,t)}}(c);a+=e}}}\n/**\n * Creates setter functions for all uniforms of a shader\n * program.\n *\n * @see {@link module:twgl.setUniforms}\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {WebGLProgram} program the program to create setters for.\n * @returns {Object.<string, function>} an object with a setter by name for each uniform\n * @memberOf module:twgl/programs\n */function createUniformSetters(e,t){let r=0;\n/**\n   * Creates a setter for a uniform of the given program with it's\n   * location embedded in the setter.\n   * @param {WebGLProgram} program\n   * @param {WebGLUniformInfo} uniformInfo\n   * @returns {function} the created setter.\n   */function createUniformSetter(t,n,o){const s=n.name.endsWith(\"[0]\");const a=n.type;const c=Yn[a];if(!c)throw new Error(`unknown type: 0x${a.toString(16)}`);let i;if(c.bindPoint){const t=r;r+=n.size;i=s?c.arraySetter(e,a,t,o,n.size):c.setter(e,a,t,o,n.size)}else i=c.arraySetter&&s?c.arraySetter(e,o):c.setter(e,o);i.location=o;return i}const n={};const o={};const s=e.getProgramParameter(t,qr);for(let r=0;r<s;++r){const s=e.getActiveUniform(t,r);if(isBuiltIn(s))continue;let a=s.name;a.endsWith(\"[0]\")&&(a=a.substr(0,a.length-3));const c=e.getUniformLocation(t,s.name);if(c){const e=createUniformSetter(t,s,c);n[a]=e;addSetterToUniformTree(a,e,o,n)}}return n}\n/**\n * @typedef {Object} TransformFeedbackInfo\n * @property {number} index index of transform feedback\n * @property {number} type GL type\n * @property {number} size 1 - 4\n * @memberOf module:twgl\n */\n/**\n * Create TransformFeedbackInfo for passing to bindTransformFeedbackInfo.\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {WebGLProgram} program an existing WebGLProgram.\n * @return {Object<string, module:twgl.TransformFeedbackInfo>}\n * @memberOf module:twgl\n */function createTransformFeedbackInfo(e,t){const r={};const n=e.getProgramParameter(t,Qr);for(let o=0;o<n;++o){const n=e.getTransformFeedbackVarying(t,o);r[n.name]={index:o,type:n.type,size:n.size}}return r}\n/**\n * Binds buffers for transform feedback.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {(module:twgl.ProgramInfo|Object<string, module:twgl.TransformFeedbackInfo>)} transformFeedbackInfo A ProgramInfo or TransformFeedbackInfo.\n * @param {(module:twgl.BufferInfo|Object<string, module:twgl.AttribInfo>)} [bufferInfo] A BufferInfo or set of AttribInfos.\n * @memberOf module:twgl\n */function bindTransformFeedbackInfo(e,t,r){t.transformFeedbackInfo&&(t=t.transformFeedbackInfo);r.attribs&&(r=r.attribs);for(const n in r){const o=t[n];if(o){const t=r[n];t.offset?e.bindBufferRange($r,o.index,t.buffer,t.offset,t.size):e.bindBufferBase($r,o.index,t.buffer)}}}\n/**\n * Creates a transform feedback and sets the buffers\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {module:twgl.ProgramInfo} programInfo A ProgramInfo as returned from {@link module:twgl.createProgramInfo}\n * @param {(module:twgl.BufferInfo|Object<string, module:twgl.AttribInfo>)} [bufferInfo] A BufferInfo or set of AttribInfos.\n * @return {WebGLTransformFeedback} the created transform feedback\n * @memberOf module:twgl\n */function createTransformFeedback(e,t,r){const n=e.createTransformFeedback();e.bindTransformFeedback(Gr,n);e.useProgram(t.program);bindTransformFeedbackInfo(e,t,r);e.bindTransformFeedback(Gr,null);return n}\n/**\n * @typedef {Object} UniformData\n * @property {string} name The name of the uniform\n * @property {number} type The WebGL type enum for this uniform\n * @property {number} size The number of elements for this uniform\n * @property {number} blockNdx The block index this uniform appears in\n * @property {number} offset The byte offset in the block for this uniform's value\n * @memberOf module:twgl\n */\n/**\n * The specification for one UniformBlockObject\n *\n * @typedef {Object} BlockSpec\n * @property {number} index The index of the block.\n * @property {number} size The size in bytes needed for the block\n * @property {number[]} uniformIndices The indices of the uniforms used by the block. These indices\n *    correspond to entries in a UniformData array in the {@link module:twgl.UniformBlockSpec}.\n * @property {bool} usedByVertexShader Self explanatory\n * @property {bool} usedByFragmentShader Self explanatory\n * @property {bool} used Self explanatory\n * @memberOf module:twgl\n */\n/**\n * A `UniformBlockSpec` represents the data needed to create and bind\n * UniformBlockObjects for a given program\n *\n * @typedef {Object} UniformBlockSpec\n * @property {Object.<string, module:twgl.BlockSpec>} blockSpecs The BlockSpec for each block by block name\n * @property {UniformData[]} uniformData An array of data for each uniform by uniform index.\n * @memberOf module:twgl\n */\n/**\n * Creates a UniformBlockSpec for the given program.\n *\n * A UniformBlockSpec represents the data needed to create and bind\n * UniformBlockObjects\n *\n * @param {WebGL2RenderingContext} gl A WebGL2 Rendering Context\n * @param {WebGLProgram} program A WebGLProgram for a successfully linked program\n * @return {module:twgl.UniformBlockSpec} The created UniformBlockSpec\n * @memberOf module:twgl/programs\n */function createUniformBlockSpecFromProgram(e,t){const r=e.getProgramParameter(t,qr);const n=[];const o=[];for(let s=0;s<r;++s){o.push(s);n.push({});const r=e.getActiveUniform(t,s);n[s].name=r.name}[[\"UNIFORM_TYPE\",\"type\"],[\"UNIFORM_SIZE\",\"size\"],[\"UNIFORM_BLOCK_INDEX\",\"blockNdx\"],[\"UNIFORM_OFFSET\",\"offset\"]].forEach((function(r){const s=r[0];const a=r[1];e.getActiveUniforms(t,o,e[s]).forEach((function(e,t){n[t][a]=e}))}));const s={};const a=e.getProgramParameter(t,Zr);for(let r=0;r<a;++r){const n=e.getActiveUniformBlockName(t,r);const o={index:e.getUniformBlockIndex(t,n),usedByVertexShader:e.getActiveUniformBlockParameter(t,r,Kr),usedByFragmentShader:e.getActiveUniformBlockParameter(t,r,Jr),size:e.getActiveUniformBlockParameter(t,r,en),uniformIndices:e.getActiveUniformBlockParameter(t,r,tn)};o.used=o.usedByVertexShader||o.usedByFragmentShader;s[n]=o}return{blockSpecs:s,uniformData:n}}const to=/\\[\\d+\\]\\.$/;const pad=(e,t)=>((e+(t-1))/t|0)*t;function createUniformBlockUniformSetter(e,t,r,n){if(t||r){n=n||1;const t=e.length;const r=t/4;return function(t){let o=0;let s=0;for(let a=0;a<r;++a){for(let r=0;r<n;++r)e[o++]=t[s++];o+=4-n}}}return function(t){t.length?e.set(t):e[0]=t}}\n/**\n * Represents a UniformBlockObject including an ArrayBuffer with all the uniform values\n * and a corresponding WebGLBuffer to hold those values on the GPU\n *\n * @typedef {Object} UniformBlockInfo\n * @property {string} name The name of the block\n * @property {ArrayBuffer} array The array buffer that contains the uniform values\n * @property {Float32Array} asFloat A float view on the array buffer. This is useful\n *    inspecting the contents of the buffer in the debugger.\n * @property {WebGLBuffer} buffer A WebGL buffer that will hold a copy of the uniform values for rendering.\n * @property {number} [offset] offset into buffer\n * @property {Object<string, ArrayBufferView>} uniforms A uniform name to ArrayBufferView map.\n *   each Uniform has a correctly typed `ArrayBufferView` into array at the correct offset\n *   and length of that uniform. So for example a float uniform would have a 1 float `Float32Array`\n *   view. A single mat4 would have a 16 element `Float32Array` view. An ivec2 would have an\n *   `Int32Array` view, etc.\n * @property {Object<string, function>} setters A setter for this uniform.\n *   The reason to use setters is elements of arrays are padded to vec4 sizes which\n *   means if you want to set an array of 4 floats you'd need to set 16 values\n *   (or set elements 0, 4, 8, 12). In other words\n *   `someBlockInfo.uniforms.some4FloatArrayUniform.set([0, , , , 1, , , , 2, , , , 3])`\n *   where as the setter handles just passing in [0, 1, 2, 3] either directly as in\n *   `someBlockInfo.setter.some4FloatArrayUniform.set([0, 1, 2, 3])` (not recommended)\n *   or via {@link module:twgl.setBlockUniforms}\n * @memberOf module:twgl\n */\n/**\n * Creates a `UniformBlockInfo` for the specified block\n *\n * Note: **If the blockName matches no existing blocks a warning is printed to the console and a dummy\n * `UniformBlockInfo` is returned**. This is because when debugging GLSL\n * it is common to comment out large portions of a shader or for example set\n * the final output to a constant. When that happens blocks get optimized out.\n * If this function did not create dummy blocks your code would crash when debugging.\n *\n * @param {WebGL2RenderingContext} gl A WebGL2RenderingContext\n * @param {WebGLProgram} program A WebGLProgram\n * @param {module:twgl.UniformBlockSpec} uniformBlockSpec. A UniformBlockSpec as returned\n *     from {@link module:twgl.createUniformBlockSpecFromProgram}.\n * @param {string} blockName The name of the block.\n * @return {module:twgl.UniformBlockInfo} The created UniformBlockInfo\n * @memberOf module:twgl/programs\n */function createUniformBlockInfoFromProgram(e,t,r,n){const o=r.blockSpecs;const s=r.uniformData;const a=o[n];if(!a){zr(\"no uniform block object named:\",n);return{name:n,uniforms:{}}}const c=new ArrayBuffer(a.size);const i=e.createBuffer();const u=a.index;e.bindBuffer(Dr,i);e.uniformBlockBinding(t,a.index,u);let f=n+\".\";to.test(f)&&(f=f.replace(to,\".\"));const l={};const m={};const y={};a.uniformIndices.forEach((function(e){const t=s[e];let r=t.name;r.startsWith(f)&&(r=r.substr(f.length));const n=r.endsWith(\"[0]\");n&&(r=r.substr(0,r.length-3));const o=Yn[t.type];const a=o.Type;const i=n?pad(o.size,16)*t.size:o.size*t.size;const u=new a(c,t.offset,i/a.BYTES_PER_ELEMENT);l[r]=u;const d=createUniformBlockUniformSetter(u,n,o.rows,o.cols);m[r]=d;addSetterToUniformTree(r,d,y,m)}));return{name:n,array:c,asFloat:new Float32Array(c),buffer:i,uniforms:l,setters:m}}\n/**\n * Creates a `UniformBlockInfo` for the specified block\n *\n * Note: **If the blockName matches no existing blocks a warning is printed to the console and a dummy\n * `UniformBlockInfo` is returned**. This is because when debugging GLSL\n * it is common to comment out large portions of a shader or for example set\n * the final output to a constant. When that happens blocks get optimized out.\n * If this function did not create dummy blocks your code would crash when debugging.\n *\n * @param {WebGL2RenderingContext} gl A WebGL2RenderingContext\n * @param {module:twgl.ProgramInfo} programInfo a `ProgramInfo`\n *     as returned from {@link module:twgl.createProgramInfo}\n * @param {string} blockName The name of the block.\n * @return {module:twgl.UniformBlockInfo} The created UniformBlockInfo\n * @memberOf module:twgl/programs\n */function createUniformBlockInfo(e,t,r){return createUniformBlockInfoFromProgram(e,t.program,t.uniformBlockSpec,r)}\n/**\n * Binds a uniform block to the matching uniform block point.\n * Matches by blocks by name so blocks must have the same name not just the same\n * structure.\n *\n * If you have changed any values and you upload the values into the corresponding WebGLBuffer\n * call {@link module:twgl.setUniformBlock} instead.\n *\n * @param {WebGL2RenderingContext} gl A WebGL 2 rendering context.\n * @param {(module:twgl.ProgramInfo|module:twgl.UniformBlockSpec)} programInfo a `ProgramInfo`\n *     as returned from {@link module:twgl.createProgramInfo} or or `UniformBlockSpec` as\n *     returned from {@link module:twgl.createUniformBlockSpecFromProgram}.\n * @param {module:twgl.UniformBlockInfo} uniformBlockInfo a `UniformBlockInfo` as returned from\n *     {@link module:twgl.createUniformBlockInfo}.\n * @return {bool} true if buffer was bound. If the programInfo has no block with the same block name\n *     no buffer is bound.\n * @memberOf module:twgl/programs\n */function bindUniformBlock(e,t,r){const n=t.uniformBlockSpec||t;const o=n.blockSpecs[r.name];if(o){const t=o.index;e.bindBufferRange(Dr,t,r.buffer,r.offset||0,r.array.byteLength);return true}return false}\n/**\n * Uploads the current uniform values to the corresponding WebGLBuffer\n * and binds that buffer to the program's corresponding bind point for the uniform block object.\n *\n * If you haven't changed any values and you only need to bind the uniform block object\n * call {@link module:twgl.bindUniformBlock} instead.\n *\n * @param {WebGL2RenderingContext} gl A WebGL 2 rendering context.\n * @param {(module:twgl.ProgramInfo|module:twgl.UniformBlockSpec)} programInfo a `ProgramInfo`\n *     as returned from {@link module:twgl.createProgramInfo} or or `UniformBlockSpec` as\n *     returned from {@link module:twgl.createUniformBlockSpecFromProgram}.\n * @param {module:twgl.UniformBlockInfo} uniformBlockInfo a `UniformBlockInfo` as returned from\n *     {@link module:twgl.createUniformBlockInfo}.\n * @memberOf module:twgl/programs\n */function setUniformBlock(e,t,r){bindUniformBlock(e,t,r)&&e.bufferData(Dr,r.array,Mr)}\n/**\n * Sets values of a uniform block object\n *\n * @param {module:twgl.UniformBlockInfo} uniformBlockInfo A UniformBlockInfo as returned by {@link module:twgl.createUniformBlockInfo}.\n * @param {Object.<string, ?>} values A uniform name to value map where the value is correct for the given\n *    type of uniform. So for example given a block like\n *\n *       uniform SomeBlock {\n *         float someFloat;\n *         vec2 someVec2;\n *         vec3 someVec3Array[2];\n *         int someInt;\n *       }\n *\n *  You can set the values of the uniform block with\n *\n *       twgl.setBlockUniforms(someBlockInfo, {\n *          someFloat: 12.3,\n *          someVec2: [1, 2],\n *          someVec3Array: [1, 2, 3, 4, 5, 6],\n *          someInt: 5,\n *       }\n *\n *  Arrays can be JavaScript arrays or typed arrays\n *\n *  You can also fill out structure and array values either via\n *  shortcut. Example\n *\n *     // -- in shader --\n *     struct Light {\n *       float intensity;\n *       vec4 color;\n *       float nearFar[2];\n *     };\n *     uniform Lights {\n *       Light lights[2];\n *     };\n *\n *     // in JavaScript\n *\n *     twgl.setBlockUniforms(someBlockInfo, {\n *       lights: [\n *         { intensity: 5.0, color: [1, 0, 0, 1], nearFar[0.1, 10] },\n *         { intensity: 2.0, color: [0, 0, 1, 1], nearFar[0.2, 15] },\n *       ],\n *     });\n *\n *   or the more traditional way\n *\n *     twgl.setBlockUniforms(someBlockInfo, {\n *       \"lights[0].intensity\": 5.0,\n *       \"lights[0].color\": [1, 0, 0, 1],\n *       \"lights[0].nearFar\": [0.1, 10],\n *       \"lights[1].intensity\": 2.0,\n *       \"lights[1].color\": [0, 0, 1, 1],\n *       \"lights[1].nearFar\": [0.2, 15],\n *     });\n *\n *   You can also specify partial paths\n *\n *     twgl.setBlockUniforms(someBlockInfo, {\n *       'lights[1]': { intensity: 5.0, color: [1, 0, 0, 1], nearFar[0.2, 15] },\n *     });\n *\n *   But you can not specify leaf array indices.\n *\n *     twgl.setBlockUniforms(someBlockInfo, {\n *       'lights[1].nearFar[1]': 15,     // BAD! nearFar is a leaf\n *       'lights[1].nearFar': [0.2, 15], // GOOD\n *     });\n *\n *  **IMPORTANT!**, packing in a UniformBlock is unintuitive.\n *  For example the actual layout of `someVec3Array` above in memory\n *  is `1, 2, 3, unused, 4, 5, 6, unused`. twgl takes in 6 values\n *  as shown about and copies them, skipping the padding. This might\n *  be confusing if you're already familiar with Uniform blocks.\n *\n *  If you want to deal with the padding yourself you can access the array\n *  buffer views directly. eg:\n *\n *      someBlockInfo.someVec3Array.set([1, 2, 3, 0, 4, 5, 6, 0]);\n *\n *  Any name that doesn't match will be ignored\n * @memberOf module:twgl/programs\n */function setBlockUniforms(e,t){const r=e.setters;for(const e in t){const n=r[e];if(n){const r=t[e];n(r)}}}function setUniformTree(e,t){for(const r in t){const n=e[r];typeof n===\"function\"?n(t[r]):setUniformTree(e[r],t[r])}}\n/**\n * Set uniforms and binds related textures.\n *\n * example:\n *\n *     const programInfo = createProgramInfo(\n *         gl, [\"some-vs\", \"some-fs\"]);\n *\n *     const tex1 = gl.createTexture();\n *     const tex2 = gl.createTexture();\n *\n *     ... assume we setup the textures with data ...\n *\n *     const uniforms = {\n *       u_someSampler: tex1,\n *       u_someOtherSampler: tex2,\n *       u_someColor: [1,0,0,1],\n *       u_somePosition: [0,1,1],\n *       u_someMatrix: [\n *         1,0,0,0,\n *         0,1,0,0,\n *         0,0,1,0,\n *         0,0,0,0,\n *       ],\n *     };\n *\n *     gl.useProgram(programInfo.program);\n *\n * This will automatically bind the textures AND set the\n * uniforms.\n *\n *     twgl.setUniforms(programInfo, uniforms);\n *\n * For the example above it is equivalent to\n *\n *     let texUnit = 0;\n *     gl.activeTexture(gl.TEXTURE0 + texUnit);\n *     gl.bindTexture(gl.TEXTURE_2D, tex1);\n *     gl.uniform1i(u_someSamplerLocation, texUnit++);\n *     gl.activeTexture(gl.TEXTURE0 + texUnit);\n *     gl.bindTexture(gl.TEXTURE_2D, tex2);\n *     gl.uniform1i(u_someSamplerLocation, texUnit++);\n *     gl.uniform4fv(u_someColorLocation, [1, 0, 0, 1]);\n *     gl.uniform3fv(u_somePositionLocation, [0, 1, 1]);\n *     gl.uniformMatrix4fv(u_someMatrix, false, [\n *         1,0,0,0,\n *         0,1,0,0,\n *         0,0,1,0,\n *         0,0,0,0,\n *       ]);\n *\n * Note it is perfectly reasonable to call `setUniforms` multiple times. For example\n *\n *     const uniforms = {\n *       u_someSampler: tex1,\n *       u_someOtherSampler: tex2,\n *     };\n *\n *     const moreUniforms {\n *       u_someColor: [1,0,0,1],\n *       u_somePosition: [0,1,1],\n *       u_someMatrix: [\n *         1,0,0,0,\n *         0,1,0,0,\n *         0,0,1,0,\n *         0,0,0,0,\n *       ],\n *     };\n *\n *     twgl.setUniforms(programInfo, uniforms);\n *     twgl.setUniforms(programInfo, moreUniforms);\n *\n * You can also add WebGLSamplers to uniform samplers as in\n *\n *     const uniforms = {\n *       u_someSampler: {\n *         texture: someWebGLTexture,\n *         sampler: someWebGLSampler,\n *       },\n *     };\n *\n * In which case both the sampler and texture will be bound to the\n * same unit.\n *\n * @param {(module:twgl.ProgramInfo|Object.<string, function>)} setters a `ProgramInfo` as returned from `createProgramInfo` or the setters returned from\n *        `createUniformSetters`.\n * @param {Object.<string, ?>} values an object with values for the\n *        uniforms.\n *   You can pass multiple objects by putting them in an array or by calling with more arguments.For example\n *\n *     const sharedUniforms = {\n *       u_fogNear: 10,\n *       u_projection: ...\n *       ...\n *     };\n *\n *     const localUniforms = {\n *       u_world: ...\n *       u_diffuseColor: ...\n *     };\n *\n *     twgl.setUniforms(programInfo, sharedUniforms, localUniforms);\n *\n *     // is the same as\n *\n *     twgl.setUniforms(programInfo, [sharedUniforms, localUniforms]);\n *\n *     // is the same as\n *\n *     twgl.setUniforms(programInfo, sharedUniforms);\n *     twgl.setUniforms(programInfo, localUniforms};\n *\n *   You can also fill out structure and array values either via\n *   shortcut. Example\n *\n *     // -- in shader --\n *     struct Light {\n *       float intensity;\n *       vec4 color;\n *       float nearFar[2];\n *     };\n *     uniform Light lights[2];\n *\n *     // in JavaScript\n *\n *     twgl.setUniforms(programInfo, {\n *       lights: [\n *         { intensity: 5.0, color: [1, 0, 0, 1], nearFar[0.1, 10] },\n *         { intensity: 2.0, color: [0, 0, 1, 1], nearFar[0.2, 15] },\n *       ],\n *     });\n *\n *   or the more traditional way\n *\n *     twgl.setUniforms(programInfo, {\n *       \"lights[0].intensity\": 5.0,\n *       \"lights[0].color\": [1, 0, 0, 1],\n *       \"lights[0].nearFar\": [0.1, 10],\n *       \"lights[1].intensity\": 2.0,\n *       \"lights[1].color\": [0, 0, 1, 1],\n *       \"lights[1].nearFar\": [0.2, 15],\n *     });\n *\n *   You can also specify partial paths\n *\n *     twgl.setUniforms(programInfo, {\n *       'lights[1]': { intensity: 5.0, color: [1, 0, 0, 1], nearFar[0.2, 15] },\n *     });\n *\n *   But you can not specify leaf array indices\n *\n *     twgl.setUniforms(programInfo, {\n *       'lights[1].nearFar[1]': 15,     // BAD! nearFar is a leaf\n *       'lights[1].nearFar': [0.2, 15], // GOOD\n *     });\n *\n * @memberOf module:twgl/programs\n */function setUniforms(e,...t){const r=e.uniformSetters||e;const n=t.length;for(let e=0;e<n;++e){const n=t[e];if(Array.isArray(n)){const e=n.length;for(let t=0;t<e;++t)setUniforms(r,n[t])}else for(const e in n){const t=r[e];t&&t(n[e])}}}\n/**\n * Alias for `setUniforms`\n * @function\n * @param {(module:twgl.ProgramInfo|Object.<string, function>)} setters a `ProgramInfo` as returned from `createProgramInfo` or the setters returned from\n *        `createUniformSetters`.\n * @param {Object.<string, ?>} values an object with values for the\n * @memberOf module:twgl/programs\n */const ro=setUniforms;\n/**\n * Creates setter functions for all attributes of a shader\n * program. You can pass this to {@link module:twgl.setBuffersAndAttributes} to set all your buffers and attributes.\n *\n * @see {@link module:twgl.setAttributes} for example\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {WebGLProgram} program the program to create setters for.\n * @return {Object.<string, function>} an object with a setter for each attribute by name.\n * @memberOf module:twgl/programs\n */function createAttributeSetters(e,t){const r={};const n=e.getProgramParameter(t,Hr);for(let o=0;o<n;++o){const n=e.getActiveAttrib(t,o);if(isBuiltIn(n))continue;const s=e.getAttribLocation(t,n.name);const a=qn[n.type];const c=a.setter(e,s,a);c.location=s;r[n.name]=c}return r}\n/**\n * Sets attributes and binds buffers (deprecated... use {@link module:twgl.setBuffersAndAttributes})\n *\n * Example:\n *\n *     const program = createProgramFromScripts(\n *         gl, [\"some-vs\", \"some-fs\");\n *\n *     const attribSetters = createAttributeSetters(program);\n *\n *     const positionBuffer = gl.createBuffer();\n *     const texcoordBuffer = gl.createBuffer();\n *\n *     const attribs = {\n *       a_position: {buffer: positionBuffer, numComponents: 3},\n *       a_texcoord: {buffer: texcoordBuffer, numComponents: 2},\n *     };\n *\n *     gl.useProgram(program);\n *\n * This will automatically bind the buffers AND set the\n * attributes.\n *\n *     setAttributes(attribSetters, attribs);\n *\n * Properties of attribs. For each attrib you can add\n * properties:\n *\n * *   type: the type of data in the buffer. Default = gl.FLOAT\n * *   normalize: whether or not to normalize the data. Default = false\n * *   stride: the stride. Default = 0\n * *   offset: offset into the buffer. Default = 0\n * *   divisor: the divisor for instances. Default = undefined\n *\n * For example if you had 3 value float positions, 2 value\n * float texcoord and 4 value uint8 colors you'd setup your\n * attribs like this\n *\n *     const attribs = {\n *       a_position: {buffer: positionBuffer, numComponents: 3},\n *       a_texcoord: {buffer: texcoordBuffer, numComponents: 2},\n *       a_color: {\n *         buffer: colorBuffer,\n *         numComponents: 4,\n *         type: gl.UNSIGNED_BYTE,\n *         normalize: true,\n *       },\n *     };\n *\n * @param {Object.<string, function>} setters Attribute setters as returned from createAttributeSetters\n * @param {Object.<string, module:twgl.AttribInfo>} buffers AttribInfos mapped by attribute name.\n * @memberOf module:twgl/programs\n * @deprecated use {@link module:twgl.setBuffersAndAttributes}\n * @private\n */function setAttributes(e,t){for(const r in t){const n=e[r];n&&n(t[r])}}\n/**\n * Sets attributes and buffers including the `ELEMENT_ARRAY_BUFFER` if appropriate\n *\n * Example:\n *\n *     const programInfo = createProgramInfo(\n *         gl, [\"some-vs\", \"some-fs\");\n *\n *     const arrays = {\n *       position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], },\n *       texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1],                 },\n *     };\n *\n *     const bufferInfo = createBufferInfoFromArrays(gl, arrays);\n *\n *     gl.useProgram(programInfo.program);\n *\n * This will automatically bind the buffers AND set the\n * attributes.\n *\n *     setBuffersAndAttributes(gl, programInfo, bufferInfo);\n *\n * For the example above it is equivalent to\n *\n *     gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);\n *     gl.enableVertexAttribArray(a_positionLocation);\n *     gl.vertexAttribPointer(a_positionLocation, 3, gl.FLOAT, false, 0, 0);\n *     gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);\n *     gl.enableVertexAttribArray(a_texcoordLocation);\n *     gl.vertexAttribPointer(a_texcoordLocation, 4, gl.FLOAT, false, 0, 0);\n *\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext.\n * @param {(module:twgl.ProgramInfo|Object.<string, function>)} setters A `ProgramInfo` as returned from {@link module:twgl.createProgramInfo} or Attribute setters as returned from {@link module:twgl.createAttributeSetters}\n * @param {(module:twgl.BufferInfo|module:twgl.VertexArrayInfo)} buffers a `BufferInfo` as returned from {@link module:twgl.createBufferInfoFromArrays}.\n *   or a `VertexArrayInfo` as returned from {@link module:twgl.createVertexArrayInfo}\n * @memberOf module:twgl/programs\n */function setBuffersAndAttributes(e,t,r){if(r.vertexArrayObject)e.bindVertexArray(r.vertexArrayObject);else{setAttributes(t.attribSetters||t,r.attribs);r.indices&&e.bindBuffer(Lr,r.indices)}}\n/**\n * @typedef {Object} ProgramInfo\n * @property {WebGLProgram} program A shader program\n * @property {Object<string, function>} uniformSetters object of setters as returned from createUniformSetters,\n * @property {Object<string, function>} attribSetters object of setters as returned from createAttribSetters,\n * @property {module:twgl.UniformBlockSpec} [uniformBlockSpec] a uniform block spec for making UniformBlockInfos with createUniformBlockInfo etc..\n * @property {Object<string, module:twgl.TransformFeedbackInfo>} [transformFeedbackInfo] info for transform feedbacks\n * @memberOf module:twgl\n */\n/**\n * Creates a ProgramInfo from an existing program.\n *\n * A ProgramInfo contains\n *\n *     programInfo = {\n *        program: WebGLProgram,\n *        uniformSetters: object of setters as returned from createUniformSetters,\n *        attribSetters: object of setters as returned from createAttribSetters,\n *     }\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext\n *        to use.\n * @param {WebGLProgram} program an existing WebGLProgram.\n * @return {module:twgl.ProgramInfo} The created ProgramInfo.\n * @memberOf module:twgl/programs\n */function createProgramInfoFromProgram(e,t){const r=createUniformSetters(e,t);const n=createAttributeSetters(e,t);const o={program:t,uniformSetters:r,attribSetters:n};if(isWebGL2(e)){o.uniformBlockSpec=createUniformBlockSpecFromProgram(e,t);o.transformFeedbackInfo=createTransformFeedbackInfo(e,t)}return o}const no=/\\s|{|}|;/;\n/**\n * Creates a ProgramInfo from 2 sources.\n *\n * A ProgramInfo contains\n *\n *     programInfo = {\n *        program: WebGLProgram,\n *        uniformSetters: object of setters as returned from createUniformSetters,\n *        attribSetters: object of setters as returned from createAttribSetters,\n *     }\n *\n * NOTE: There are 4 signatures for this function\n *\n *     twgl.createProgramInfo(gl, [vs, fs], options);\n *     twgl.createProgramInfo(gl, [vs, fs], opt_errFunc);\n *     twgl.createProgramInfo(gl, [vs, fs], opt_attribs, opt_errFunc);\n *     twgl.createProgramInfo(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc);\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext\n *        to use.\n * @param {string[]} shaderSources Array of sources for the\n *        shaders or ids. The first is assumed to be the vertex shader,\n *        the second the fragment shader.\n * @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in\n * @param {number[]|module:twgl.ErrorCallback} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback.\n * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console\n *        on error. If you want something else pass an callback. It's passed an error message.\n * @return {module:twgl.ProgramInfo?} The created ProgramInfo or null if it failed to link or compile\n * @memberOf module:twgl/programs\n */function createProgramInfo(e,t,r,n,o){const s=getProgramOptions(r,n,o);const a=[];t=t.map((function(e){if(!no.test(e)){const t=getElementById(e);if(t)e=t.text;else{const t=`no element with id: ${e}`;s.errorCallback(t);a.push(t)}}return e}));if(a.length)return reportError(s,\"\");const c=s.callback;c&&(s.callback=(t,r)=>{c(t,t?void 0:createProgramInfoFromProgram(e,r))});const i=createProgramFromSources(e,t,s);return i?createProgramInfoFromProgram(e,i):null}function checkAllPrograms(e,t,r,n,o){for(const[s,a]of Object.entries(t)){const c={...o};const i=r[s];Array.isArray(i)||Object.assign(c,i);const u=getProgramErrors(e,a,c.errorCallback);if(u){for(const r of Object.values(t)){const t=e.getAttachedShaders(r);e.deleteProgram(r);for(const r of t)n.has(r)||e.deleteShader(r)}return u}}}\n/**\n * Creates multiple programs\n *\n * Note: the reason this function exists is because the fastest way to create multiple\n * programs in WebGL is to create and compile all shaders and link all programs and only\n * afterwards check if they succeeded. In that way, giving all your shaders\n *\n * @see {@link module:twgl.createProgram}\n *\n * Example:\n *\n *     const programs = twgl.createPrograms(gl, {\n *       lambert: [lambertVS, lambertFS],\n *       phong: [phongVS, phoneFS],\n *       particles: {\n *         shaders: [particlesVS, particlesFS],\n *         transformFeedbackVaryings: ['position', 'velocity'],\n *       },\n *     });\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {Object.<string, module:twgl.ProgramSpec>} programSpecs An object of ProgramSpecs, one per program.\n * @param {module:twgl.ProgramOptions} [programOptions] options to apply to all programs\n * @return {Object.<string, WebGLProgram>?} the created programInfos by name\n */function createPrograms(e,t,r={}){const n=new Set;const o=Object.fromEntries(Object.entries(t).map((([t,o])=>{const s={...r};const a=Array.isArray(o)?o:o.shaders;Array.isArray(o)||Object.assign(s,o);a.forEach(n.add,n);return[t,createProgramNoCheck(e,a,s)]})));if(r.callback){waitForAllProgramsLinkCompletionAsync(e,o).then((()=>{const s=checkAllPrograms(e,o,t,n,r);r.callback(s,s?void 0:o)}));return}const s=checkAllPrograms(e,o,t,n,r);return s?void 0:o}\n/**\n * Creates multiple programInfos\n *\n * Note: the reason this function exists is because the fastest way to create multiple\n * programs in WebGL is to create and compile all shaders and link all programs and only\n * afterwards check if they succeeded. In that way, giving all your shaders\n *\n * @see {@link module:twgl.createProgramInfo}\n *\n * Examples:\n *\n *     const programInfos = twgl.createProgramInfos(gl, {\n *       lambert: [lambertVS, lambertFS],\n *       phong: [phongVS, phoneFS],\n *       particles: {\n *         shaders: [particlesVS, particlesFS],\n *         transformFeedbackVaryings: ['position', 'velocity'],\n *       },\n *     });\n *\n * or\n *\n *     const {lambert, phong, particles} = twgl.createProgramInfos(gl, {\n *       lambert: [lambertVS, lambertFS],\n *       phong: [phongVS, phoneFS],\n *       particles: {\n *         shaders: [particlesVS, particlesFS],\n *         transformFeedbackVaryings: ['position', 'velocity'],\n *       },\n *     });\n *\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {Object.<string, module:twgl.ProgramSpec>} programSpecs An object of ProgramSpecs, one per program.\n * @param {module:twgl.ProgramOptions} [programOptions] options to apply to all programs\n * @return {Object.<string, module:twgl.ProgramInfo>?} the created programInfos by name\n */function createProgramInfos(e,t,r){r=getProgramOptions(r);function createProgramInfosForPrograms(e,t){return Object.fromEntries(Object.entries(t).map((([t,r])=>[t,createProgramInfoFromProgram(e,r)])))}const n=r.callback;n&&(r.callback=(t,r)=>{n(t,t?void 0:createProgramInfosForPrograms(e,r))});const o=createPrograms(e,t,r);if(!n&&o)return createProgramInfosForPrograms(e,o)}\n/**\n * Creates multiple programs asynchronously\n *\n * @see {@link module:twgl.createProgramAsync}\n *\n * Example:\n *\n *     const programs = await twgl.createProgramsAsync(gl, {\n *       lambert: [lambertVS, lambertFS],\n *       phong: [phongVS, phoneFS],\n *       particles: {\n *         shaders: [particlesVS, particlesFS],\n *         transformFeedbackVaryings: ['position', 'velocity'],\n *       },\n *     });\n *\n * @function\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {Object.<string, module:twgl.ProgramSpec>} programSpecs An object of ProgramSpecs, one per program.\n * @param {module:twgl.ProgramOptions} [programOptions] options to apply to all programs\n * @return {Object.<string, WebGLProgram>?} the created programInfos by name\n */const oo=wrapCallbackFnToAsyncFn(createPrograms);\n/**\n * Creates multiple programInfos asynchronously\n *\n * @see {@link module:twgl.createProgramInfoAsync}\n *\n * Example:\n *\n *     const programInfos = await twgl.createProgramInfosAsync(gl, {\n *       lambert: [lambertVS, lambertFS],\n *       phong: [phongVS, phoneFS],\n *       particles: {\n *         shaders: [particlesVS, particlesFS],\n *         transformFeedbackVaryings: ['position', 'velocity'],\n *       },\n *     });\n *\n * @function\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {Object.<string, module:twgl.ProgramSpec>} programSpecs An object of ProgramSpecs, one per program.\n * @param {module:twgl.ProgramOptions} [programOptions] options to apply to all programs\n * @return {Promise<Object.<string, module:twgl.ProgramInfo>>} the created programInfos by name\n */const so=wrapCallbackFnToAsyncFn(createProgramInfos);var ao=Object.freeze({__proto__:null,createAttributeSetters:createAttributeSetters,createProgram:createProgram,createProgramAsync:Kn,createPrograms:createPrograms,createProgramsAsync:oo,createProgramFromScripts:createProgramFromScripts,createProgramFromSources:createProgramFromSources,createProgramInfo:createProgramInfo,createProgramInfoAsync:Jn,createProgramInfos:createProgramInfos,createProgramInfosAsync:so,createProgramInfoFromProgram:createProgramInfoFromProgram,createUniformSetters:createUniformSetters,createUniformBlockSpecFromProgram:createUniformBlockSpecFromProgram,createUniformBlockInfoFromProgram:createUniformBlockInfoFromProgram,createUniformBlockInfo:createUniformBlockInfo,createTransformFeedback:createTransformFeedback,createTransformFeedbackInfo:createTransformFeedbackInfo,bindTransformFeedbackInfo:bindTransformFeedbackInfo,setAttributes:setAttributes,setBuffersAndAttributes:setBuffersAndAttributes,setUniforms:setUniforms,setUniformsAndBindTextures:ro,setUniformBlock:setUniformBlock,setBlockUniforms:setBlockUniforms,bindUniformBlock:bindUniformBlock});const co=4;const io=5123;\n/**\n * Calls `gl.drawElements` or `gl.drawArrays`, whichever is appropriate\n *\n * normally you'd call `gl.drawElements` or `gl.drawArrays` yourself\n * but calling this means if you switch from indexed data to non-indexed\n * data you don't have to remember to update your draw call.\n *\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @param {(module:twgl.BufferInfo|module:twgl.VertexArrayInfo)} bufferInfo A BufferInfo as returned from {@link module:twgl.createBufferInfoFromArrays} or\n *   a VertexArrayInfo as returned from {@link module:twgl.createVertexArrayInfo}\n * @param {number} [type] eg (gl.TRIANGLES, gl.LINES, gl.POINTS, gl.TRIANGLE_STRIP, ...). Defaults to `gl.TRIANGLES`\n * @param {number} [count] An optional count. Defaults to bufferInfo.numElements\n * @param {number} [offset] An optional offset. Defaults to 0.\n * @param {number} [instanceCount] An optional instanceCount. if set then `drawArraysInstanced` or `drawElementsInstanced` will be called\n * @memberOf module:twgl/draw\n */function drawBufferInfo(e,t,r,n,o,s){r=r===void 0?co:r;const a=t.indices;const c=t.elementType;const i=n===void 0?t.numElements:n;o=o===void 0?0:o;c||a?s!==void 0?e.drawElementsInstanced(r,i,c===void 0?io:t.elementType,o,s):e.drawElements(r,i,c===void 0?io:t.elementType,o):s!==void 0?e.drawArraysInstanced(r,o,i,s):e.drawArrays(r,o,i)}\n/**\n * A DrawObject is useful for putting objects in to an array and passing them to {@link module:twgl.drawObjectList}.\n *\n * You need either a `BufferInfo` or a `VertexArrayInfo`.\n *\n * @typedef {Object} DrawObject\n * @property {boolean} [active] whether or not to draw. Default = `true` (must be `false` to be not true). In other words `undefined` = `true`\n * @property {number} [type] type to draw eg. `gl.TRIANGLES`, `gl.LINES`, etc...\n * @property {module:twgl.ProgramInfo} programInfo A ProgramInfo as returned from {@link module:twgl.createProgramInfo}\n * @property {module:twgl.BufferInfo} [bufferInfo] A BufferInfo as returned from {@link module:twgl.createBufferInfoFromArrays}\n * @property {module:twgl.VertexArrayInfo} [vertexArrayInfo] A VertexArrayInfo as returned from {@link module:twgl.createVertexArrayInfo}\n * @property {Object<string, ?>} uniforms The values for the uniforms.\n *   You can pass multiple objects by putting them in an array. For example\n *\n *     var sharedUniforms = {\n *       u_fogNear: 10,\n *       u_projection: ...\n *       ...\n *     };\n *\n *     var localUniforms = {\n *       u_world: ...\n *       u_diffuseColor: ...\n *     };\n *\n *     var drawObj = {\n *       ...\n *       uniforms: [sharedUniforms, localUniforms],\n *     };\n *\n * @property {number} [offset] the offset to pass to `gl.drawArrays` or `gl.drawElements`. Defaults to 0.\n * @property {number} [count] the count to pass to `gl.drawArrays` or `gl.drawElements`. Defaults to bufferInfo.numElements.\n * @property {number} [instanceCount] the number of instances. Defaults to undefined.\n * @memberOf module:twgl\n */\n/**\n * Draws a list of objects\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @param {DrawObject[]} objectsToDraw an array of objects to draw.\n * @memberOf module:twgl/draw\n */function drawObjectList(e,t){let r=null;let n=null;t.forEach((function(t){if(t.active===false)return;const o=t.programInfo;const s=t.vertexArrayInfo||t.bufferInfo;let a=false;const c=t.type===void 0?co:t.type;if(o!==r){r=o;e.useProgram(o.program);a=true}if(a||s!==n){n&&n.vertexArrayObject&&!s.vertexArrayObject&&e.bindVertexArray(null);n=s;setBuffersAndAttributes(e,o,s)}setUniforms(o,t.uniforms);drawBufferInfo(e,s,c,t.count,t.offset,t.instanceCount)}));n&&n.vertexArrayObject&&e.bindVertexArray(null)}var uo=Object.freeze({__proto__:null,drawBufferInfo:drawBufferInfo,drawObjectList:drawObjectList});const fo=36160;const lo=36161;const mo=3553;const yo=5121;const po=6402;const bo=6408;const go=33190;const Ao=36012;const xo=35056;const ho=36013;const Fo=32854;const To=32855;const So=36194;const Po=33189;const Eo=6401;const wo=36168;const Io=34041;const vo=36064;const Bo=36096;const Co=36128;const ko=33306;const _o=33071;const Vo=9729;\n/**\n * The options for a framebuffer attachment.\n *\n * Note: For a `format` that is a texture include all the texture\n * options from {@link module:twgl.TextureOptions} for example\n * `min`, `mag`, `clamp`, etc... Note that unlike {@link module:twgl.TextureOptions}\n * `auto` defaults to `false` for attachment textures but `min` and `mag` default\n * to `gl.LINEAR` and `wrap` defaults to `CLAMP_TO_EDGE`\n *\n * @typedef {Object} AttachmentOptions\n * @property {number} [attachmentPoint] The attachment point. Defaults\n *   to `gl.COLOR_ATTACHMENT0 + ndx` unless type is a depth or stencil type\n *   then it's gl.DEPTH_ATTACHMENT or `gl.DEPTH_STENCIL_ATTACHMENT` depending\n *   on the format or attachment type.\n * @property {number} [format] The format. If one of `gl.RGBA4`,\n *   `gl.RGB565`, `gl.RGB5_A1`, `gl.DEPTH_COMPONENT16`,\n *   `gl.STENCIL_INDEX8` or `gl.DEPTH_STENCIL` then will create a\n *   renderbuffer. Otherwise will create a texture. Default = `gl.RGBA`\n * @property {number} [type] The type. Used for texture. Default = `gl.UNSIGNED_BYTE`.\n * @property {number} [target] The texture target for `gl.framebufferTexture2D`.\n *   Defaults to `gl.TEXTURE_2D`. Set to appropriate face for cube maps.\n * @property {number} [samples] The number of samples. Default = 1\n * @property {number} [level] level for `gl.framebufferTexture2D`. Defaults to 0.\n * @property {number} [layer] layer for `gl.framebufferTextureLayer`. Defaults to undefined.\n *   If set then `gl.framebufferTextureLayer` is called, if not then `gl.framebufferTexture2D`\n * @property {(WebGLRenderbuffer | WebGLTexture)} [attachment] An existing renderbuffer or texture.\n *    If provided will attach this Object. This allows you to share\n *    attachments across framebuffers.\n * @memberOf module:twgl\n * @mixes module:twgl.TextureOptions\n */const Uo=[{format:bo,type:yo,min:Vo,wrap:_o},{format:Io}];const zo={};zo[Io]=ko;zo[Eo]=Co;zo[wo]=Co;zo[po]=Bo;zo[Po]=Bo;zo[go]=Bo;zo[Ao]=Bo;zo[xo]=ko;zo[ho]=ko;function getAttachmentPointForFormat(e,t){return zo[e]||zo[t]}const Oo={};Oo[Fo]=true;Oo[To]=true;Oo[So]=true;Oo[Io]=true;Oo[Po]=true;Oo[Eo]=true;Oo[wo]=true;function isRenderbufferFormat(e){return Oo[e]}const Mo=32;function isColorAttachmentPoint(e){return e>=vo&&e<vo+Mo}\n/**\n * @typedef {Object} FramebufferInfo\n * @property {WebGLFramebuffer} framebuffer The WebGLFramebuffer for this framebufferInfo\n * @property {Array.<(WebGLRenderbuffer | WebGLTexture)>} attachments The created attachments in the same order as passed in to {@link module:twgl.createFramebufferInfo}.\n * @property {number} width The width of the framebuffer and its attachments\n * @property {number} height The width of the framebuffer and its attachments\n * @memberOf module:twgl\n */\n/**\n * Creates a framebuffer and attachments.\n *\n * This returns a {@link module:twgl.FramebufferInfo} because it needs to return the attachments as well as the framebuffer.\n * It also leaves the framebuffer it just created as the currently bound `FRAMEBUFFER`.\n * Note: If this is WebGL2 or if you called {@link module:twgl.addExtensionsToContext} then it will set the drawBuffers\n * to `[COLOR_ATTACHMENT0, COLOR_ATTACHMENT1, ...]` for how ever many color attachments were created.\n *\n * The simplest usage\n *\n *     // create an RGBA/UNSIGNED_BYTE texture and DEPTH_STENCIL renderbuffer\n *     const fbi = twgl.createFramebufferInfo(gl);\n *\n * More complex usage\n *\n *     // create an RGB565 renderbuffer and a STENCIL_INDEX8 renderbuffer\n *     const attachments = [\n *       { format: RGB565, mag: NEAREST },\n *       { format: STENCIL_INDEX8 },\n *     ]\n *     const fbi = twgl.createFramebufferInfo(gl, attachments);\n *\n * Passing in a specific size\n *\n *     const width = 256;\n *     const height = 256;\n *     const fbi = twgl.createFramebufferInfo(gl, attachments, width, height);\n *\n * **Note!!** It is up to you to check if the framebuffer is renderable by calling `gl.checkFramebufferStatus`.\n * [WebGL1 only guarantees 3 combinations of attachments work](https://www.khronos.org/registry/webgl/specs/latest/1.0/#6.6).\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {module:twgl.AttachmentOptions[]} [attachments] which attachments to create. If not provided the default is a framebuffer with an\n *    `RGBA`, `UNSIGNED_BYTE` texture `COLOR_ATTACHMENT0` and a `DEPTH_STENCIL` renderbuffer `DEPTH_STENCIL_ATTACHMENT`.\n * @param {number} [width] the width for the attachments. Default = size of drawingBuffer\n * @param {number} [height] the height for the attachments. Default = size of drawingBuffer\n * @return {module:twgl.FramebufferInfo} the framebuffer and attachments.\n * @memberOf module:twgl/framebuffers\n */function createFramebufferInfo(e,t,r,n){const o=fo;const s=e.createFramebuffer();e.bindFramebuffer(o,s);r=r||e.drawingBufferWidth;n=n||e.drawingBufferHeight;t=t||Uo;const a=[];const c={framebuffer:s,attachments:[],width:r,height:n};t.forEach((function(t,s){let i=t.attachment;const u=t.samples;const f=t.format;let l=t.attachmentPoint||getAttachmentPointForFormat(f,t.internalFormat);l||(l=vo+s);isColorAttachmentPoint(l)&&a.push(l);if(!i)if(u!==void 0||isRenderbufferFormat(f)){i=e.createRenderbuffer();e.bindRenderbuffer(lo,i);u>1?e.renderbufferStorageMultisample(lo,u,f,r,n):e.renderbufferStorage(lo,f,r,n)}else{const o=Object.assign({},t);o.width=r;o.height=n;if(o.auto===void 0){o.auto=false;o.min=o.min||o.minMag||Vo;o.mag=o.mag||o.minMag||Vo;o.wrapS=o.wrapS||o.wrap||_o;o.wrapT=o.wrapT||o.wrap||_o}i=createTexture(e,o)}if(isRenderbuffer(e,i))e.framebufferRenderbuffer(o,l,lo,i);else{if(!isTexture(e,i))throw new Error(\"unknown attachment type\");t.layer!==void 0?e.framebufferTextureLayer(o,l,i,t.level||0,t.layer):e.framebufferTexture2D(o,l,t.target||mo,i,t.level||0)}c.attachments.push(i)}));e.drawBuffers&&e.drawBuffers(a);return c}\n/**\n * Resizes the attachments of a framebuffer.\n *\n * You need to pass in the same `attachments` as you passed in {@link module:twgl.createFramebufferInfo}\n * because TWGL has no idea the format/type of each attachment.\n *\n * The simplest usage\n *\n *     // create an RGBA/UNSIGNED_BYTE texture and DEPTH_STENCIL renderbuffer\n *     const fbi = twgl.createFramebufferInfo(gl);\n *\n *     ...\n *\n *     function render() {\n *       if (twgl.resizeCanvasToDisplaySize(gl.canvas)) {\n *         // resize the attachments\n *         twgl.resizeFramebufferInfo(gl, fbi);\n *       }\n *\n * More complex usage\n *\n *     // create an RGB565 renderbuffer and a STENCIL_INDEX8 renderbuffer\n *     const attachments = [\n *       { format: RGB565, mag: NEAREST },\n *       { format: STENCIL_INDEX8 },\n *     ]\n *     const fbi = twgl.createFramebufferInfo(gl, attachments);\n *\n *     ...\n *\n *     function render() {\n *       if (twgl.resizeCanvasToDisplaySize(gl.canvas)) {\n *         // resize the attachments to match\n *         twgl.resizeFramebufferInfo(gl, fbi, attachments);\n *       }\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {module:twgl.FramebufferInfo} framebufferInfo a framebufferInfo as returned from {@link module:twgl.createFramebufferInfo}.\n * @param {module:twgl.AttachmentOptions[]} [attachments] the same attachments options as passed to {@link module:twgl.createFramebufferInfo}.\n * @param {number} [width] the width for the attachments. Default = size of drawingBuffer\n * @param {number} [height] the height for the attachments. Default = size of drawingBuffer\n * @memberOf module:twgl/framebuffers\n */function resizeFramebufferInfo(e,t,r,n,o){n=n||e.drawingBufferWidth;o=o||e.drawingBufferHeight;t.width=n;t.height=o;r=r||Uo;r.forEach((function(r,s){const a=t.attachments[s];const c=r.format;const i=r.samples;if(i!==void 0||isRenderbuffer(e,a)){e.bindRenderbuffer(lo,a);i>1?e.renderbufferStorageMultisample(lo,i,c,n,o):e.renderbufferStorage(lo,c,n,o)}else{if(!isTexture(e,a))throw new Error(\"unknown attachment type\");resizeTexture(e,a,r,n,o)}}))}\n/**\n * Binds a framebuffer\n *\n * This function pretty much solely exists because I spent hours\n * trying to figure out why something I wrote wasn't working only\n * to realize I forget to set the viewport dimensions.\n * My hope is this function will fix that.\n *\n * It is effectively the same as\n *\n *     gl.bindFramebuffer(gl.FRAMEBUFFER, someFramebufferInfo.framebuffer);\n *     gl.viewport(0, 0, someFramebufferInfo.width, someFramebufferInfo.height);\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {module:twgl.FramebufferInfo|null} [framebufferInfo] a framebufferInfo as returned from {@link module:twgl.createFramebufferInfo}.\n *   If falsy will bind the canvas.\n * @param {number} [target] The target. If not passed `gl.FRAMEBUFFER` will be used.\n * @memberOf module:twgl/framebuffers\n */function bindFramebufferInfo(e,t,r){r=r||fo;if(t){e.bindFramebuffer(r,t.framebuffer);e.viewport(0,0,t.width,t.height)}else{e.bindFramebuffer(r,null);e.viewport(0,0,e.drawingBufferWidth,e.drawingBufferHeight)}}var Ro=Object.freeze({__proto__:null,bindFramebufferInfo:bindFramebufferInfo,createFramebufferInfo:createFramebufferInfo,resizeFramebufferInfo:resizeFramebufferInfo});const Lo=34963;\n/**\n * @typedef {Object} VertexArrayInfo\n * @property {number} numElements The number of elements to pass to `gl.drawArrays` or `gl.drawElements`.\n * @property {number} [elementType] The type of indices `UNSIGNED_BYTE`, `UNSIGNED_SHORT` etc..\n * @property {WebGLVertexArrayObject} [vertexArrayObject] a vertex array object\n * @memberOf module:twgl\n */\n/**\n * Creates a VertexArrayInfo from a BufferInfo and one or more ProgramInfos\n *\n * This can be passed to {@link module:twgl.setBuffersAndAttributes} and to\n * {@link module:twgl:drawBufferInfo}.\n *\n * > **IMPORTANT:** Vertex Array Objects are **not** a direct analog for a BufferInfo. Vertex Array Objects\n *   assign buffers to specific attributes at creation time. That means they can only be used with programs\n *   who's attributes use the same attribute locations for the same purposes.\n *\n * > Bind your attribute locations by passing an array of attribute names to {@link module:twgl.createProgramInfo}\n *   or use WebGL 2's GLSL ES 3's `layout(location = <num>)` to make sure locations match.\n *\n * also\n *\n * > **IMPORTANT:** After calling twgl.setBuffersAndAttribute with a BufferInfo that uses a Vertex Array Object\n *   that Vertex Array Object will be bound. That means **ANY MANIPULATION OF ELEMENT_ARRAY_BUFFER or ATTRIBUTES**\n *   will affect the Vertex Array Object state.\n *\n * > Call `gl.bindVertexArray(null)` to get back manipulating the global attributes and ELEMENT_ARRAY_BUFFER.\n *\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @param {module:twgl.ProgramInfo|module:twgl.ProgramInfo[]} programInfo a programInfo or array of programInfos\n * @param {module:twgl.BufferInfo} bufferInfo BufferInfo as returned from createBufferInfoFromArrays etc...\n *\n *    You need to make sure every attribute that will be used is bound. So for example assume shader 1\n *    uses attributes A, B, C and shader 2 uses attributes A, B, D. If you only pass in the programInfo\n *    for shader 1 then only attributes A, B, and C will have their attributes set because TWGL doesn't\n *    now attribute D's location.\n *\n *    So, you can pass in both shader 1 and shader 2's programInfo\n *\n * @return {module:twgl.VertexArrayInfo} The created VertexArrayInfo\n *\n * @memberOf module:twgl/vertexArrays\n */function createVertexArrayInfo(e,t,r){const n=e.createVertexArray();e.bindVertexArray(n);t.length||(t=[t]);t.forEach((function(t){setBuffersAndAttributes(e,t,r)}));e.bindVertexArray(null);return{numElements:r.numElements,elementType:r.elementType,vertexArrayObject:n}}\n/**\n * Creates a vertex array object and then sets the attributes on it\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {Object.<string, function>} setters Attribute setters as returned from createAttributeSetters\n * @param {Object.<string, module:twgl.AttribInfo>} attribs AttribInfos mapped by attribute name.\n * @param {WebGLBuffer} [indices] an optional ELEMENT_ARRAY_BUFFER of indices\n *\n * @return {WebGLVertexArrayObject|null} The created WebGLVertexArrayObject\n *\n * @memberOf module:twgl/vertexArrays\n */function createVAOAndSetAttributes(e,t,r,n){const o=e.createVertexArray();e.bindVertexArray(o);setAttributes(t,r);n&&e.bindBuffer(Lo,n);e.bindVertexArray(null);return o}\n/**\n * Creates a vertex array object and then sets the attributes\n * on it\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext\n *        to use.\n * @param {Object.<string, function>| module:twgl.ProgramInfo} programInfo as returned from createProgramInfo or Attribute setters as returned from createAttributeSetters\n * @param {module:twgl.BufferInfo} bufferInfo BufferInfo as returned from createBufferInfoFromArrays etc...\n * @param {WebGLBuffer} [indices] an optional ELEMENT_ARRAY_BUFFER of indices\n *\n * @return {WebGLVertexArrayObject|null} The created WebGLVertexArrayObject\n *\n * @memberOf module:twgl/vertexArrays\n */function createVAOFromBufferInfo(e,t,r){return createVAOAndSetAttributes(e,t.attribSetters||t,r.attribs,r.indices)}var Do=Object.freeze({__proto__:null,createVertexArrayInfo:createVertexArrayInfo,createVAOAndSetAttributes:createVAOAndSetAttributes,createVAOFromBufferInfo:createVAOFromBufferInfo});const $o={addExtensionsToContext:true};\n/**\n * Various default settings for twgl.\n *\n * Note: You can call this any number of times. Example:\n *\n *     twgl.setDefaults({ textureColor: [1, 0, 0, 1] });\n *     twgl.setDefaults({ attribPrefix: 'a_' });\n *\n * is equivalent to\n *\n *     twgl.setDefaults({\n *       textureColor: [1, 0, 0, 1],\n *       attribPrefix: 'a_',\n *     });\n *\n * @typedef {Object} Defaults\n * @property {string} [attribPrefix] The prefix to stick on attributes\n *\n *   When writing shaders I prefer to name attributes with `a_`, uniforms with `u_` and varyings with `v_`\n *   as it makes it clear where they came from. But, when building geometry I prefer using un-prefixed names.\n *\n *   In other words I'll create arrays of geometry like this\n *\n *       const arrays = {\n *         position: ...\n *         normal: ...\n *         texcoord: ...\n *       };\n *\n *   But need those mapped to attributes and my attributes start with `a_`.\n *\n *   Default: `\"\"`\n *\n * @property {number[]} [textureColor] Array of 4 values in the range 0 to 1\n *\n *   The default texture color is used when loading textures from\n *   urls. Because the URL will be loaded async we'd like to be\n *   able to use the texture immediately. By putting a 1x1 pixel\n *   color in the texture we can start using the texture before\n *   the URL has loaded.\n *\n *   Default: `[0.5, 0.75, 1, 1]`\n *\n * @property {string} [crossOrigin]\n *\n *   If not undefined sets the crossOrigin attribute on images\n *   that twgl creates when downloading images for textures.\n *\n *   Also see {@link module:twgl.TextureOptions}.\n *\n * @property {bool} [addExtensionsToContext]\n *\n *   If true, then, when twgl will try to add any supported WebGL extensions\n *   directly to the context under their normal GL names. For example\n *   if ANGLE_instances_arrays exists then twgl would enable it,\n *   add the functions `vertexAttribDivisor`, `drawArraysInstanced`,\n *   `drawElementsInstanced`, and the constant `VERTEX_ATTRIB_ARRAY_DIVISOR`\n *   to the `WebGLRenderingContext`.\n *\n * @memberOf module:twgl\n */\n/**\n * Sets various defaults for twgl.\n *\n * In the interest of terseness which is kind of the point\n * of twgl I've integrated a few of the older functions here\n *\n * @param {module:twgl.Defaults} newDefaults The default settings.\n * @memberOf module:twgl\n */function setDefaults(e){copyExistingProperties(e,$o);setDefaults$2(e);setDefaults$1(e)}const Go=/^(.*?)_/;function addExtensionToContext(e,t){ge(e,0);const r=e.getExtension(t);if(r){const n={};const o=Go.exec(t)[1];const s=\"_\"+o;for(const t in r){const a=r[t];const c=typeof a===\"function\";const i=c?o:s;let u=t;t.endsWith(i)&&(u=t.substring(0,t.length-i.length));if(e[u]!==void 0)c||e[u]===a||warn$1(u,e[u],a,t);else if(c)e[u]=function(e){return function(){return e.apply(r,arguments)}}(a);else{e[u]=a;n[u]=a}}n.constructor={name:r.constructor.name};ge(n,0)}return r}const No=[\"ANGLE_instanced_arrays\",\"EXT_blend_minmax\",\"EXT_color_buffer_float\",\"EXT_color_buffer_half_float\",\"EXT_disjoint_timer_query\",\"EXT_disjoint_timer_query_webgl2\",\"EXT_frag_depth\",\"EXT_sRGB\",\"EXT_shader_texture_lod\",\"EXT_texture_filter_anisotropic\",\"OES_element_index_uint\",\"OES_standard_derivatives\",\"OES_texture_float\",\"OES_texture_float_linear\",\"OES_texture_half_float\",\"OES_texture_half_float_linear\",\"OES_vertex_array_object\",\"WEBGL_color_buffer_float\",\"WEBGL_compressed_texture_atc\",\"WEBGL_compressed_texture_etc1\",\"WEBGL_compressed_texture_pvrtc\",\"WEBGL_compressed_texture_s3tc\",\"WEBGL_compressed_texture_s3tc_srgb\",\"WEBGL_depth_texture\",\"WEBGL_draw_buffers\"];\n/**\n * Attempts to enable all of the following extensions\n * and add their functions and constants to the\n * `WebGLRenderingContext` using their normal non-extension like names.\n *\n *      ANGLE_instanced_arrays\n *      EXT_blend_minmax\n *      EXT_color_buffer_float\n *      EXT_color_buffer_half_float\n *      EXT_disjoint_timer_query\n *      EXT_disjoint_timer_query_webgl2\n *      EXT_frag_depth\n *      EXT_sRGB\n *      EXT_shader_texture_lod\n *      EXT_texture_filter_anisotropic\n *      OES_element_index_uint\n *      OES_standard_derivatives\n *      OES_texture_float\n *      OES_texture_float_linear\n *      OES_texture_half_float\n *      OES_texture_half_float_linear\n *      OES_vertex_array_object\n *      WEBGL_color_buffer_float\n *      WEBGL_compressed_texture_atc\n *      WEBGL_compressed_texture_etc1\n *      WEBGL_compressed_texture_pvrtc\n *      WEBGL_compressed_texture_s3tc\n *      WEBGL_compressed_texture_s3tc_srgb\n *      WEBGL_depth_texture\n *      WEBGL_draw_buffers\n *\n * For example if `ANGLE_instanced_arrays` exists then the functions\n * `drawArraysInstanced`, `drawElementsInstanced`, `vertexAttribDivisor`\n * and the constant `VERTEX_ATTRIB_ARRAY_DIVISOR` are added to the\n * `WebGLRenderingContext`.\n *\n * Note that if you want to know if the extension exists you should\n * probably call `gl.getExtension` for each extension. Alternatively\n * you can check for the existence of the functions or constants that\n * are expected to be added. For example\n *\n *    if (gl.drawBuffers) {\n *      // Either WEBGL_draw_buffers was enabled OR you're running in WebGL2\n *      ....\n *\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @memberOf module:twgl\n */function addExtensionsToContext(e){for(let t=0;t<No.length;++t)addExtensionToContext(e,No[t])}\n/**\n * Creates a webgl context.\n * @param {HTMLCanvasElement} canvas The canvas tag to get\n *     context from. If one is not passed in one will be\n *     created.\n * @return {WebGLRenderingContext} The created context.\n * @private\n */function create3DContext(e,t){const r=[\"webgl\",\"experimental-webgl\"];let n=null;for(let o=0;o<r.length;++o){n=e.getContext(r[o],t);if(n){$o.addExtensionsToContext&&addExtensionsToContext(n);break}}return n}\n/**\n * Gets a WebGL1 context.\n *\n * Note: Will attempt to enable Vertex Array Objects\n * and add WebGL2 entry points. (unless you first set defaults with\n * `twgl.setDefaults({enableVertexArrayObjects: false})`;\n *\n * @param {HTMLCanvasElement} canvas a canvas element.\n * @param {WebGLContextAttributes} [opt_attribs] optional webgl context creation attributes\n * @return {WebGLRenderingContext} The created context.\n * @memberOf module:twgl\n * @deprecated\n * @private\n */function getWebGLContext(e,t){const r=create3DContext(e,t);return r}\n/**\n * Creates a webgl context.\n *\n * Will return a WebGL2 context if possible.\n *\n * You can check if it's WebGL2 with\n *\n *     twgl.isWebGL2(gl);\n *\n * @param {HTMLCanvasElement} canvas The canvas tag to get\n *     context from. If one is not passed in one will be\n *     created.\n * @return {WebGLRenderingContext} The created context.\n */function createContext(e,t){const r=[\"webgl2\",\"webgl\",\"experimental-webgl\"];let n=null;for(let o=0;o<r.length;++o){n=e.getContext(r[o],t);if(n){$o.addExtensionsToContext&&addExtensionsToContext(n);break}}return n}\n/**\n * Gets a WebGL context.  Will create a WebGL2 context if possible.\n *\n * You can check if it's WebGL2 with\n *\n *    function isWebGL2(gl) {\n *      return gl.getParameter(gl.VERSION).indexOf(\"WebGL 2.0 \") == 0;\n *    }\n *\n * Note: For a WebGL1 context will attempt to enable Vertex Array Objects\n * and add WebGL2 entry points. (unless you first set defaults with\n * `twgl.setDefaults({enableVertexArrayObjects: false})`;\n *\n * @param {HTMLCanvasElement} canvas a canvas element.\n * @param {WebGLContextAttributes} [opt_attribs] optional webgl context creation attributes\n * @return {WebGLRenderingContext} The created context.\n * @memberOf module:twgl\n */function getContext(e,t){const r=createContext(e,t);return r}\n/**\n * Resize a canvas to match the size it's displayed.\n * @param {HTMLCanvasElement} canvas The canvas to resize.\n * @param {number} [multiplier] So you can pass in `window.devicePixelRatio` or other scale value if you want to.\n * @return {boolean} true if the canvas was resized.\n * @memberOf module:twgl\n */function resizeCanvasToDisplaySize(e,t){t=t||1;t=Math.max(0,t);const r=e.clientWidth*t|0;const n=e.clientHeight*t|0;if(e.width!==r||e.height!==n){e.width=r;e.height=n;return true}return false}export{addExtensionsToContext,G as attributes,bindFramebufferInfo,bindTransformFeedbackInfo,bindUniformBlock,canFilter,canGenerateMipmap,createAttribsFromArrays,createAttributeSetters,createBufferFromArray,createBufferFromTypedArray,createBufferInfoFromArrays,createBuffersFromArrays,createFramebufferInfo,createProgram,Kn as createProgramAsync,createProgramFromScripts,createProgramFromSources,createProgramInfo,Jn as createProgramInfoAsync,createProgramInfoFromProgram,createProgramInfos,so as createProgramInfosAsync,createPrograms,oo as createProgramsAsync,createSampler,createSamplers,createTexture,createTextures,createTransformFeedback,createTransformFeedbackInfo,createUniformBlockInfo,createUniformBlockInfoFromProgram,createUniformBlockSpecFromProgram,createUniformSetters,createVAOAndSetAttributes,createVAOFromBufferInfo,createVertexArrayInfo,uo as draw,drawBufferInfo,drawObjectList,Ro as framebuffers,getArray$1 as getArray_,getBytesPerElementForInternalFormat,getContext,getFormatAndTypeForInternalFormat,getGLTypeForTypedArray,getGLTypeForTypedArrayType,getNumComponentsForFormat,getNumComponents$1 as getNumComponents_,getTypedArrayTypeForGLType,getWebGLContext,ge as glEnumToString,P as isArrayBuffer,isWebGL1,isWebGL2,loadTextureFromUrl,a as m4,be as primitives,ao as programs,resizeCanvasToDisplaySize,resizeFramebufferInfo,resizeTexture,setAttribInfoBufferFromArray,setDefaults$2 as setAttributeDefaults_,setAttributePrefix,setAttributes,setBlockUniforms,setBuffersAndAttributes,setDefaultTextureColor,setDefaults,setEmptyTexture,setSamplerParameters,setDefaults$1 as setTextureDefaults_,setTextureFilteringForSize,setTextureFromArray,setTextureFromElement,setTextureParameters,setUniformBlock,setUniforms,ro as setUniformsAndBindTextures,Vr as textures,E as typedarrays,Ae as utils,t as v3,Do as vertexArrays};\n//# sourceMappingURL=twgl-full.module.js.map\n","import{jsx as _jsx}from\"react/jsx-runtime\";import{addPropertyControls,ControlType}from\"framer\";import{createBufferInfoFromArrays,createProgramInfo,drawBufferInfo,resizeCanvasToDisplaySize,setBuffersAndAttributes,setUniforms}from\"twgl.js\";/** @framerDisableUnlink\n * @framerSupportedLayoutWidth any-prefer-fixed\n * @framerSupportedLayoutHeight any-prefer-fixed\n * @framerIntrinsicWidth 200\n * @framerIntrinsicHeight 200\n */export default function MeshGradient(props){const{baseColor,noise,animate}=props;const colors=props.colors.length!==0?props.colors:[{color:\"rgb(255,0,0)\",x:0,y:0,radius:10},{color:\"rgb(0,255,0)\",x:80,y:20,radius:10},{color:\"rgb(0,0,255)\",x:50,y:50,radius:10}];const canvasRef=element=>{if(!element)return;const gl=element.getContext(\"webgl\");if(!gl){console.error(\"WebGL not supported.\");return;}const vertexShaderSource=`\n                attribute vec4 position;\n\n                void main() {\n                    gl_Position = position;\n                }\n            `;const fragmentShaderSource=`\n                precision mediump float;\n\n                uniform vec2 u_resolution;\n                uniform vec4 u_baseColor; // Background color with alpha\n                uniform float u_noise;\n                uniform vec4 u_colors[${Math.max(1,colors.length)}];\n                uniform vec2 u_positions[${Math.max(1,colors.length)}];\n                uniform float u_radius[${Math.max(1,colors.length)}];\n                uniform float u_time;\n\n\n                vec3 mod289(vec3 x) {\n                    return x - floor(x * (1.0 / 289.0)) * 289.0;\n                }\n                float mod289(float x) {\n                    return x - floor(x * (1.0 / 289.0)) * 289.0;\n                }\n                float permute(float x) {\n                    return mod289(((x * 34.0) + 10.0) * x);\n                }\n                vec2 rgrad2(vec2 p, float rot) {\n                    float u = permute(permute(p.x) + p.y) * 0.0243902439 + rot;\n                    u = fract(u) * 6.28318530718; // 2*pi\n                    return vec2(cos(u), sin(u));\n                }\n                float grainNoise(vec2 uv) {\n                    vec2 pixel = floor(uv * u_resolution); // lock to actual pixel grid\n                    float hash = dot(pixel, vec2(12.9898, 78.233));\n                    return fract(sin(hash) * 43758.5453123);\n                }\n                float bigGrainNoise(vec2 uv, float scale) {\n                    vec2 blockUV = floor(uv * u_resolution / scale);\n                    float hash = dot(blockUV + u_time * 0.02, vec2(127.1, 311.7));\n                    return fract(sin(hash) * 43758.5453123);\n                }\n                vec3 psrdnoise(vec2 pos, vec2 per, float rot) {\n                    pos.y += 0.01;\n                    vec2 uv = vec2(pos.x + pos.y * 0.5, pos.y);\n                    vec2 i0 = floor(uv);\n                    vec2 f0 = fract(uv);\n                    vec2 i1 = (f0.x > f0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);\n                    vec2 p0 = vec2(i0.x - i0.y * 0.5, i0.y);\n                    vec2 p1 = vec2(p0.x + i1.x - i1.y * 0.5, p0.y + i1.y);\n                    vec2 p2 = vec2(p0.x + 0.5, p0.y + 1.0);\n                    vec2 d0 = pos - p0;\n                    vec2 d1 = pos - p1;\n                    vec2 d2 = pos - p2;\n                    vec3 xw = mod(vec3(p0.x, p1.x, p2.x), per.x);\n                    vec3 yw = mod(vec3(p0.y, p1.y, p2.y), per.y);\n                    vec3 iuw = xw + 0.5 * yw;\n                    vec3 ivw = yw;\n                    vec2 g0 = rgrad2(vec2(iuw.x, ivw.x), rot);\n                    vec2 g1 = rgrad2(vec2(iuw.y, ivw.y), rot);\n                    vec2 g2 = rgrad2(vec2(iuw.z, ivw.z), rot);\n                    vec3 w = vec3(dot(g0, d0), dot(g1, d1), dot(g2, d2));\n                    vec3 t = 0.8 - vec3(dot(d0, d0), dot(d1, d1), dot(d2, d2));\n                    t = max(t, 0.0);\n                    vec3 t4 = t * t * t * t;\n                    return 11.0 * vec3(dot(t4, w));\n                }\n\n                vec4 blendAverage(vec4 base, vec4 blend) {\n                    return (base + blend) / 2.0;\n                }\n\n                // Elliptical distance calculation\n                float ellipticalDistance(vec2 uv, vec2 center, vec2 radii, float angle) {\n                    vec2 toUV = uv - center;\n\n                    // Rotate UV coordinates by the angle\n                    float cosA = cos(angle);\n                    float sinA = sin(angle);\n                    vec2 rotated = vec2(\n                        cosA * toUV.x + sinA * toUV.y,\n                        -sinA * toUV.x + cosA * toUV.y\n                    );\n\n                    // Scale coordinates to create an ellipse\n                    vec2 scaled = rotated / radii;\n\n                    // Return the distance in elliptical space\n                    return length(scaled);\n                }\n\n\n                void main() {\n                    vec2 uv = gl_FragCoord.xy / u_resolution;\n                    vec4 color = u_baseColor;\n                    float noiseIntensity = u_noise;\n                    vec2 canvasCenter = vec2(0.5, 0.5);\n\n                    for (int i = 0; i < ${Math.max(1,colors.length)}; i++) {\n                        vec2 position = u_positions[i];\n                        vec4 gradientColor = u_colors[i];\n                        float radius = u_radius[i];\n\n                        // Calculate the angle pointing towards the center\n                        vec2 toCenter = canvasCenter - position;\n                        toCenter.y = -toCenter.y;\n                        float angle = atan(toCenter.x, toCenter.y);\n\n                        // Gaussian weights for blending with elliptical distortion\n                        for (float dx = -2.0; dx <= 2.0; dx++) {\n                            for (float dy = -2.0; dy <= 2.0; dy++) {\n                                // float grain = bigGrainNoise(uv * noiseIntensity, 40.0);\n                                // vec2 samplePos = position + vec2(dx, dy) * 0.005 + (grain - 0.5) * 0.02;\n                                float noise = psrdnoise(uv * noiseIntensity, vec2(10.0, 10.0), 0.0).x;\n                                vec2 samplePos = position + vec2(dx, dy) * 0.005 + vec2(noise) * 0.01;\n\n                                vec2 radii = vec2(\n                                    radius, radius\n                                );\n\n                                float eDist = ellipticalDistance(uv, samplePos, radii, angle);\n                                float dist;\n                                if (eDist > 0.0) {\n                                    dist = eDist;\n                                } else {\n                                    dist = distance(uv, position);\n                                }\n\n                                // float dist = distance(uv, position);\n                                float weight = 1.0 - smoothstep(0.001, 0.5, dist);\n                                color = mix(color, blendAverage(color, gradientColor), weight * 0.1);\n                            }\n                        }\n                    }\n\n\n                    gl_FragColor = color;\n                }\n            `;const programInfo=createProgramInfo(gl,[vertexShaderSource,fragmentShaderSource]);const arrays={position:[-1,-1,0,1,-1,0,-1,1,0,-1,1,0,1,-1,0,1,1,0]};const bufferInfo=createBufferInfoFromArrays(gl,arrays);function render(time){if(!gl?.canvas)return;// Resize canvas\nresizeCanvasToDisplaySize(gl.canvas);gl.viewport(0,0,gl.canvas.width,gl.canvas.height);console.log(\"baseColor\",baseColor);const uBaseColor=parseColorString(baseColor);// Parse gradient colors\nconst colorArray=colors.map(c=>{const rgba=parseColorString(c.color);return[rgba.r/255,rgba.g/255,rgba.b/255,rgba.a];});const flattenedColors=colorArray.flat();// Animate positions over time\nconst positions=colors.map((c,i)=>{const offset=!animate?0:Math.sin(time*.001+i)*.1// Add oscillation\n;return[c.x/100+offset,1-c.y/100+offset];});const flattenedPositions=positions.flat();const radii=colors.map(c=>{return c.radius/10;});const flattenedRadii=radii.flat();const uniforms={u_resolution:[gl.canvas.width,gl.canvas.height],u_baseColor:[uBaseColor.r/255,uBaseColor.g/255,uBaseColor.b/255,uBaseColor.a],u_noise:noise,u_colors:new Float32Array(flattenedColors),u_positions:new Float32Array(flattenedPositions),u_radius:new Float32Array(flattenedRadii),u_time:animate?time*.001:1};gl.useProgram(programInfo.program);setBuffersAndAttributes(gl,programInfo,bufferInfo);setUniforms(programInfo,uniforms);drawBufferInfo(gl,bufferInfo);const pixels=new Uint8Array(gl.canvas.width*gl.canvas.height*4);requestAnimationFrame(render);}requestAnimationFrame(render);};return /*#__PURE__*/_jsx(\"canvas\",{ref:canvasRef,style:{width:\"100%\",height:\"100%\",display:\"block\"}});}function hexToRgba(hex){// Remove '#' if present\nhex=hex.replace(/^#/,\"\");// Parse RGB values\nlet r,g,b,a=255// Default alpha to 255 (fully opaque)\n;if(hex.length===3||hex.length===4){// Shorthand hex format (#RGB or #RGBA)\nr=parseInt(hex[0]+hex[0],16);g=parseInt(hex[1]+hex[1],16);b=parseInt(hex[2]+hex[2],16);if(hex.length===4){a=parseInt(hex[3]+hex[3],16);}}else if(hex.length===6||hex.length===8){// Full hex format (#RRGGBB or #RRGGBBAA)\nr=parseInt(hex.substring(0,2),16);g=parseInt(hex.substring(2,4),16);b=parseInt(hex.substring(4,6),16);if(hex.length===8){a=parseInt(hex.substring(6,8),16);}}else{console.error(`Invalid HEX color: ${hex}`);return{r:0,g:0,b:0,a:1};}// Convert alpha from 0-255 to 0-1 range\nreturn{r,g,b,a:a/255};}function parseColorString(colorString){if(colorString.startsWith(\"#\")){// Hex color\nlet hex=colorString.replace(\"#\",\"\");if(hex.length===3){hex=hex.split(\"\").map(c=>c+c).join(\"\")// expand short hex\n;}if(hex.length!==6){console.error(`Invalid hex color string: ${colorString}`);return{r:0,g:0,b:0,a:1};}const r=parseInt(hex.slice(0,2),16);const g=parseInt(hex.slice(2,4),16);const b=parseInt(hex.slice(4,6),16);return{r,g,b,a:1};}else{// rgb or rgba\nconst match=colorString.match(/rgba?\\((\\d+),\\s*(\\d+),\\s*(\\d+)(?:,\\s*([01](?:\\.\\d+)?))?\\)/);if(!match){console.error(`Invalid color string: ${colorString}`);return{r:0,g:0,b:0,a:1};}return{r:parseInt(match[1],10),g:parseInt(match[2],10),b:parseInt(match[3],10),a:match[4]!==undefined?parseFloat(match[4]):1};}}addPropertyControls(MeshGradient,{baseColor:{title:\"Base Color\",type:ControlType.Color,defaultValue:\"#FFFFFF\"},noise:{title:\"Noise\",type:ControlType.Number,min:0,max:100,defaultValue:10},colors:{title:\"Colors\",type:ControlType.Array,defaultValue:[{color:\"#FF0000\",x:0,y:0,radius:10},{color:\"#00FF00\",x:80,y:20,radius:10},{color:\"#0000FF\",x:50,y:50,radius:10}],propertyControl:{title:\"Mesh Color\",type:ControlType.Object,controls:{color:{title:\"Color\",type:ControlType.Color,defaultValue:\"#FFF\"},x:{title:\"X Position\",type:ControlType.Number,min:0,max:100,defaultValue:50},y:{title:\"Y Position\",type:ControlType.Number,min:0,max:100,defaultValue:50},radius:{title:\"Radius\",type:ControlType.Number,min:0,max:100,defaultValue:10}}}},animate:{title:\"Animate\",type:ControlType.Boolean,defaultValue:false,enabledTitle:\"Yes\",disabledTitle:\"No\"}});MeshGradient.defaultProps={baseColor:\"#FFFFFF\",noise:10,colors:[{color:\"rgb(255,0,0)\",x:0,y:0,radius:10},{color:\"rgb(0,255,0)\",x:80,y:20,radius:10},{color:\"rgb(0,0,255)\",x:50,y:50,radius:10}],animate:false};\nexport const __FramerMetadata__ = {\"exports\":{\"default\":{\"type\":\"reactComponent\",\"name\":\"MeshGradient\",\"slots\":[],\"annotations\":{\"framerIntrinsicWidth\":\"200\",\"framerSupportedLayoutHeight\":\"any-prefer-fixed\",\"framerIntrinsicHeight\":\"200\",\"framerContractVersion\":\"1\",\"framerDisableUnlink\":\"* @framerSupportedLayoutWidth any-prefer-fixed\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# 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