{"version":3,"file":"shared-lib.Bkv--Vff.mjs","names":["fonts","css","className","Icon","lowercaseIconKeyPairs","iconKeys","useMemo","useRef","useState","HouseFactory","React","serializationHash","variantClassNames","transition1","Transition","React.useContext","React.useMemo","Variants","React.Fragment","getProps","createLayoutDependency","React.useRef","React.useId","className","Image","addPropertyOverrides","cycleOrder","serializationHash","variantClassNames","transition1","Transition","React.useContext","React.useMemo","Variants","React.Fragment","humanReadableVariantMap","getProps","createLayoutDependency","useRef","React.useId","className","fonts","css","className","addPropertyOverrides","cycleOrder","serializationHash","variantClassNames","transition1","Transition","React.useContext","React.useMemo","Variants","React.Fragment","humanReadableVariantMap","getProps","createLayoutDependency","useRef","React.useId","sharedStyle.className","sharedStyle1.className","className","RichText","SVG","sharedStyle.css","sharedStyle1.css","sharedStyle.fonts","sharedStyle1.fonts","addPropertyOverrides","AssetLogoFonts","AssetLogo","Navbar_itemHamburgerIcon","Navbar_itemTopNavItem","cycleOrder","serializationHash","variantClassNames","transition1","Transition","React.useContext","React.useMemo","Variants","React.Fragment","humanReadableVariantMap","getProps","createLayoutDependency","useRef","React.useId","className","x","p","u","vertexShader","fragmentShader","animation","ae","cx","THREE.Color","THREE.Vector4","useRef","useMemo","scene","THREE.Scene","camera","THREE.OrthographicCamera","THREE.WebGLRenderer","THREE.ShaderMaterial","THREE.AdditiveBlending","THREE.Mesh","aspect","THREE.PlaneGeometry","addPropertyOverrides","Phosphor","cycleOrder","serializationHash","variantClassNames","transition1","Transition","React.useContext","React.useMemo","Variants","React.Fragment","humanReadableVariantMap","getProps","createLayoutDependency","React.useRef","React.useId","className","fonts","css","className","fonts","css","className","addPropertyOverrides","RichText","AssetLogo","IconIcon","cycleOrder","serializationHash","variantClassNames","transition1","Transition","React.useContext","React.useMemo","Variants","React.Fragment","humanReadableVariantMap","getProps","createLayoutDependency","useRef","React.useId","sharedStyle.className","sharedStyle1.className","sharedStyle2.className","className","sharedStyle.css","sharedStyle1.css","sharedStyle2.css","sharedStyle.fonts","sharedStyle1.fonts","sharedStyle2.fonts","FooterFooter4","React.useContext","React.useMemo","React.Fragment","useRef","React.useId","className"],"sources":["https:/framerusercontent.com/modules/l8ZWWjmsdBfwlJ2JIY3D/Syv2ntitFO75MpNatbGE/vqCJJjluc.js","https:/framerusercontent.com/modules/DyldKav0OOAWR3bCAlhK/8c3l9FzyOlGpbPncYhfc/nullstate.js","https:/framer.com/m/framer/icon-nullstate.js@0.7.0","https:/framerusercontent.com/modules/Qc8yuHkQmGO0kFiSWbkX/rVmMAFttOHuuiwSg6KjZ/House.js","https:/framer.com/m/phosphor-icons/House.js@0.0.57","https:/framerusercontent.com/modules/Ma20hU0GGRxLxZphbywl/OSpwWF91FHPVFyQJjMHt/utils.js","https:/framerusercontent.com/modules/tYScH7LTqUtz5KUaUAYP/p8dptk4UIND8hbFWz9V7/Phosphor.js","https:/framerusercontent.com/modules/fZhrPCRB6eqlEMl5H0eA/ay8S2NplqXxF1YfTN0WU/FruoawW6F.js","https:/framerusercontent.com/modules/ydPQEnzab3beWI0z0moX/wxX1kH0YaFS2GFjoH4LE/OJCWrVT07.js","https:/framerusercontent.com/modules/zvk3C968jnOXU4KVNu3Z/HxowoBuQSeNA3aTicbWG/N74N_0q9y.js","https:/framerusercontent.com/modules/28y4C5IXr8PdJ3AFRmXj/aagPfB5Z5JAl2dgcXnp0/PwsC2C7ql.js","https:/framerusercontent.com/modules/hzsKzQSDrzsa5HiIYhO0/zxmB5ycVdbHyv8SwTN6M/xf_CRCkN4.js","https:/cdn.skypack.dev/-/three@v0.148.0-ZdnPTf2EskNtHkVhjjpp/dist=es2019,mode=imports/optimized/three.js","https:/cdn.skypack.dev/three@0.148.0","https:/framerusercontent.com/modules/255UeXJlq6DOZwg2ELrl/HoHGwFP8EL7TZzFbYmV2/GOD_RAYS_V2.js","https:/framerusercontent.com/modules/1vfeb0KiN3fKrc4yNCEl/BJT1On3IHDX4RBhCQcRy/RDMJPjQvL.js","https:/framerusercontent.com/modules/ywvJNsrpI5r1FSt2vFoI/JhRCwDQI5b34IFDz6g9x/ALeoHd2zM.js","https:/framerusercontent.com/modules/xgJMk7wBCDSUTcT17c3G/SMyackzAsTEBuyczdI4k/d9vgTUdqj.js","https:/framerusercontent.com/modules/1mfywSiChjVILsVZ4yIZ/ihBWiYnv4sjviEspq3ya/N4cH5VlsQ.js","https:/framerusercontent.com/modules/c2hVSEAmN8YS9SC6xA5y/hOqq82prlltcBij5Tvnq/QTp5vvnun.js","https:/framerusercontent.com/modules/gb7B4njJQkTlBCNQh4bG/VIcdH4M5F4uC3xMSDl0L/YUIyS7CCo.js"],"sourcesContent":["// Generated by Framer (fd7a51d)\nimport{fontStore}from\"framer\";fontStore.loadFonts([\"FS;Poppins-regular\",\"FS;Poppins-bold\",\"FS;Poppins-bold italic\",\"FS;Poppins-italic\"]);export const fonts=[{explicitInter:true,fonts:[{family:\"Poppins\",source:\"fontshare\",style:\"normal\",url:\"https://framerusercontent.com/third-party-assets/fontshare/wf/NC2MP33RO4WQTSTEEAWBJLAEXNCNEQVF/7F4U3COKLHQH4WUH3AXPC7N4UELEWJQN/JMWNCAGBH3TLANIVQPVABVAVNV5QERTH.woff2\",weight:\"400\"},{family:\"Poppins\",source:\"fontshare\",style:\"normal\",url:\"https://framerusercontent.com/third-party-assets/fontshare/wf/EOHGWBZYYKO6R4PWP4S2B3FFWHHBEZN6/UWQLMF4AFWLXCJQCFV3WRVYC77KZXPRB/FYG6OCH7XOLUUSZTIZE65ATBZWF623O4.woff2\",weight:\"700\"},{family:\"Poppins\",source:\"fontshare\",style:\"italic\",url:\"https://framerusercontent.com/third-party-assets/fontshare/wf/JQL34MORONR7D7BXOVTX3KBGJGEJQ5BJ/CKUZVY5SFANCFAT7FS3MP6ZL4BMEWCJE/NOLRWF3JBJ434MILPG5RB6R2B4HGRSZB.woff2\",weight:\"700\"},{family:\"Poppins\",source:\"fontshare\",style:\"italic\",url:\"https://framerusercontent.com/third-party-assets/fontshare/wf/7LLTLAW3NRWOADG4II2JGKZC6OSEMBQC/EYFXWX77PEMPU645EAWOTG22E375GULW/SSNNTU67MMJH4CSWT443B4KJ7OB4WFHF.woff2\",weight:\"400\"}]}];export const css=['.framer-OFCiD .framer-styles-preset-l7lhsi:not(.rich-text-wrapper), .framer-OFCiD .framer-styles-preset-l7lhsi.rich-text-wrapper p { --framer-font-family: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-family-bold: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-family-bold-italic: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-family-italic: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-open-type-features: normal; --framer-font-size: 16px; --framer-font-style: normal; --framer-font-style-bold: normal; --framer-font-style-bold-italic: italic; --framer-font-style-italic: italic; --framer-font-variation-axes: normal; --framer-font-weight: 400; --framer-font-weight-bold: 700; --framer-font-weight-bold-italic: 700; --framer-font-weight-italic: 400; --framer-letter-spacing: 0em; --framer-line-height: 170%; --framer-paragraph-spacing: 16px; --framer-text-alignment: start; --framer-text-color: var(--token-aa00c859-9e35-4938-802e-5067ae674749, #404245); --framer-text-decoration: none; --framer-text-stroke-color: initial; --framer-text-stroke-width: initial; --framer-text-transform: none; }','@media (max-width: 1198px) and (min-width: 810px) { .framer-OFCiD .framer-styles-preset-l7lhsi:not(.rich-text-wrapper), .framer-OFCiD .framer-styles-preset-l7lhsi.rich-text-wrapper p { --framer-font-family: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-family-bold: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-family-bold-italic: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-family-italic: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-open-type-features: normal; --framer-font-size: 14px; --framer-font-style: normal; --framer-font-style-bold: normal; --framer-font-style-bold-italic: italic; --framer-font-style-italic: italic; --framer-font-variation-axes: normal; --framer-font-weight: 400; --framer-font-weight-bold: 700; --framer-font-weight-bold-italic: 700; --framer-font-weight-italic: 400; --framer-letter-spacing: 0em; --framer-line-height: 170%; --framer-paragraph-spacing: 16px; --framer-text-alignment: start; --framer-text-color: var(--token-aa00c859-9e35-4938-802e-5067ae674749, #404245); --framer-text-decoration: none; --framer-text-stroke-color: initial; --framer-text-stroke-width: initial; --framer-text-transform: none; } }','@media (max-width: 809px) and (min-width: 0px) { .framer-OFCiD .framer-styles-preset-l7lhsi:not(.rich-text-wrapper), .framer-OFCiD .framer-styles-preset-l7lhsi.rich-text-wrapper p { --framer-font-family: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-family-bold: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-family-bold-italic: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-family-italic: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-open-type-features: normal; --framer-font-size: 16px; --framer-font-style: normal; --framer-font-style-bold: normal; --framer-font-style-bold-italic: italic; --framer-font-style-italic: italic; --framer-font-variation-axes: normal; --framer-font-weight: 400; --framer-font-weight-bold: 700; --framer-font-weight-bold-italic: 700; --framer-font-weight-italic: 400; --framer-letter-spacing: 0em; --framer-line-height: 170%; --framer-paragraph-spacing: 16px; --framer-text-alignment: start; --framer-text-color: var(--token-aa00c859-9e35-4938-802e-5067ae674749, #404245); --framer-text-decoration: none; --framer-text-stroke-color: initial; --framer-text-stroke-width: initial; --framer-text-transform: none; } }'];export const className=\"framer-OFCiD\";\nexport const __FramerMetadata__ = {\"exports\":{\"fonts\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"className\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"css\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}","import { jsx as _jsx } from \"react/jsx-runtime\";\nimport * as React from \"react\";\nexport const containerStyles = {\n    width: \"100%\",\n    height: \"100%\",\n    display: \"flex\",\n    justifyContent: \"center\",\n    alignItems: \"center\"\n};\nconst nullIconStyle = {\n    minWidth: \"10px\",\n    minHeight: \"10px\",\n    maxWidth: \"20px\",\n    maxHeight: \"20px\",\n    width: \"60%\",\n    height: \"60%\"\n};\nconst emptyStateStyle = {\n    ...containerStyles,\n    borderRadius: 6,\n    background: \"rgba(149, 149, 149, 0.1)\",\n    border: \"1px dashed rgba(149, 149, 149, 0.15)\",\n    color: \"#a5a5a5\",\n    flexDirection: \"column\"\n};\nexport const NullState = /*#__PURE__*/ React.forwardRef((_, ref)=>{\n    return(/*#__PURE__*/ _jsx(\"div\", {\n        style: emptyStateStyle,\n        ref: ref\n    }));\n}) /*\n\n<svg\n                xmlns=\"http://www.w3.org/2000/svg\"\n                viewBox=\"0 0 30 30\"\n                style={nullIconStyle}\n            >\n                <path\n                    d=\"M 12.857 0 C 19.958 0 25.714 5.756 25.714 12.857 C 25.714 19.958 19.958 25.714 12.857 25.714 C 5.756 25.714 0 19.958 0 12.857 C 0 5.756 5.756 0 12.857 0 Z\"\n                    fill=\"#FFFFFF\"\n                ></path>\n                <path\n                    d=\"M 20.357 20.357 L 27.857 27.857\"\n                    fill=\"transparent\"\n                    strokeWidth=\"4.28\"\n                    stroke=\"#FFFFFF\"\n                    strokeLinecap=\"round\"\n                ></path>\n                <g transform=\"translate(9.643 6.429)\">\n                    <path\n                        d=\"M 3.214 12.857 L 3.214 12.857\"\n                        fill=\"transparent\"\n                        strokeWidth=\"3.75\"\n                        stroke=\"currentColor\"\n                        strokeLinecap=\"round\"\n                    ></path>\n                    <path\n                        d=\"M 0 3.214 C 0 1.004 1.843 0 3.214 0 C 4.586 0 6.429 0.603 6.429 3.214 C 6.429 5.826 3.214 5.913 3.214 7.232 C 3.214 8.552 3.214 8.571 3.214 8.571\"\n                        fill=\"transparent\"\n                        strokeWidth=\"3.22\"\n                        stroke=\"currentColor\"\n                        strokeLinecap=\"round\"\n                        strokeLinejoin=\"round\"\n                    ></path>\n                </g>\n            </svg>\n            */ ;\n\nexport const __FramerMetadata__ = {\"exports\":{\"containerStyles\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"NullState\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}}}}\n//# sourceMappingURL=./nullstate.map","/*\n * nullstate (framer/icon-nullstate@0.7.0)\n *\n * Learn More: https://www.framer.com/asset-urls\n */\n\nexport * from \"https://framerusercontent.com/modules/DyldKav0OOAWR3bCAlhK/8c3l9FzyOlGpbPncYhfc/nullstate.js\"\n","let Component;\nlet IconInner;\nvar Icon = (React) => {\n  if (!Component) {\n    Component = /* @__PURE__ */ new Map([\n      [\n        \"bold\",\n        /* @__PURE__ */ React.createElement(React.Fragment, null, /* @__PURE__ */ React.createElement(\"path\", { d: \"M222.14,105.85l-80-80a20,20,0,0,0-28.28,0l-80,80A19.86,19.86,0,0,0,28,120v96a12,12,0,0,0,12,12h64a12,12,0,0,0,12-12V164h24v52a12,12,0,0,0,12,12h64a12,12,0,0,0,12-12V120A19.86,19.86,0,0,0,222.14,105.85ZM204,204H164V152a12,12,0,0,0-12-12H104a12,12,0,0,0-12,12v52H52V121.65l76-76,76,76Z\" }))\n      ],\n      [\n        \"duotone\",\n        /* @__PURE__ */ React.createElement(React.Fragment, null, /* @__PURE__ */ React.createElement(\n          \"path\",\n          {\n            d: \"M216,120v96H152V152H104v64H40V120a8,8,0,0,1,2.34-5.66l80-80a8,8,0,0,1,11.32,0l80,80A8,8,0,0,1,216,120Z\",\n            opacity: \"0.2\"\n          }\n        ), /* @__PURE__ */ React.createElement(\"path\", { d: \"M219.31,108.68l-80-80a16,16,0,0,0-22.62,0l-80,80A15.87,15.87,0,0,0,32,120v96a8,8,0,0,0,8,8h64a8,8,0,0,0,8-8V160h32v56a8,8,0,0,0,8,8h64a8,8,0,0,0,8-8V120A15.87,15.87,0,0,0,219.31,108.68ZM208,208H160V152a8,8,0,0,0-8-8H104a8,8,0,0,0-8,8v56H48V120l80-80,80,80Z\" }))\n      ],\n      [\n        \"fill\",\n        /* @__PURE__ */ React.createElement(React.Fragment, null, /* @__PURE__ */ React.createElement(\"path\", { d: \"M224,120v96a8,8,0,0,1-8,8H160a8,8,0,0,1-8-8V164a4,4,0,0,0-4-4H108a4,4,0,0,0-4,4v52a8,8,0,0,1-8,8H40a8,8,0,0,1-8-8V120a16,16,0,0,1,4.69-11.31l80-80a16,16,0,0,1,22.62,0l80,80A16,16,0,0,1,224,120Z\" }))\n      ],\n      [\n        \"light\",\n        /* @__PURE__ */ React.createElement(React.Fragment, null, /* @__PURE__ */ React.createElement(\"path\", { d: \"M217.9,110.1l-80-80a14,14,0,0,0-19.8,0l-80,80A13.92,13.92,0,0,0,34,120v96a6,6,0,0,0,6,6h64a6,6,0,0,0,6-6V158h36v58a6,6,0,0,0,6,6h64a6,6,0,0,0,6-6V120A13.92,13.92,0,0,0,217.9,110.1ZM210,210H158V152a6,6,0,0,0-6-6H104a6,6,0,0,0-6,6v58H46V120a2,2,0,0,1,.58-1.42l80-80a2,2,0,0,1,2.84,0l80,80A2,2,0,0,1,210,120Z\" }))\n      ],\n      [\n        \"regular\",\n        /* @__PURE__ */ React.createElement(React.Fragment, null, /* @__PURE__ */ React.createElement(\"path\", { d: \"M219.31,108.68l-80-80a16,16,0,0,0-22.62,0l-80,80A15.87,15.87,0,0,0,32,120v96a8,8,0,0,0,8,8h64a8,8,0,0,0,8-8V160h32v56a8,8,0,0,0,8,8h64a8,8,0,0,0,8-8V120A15.87,15.87,0,0,0,219.31,108.68ZM208,208H160V152a8,8,0,0,0-8-8H104a8,8,0,0,0-8,8v56H48V120l80-80,80,80Z\" }))\n      ],\n      [\n        \"thin\",\n        /* @__PURE__ */ React.createElement(React.Fragment, null, /* @__PURE__ */ React.createElement(\"path\", { d: \"M216.49,111.51l-80-80a12,12,0,0,0-17,0l-80,80A12,12,0,0,0,36,120v96a4,4,0,0,0,4,4h64a4,4,0,0,0,4-4V156h40v60a4,4,0,0,0,4,4h64a4,4,0,0,0,4-4V120A12,12,0,0,0,216.49,111.51ZM212,212H156V152a4,4,0,0,0-4-4H104a4,4,0,0,0-4,4v60H44V120a4,4,0,0,1,1.17-2.83l80-80a4,4,0,0,1,5.66,0l80,80A4,4,0,0,1,212,120Z\" }))\n      ]\n    ]);\n    IconInner = React.forwardRef((props, ref) => /* @__PURE__ */ React.createElement(\"g\", { ref, ...props }, Component.get(props.weight)));\n  }\n  return IconInner;\n};\nconst __FramerMetadata__ = {\n  exports: {\n    default: {\n      type: \"reactComponent\",\n      slots: [],\n      annotations: { framerContractVersion: \"1\" }\n    },\n    __FramerMetadata__: { type: \"variable\" }\n  }\n};\nvar House_default = Icon;\nexport {\n  __FramerMetadata__,\n  House_default as default\n};\n","/*\n * House (phosphor-icons/House@0.0.57)\n *\n * Learn More: https://www.framer.com/asset-urls\n */\n\nexport * from \"https://framerusercontent.com/modules/Qc8yuHkQmGO0kFiSWbkX/rVmMAFttOHuuiwSg6KjZ/House.js\"\nexport { default } from \"https://framerusercontent.com/modules/Qc8yuHkQmGO0kFiSWbkX/rVmMAFttOHuuiwSg6KjZ/House.js\"\n","import{useMemo}from\"react\";import{ControlType}from\"framer\";/*\n ** ICON UTILS\n ** Pull as much re-usable logic into here as possible\n ** This will make it easier to replace in all icon components\n */ export const containerStyles={width:\"100%\",height:\"100%\",display:\"flex\",justifyContent:\"center\",alignItems:\"center\"};export const defaultEvents={onClick:{type:ControlType.EventHandler},onMouseDown:{type:ControlType.EventHandler},onMouseUp:{type:ControlType.EventHandler},onMouseEnter:{type:ControlType.EventHandler},onMouseLeave:{type:ControlType.EventHandler}};const findByArray=(arr,search)=>arr.find(a=>a.toLowerCase().includes(search));export function getIconSelection(iconKeys,selectByList,iconSearch=\"\",iconSelection,lowercaseIconKeyPairs){// gotta get the exact match first THEN find\n// have a set and try to access ?\nif(selectByList)return iconSelection;if(iconSearch==null||(iconSearch===null||iconSearch===void 0?void 0:iconSearch.length)===0)return null;const iconSearchTerm=iconSearch.toLowerCase().replace(/-|\\s/g,\"\");var _iconSearchTerm;// check for exact match, otherwise use .find\nconst searchResult=(_iconSearchTerm=lowercaseIconKeyPairs[iconSearchTerm])!==null&&_iconSearchTerm!==void 0?_iconSearchTerm:findByArray(iconKeys,iconSearchTerm);return searchResult;}export function useIconSelection(iconKeys,selectByList,iconSearch=\"\",iconSelection,lowercaseIconKeyPairs){// Clean search term\nconst iconSearchResult=useMemo(()=>{if(iconSearch==null||(iconSearch===null||iconSearch===void 0?void 0:iconSearch.length)===0)return null;const iconSearchTerm=iconSearch.toLowerCase().replace(/-|\\s/g,\"\");var _iconSearchTerm;// check for exact match, otherwise use .find\nconst searchResult=(_iconSearchTerm=lowercaseIconKeyPairs[iconSearchTerm])!==null&&_iconSearchTerm!==void 0?_iconSearchTerm:findByArray(iconKeys,iconSearchTerm);return searchResult;},[iconSelection,iconSearch]);const name=selectByList?iconSelection:iconSearchResult;return name;}\nexport const __FramerMetadata__ = {\"exports\":{\"getIconSelection\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"containerStyles\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"useIconSelection\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"defaultEvents\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# sourceMappingURL=./utils.map","import{jsx as _jsx}from\"react/jsx-runtime\";import*as React from\"react\";import{useState,useEffect,useRef}from\"react\";import{addPropertyControls,ControlType,RenderTarget}from\"framer\";import{motion}from\"framer-motion\";import{NullState}from\"https://framer.com/m/framer/icon-nullstate.js@0.7.0\";import HouseFactory from\"https://framer.com/m/phosphor-icons/House.js@0.0.57\";import{defaultEvents,useIconSelection}from\"https://framerusercontent.com/modules/Ma20hU0GGRxLxZphbywl/OSpwWF91FHPVFyQJjMHt/utils.js\";const iconKeys=[\"Acorn\",\"AddressBook\",\"AddressBookTabs\",\"AirTrafficControl\",\"Airplane\",\"AirplaneInFlight\",\"AirplaneLanding\",\"AirplaneTakeoff\",\"AirplaneTaxiing\",\"AirplaneTilt\",\"Airplay\",\"Alarm\",\"Alien\",\"AlignBottom\",\"AlignBottomSimple\",\"AlignCenterVertical\",\"AlignLeft\",\"AlignLeftSimple\",\"AlignRight\",\"AlignRightSimple\",\"AlignTop\",\"AlignTopSimple\",\"AmazonLogo\",\"Ambulance\",\"Anchor\",\"AnchorSimple\",\"AndroidLogo\",\"Angle\",\"AngularLogo\",\"Aperture\",\"AppStoreLogo\",\"AppWindow\",\"AppleLogo\",\"ApplePodcastsLogo\",\"ApproximateEquals\",\"Archive\",\"ArchiveBox\",\"ArchiveTray\",\"Armchair\",\"ArrowArcLeft\",\"ArrowArcRight\",\"ArrowBendDownLeft\",\"ArrowBendDownRight\",\"ArrowBendLeftDown\",\"ArrowBendLeftUp\",\"ArrowBendRightDown\",\"ArrowBendRightUp\",\"ArrowBendUpLeft\",\"ArrowBendUpRight\",\"ArrowCircleDown\",\"ArrowCircleDownLeft\",\"ArrowCircleDownRight\",\"ArrowCircleLeft\",\"ArrowCircleRight\",\"ArrowCircleUp\",\"ArrowCircleUpLeft\",\"ArrowCircleUpRight\",\"ArrowClockwise\",\"ArrowDown\",\"ArrowDownLeft\",\"ArrowDownRight\",\"ArrowElbowDownLeft\",\"ArrowElbowDownRight\",\"ArrowElbowLeft\",\"ArrowElbowLeftDown\",\"ArrowElbowLeftUp\",\"ArrowElbowRight\",\"ArrowElbowRightDown\",\"ArrowElbowRightUp\",\"ArrowElbowUpLeft\",\"ArrowElbowUpRight\",\"ArrowFatDown\",\"ArrowFatLeft\",\"ArrowFatLineDown\",\"ArrowFatLineLeft\",\"ArrowFatLineRight\",\"ArrowFatLineUp\",\"ArrowFatLinesDown\",\"ArrowFatLinesLeft\",\"ArrowFatLinesRight\",\"ArrowFatLinesUp\",\"ArrowFatRight\",\"ArrowFatUp\",\"ArrowLeft\",\"ArrowLineDown\",\"ArrowLineDownLeft\",\"ArrowLineDownRight\",\"ArrowLineLeft\",\"ArrowLineRight\",\"ArrowLineUp\",\"ArrowLineUpLeft\",\"ArrowLineUpRight\",\"ArrowRight\",\"ArrowSquareDown\",\"ArrowSquareDownLeft\",\"ArrowSquareDownRight\",\"ArrowSquareIn\",\"ArrowSquareLeft\",\"ArrowSquareOut\",\"ArrowSquareRight\",\"ArrowSquareUp\",\"ArrowSquareUpLeft\",\"ArrowSquareUpRight\",\"ArrowUDownLeft\",\"ArrowUDownRight\",\"ArrowULeftDown\",\"ArrowULeftUp\",\"ArrowURightDown\",\"ArrowURightUp\",\"ArrowUUpLeft\",\"ArrowUUpRight\",\"ArrowUp\",\"ArrowUpLeft\",\"ArrowUpRight\",\"ArrowsClockwise\",\"ArrowsDownUp\",\"ArrowsHorizontal\",\"ArrowsIn\",\"ArrowsInCardinal\",\"ArrowsInLineVertical\",\"ArrowsInSimple\",\"ArrowsLeftRight\",\"ArrowsMerge\",\"ArrowsOut\",\"ArrowsOutCardinal\",\"ArrowsOutSimple\",\"ArrowsSplit\",\"ArrowsVertical\",\"Article\",\"ArticleMedium\",\"ArticleNyTimes\",\"Asclepius\",\"Asterisk\",\"AsteriskSimple\",\"At\",\"Atom\",\"Avocado\",\"Axe\",\"Baby\",\"BabyCarriage\",\"Backpack\",\"Backspace\",\"Bag\",\"BagSimple\",\"Balloon\",\"Bandaids\",\"Bank\",\"Barbell\",\"Barcode\",\"Barn\",\"Barricade\",\"Baseball\",\"BaseballCap\",\"BaseballHelmet\",\"Basket\",\"Basketball\",\"Bathtub\",\"BatteryCharging\",\"BatteryEmpty\",\"BatteryFull\",\"BatteryHigh\",\"BatteryLow\",\"BatteryMedium\",\"BatteryPlus\",\"BatteryPlusVertical\",\"BatteryVerticalEmpty\",\"BatteryVerticalFull\",\"BatteryVerticalHigh\",\"BatteryVerticalLow\",\"BatteryWarning\",\"BeachBall\",\"Beanie\",\"Bed\",\"BeerBottle\",\"BeerStein\",\"BehanceLogo\",\"Bell\",\"BellRinging\",\"BellSimple\",\"BellSimpleRinging\",\"BellSimpleSlash\",\"BellSimpleZ\",\"BellSlash\",\"BellZ\",\"Belt\",\"BezierCurve\",\"Bicycle\",\"Binary\",\"Binoculars\",\"Biohazard\",\"Bird\",\"Blueprint\",\"Bluetooth\",\"BluetoothConnected\",\"BluetoothSlash\",\"BluetoothX\",\"Boat\",\"Bomb\",\"Bone\",\"Book\",\"BookBookmark\",\"BookOpen\",\"BookOpenText\",\"BookOpenUser\",\"BookUser\",\"Bookmark\",\"BookmarkSimple\",\"Bookmarks\",\"BookmarksSimple\",\"Books\",\"Boot\",\"Boules\",\"BoundingBox\",\"BowlFood\",\"BowlSteam\",\"BowlingBall\",\"BoxArrowDown\",\"BoxArrowUp\",\"BoxingGlove\",\"BracketsAngle\",\"BracketsCurly\",\"BracketsRound\",\"BracketsSquare\",\"Brain\",\"Brandy\",\"Bread\",\"Bridge\",\"Briefcase\",\"BriefcaseMetal\",\"Broadcast\",\"Broom\",\"Browser\",\"Browsers\",\"Bug\",\"BugBeetle\",\"BugDroid\",\"Building\",\"BuildingApartment\",\"BuildingOffice\",\"Buildings\",\"Bulldozer\",\"Bus\",\"Butterfly\",\"CableCar\",\"Cactus\",\"Cake\",\"Calculator\",\"Calendar\",\"CalendarBlank\",\"CalendarCheck\",\"CalendarDot\",\"CalendarDots\",\"CalendarHeart\",\"CalendarMinus\",\"CalendarPlus\",\"CalendarSlash\",\"CalendarStar\",\"CalendarX\",\"CallBell\",\"Camera\",\"CameraPlus\",\"CameraRotate\",\"CameraSlash\",\"Campfire\",\"Car\",\"CarBattery\",\"CarProfile\",\"CarSimple\",\"Cardholder\",\"Cards\",\"CardsThree\",\"CaretCircleDoubleUp\",\"CaretCircleDown\",\"CaretCircleLeft\",\"CaretCircleRight\",\"CaretCircleUp\",\"CaretCircleUpDown\",\"CaretDoubleDown\",\"CaretDoubleLeft\",\"CaretDoubleRight\",\"CaretDoubleUp\",\"CaretDown\",\"CaretLeft\",\"CaretLineDown\",\"CaretLineLeft\",\"CaretLineRight\",\"CaretLineUp\",\"CaretRight\",\"CaretUp\",\"CaretUpDown\",\"Carrot\",\"CashRegister\",\"CassetteTape\",\"CastleTurret\",\"Cat\",\"CellSignalFull\",\"CellSignalHigh\",\"CellSignalLow\",\"CellSignalMedium\",\"CellSignalNone\",\"CellSignalSlash\",\"CellSignalX\",\"CellTower\",\"Certificate\",\"Chair\",\"Chalkboard\",\"ChalkboardSimple\",\"ChalkboardTeacher\",\"Champagne\",\"ChargingStation\",\"ChartBar\",\"ChartBarHorizontal\",\"ChartDonut\",\"ChartLine\",\"ChartLineDown\",\"ChartLineUp\",\"ChartPie\",\"ChartPieSlice\",\"ChartPolar\",\"ChartScatter\",\"Chat\",\"ChatCentered\",\"ChatCenteredDots\",\"ChatCenteredSlash\",\"ChatCenteredText\",\"ChatCircle\",\"ChatCircleDots\",\"ChatCircleSlash\",\"ChatCircleText\",\"ChatDots\",\"ChatSlash\",\"ChatTeardrop\",\"ChatTeardropDots\",\"ChatTeardropSlash\",\"ChatTeardropText\",\"ChatText\",\"Chats\",\"ChatsCircle\",\"ChatsTeardrop\",\"Check\",\"CheckCircle\",\"CheckFat\",\"CheckSquare\",\"CheckSquareOffset\",\"Checkerboard\",\"Checks\",\"Cheers\",\"Cheese\",\"ChefHat\",\"Cherries\",\"Church\",\"Cigarette\",\"CigaretteSlash\",\"Circle\",\"CircleDashed\",\"CircleHalf\",\"CircleHalfTilt\",\"CircleNotch\",\"CirclesFour\",\"CirclesThree\",\"CirclesThreePlus\",\"Circuitry\",\"City\",\"Clipboard\",\"ClipboardText\",\"Clock\",\"ClockAfternoon\",\"ClockClockwise\",\"ClockCountdown\",\"ClockUser\",\"ClosedCaptioning\",\"Cloud\",\"CloudArrowDown\",\"CloudArrowUp\",\"CloudCheck\",\"CloudFog\",\"CloudLightning\",\"CloudMoon\",\"CloudRain\",\"CloudSlash\",\"CloudSnow\",\"CloudSun\",\"CloudWarning\",\"CloudX\",\"Clover\",\"Club\",\"CoatHanger\",\"CodaLogo\",\"Code\",\"CodeBlock\",\"CodeSimple\",\"CodepenLogo\",\"CodesandboxLogo\",\"Coffee\",\"CoffeeBean\",\"Coin\",\"CoinVertical\",\"Coins\",\"Columns\",\"ColumnsPlusLeft\",\"ColumnsPlusRight\",\"Command\",\"Compass\",\"CompassRose\",\"CompassTool\",\"ComputerTower\",\"Confetti\",\"ContactlessPayment\",\"Control\",\"Cookie\",\"CookingPot\",\"Copy\",\"CopySimple\",\"Copyleft\",\"Copyright\",\"CornersIn\",\"CornersOut\",\"Couch\",\"CourtBasketball\",\"Cow\",\"CowboyHat\",\"Cpu\",\"Crane\",\"CraneTower\",\"CreditCard\",\"Cricket\",\"Crop\",\"Cross\",\"Crosshair\",\"CrosshairSimple\",\"Crown\",\"CrownCross\",\"CrownSimple\",\"Cube\",\"CubeFocus\",\"CubeTransparent\",\"CurrencyBtc\",\"CurrencyCircleDollar\",\"CurrencyCny\",\"CurrencyDollar\",\"CurrencyDollarSimple\",\"CurrencyEth\",\"CurrencyEur\",\"CurrencyGbp\",\"CurrencyInr\",\"CurrencyJpy\",\"CurrencyKrw\",\"CurrencyKzt\",\"CurrencyNgn\",\"CurrencyRub\",\"Cursor\",\"CursorClick\",\"CursorText\",\"Cylinder\",\"Database\",\"Desk\",\"Desktop\",\"DesktopTower\",\"Detective\",\"DevToLogo\",\"DeviceMobile\",\"DeviceMobileCamera\",\"DeviceMobileSlash\",\"DeviceMobileSpeaker\",\"DeviceRotate\",\"DeviceTablet\",\"DeviceTabletCamera\",\"DeviceTabletSpeaker\",\"Devices\",\"Diamond\",\"DiamondsFour\",\"DiceFive\",\"DiceFour\",\"DiceOne\",\"DiceSix\",\"DiceThree\",\"DiceTwo\",\"Disc\",\"DiscoBall\",\"DiscordLogo\",\"Divide\",\"Dna\",\"Dog\",\"Door\",\"DoorOpen\",\"Dot\",\"DotOutline\",\"DotsNine\",\"DotsSix\",\"DotsSixVertical\",\"DotsThree\",\"DotsThreeCircle\",\"DotsThreeOutline\",\"DotsThreeVertical\",\"Download\",\"DownloadSimple\",\"Dress\",\"Dresser\",\"DribbbleLogo\",\"Drone\",\"Drop\",\"DropHalf\",\"DropHalfBottom\",\"DropSimple\",\"DropSlash\",\"DropboxLogo\",\"Ear\",\"EarSlash\",\"Egg\",\"EggCrack\",\"Eject\",\"EjectSimple\",\"Elevator\",\"Empty\",\"Engine\",\"Envelope\",\"EnvelopeOpen\",\"EnvelopeSimple\",\"EnvelopeSimpleOpen\",\"Equalizer\",\"Equals\",\"Eraser\",\"EscalatorDown\",\"EscalatorUp\",\"Exam\",\"ExclamationMark\",\"Exclude\",\"ExcludeSquare\",\"Export\",\"Eye\",\"EyeClosed\",\"EyeSlash\",\"Eyedropper\",\"EyedropperSample\",\"Eyeglasses\",\"Eyes\",\"FaceMask\",\"FacebookLogo\",\"Factory\",\"Faders\",\"FadersHorizontal\",\"FalloutShelter\",\"Fan\",\"Farm\",\"FastForward\",\"FastForwardCircle\",\"Feather\",\"FediverseLogo\",\"FigmaLogo\",\"File\",\"FileArchive\",\"FileArrowDown\",\"FileArrowUp\",\"FileAudio\",\"FileC\",\"FileCloud\",\"FileCode\",\"FileCpp\",\"FileCss\",\"FileCsv\",\"FileDashed\",\"FileDoc\",\"FileHtml\",\"FileImage\",\"FileIni\",\"FileJpg\",\"FileJs\",\"FileJsx\",\"FileLock\",\"FileMagnifyingGlass\",\"FileMd\",\"FileMinus\",\"FilePdf\",\"FilePlus\",\"FilePng\",\"FilePpt\",\"FilePy\",\"FileRs\",\"FileSql\",\"FileSvg\",\"FileText\",\"FileTs\",\"FileTsx\",\"FileTxt\",\"FileVideo\",\"FileVue\",\"FileX\",\"FileXls\",\"FileZip\",\"Files\",\"FilmReel\",\"FilmScript\",\"FilmSlate\",\"FilmStrip\",\"Fingerprint\",\"FingerprintSimple\",\"FinnTheHuman\",\"Fire\",\"FireExtinguisher\",\"FireSimple\",\"FireTruck\",\"FirstAid\",\"FirstAidKit\",\"Fish\",\"FishSimple\",\"Flag\",\"FlagBanner\",\"FlagBannerFold\",\"FlagCheckered\",\"FlagPennant\",\"Flame\",\"Flashlight\",\"Flask\",\"FlipHorizontal\",\"FlipVertical\",\"FloppyDisk\",\"FloppyDiskBack\",\"FlowArrow\",\"Flower\",\"FlowerLotus\",\"FlowerTulip\",\"FlyingSaucer\",\"Folder\",\"FolderDashed\",\"FolderLock\",\"FolderMinus\",\"FolderNotch\",\"FolderNotchMinus\",\"FolderNotchOpen\",\"FolderNotchPlus\",\"FolderOpen\",\"FolderPlus\",\"FolderSimple\",\"FolderSimpleDashed\",\"FolderSimpleLock\",\"FolderSimpleMinus\",\"FolderSimplePlus\",\"FolderSimpleStar\",\"FolderSimpleUser\",\"FolderStar\",\"FolderUser\",\"Folders\",\"Football\",\"FootballHelmet\",\"Footprints\",\"ForkKnife\",\"FourK\",\"FrameCorners\",\"FramerLogo\",\"Function\",\"Funnel\",\"FunnelSimple\",\"FunnelSimpleX\",\"FunnelX\",\"GameController\",\"Garage\",\"GasCan\",\"GasPump\",\"Gauge\",\"Gavel\",\"Gear\",\"GearFine\",\"GearSix\",\"GenderFemale\",\"GenderIntersex\",\"GenderMale\",\"GenderNeuter\",\"GenderNonbinary\",\"GenderTransgender\",\"Ghost\",\"Gif\",\"Gift\",\"GitBranch\",\"GitCommit\",\"GitDiff\",\"GitFork\",\"GitMerge\",\"GitPullRequest\",\"GithubLogo\",\"GitlabLogo\",\"GitlabLogoSimple\",\"Globe\",\"GlobeHemisphereEast\",\"GlobeHemisphereWest\",\"GlobeSimple\",\"GlobeSimpleX\",\"GlobeStand\",\"GlobeX\",\"Goggles\",\"Golf\",\"GoodreadsLogo\",\"GoogleCardboardLogo\",\"GoogleChromeLogo\",\"GoogleDriveLogo\",\"GoogleLogo\",\"GooglePhotosLogo\",\"GooglePlayLogo\",\"GooglePodcastsLogo\",\"Gps\",\"GpsFix\",\"GpsSlash\",\"Gradient\",\"GraduationCap\",\"Grains\",\"GrainsSlash\",\"Graph\",\"GraphicsCard\",\"GreaterThan\",\"GreaterThanOrEqual\",\"GridFour\",\"GridNine\",\"Guitar\",\"HairDryer\",\"Hamburger\",\"Hammer\",\"Hand\",\"HandArrowDown\",\"HandArrowUp\",\"HandCoins\",\"HandDeposit\",\"HandEye\",\"HandFist\",\"HandGrabbing\",\"HandHeart\",\"HandPalm\",\"HandPeace\",\"HandPointing\",\"HandSoap\",\"HandSwipeLeft\",\"HandSwipeRight\",\"HandTap\",\"HandWaving\",\"HandWithdraw\",\"Handbag\",\"HandbagSimple\",\"HandsClapping\",\"HandsPraying\",\"Handshake\",\"HardDrive\",\"HardDrives\",\"HardHat\",\"Hash\",\"HashStraight\",\"HeadCircuit\",\"Headlights\",\"Headphones\",\"Headset\",\"Heart\",\"HeartBreak\",\"HeartHalf\",\"HeartStraight\",\"HeartStraightBreak\",\"Heartbeat\",\"Hexagon\",\"HighDefinition\",\"HighHeel\",\"Highlighter\",\"HighlighterCircle\",\"Hockey\",\"Hoodie\",\"Horse\",\"Hospital\",\"Hourglass\",\"HourglassHigh\",\"HourglassLow\",\"HourglassMedium\",\"HourglassSimple\",\"HourglassSimpleHigh\",\"HourglassSimpleLow\",\"House\",\"HouseLine\",\"HouseSimple\",\"Hurricane\",\"IceCream\",\"IdentificationBadge\",\"IdentificationCard\",\"Image\",\"ImageBroken\",\"ImageSquare\",\"Images\",\"ImagesSquare\",\"Infinity\",\"Info\",\"InstagramLogo\",\"Intersect\",\"IntersectSquare\",\"IntersectThree\",\"Intersection\",\"Invoice\",\"Island\",\"Jar\",\"JarLabel\",\"Jeep\",\"Joystick\",\"Kanban\",\"Key\",\"KeyReturn\",\"Keyboard\",\"Keyhole\",\"Knife\",\"Ladder\",\"LadderSimple\",\"Lamp\",\"LampPendant\",\"Laptop\",\"Lasso\",\"LastfmLogo\",\"Layout\",\"Leaf\",\"Lectern\",\"Lego\",\"LegoSmiley\",\"LessThan\",\"LessThanOrEqual\",\"LetterCircleH\",\"LetterCircleP\",\"LetterCircleV\",\"Lifebuoy\",\"Lightbulb\",\"LightbulbFilament\",\"Lighthouse\",\"Lightning\",\"LightningA\",\"LightningSlash\",\"LineSegment\",\"LineSegments\",\"LineVertical\",\"Link\",\"LinkBreak\",\"LinkSimple\",\"LinkSimpleBreak\",\"LinkSimpleHorizontal\",\"LinkedinLogo\",\"LinktreeLogo\",\"LinuxLogo\",\"List\",\"ListBullets\",\"ListChecks\",\"ListDashes\",\"ListHeart\",\"ListMagnifyingGlass\",\"ListNumbers\",\"ListPlus\",\"ListStar\",\"Lock\",\"LockKey\",\"LockKeyOpen\",\"LockLaminated\",\"LockLaminatedOpen\",\"LockOpen\",\"LockSimple\",\"LockSimpleOpen\",\"Lockers\",\"Log\",\"MagicWand\",\"Magnet\",\"MagnetStraight\",\"MagnifyingGlass\",\"MagnifyingGlassMinus\",\"MagnifyingGlassPlus\",\"Mailbox\",\"MapPin\",\"MapPinArea\",\"MapPinLine\",\"MapPinPlus\",\"MapPinSimple\",\"MapPinSimpleArea\",\"MapPinSimpleLine\",\"MapTrifold\",\"MarkdownLogo\",\"MarkerCircle\",\"Martini\",\"MaskHappy\",\"MaskSad\",\"MastodonLogo\",\"MathOperations\",\"MatrixLogo\",\"Medal\",\"MedalMilitary\",\"MediumLogo\",\"Megaphone\",\"MegaphoneSimple\",\"MemberOf\",\"Memory\",\"MessengerLogo\",\"MetaLogo\",\"Meteor\",\"Metronome\",\"Microphone\",\"MicrophoneSlash\",\"MicrophoneStage\",\"Microscope\",\"MicrosoftExcelLogo\",\"MicrosoftOutlookLogo\",\"MicrosoftTeamsLogo\",\"MicrosoftWordLogo\",\"Minus\",\"MinusCircle\",\"MinusSquare\",\"Money\",\"MoneyWavy\",\"Monitor\",\"MonitorArrowUp\",\"MonitorPlay\",\"Moon\",\"MoonStars\",\"Moped\",\"MopedFront\",\"Mosque\",\"Motorcycle\",\"Mountains\",\"Mouse\",\"MouseLeftClick\",\"MouseMiddleClick\",\"MouseRightClick\",\"MouseScroll\",\"MouseSimple\",\"MusicNote\",\"MusicNoteSimple\",\"MusicNotes\",\"MusicNotesMinus\",\"MusicNotesPlus\",\"MusicNotesSimple\",\"NavigationArrow\",\"Needle\",\"Network\",\"NetworkSlash\",\"NetworkX\",\"Newspaper\",\"NewspaperClipping\",\"NotEquals\",\"NotMemberOf\",\"NotSubsetOf\",\"NotSupersetOf\",\"Notches\",\"Note\",\"NoteBlank\",\"NotePencil\",\"Notebook\",\"Notepad\",\"Notification\",\"NotionLogo\",\"NuclearPlant\",\"NumberCircleEight\",\"NumberCircleFive\",\"NumberCircleFour\",\"NumberCircleNine\",\"NumberCircleOne\",\"NumberCircleSeven\",\"NumberCircleSix\",\"NumberCircleThree\",\"NumberCircleTwo\",\"NumberCircleZero\",\"NumberEight\",\"NumberFive\",\"NumberFour\",\"NumberNine\",\"NumberOne\",\"NumberSeven\",\"NumberSix\",\"NumberSquareEight\",\"NumberSquareFive\",\"NumberSquareFour\",\"NumberSquareNine\",\"NumberSquareOne\",\"NumberSquareSeven\",\"NumberSquareSix\",\"NumberSquareThree\",\"NumberSquareTwo\",\"NumberSquareZero\",\"NumberThree\",\"NumberTwo\",\"NumberZero\",\"Numpad\",\"Nut\",\"NyTimesLogo\",\"Octagon\",\"OfficeChair\",\"Onigiri\",\"OpenAiLogo\",\"Option\",\"Orange\",\"OrangeSlice\",\"Oven\",\"Package\",\"PaintBrush\",\"PaintBrushBroad\",\"PaintBrushHousehold\",\"PaintBucket\",\"PaintRoller\",\"Palette\",\"Panorama\",\"Pants\",\"PaperPlane\",\"PaperPlaneRight\",\"PaperPlaneTilt\",\"Paperclip\",\"PaperclipHorizontal\",\"Parachute\",\"Paragraph\",\"Parallelogram\",\"Park\",\"Password\",\"Path\",\"PatreonLogo\",\"Pause\",\"PauseCircle\",\"PawPrint\",\"PaypalLogo\",\"Peace\",\"Pen\",\"PenNib\",\"PenNibStraight\",\"Pencil\",\"PencilCircle\",\"PencilLine\",\"PencilRuler\",\"PencilSimple\",\"PencilSimpleLine\",\"PencilSimpleSlash\",\"PencilSlash\",\"Pentagon\",\"Pentagram\",\"Pepper\",\"Percent\",\"Person\",\"PersonArmsSpread\",\"PersonSimple\",\"PersonSimpleBike\",\"PersonSimpleCircle\",\"PersonSimpleHike\",\"PersonSimpleRun\",\"PersonSimpleSki\",\"PersonSimpleSwim\",\"PersonSimpleTaiChi\",\"PersonSimpleThrow\",\"PersonSimpleWalk\",\"Perspective\",\"Phone\",\"PhoneCall\",\"PhoneDisconnect\",\"PhoneIncoming\",\"PhoneList\",\"PhoneOutgoing\",\"PhonePause\",\"PhonePlus\",\"PhoneSlash\",\"PhoneTransfer\",\"PhoneX\",\"PhosphorLogo\",\"Pi\",\"PianoKeys\",\"PicnicTable\",\"PictureInPicture\",\"PiggyBank\",\"Pill\",\"PingPong\",\"PintGlass\",\"PinterestLogo\",\"Pinwheel\",\"Pipe\",\"PipeWrench\",\"PixLogo\",\"Pizza\",\"Placeholder\",\"Planet\",\"Plant\",\"Play\",\"PlayCircle\",\"PlayPause\",\"Playlist\",\"Plug\",\"PlugCharging\",\"Plugs\",\"PlugsConnected\",\"Plus\",\"PlusCircle\",\"PlusMinus\",\"PlusSquare\",\"PokerChip\",\"PoliceCar\",\"Polygon\",\"Popcorn\",\"Popsicle\",\"PottedPlant\",\"Power\",\"Prescription\",\"Presentation\",\"PresentationChart\",\"Printer\",\"Prohibit\",\"ProhibitInset\",\"ProjectorScreen\",\"ProjectorScreenChart\",\"Pulse\",\"PushPin\",\"PushPinSimple\",\"PushPinSimpleSlash\",\"PushPinSlash\",\"PuzzlePiece\",\"QrCode\",\"Question\",\"QuestionMark\",\"Queue\",\"Quotes\",\"Rabbit\",\"Racquet\",\"Radical\",\"Radio\",\"RadioButton\",\"Radioactive\",\"Rainbow\",\"RainbowCloud\",\"Ranking\",\"ReadCvLogo\",\"Receipt\",\"ReceiptX\",\"Record\",\"Rectangle\",\"RectangleDashed\",\"Recycle\",\"RedditLogo\",\"Repeat\",\"RepeatOnce\",\"ReplitLogo\",\"Resize\",\"Rewind\",\"RewindCircle\",\"RoadHorizon\",\"Robot\",\"Rocket\",\"RocketLaunch\",\"Rows\",\"RowsPlusBottom\",\"RowsPlusTop\",\"Rss\",\"RssSimple\",\"Rug\",\"Ruler\",\"Sailboat\",\"Scales\",\"Scan\",\"ScanSmiley\",\"Scissors\",\"Scooter\",\"Screencast\",\"Screwdriver\",\"Scribble\",\"ScribbleLoop\",\"Scroll\",\"Seal\",\"SealCheck\",\"SealPercent\",\"SealQuestion\",\"SealWarning\",\"Seat\",\"Seatbelt\",\"SecurityCamera\",\"Selection\",\"SelectionAll\",\"SelectionBackground\",\"SelectionForeground\",\"SelectionInverse\",\"SelectionPlus\",\"SelectionSlash\",\"Shapes\",\"Share\",\"ShareFat\",\"ShareNetwork\",\"Shield\",\"ShieldCheck\",\"ShieldCheckered\",\"ShieldChevron\",\"ShieldPlus\",\"ShieldSlash\",\"ShieldStar\",\"ShieldWarning\",\"ShippingContainer\",\"ShirtFolded\",\"ShootingStar\",\"ShoppingBag\",\"ShoppingBagOpen\",\"ShoppingCart\",\"ShoppingCartSimple\",\"Shovel\",\"Shower\",\"Shrimp\",\"Shuffle\",\"ShuffleAngular\",\"ShuffleSimple\",\"Sidebar\",\"SidebarSimple\",\"Sigma\",\"SignIn\",\"SignOut\",\"Signature\",\"Signpost\",\"SimCard\",\"Siren\",\"SketchLogo\",\"SkipBack\",\"SkipBackCircle\",\"SkipForward\",\"SkipForwardCircle\",\"Skull\",\"SkypeLogo\",\"SlackLogo\",\"Sliders\",\"SlidersHorizontal\",\"Slideshow\",\"Smiley\",\"SmileyAngry\",\"SmileyBlank\",\"SmileyMeh\",\"SmileyMelting\",\"SmileyNervous\",\"SmileySad\",\"SmileySticker\",\"SmileyWink\",\"SmileyXEyes\",\"SnapchatLogo\",\"Sneaker\",\"SneakerMove\",\"Snowflake\",\"SoccerBall\",\"Sock\",\"SolarPanel\",\"SolarRoof\",\"SortAscending\",\"SortDescending\",\"SoundcloudLogo\",\"Spade\",\"Sparkle\",\"SpeakerHifi\",\"SpeakerHigh\",\"SpeakerLow\",\"SpeakerNone\",\"SpeakerSimpleHigh\",\"SpeakerSimpleLow\",\"SpeakerSimpleNone\",\"SpeakerSimpleSlash\",\"SpeakerSimpleX\",\"SpeakerSlash\",\"SpeakerX\",\"Speedometer\",\"Sphere\",\"Spinner\",\"SpinnerBall\",\"SpinnerGap\",\"Spiral\",\"SplitHorizontal\",\"SplitVertical\",\"SpotifyLogo\",\"SprayBottle\",\"Square\",\"SquareHalf\",\"SquareHalfBottom\",\"SquareLogo\",\"SquareSplitVertical\",\"SquaresFour\",\"Stack\",\"StackMinus\",\"StackOverflowLogo\",\"StackPlus\",\"StackSimple\",\"Stairs\",\"Stamp\",\"StandardDefinition\",\"Star\",\"StarAndCrescent\",\"StarFour\",\"StarHalf\",\"StarOfDavid\",\"SteamLogo\",\"SteeringWheel\",\"Steps\",\"Stethoscope\",\"Sticker\",\"Stool\",\"Stop\",\"StopCircle\",\"Storefront\",\"Strategy\",\"StripeLogo\",\"Student\",\"SubsetOf\",\"SubsetProperOf\",\"Subtitles\",\"SubtitlesSlash\",\"Subtract\",\"SubtractSquare\",\"Subway\",\"Suitcase\",\"SuitcaseRolling\",\"SuitcaseSimple\",\"Sun\",\"SunDim\",\"SunHorizon\",\"Sunglasses\",\"SupersetOf\",\"SupersetProperOf\",\"Swap\",\"Swatches\",\"SwimmingPool\",\"Sword\",\"Synagogue\",\"Syringe\",\"TShirt\",\"Table\",\"Tabs\",\"Tag\",\"TagChevron\",\"TagSimple\",\"Target\",\"Taxi\",\"TeaBag\",\"TelegramLogo\",\"Television\",\"TelevisionSimple\",\"TennisBall\",\"Tent\",\"Terminal\",\"TerminalWindow\",\"TestTube\",\"TextAUnderline\",\"TextAa\",\"TextAlignCenter\",\"TextAlignJustify\",\"TextAlignLeft\",\"TextAlignRight\",\"TextB\",\"TextColumns\",\"TextH\",\"TextHFive\",\"TextHFour\",\"TextHOne\",\"TextHSix\",\"TextHThree\",\"TextHTwo\",\"TextIndent\",\"TextItalic\",\"TextOutdent\",\"TextStrikethrough\",\"TextSubscript\",\"TextSuperscript\",\"TextT\",\"TextTSlash\",\"TextUnderline\",\"Textbox\",\"Thermometer\",\"ThermometerCold\",\"ThermometerHot\",\"ThermometerSimple\",\"ThreadsLogo\",\"ThreeD\",\"ThumbsDown\",\"ThumbsUp\",\"Ticket\",\"TidalLogo\",\"TiktokLogo\",\"Tilde\",\"Timer\",\"TipJar\",\"Tipi\",\"Tire\",\"ToggleLeft\",\"ToggleRight\",\"Toilet\",\"ToiletPaper\",\"Toolbox\",\"Tooth\",\"Tornado\",\"Tote\",\"ToteSimple\",\"Towel\",\"Tractor\",\"Trademark\",\"TrademarkRegistered\",\"TrafficCone\",\"TrafficSign\",\"TrafficSignal\",\"Train\",\"TrainRegional\",\"TrainSimple\",\"Tram\",\"Translate\",\"Trash\",\"TrashSimple\",\"Tray\",\"TrayArrowDown\",\"TrayArrowUp\",\"TreasureChest\",\"Tree\",\"TreeEvergreen\",\"TreePalm\",\"TreeStructure\",\"TreeView\",\"TrendDown\",\"TrendUp\",\"Triangle\",\"TriangleDashed\",\"Trolley\",\"TrolleySuitcase\",\"Trophy\",\"Truck\",\"TruckTrailer\",\"TumblrLogo\",\"TwitchLogo\",\"TwitterLogo\",\"Umbrella\",\"UmbrellaSimple\",\"Union\",\"Unite\",\"UniteSquare\",\"Upload\",\"UploadSimple\",\"Usb\",\"User\",\"UserCheck\",\"UserCircle\",\"UserCircleCheck\",\"UserCircleDashed\",\"UserCircleGear\",\"UserCircleMinus\",\"UserCirclePlus\",\"UserFocus\",\"UserGear\",\"UserList\",\"UserMinus\",\"UserPlus\",\"UserRectangle\",\"UserSound\",\"UserSquare\",\"UserSwitch\",\"Users\",\"UsersFour\",\"UsersThree\",\"Van\",\"Vault\",\"VectorThree\",\"VectorTwo\",\"Vibrate\",\"Video\",\"VideoCamera\",\"VideoCameraSlash\",\"VideoConference\",\"Vignette\",\"VinylRecord\",\"VirtualReality\",\"Virus\",\"Visor\",\"Voicemail\",\"Volleyball\",\"Wall\",\"Wallet\",\"Warehouse\",\"Warning\",\"WarningCircle\",\"WarningDiamond\",\"WarningOctagon\",\"WashingMachine\",\"Watch\",\"WaveSawtooth\",\"WaveSine\",\"WaveSquare\",\"WaveTriangle\",\"Waveform\",\"WaveformSlash\",\"Waves\",\"Webcam\",\"WebcamSlash\",\"WebhooksLogo\",\"WechatLogo\",\"WhatsappLogo\",\"Wheelchair\",\"WheelchairMotion\",\"WifiHigh\",\"WifiLow\",\"WifiMedium\",\"WifiNone\",\"WifiSlash\",\"WifiX\",\"Wind\",\"Windmill\",\"WindowsLogo\",\"Wine\",\"Wrench\",\"X\",\"XCircle\",\"XLogo\",\"XSquare\",\"Yarn\",\"YinYang\",\"YoutubeLogo\"];const moduleBaseUrl=\"https://framer.com/m/phosphor-icons/\";const weightOptions=[\"thin\",\"light\",\"regular\",\"bold\",\"fill\",\"duotone\"];const lowercaseIconKeyPairs=iconKeys.reduce((res,key)=>{res[key.toLowerCase()]=key;return res;},{});/**\n * PHOSPHOR\n *\n * @framerSupportedLayoutWidth fixed\n * @framerSupportedLayoutHeight fixed\n *\n * @framerIntrinsicWidth 24\n * @framerIntrinsicHeight 24\n */export function Icon(props){const{color,selectByList,iconSearch,iconSelection,onClick,onMouseDown,onMouseUp,onMouseEnter,onMouseLeave,weight,mirrored}=props;const isMounted=useRef(false);const iconKey=useIconSelection(iconKeys,selectByList,iconSearch,iconSelection,lowercaseIconKeyPairs);const[SelectedIcon,setSelectedIcon]=useState(iconKey===\"Home\"?HouseFactory(React):null);async function importModule(){// Get the selected module\ntry{const version=\"0.0.57\";const iconModuleUrl=`${moduleBaseUrl}${iconKey}.js@${version}`;const module=await import(/* webpackIgnore: true */iconModuleUrl);if(isMounted.current)setSelectedIcon(module.default(React));}catch(err){if(isMounted.current)setSelectedIcon(null);}}useEffect(()=>{isMounted.current=true;importModule();return()=>{isMounted.current=false;};},[iconKey]);const isOnCanvas=RenderTarget.current()===RenderTarget.canvas;const emptyState=isOnCanvas?/*#__PURE__*/_jsx(NullState,{}):null;return /*#__PURE__*/_jsx(motion.div,{style:{display:\"contents\"},onClick,onMouseEnter,onMouseLeave,onMouseDown,onMouseUp,children:SelectedIcon?/*#__PURE__*/_jsx(\"svg\",{xmlns:\"http://www.w3.org/2000/svg\",viewBox:\"0 0 256 256\",style:{userSelect:\"none\",width:\"100%\",height:\"100%\",display:\"inline-block\",fill:color,color,flexShrink:0,transform:mirrored?\"scale(-1, 1)\":undefined},focusable:\"false\",color:color,children:/*#__PURE__*/_jsx(SelectedIcon,{color:color,weight:weight})}):emptyState});}Icon.displayName=\"Phosphor\";Icon.defaultProps={width:24,height:24,iconSelection:\"House\",iconSearch:\"House\",color:\"#66F\",selectByList:true,weight:\"regular\",mirrored:false};addPropertyControls(Icon,{selectByList:{type:ControlType.Boolean,title:\"Select\",enabledTitle:\"List\",disabledTitle:\"Search\",defaultValue:Icon.defaultProps.selectByList},iconSelection:{type:ControlType.Enum,options:iconKeys,defaultValue:Icon.defaultProps.iconSelection,title:\"Name\",hidden:({selectByList})=>!selectByList,description:\"Find every icon name on the [Phosphor site](https://phosphoricons.com/)\"},iconSearch:{type:ControlType.String,title:\"Name\",placeholder:\"Menu, Wifi, Box…\",hidden:({selectByList})=>selectByList},color:{type:ControlType.Color,title:\"Color\",defaultValue:Icon.defaultProps.color},weight:{type:ControlType.Enum,title:\"Weight\",optionTitles:weightOptions.map(piece=>piece.charAt(0).toUpperCase()+piece.slice(1)),options:weightOptions,defaultValue:Icon.defaultProps.weight},mirrored:{type:ControlType.Boolean,enabledTitle:\"Yes\",disabledTitle:\"No\",defaultValue:Icon.defaultProps.mirrored},...defaultEvents});\nexport const __FramerMetadata__ = {\"exports\":{\"IconProps\":{\"type\":\"tsType\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"Icon\":{\"type\":\"reactComponent\",\"name\":\"Icon\",\"slots\":[],\"annotations\":{\"framerIntrinsicWidth\":\"24\",\"framerSupportedLayoutWidth\":\"fixed\",\"framerContractVersion\":\"1\",\"framerSupportedLayoutHeight\":\"fixed\",\"framerIntrinsicHeight\":\"24\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# sourceMappingURL=./Phosphor.map","// Generated by Framer (a2fb474)\nimport{jsx as _jsx}from\"react/jsx-runtime\";import{addFonts,cx,getLoadingLazyAtYPosition,Image,Link,useComponentViewport,useLocaleInfo,useVariantState,withCSS}from\"framer\";import{LayoutGroup,motion,MotionConfigContext}from\"framer-motion\";import*as React from\"react\";const serializationHash=\"framer-GxxM5\";const variantClassNames={loACnFxyq:\"framer-v-1hlyapw\"};function addPropertyOverrides(overrides,...variants){const nextOverrides={};variants===null||variants===void 0?void 0:variants.forEach(variant=>variant&&Object.assign(nextOverrides,overrides[variant]));return nextOverrides;}const transition1={damping:60,delay:0,mass:1,stiffness:500,type:\"spring\"};const Transition=({value,children})=>{const config=React.useContext(MotionConfigContext);const transition=value!==null&&value!==void 0?value:config.transition;const contextValue=React.useMemo(()=>({...config,transition}),[JSON.stringify(transition)]);return /*#__PURE__*/_jsx(MotionConfigContext.Provider,{value:contextValue,children:children});};const Variants=motion.create(React.Fragment);const getProps=({height,id,width,...props})=>{return{...props};};const createLayoutDependency=(props,variants)=>{if(props.layoutDependency)return variants.join(\"-\")+props.layoutDependency;return variants.join(\"-\");};const Component=/*#__PURE__*/React.forwardRef(function(props,ref){const{activeLocale,setLocale}=useLocaleInfo();const{style,className,layoutId,variant,...restProps}=getProps(props);const{baseVariant,classNames,clearLoadingGesture,gestureHandlers,gestureVariant,isLoading,setGestureState,setVariant,variants}=useVariantState({defaultVariant:\"loACnFxyq\",variant,variantClassNames});const layoutDependency=createLayoutDependency(props,variants);const ref1=React.useRef(null);const defaultLayoutId=React.useId();const sharedStyleClassNames=[];const componentViewport=useComponentViewport();return /*#__PURE__*/_jsx(LayoutGroup,{id:layoutId!==null&&layoutId!==void 0?layoutId:defaultLayoutId,children:/*#__PURE__*/_jsx(Variants,{animate:variants,initial:false,children:/*#__PURE__*/_jsx(Transition,{value:transition1,children:/*#__PURE__*/_jsx(Link,{href:{webPageId:\"S4GuovZIh\"},nodeId:\"loACnFxyq\",openInNewTab:false,children:/*#__PURE__*/_jsx(motion.a,{...restProps,...gestureHandlers,className:`${cx(serializationHash,...sharedStyleClassNames,\"framer-1hlyapw\",className,classNames)} framer-zzpl5t`,\"data-framer-name\":\"Full\",layoutDependency:layoutDependency,layoutId:\"loACnFxyq\",ref:ref!==null&&ref!==void 0?ref:ref1,style:{...style},children:/*#__PURE__*/_jsx(Image,{background:{alt:\"\",fit:\"fill\",loading:getLoadingLazyAtYPosition(((componentViewport===null||componentViewport===void 0?void 0:componentViewport.y)||0)+(0+(((componentViewport===null||componentViewport===void 0?void 0:componentViewport.height)||21)-0-(((componentViewport===null||componentViewport===void 0?void 0:componentViewport.height)||21)-0)*1)/2)),pixelHeight:189,pixelWidth:381,src:\"https://framerusercontent.com/images/fUsoveUTCVESgulKwELOhHolTw.svg\"},className:\"framer-1yr71oy\",layoutDependency:layoutDependency,layoutId:\"af2GmyEBB\"})})})})})});});const css=[\"@supports (aspect-ratio: 1) { body { --framer-aspect-ratio-supported: auto; } }\",\".framer-GxxM5.framer-zzpl5t, .framer-GxxM5 .framer-zzpl5t { display: block; }\",\".framer-GxxM5.framer-1hlyapw { align-content: center; align-items: center; display: flex; flex-direction: row; flex-wrap: nowrap; gap: 10px; height: 21px; justify-content: flex-start; overflow: hidden; padding: 0px; position: relative; text-decoration: none; width: 120px; }\",\".framer-GxxM5 .framer-1yr71oy { flex: none; height: 100%; overflow: visible; position: relative; width: 100%; }\",\"@supports (background: -webkit-named-image(i)) and (not (font-palette:dark)) { .framer-GxxM5.framer-1hlyapw { gap: 0px; } .framer-GxxM5.framer-1hlyapw > * { margin: 0px; margin-left: calc(10px / 2); margin-right: calc(10px / 2); } .framer-GxxM5.framer-1hlyapw > :first-child { margin-left: 0px; } .framer-GxxM5.framer-1hlyapw > :last-child { margin-right: 0px; } }\"];/**\n * This is a generated Framer component.\n * @framerIntrinsicHeight 21\n * @framerIntrinsicWidth 120\n * @framerCanvasComponentVariantDetails {\"propertyName\":\"variant\",\"data\":{\"default\":{\"layout\":[\"fixed\",\"fixed\"]}}}\n * @framerImmutableVariables true\n * @framerDisplayContentsDiv false\n * @framerComponentViewportWidth true\n */const FramerFruoawW6F=withCSS(Component,css,\"framer-GxxM5\");export default FramerFruoawW6F;FramerFruoawW6F.displayName=\"asset/logo\";FramerFruoawW6F.defaultProps={height:21,width:120};addFonts(FramerFruoawW6F,[{explicitInter:true,fonts:[]}],{supportsExplicitInterCodegen:true});\nexport const __FramerMetadata__ = {\"exports\":{\"Props\":{\"type\":\"tsType\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"default\":{\"type\":\"reactComponent\",\"name\":\"FramerFruoawW6F\",\"slots\":[],\"annotations\":{\"framerComponentViewportWidth\":\"true\",\"framerImmutableVariables\":\"true\",\"framerContractVersion\":\"1\",\"framerIntrinsicWidth\":\"120\",\"framerCanvasComponentVariantDetails\":\"{\\\"propertyName\\\":\\\"variant\\\",\\\"data\\\":{\\\"default\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"fixed\\\"]}}}\",\"framerDisplayContentsDiv\":\"false\",\"framerIntrinsicHeight\":\"21\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# sourceMappingURL=./FruoawW6F.map","// Generated by Framer (f7d95e4)\nimport{jsx as _jsx,jsxs as _jsxs}from\"react/jsx-runtime\";import{addFonts,addPropertyControls,ControlType,cx,useActiveVariantCallback,useComponentViewport,useLocaleInfo,useVariantState,withCSS}from\"framer\";import{LayoutGroup,motion,MotionConfigContext}from\"framer-motion\";import*as React from\"react\";import{useRef}from\"react\";const cycleOrder=[\"yN2jNKom9\",\"s9jOkSq9Y\"];const serializationHash=\"framer-kUw7a\";const variantClassNames={s9jOkSq9Y:\"framer-v-10yhmoq\",yN2jNKom9:\"framer-v-1hsj4wy\"};function addPropertyOverrides(overrides,...variants){const nextOverrides={};variants?.forEach(variant=>variant&&Object.assign(nextOverrides,overrides[variant]));return nextOverrides;}const transition1={damping:40,delay:0,mass:1,stiffness:600,type:\"spring\"};const Transition=({value,children})=>{const config=React.useContext(MotionConfigContext);const transition=value??config.transition;const contextValue=React.useMemo(()=>({...config,transition}),[JSON.stringify(transition)]);return /*#__PURE__*/_jsx(MotionConfigContext.Provider,{value:contextValue,children:children});};const Variants=motion.create(React.Fragment);const humanReadableVariantMap={Close:\"s9jOkSq9Y\",Menu:\"yN2jNKom9\"};const getProps=({height,id,tap,width,...props})=>{return{...props,variant:humanReadableVariantMap[props.variant]??props.variant??\"yN2jNKom9\",XKaY3MrGu:tap??props.XKaY3MrGu};};const createLayoutDependency=(props,variants)=>{if(props.layoutDependency)return variants.join(\"-\")+props.layoutDependency;return variants.join(\"-\");};const Component=/*#__PURE__*/React.forwardRef(function(props,ref){const fallbackRef=useRef(null);const refBinding=ref??fallbackRef;const defaultLayoutId=React.useId();const{activeLocale,setLocale}=useLocaleInfo();const componentViewport=useComponentViewport();const{style,className,layoutId,variant,XKaY3MrGu,...restProps}=getProps(props);const{baseVariant,classNames,clearLoadingGesture,gestureHandlers,gestureVariant,isLoading,setGestureState,setVariant,variants}=useVariantState({cycleOrder,defaultVariant:\"yN2jNKom9\",ref:refBinding,variant,variantClassNames});const layoutDependency=createLayoutDependency(props,variants);const{activeVariantCallback,delay}=useActiveVariantCallback(baseVariant);const onTapn0krga=activeVariantCallback(async(...args)=>{setGestureState({isPressed:false});if(XKaY3MrGu){await delay(()=>{},200);const res=await XKaY3MrGu(...args);if(res===false)return false;}});const sharedStyleClassNames=[];const scopingClassNames=cx(serializationHash,...sharedStyleClassNames);return /*#__PURE__*/_jsx(LayoutGroup,{id:layoutId??defaultLayoutId,children:/*#__PURE__*/_jsx(Variants,{animate:variants,initial:false,children:/*#__PURE__*/_jsx(Transition,{value:transition1,children:/*#__PURE__*/_jsxs(motion.div,{...restProps,...gestureHandlers,className:cx(scopingClassNames,\"framer-1hsj4wy\",className,classNames),\"data-framer-name\":\"Menu\",\"data-highlight\":true,layoutDependency:layoutDependency,layoutId:\"yN2jNKom9\",onTap:onTapn0krga,ref:refBinding,style:{...style},...addPropertyOverrides({s9jOkSq9Y:{\"data-framer-name\":\"Close\"}},baseVariant,gestureVariant),children:[/*#__PURE__*/_jsx(motion.div,{className:\"framer-rtatbx\",\"data-framer-name\":\"Bottom\",layoutDependency:layoutDependency,layoutId:\"iXTENS5Qz\",style:{backgroundColor:\"var(--token-4e9ee025-4d41-457f-b60b-4d48970c270e, rgb(128, 133, 143))\",borderBottomLeftRadius:10,borderBottomRightRadius:10,borderTopLeftRadius:10,borderTopRightRadius:10,rotate:0},variants:{s9jOkSq9Y:{rotate:-45}}}),/*#__PURE__*/_jsx(motion.div,{className:\"framer-1kumk70\",\"data-framer-name\":\"Top\",layoutDependency:layoutDependency,layoutId:\"QyTjUN0iG\",style:{backgroundColor:\"var(--token-4e9ee025-4d41-457f-b60b-4d48970c270e, rgb(128, 133, 143))\",borderBottomLeftRadius:10,borderBottomRightRadius:10,borderTopLeftRadius:10,borderTopRightRadius:10,rotate:0},variants:{s9jOkSq9Y:{rotate:45}}})]})})})});});const css=[\"@supports (aspect-ratio: 1) { body { --framer-aspect-ratio-supported: auto; } }\",\".framer-kUw7a.framer-1g195lk, .framer-kUw7a .framer-1g195lk { display: block; }\",\".framer-kUw7a.framer-1hsj4wy { cursor: pointer; height: 32px; overflow: hidden; position: relative; width: 40px; }\",\".framer-kUw7a .framer-rtatbx { flex: none; height: 2px; left: calc(50.00000000000002% - 20px / 2); overflow: hidden; position: absolute; top: calc(62.50000000000002% - 2px / 2); width: 20px; will-change: var(--framer-will-change-override, transform); }\",\".framer-kUw7a .framer-1kumk70 { flex: none; height: 2px; left: calc(50.00000000000002% - 20px / 2); overflow: hidden; position: absolute; top: calc(34.37500000000002% - 2px / 2); width: 20px; will-change: var(--framer-will-change-override, transform); }\",\".framer-kUw7a.framer-v-10yhmoq.framer-1hsj4wy { aspect-ratio: 1 / 1; height: var(--framer-aspect-ratio-supported, 40px); }\",\".framer-kUw7a.framer-v-10yhmoq .framer-rtatbx, .framer-kUw7a.framer-v-10yhmoq .framer-1kumk70 { top: calc(50.00000000000002% - 2px / 2); }\"];/**\n * This is a generated Framer component.\n * @framerIntrinsicHeight 40\n * @framerIntrinsicWidth 40\n * @framerCanvasComponentVariantDetails {\"propertyName\":\"variant\",\"data\":{\"default\":{\"layout\":[\"fixed\",\"fixed\"]},\"s9jOkSq9Y\":{\"layout\":[\"fixed\",\"fixed\"]}}}\n * @framerVariables {\"XKaY3MrGu\":\"tap\"}\n * @framerImmutableVariables true\n * @framerDisplayContentsDiv false\n * @framerComponentViewportWidth true\n */const FramerOJCWrVT07=withCSS(Component,css,\"framer-kUw7a\");export default FramerOJCWrVT07;FramerOJCWrVT07.displayName=\"navbar_item/Hamburger-Icon\";FramerOJCWrVT07.defaultProps={height:40,width:40};addPropertyControls(FramerOJCWrVT07,{variant:{options:[\"yN2jNKom9\",\"s9jOkSq9Y\"],optionTitles:[\"Menu\",\"Close\"],title:\"Variant\",type:ControlType.Enum},XKaY3MrGu:{title:\"Tap\",type:ControlType.EventHandler}});addFonts(FramerOJCWrVT07,[{explicitInter:true,fonts:[]}],{supportsExplicitInterCodegen:true});\nexport const __FramerMetadata__ = {\"exports\":{\"default\":{\"type\":\"reactComponent\",\"name\":\"FramerOJCWrVT07\",\"slots\":[],\"annotations\":{\"framerComponentViewportWidth\":\"true\",\"framerVariables\":\"{\\\"XKaY3MrGu\\\":\\\"tap\\\"}\",\"framerCanvasComponentVariantDetails\":\"{\\\"propertyName\\\":\\\"variant\\\",\\\"data\\\":{\\\"default\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"fixed\\\"]},\\\"s9jOkSq9Y\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"fixed\\\"]}}}\",\"framerIntrinsicHeight\":\"40\",\"framerContractVersion\":\"1\",\"framerDisplayContentsDiv\":\"false\",\"framerImmutableVariables\":\"true\",\"framerIntrinsicWidth\":\"40\"}},\"Props\":{\"type\":\"tsType\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# sourceMappingURL=./OJCWrVT07.map","// Generated by Framer (fd7a51d)\nimport{fontStore}from\"framer\";fontStore.loadFonts([\"FS;Poppins-medium\",\"FS;Poppins-bold\",\"FS;Poppins-bold italic\",\"FS;Poppins-medium italic\"]);export const fonts=[{explicitInter:true,fonts:[{family:\"Poppins\",source:\"fontshare\",style:\"normal\",url:\"https://framerusercontent.com/third-party-assets/fontshare/wf/K4RHKGAGLQZBXEZQT2O2AGSLKJF2E4YC/JRUTXNFPWLFGIEVSSEYOW7EP7TYM3V6A/UCDYLFFGLZRGCFY5GYDYM5LDB52BAR5M.woff2\",weight:\"500\"},{family:\"Poppins\",source:\"fontshare\",style:\"normal\",url:\"https://framerusercontent.com/third-party-assets/fontshare/wf/EOHGWBZYYKO6R4PWP4S2B3FFWHHBEZN6/UWQLMF4AFWLXCJQCFV3WRVYC77KZXPRB/FYG6OCH7XOLUUSZTIZE65ATBZWF623O4.woff2\",weight:\"700\"},{family:\"Poppins\",source:\"fontshare\",style:\"italic\",url:\"https://framerusercontent.com/third-party-assets/fontshare/wf/JQL34MORONR7D7BXOVTX3KBGJGEJQ5BJ/CKUZVY5SFANCFAT7FS3MP6ZL4BMEWCJE/NOLRWF3JBJ434MILPG5RB6R2B4HGRSZB.woff2\",weight:\"700\"},{family:\"Poppins\",source:\"fontshare\",style:\"italic\",url:\"https://framerusercontent.com/third-party-assets/fontshare/wf/4HH4RITHYMRL7VREMN2WV2L6LQZKPRWE/ZWMGJ4LKTJ4NT5NKCHS5WLI6CRRRO2SE/OFRM3ATAEVJKZWGG6S4JN4P6SBPN2BLD.woff2\",weight:\"500\"}]}];export const css=['.framer-H7xZ0 .framer-styles-preset-po9ocu:not(.rich-text-wrapper), .framer-H7xZ0 .framer-styles-preset-po9ocu.rich-text-wrapper p { --framer-font-family: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-family-bold: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-family-bold-italic: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-family-italic: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-open-type-features: normal; --framer-font-size: 16px; --framer-font-style: normal; --framer-font-style-bold: normal; --framer-font-style-bold-italic: italic; --framer-font-style-italic: italic; --framer-font-variation-axes: normal; --framer-font-weight: 500; --framer-font-weight-bold: 700; --framer-font-weight-bold-italic: 700; --framer-font-weight-italic: 500; --framer-letter-spacing: 0em; --framer-line-height: 170%; --framer-paragraph-spacing: 0px; --framer-text-alignment: start; --framer-text-color: var(--token-4cfb3a28-a190-4230-b1db-5025cd040ee9, #262c37); --framer-text-decoration: none; --framer-text-stroke-color: initial; --framer-text-stroke-width: initial; --framer-text-transform: none; }','@media (max-width: 1198px) and (min-width: 810px) { .framer-H7xZ0 .framer-styles-preset-po9ocu:not(.rich-text-wrapper), .framer-H7xZ0 .framer-styles-preset-po9ocu.rich-text-wrapper p { --framer-font-family: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-family-bold: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-family-bold-italic: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-family-italic: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-open-type-features: normal; --framer-font-size: 16px; --framer-font-style: normal; --framer-font-style-bold: normal; --framer-font-style-bold-italic: italic; --framer-font-style-italic: italic; --framer-font-variation-axes: normal; --framer-font-weight: 500; --framer-font-weight-bold: 700; --framer-font-weight-bold-italic: 700; --framer-font-weight-italic: 500; --framer-letter-spacing: 0em; --framer-line-height: 170%; --framer-paragraph-spacing: 0px; --framer-text-alignment: start; --framer-text-color: var(--token-4cfb3a28-a190-4230-b1db-5025cd040ee9, #262c37); --framer-text-decoration: none; --framer-text-stroke-color: initial; --framer-text-stroke-width: initial; --framer-text-transform: none; } }','@media (max-width: 809px) and (min-width: 0px) { .framer-H7xZ0 .framer-styles-preset-po9ocu:not(.rich-text-wrapper), .framer-H7xZ0 .framer-styles-preset-po9ocu.rich-text-wrapper p { --framer-font-family: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-family-bold: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-family-bold-italic: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-family-italic: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-open-type-features: normal; --framer-font-size: 16px; --framer-font-style: normal; --framer-font-style-bold: normal; --framer-font-style-bold-italic: italic; --framer-font-style-italic: italic; --framer-font-variation-axes: normal; --framer-font-weight: 500; --framer-font-weight-bold: 700; --framer-font-weight-bold-italic: 700; --framer-font-weight-italic: 500; --framer-letter-spacing: 0em; --framer-line-height: 170%; --framer-paragraph-spacing: 0px; --framer-text-alignment: start; --framer-text-color: var(--token-4cfb3a28-a190-4230-b1db-5025cd040ee9, #262c37); --framer-text-decoration: none; --framer-text-stroke-color: initial; --framer-text-stroke-width: initial; --framer-text-transform: none; } }'];export const className=\"framer-H7xZ0\";\nexport const __FramerMetadata__ = {\"exports\":{\"css\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"className\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"fonts\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}","// Generated by Framer (f26e712)\nimport{jsx as _jsx,jsxs as _jsxs}from\"react/jsx-runtime\";import{addFonts,addPropertyControls,ControlType,cx,getFontsFromSharedStyle,Link,RichText,SVG,useActiveVariantCallback,useComponentViewport,useLocaleInfo,useVariantState,withCSS}from\"framer\";import{LayoutGroup,motion,MotionConfigContext}from\"framer-motion\";import*as React from\"react\";import{useRef}from\"react\";import*as sharedStyle1 from\"https://framerusercontent.com/modules/zvk3C968jnOXU4KVNu3Z/HxowoBuQSeNA3aTicbWG/N74N_0q9y.js\";import*as sharedStyle from\"https://framerusercontent.com/modules/l8ZWWjmsdBfwlJ2JIY3D/Syv2ntitFO75MpNatbGE/vqCJJjluc.js\";const enabledGestures={f4jadPfdJ:{hover:true}};const cycleOrder=[\"f4jadPfdJ\",\"rlaXgtl7B\",\"gVwB11DL2\"];const serializationHash=\"framer-NWgTV\";const variantClassNames={f4jadPfdJ:\"framer-v-gb5n3r\",gVwB11DL2:\"framer-v-kvejur\",rlaXgtl7B:\"framer-v-1m1fddr\"};function addPropertyOverrides(overrides,...variants){const nextOverrides={};variants?.forEach(variant=>variant&&Object.assign(nextOverrides,overrides[variant]));return nextOverrides;}const transition1={delay:0,duration:.3,ease:[.44,0,.56,1],type:\"tween\"};const Transition=({value,children})=>{const config=React.useContext(MotionConfigContext);const transition=value??config.transition;const contextValue=React.useMemo(()=>({...config,transition}),[JSON.stringify(transition)]);return /*#__PURE__*/_jsx(MotionConfigContext.Provider,{value:contextValue,children:children});};const Variants=motion.create(React.Fragment);const humanReadableVariantMap={\"Fill Open\":\"gVwB11DL2\",\"Variant 1\":\"f4jadPfdJ\",Fill:\"rlaXgtl7B\"};const getProps=({dropdown,height,hover,id,link,tap,title,width,...props})=>{return{...props,eUbhuErh5:dropdown??props.eUbhuErh5??true,gDCp5KHbj:hover??props.gDCp5KHbj,HouA5HYpA:title??props.HouA5HYpA??\"Home\",RmBMFctuC:tap??props.RmBMFctuC,variant:humanReadableVariantMap[props.variant]??props.variant??\"f4jadPfdJ\",VKRqNQCC5:link??props.VKRqNQCC5};};const createLayoutDependency=(props,variants)=>{if(props.layoutDependency)return variants.join(\"-\")+props.layoutDependency;return variants.join(\"-\");};const Component=/*#__PURE__*/React.forwardRef(function(props,ref){const fallbackRef=useRef(null);const refBinding=ref??fallbackRef;const defaultLayoutId=React.useId();const{activeLocale,setLocale}=useLocaleInfo();const componentViewport=useComponentViewport();const{style,className,layoutId,variant,HouA5HYpA,eUbhuErh5,VKRqNQCC5,RmBMFctuC,gDCp5KHbj,...restProps}=getProps(props);const{baseVariant,classNames,clearLoadingGesture,gestureHandlers,gestureVariant,isLoading,setGestureState,setVariant,variants}=useVariantState({cycleOrder,defaultVariant:\"f4jadPfdJ\",enabledGestures,ref:refBinding,variant,variantClassNames});const layoutDependency=createLayoutDependency(props,variants);const{activeVariantCallback,delay}=useActiveVariantCallback(baseVariant);const onTap1opn7q4=activeVariantCallback(async(...args)=>{setGestureState({isPressed:false});if(RmBMFctuC){await delay(()=>{},200);const res=await RmBMFctuC(...args);if(res===false)return false;}});const onMouseEnter1nxa2gx=activeVariantCallback(async(...args)=>{setGestureState({isHovered:true});if(gDCp5KHbj){const res=await gDCp5KHbj(...args);if(res===false)return false;}});const sharedStyleClassNames=[sharedStyle.className,sharedStyle1.className];const scopingClassNames=cx(serializationHash,...sharedStyleClassNames);return /*#__PURE__*/_jsx(LayoutGroup,{id:layoutId??defaultLayoutId,children:/*#__PURE__*/_jsx(Variants,{animate:variants,initial:false,children:/*#__PURE__*/_jsx(Transition,{value:transition1,children:/*#__PURE__*/_jsx(Link,{href:VKRqNQCC5,motionChild:true,nodeId:\"f4jadPfdJ\",openInNewTab:false,scopeId:\"PwsC2C7ql\",smoothScroll:false,children:/*#__PURE__*/_jsxs(motion.a,{...restProps,...gestureHandlers,className:`${cx(scopingClassNames,\"framer-gb5n3r\",className,classNames)} framer-1nty2yi`,\"data-framer-name\":\"Variant 1\",\"data-highlight\":true,layoutDependency:layoutDependency,layoutId:\"f4jadPfdJ\",onMouseEnter:onMouseEnter1nxa2gx,onTap:onTap1opn7q4,ref:refBinding,style:{backgroundColor:\"rgba(255, 255, 255, 0)\",borderBottomLeftRadius:48,borderBottomRightRadius:48,borderTopLeftRadius:48,borderTopRightRadius:48,...style},variants:{\"f4jadPfdJ-hover\":{backgroundColor:\"rgba(255, 255, 255, 0.2)\"}},...addPropertyOverrides({\"f4jadPfdJ-hover\":{\"data-framer-name\":undefined},gVwB11DL2:{\"data-framer-name\":\"Fill Open\"},rlaXgtl7B:{\"data-framer-name\":\"Fill\"}},baseVariant,gestureVariant),children:[/*#__PURE__*/_jsx(RichText,{__fromCanvasComponent:true,children:/*#__PURE__*/_jsx(React.Fragment,{children:/*#__PURE__*/_jsx(motion.p,{className:\"framer-styles-preset-l7lhsi\",\"data-styles-preset\":\"vqCJJjluc\",style:{\"--framer-text-color\":\"var(--extracted-r6o4lv, var(--token-61e5ee56-3594-4358-94d0-c3752e3672e3, rgb(255, 255, 255)))\"},children:\"Home\"})}),className:\"framer-sfwh6x\",fonts:[\"Inter\"],layoutDependency:layoutDependency,layoutId:\"UaAxmhGfK\",style:{\"--extracted-r6o4lv\":\"var(--token-61e5ee56-3594-4358-94d0-c3752e3672e3, rgb(255, 255, 255))\"},text:HouA5HYpA,verticalAlignment:\"top\",withExternalLayout:true,...addPropertyOverrides({gVwB11DL2:{children:/*#__PURE__*/_jsx(React.Fragment,{children:/*#__PURE__*/_jsx(motion.p,{className:\"framer-styles-preset-po9ocu\",\"data-styles-preset\":\"N74N_0q9y\",style:{\"--framer-text-color\":\"var(--extracted-r6o4lv, var(--token-61e5ee56-3594-4358-94d0-c3752e3672e3, rgb(255, 255, 255)))\"},children:\"Home\"})})},rlaXgtl7B:{children:/*#__PURE__*/_jsx(React.Fragment,{children:/*#__PURE__*/_jsx(motion.p,{className:\"framer-styles-preset-po9ocu\",\"data-styles-preset\":\"N74N_0q9y\",style:{\"--framer-text-color\":\"var(--extracted-r6o4lv, var(--token-61e5ee56-3594-4358-94d0-c3752e3672e3, rgb(255, 255, 255)))\"},children:\"Home\"})})}},baseVariant,gestureVariant)}),eUbhuErh5&&/*#__PURE__*/_jsx(motion.div,{className:\"framer-gf61ed\",layoutDependency:layoutDependency,layoutId:\"myGMuioWq\",style:{rotate:0},variants:{\"f4jadPfdJ-hover\":{rotate:0},gVwB11DL2:{rotate:180}},children:/*#__PURE__*/_jsx(SVG,{className:\"framer-xag31x\",\"data-framer-name\":\"keyboard_arrow_down_FILL0_wght400_GRAD0_opsz24\",layout:\"position\",layoutDependency:layoutDependency,layoutId:\"vsI__czWl\",opacity:1,svg:'<svg xmlns=\"http://www.w3.org/2000/svg\" xmlns:xlink=\"http://www.w3.org/1999/xlink\" viewBox=\"0 0 16 16\"><path d=\"M 8 10.267 L 4 6.267 L 4.933 5.333 L 8 8.4 L 11.067 5.333 L 12 6.267 Z\" fill=\"var(--token-4ed96c69-b73a-4721-be25-59addcb9c5d7, rgb(99, 99, 99)) /* {&quot;name&quot;:&quot;dark/400&quot;} */\"></path></svg>',svgContentId:12860725659,withExternalLayout:true,...addPropertyOverrides({gVwB11DL2:{svg:'<svg xmlns=\"http://www.w3.org/2000/svg\" xmlns:xlink=\"http://www.w3.org/1999/xlink\" viewBox=\"0 0 16 16\"><path d=\"M 8 10.267 L 4 6.267 L 4.933 5.333 L 8 8.4 L 11.067 5.333 L 12 6.267 Z\" fill=\"var(--token-61e5ee56-3594-4358-94d0-c3752e3672e3, rgb(15, 15, 15)) /* {&quot;name&quot;:&quot;dark/900&quot;} */\"></path></svg>',svgContentId:11153455712},rlaXgtl7B:{svg:'<svg xmlns=\"http://www.w3.org/2000/svg\" xmlns:xlink=\"http://www.w3.org/1999/xlink\" viewBox=\"0 0 16 16\"><path d=\"M 8 10.267 L 4 6.267 L 4.933 5.333 L 8 8.4 L 11.067 5.333 L 12 6.267 Z\" fill=\"var(--token-61e5ee56-3594-4358-94d0-c3752e3672e3, rgb(15, 15, 15)) /* {&quot;name&quot;:&quot;dark/900&quot;} */\"></path></svg>',svgContentId:11153455712}},baseVariant,gestureVariant)})})]})})})})});});const css=[\"@supports (aspect-ratio: 1) { body { --framer-aspect-ratio-supported: auto; } }\",\".framer-NWgTV.framer-1nty2yi, .framer-NWgTV .framer-1nty2yi { display: block; }\",\".framer-NWgTV.framer-gb5n3r { align-content: center; align-items: center; cursor: pointer; display: flex; flex-direction: row; flex-wrap: nowrap; gap: 4px; height: min-content; justify-content: flex-start; overflow: visible; padding: 6px 12px 6px 12px; position: relative; text-decoration: none; width: min-content; }\",\".framer-NWgTV .framer-sfwh6x { -webkit-user-select: none; flex: none; height: auto; position: relative; user-select: none; white-space: pre; width: auto; }\",\".framer-NWgTV .framer-gf61ed { align-content: center; align-items: center; display: flex; flex: none; flex-direction: row; flex-wrap: nowrap; gap: 10px; height: min-content; justify-content: center; overflow: visible; padding: 0px; position: relative; width: min-content; }\",\".framer-NWgTV .framer-xag31x { flex: none; height: 16px; position: relative; width: 16px; }\",\"@supports (background: -webkit-named-image(i)) and (not (font-palette:dark)) { .framer-NWgTV.framer-gb5n3r, .framer-NWgTV .framer-gf61ed { gap: 0px; } .framer-NWgTV.framer-gb5n3r > * { margin: 0px; margin-left: calc(4px / 2); margin-right: calc(4px / 2); } .framer-NWgTV.framer-gb5n3r > :first-child, .framer-NWgTV .framer-gf61ed > :first-child { margin-left: 0px; } .framer-NWgTV.framer-gb5n3r > :last-child, .framer-NWgTV .framer-gf61ed > :last-child { margin-right: 0px; } .framer-NWgTV .framer-gf61ed > * { margin: 0px; margin-left: calc(10px / 2); margin-right: calc(10px / 2); } }\",\".framer-NWgTV.framer-v-1m1fddr.framer-gb5n3r, .framer-NWgTV.framer-v-kvejur.framer-gb5n3r { padding: 6px 0px 0px 0px; width: 136px; }\",\".framer-NWgTV.framer-v-1m1fddr .framer-sfwh6x, .framer-NWgTV.framer-v-kvejur .framer-sfwh6x { flex: 1 0 0px; white-space: pre-wrap; width: 1px; word-break: break-word; word-wrap: break-word; }\",\".framer-NWgTV.framer-v-gb5n3r.hover.framer-gb5n3r { overflow: hidden; will-change: var(--framer-will-change-override, transform); }\",\".framer-NWgTV.framer-v-gb5n3r.hover .framer-sfwh6x, .framer-NWgTV.framer-v-gb5n3r.hover .framer-gf61ed { z-index: 1; }\",...sharedStyle.css,...sharedStyle1.css];/**\n * This is a generated Framer component.\n * @framerIntrinsicHeight 39\n * @framerIntrinsicWidth 92\n * @framerCanvasComponentVariantDetails {\"propertyName\":\"variant\",\"data\":{\"default\":{\"layout\":[\"auto\",\"auto\"]},\"rlaXgtl7B\":{\"layout\":[\"fixed\",\"auto\"]},\"gVwB11DL2\":{\"layout\":[\"fixed\",\"auto\"]},\"DQKJCJlC6\":{\"layout\":[\"auto\",\"auto\"]}}}\n * @framerVariables {\"HouA5HYpA\":\"title\",\"eUbhuErh5\":\"dropdown\",\"VKRqNQCC5\":\"link\",\"RmBMFctuC\":\"tap\",\"gDCp5KHbj\":\"hover\"}\n * @framerImmutableVariables true\n * @framerDisplayContentsDiv false\n * @framerComponentViewportWidth true\n */const FramerPwsC2C7ql=withCSS(Component,css,\"framer-NWgTV\");export default FramerPwsC2C7ql;FramerPwsC2C7ql.displayName=\"navbar_item/Top Nav Item\";FramerPwsC2C7ql.defaultProps={height:39,width:92};addPropertyControls(FramerPwsC2C7ql,{variant:{options:[\"f4jadPfdJ\",\"rlaXgtl7B\",\"gVwB11DL2\"],optionTitles:[\"Variant 1\",\"Fill\",\"Fill Open\"],title:\"Variant\",type:ControlType.Enum},HouA5HYpA:{defaultValue:\"Home\",displayTextArea:false,title:\"Title\",type:ControlType.String},eUbhuErh5:{defaultValue:true,title:\"Dropdown\",type:ControlType.Boolean},VKRqNQCC5:{title:\"Link\",type:ControlType.Link},RmBMFctuC:{title:\"Tap\",type:ControlType.EventHandler},gDCp5KHbj:{title:\"Hover\",type:ControlType.EventHandler}});addFonts(FramerPwsC2C7ql,[{explicitInter:true,fonts:[{family:\"Inter\",source:\"framer\",style:\"normal\",unicodeRange:\"U+0460-052F, U+1C80-1C88, U+20B4, U+2DE0-2DFF, U+A640-A69F, U+FE2E-FE2F\",url:\"https://framerusercontent.com/assets/5vvr9Vy74if2I6bQbJvbw7SY1pQ.woff2\",weight:\"400\"},{family:\"Inter\",source:\"framer\",style:\"normal\",unicodeRange:\"U+0301, U+0400-045F, U+0490-0491, U+04B0-04B1, U+2116\",url:\"https://framerusercontent.com/assets/EOr0mi4hNtlgWNn9if640EZzXCo.woff2\",weight:\"400\"},{family:\"Inter\",source:\"framer\",style:\"normal\",unicodeRange:\"U+1F00-1FFF\",url:\"https://framerusercontent.com/assets/Y9k9QrlZAqio88Klkmbd8VoMQc.woff2\",weight:\"400\"},{family:\"Inter\",source:\"framer\",style:\"normal\",unicodeRange:\"U+0370-03FF\",url:\"https://framerusercontent.com/assets/OYrD2tBIBPvoJXiIHnLoOXnY9M.woff2\",weight:\"400\"},{family:\"Inter\",source:\"framer\",style:\"normal\",unicodeRange:\"U+0100-024F, U+0259, U+1E00-1EFF, U+2020, U+20A0-20AB, U+20AD-20CF, U+2113, U+2C60-2C7F, U+A720-A7FF\",url:\"https://framerusercontent.com/assets/JeYwfuaPfZHQhEG8U5gtPDZ7WQ.woff2\",weight:\"400\"},{family:\"Inter\",source:\"framer\",style:\"normal\",unicodeRange:\"U+0000-00FF, U+0131, U+0152-0153, U+02BB-02BC, U+02C6, U+02DA, U+02DC, U+2000-206F, U+2074, U+20AC, U+2122, U+2191, U+2193, U+2212, U+2215, U+FEFF, U+FFFD\",url:\"https://framerusercontent.com/assets/vQyevYAyHtARFwPqUzQGpnDs.woff2\",weight:\"400\"},{family:\"Inter\",source:\"framer\",style:\"normal\",unicodeRange:\"U+0102-0103, U+0110-0111, U+0128-0129, U+0168-0169, U+01A0-01A1, U+01AF-01B0, U+1EA0-1EF9, U+20AB\",url:\"https://framerusercontent.com/assets/b6Y37FthZeALduNqHicBT6FutY.woff2\",weight:\"400\"}]},...getFontsFromSharedStyle(sharedStyle.fonts),...getFontsFromSharedStyle(sharedStyle1.fonts)],{supportsExplicitInterCodegen:true});\nexport const __FramerMetadata__ = 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213)\"}})]})})})})});});const css=[\"@supports (aspect-ratio: 1) { body { --framer-aspect-ratio-supported: auto; } }\",\".framer-u9Ylu.framer-xcs0qf, .framer-u9Ylu .framer-xcs0qf { display: block; }\",\".framer-u9Ylu.framer-1tqlzk5 { align-content: center; align-items: center; display: flex; flex-direction: row; flex-wrap: nowrap; gap: 8px; height: min-content; justify-content: center; padding: 0px; position: relative; width: 552px; }\",\".framer-u9Ylu .framer-1yyj4o0, .framer-u9Ylu .framer-19mvzdw { align-content: center; align-items: center; display: flex; flex: 1 0 0px; flex-direction: row; flex-wrap: nowrap; gap: 10px; height: min-content; justify-content: center; overflow: visible; padding: 0px; position: relative; width: 1px; }\",\".framer-u9Ylu .framer-1bmmo8h { align-content: center; align-items: center; display: flex; flex: 1 0 0px; flex-direction: row; flex-wrap: nowrap; height: min-content; justify-content: space-between; max-width: 1440px; overflow: visible; padding: 8px 8px 8px 16px; position: relative; width: 1px; }\",\".framer-u9Ylu .framer-x80hhp { align-content: center; align-items: center; display: flex; flex: none; flex-direction: row; flex-wrap: nowrap; gap: 10px; height: min-content; justify-content: center; overflow: visible; padding: 0px; position: relative; width: min-content; }\",\".framer-u9Ylu .framer-5ltwey-container, .framer-u9Ylu .framer-fikcxr-container, .framer-u9Ylu .framer-vwbpwr-container, .framer-u9Ylu .framer-gxgdt6-container, .framer-u9Ylu .framer-1oi9lsn-container, .framer-u9Ylu .framer-be1y5k-container { flex: none; height: auto; position: relative; width: auto; }\",\".framer-u9Ylu .framer-hrc181-container { flex: none; height: 32px; position: relative; width: 32px; }\",\".framer-u9Ylu .framer-s1q7ki { align-content: center; align-items: center; display: flex; flex: none; flex-direction: row; flex-wrap: nowrap; gap: 0px; height: min-content; justify-content: center; overflow: visible; padding: 0px; position: relative; width: min-content; }\",\".framer-u9Ylu .framer-i3f1x3 { bottom: 0px; flex: none; height: 1px; left: calc(50.00000000000002% - 100% / 2); overflow: hidden; position: absolute; width: 100%; z-index: 1; }\",\"@supports (background: -webkit-named-image(i)) and (not (font-palette:dark)) { .framer-u9Ylu.framer-1tqlzk5, .framer-u9Ylu .framer-1yyj4o0, .framer-u9Ylu .framer-19mvzdw, .framer-u9Ylu .framer-x80hhp, .framer-u9Ylu .framer-s1q7ki { gap: 0px; } .framer-u9Ylu.framer-1tqlzk5 > * { margin: 0px; margin-left: calc(8px / 2); margin-right: calc(8px / 2); } .framer-u9Ylu.framer-1tqlzk5 > :first-child, .framer-u9Ylu .framer-1yyj4o0 > :first-child, .framer-u9Ylu .framer-19mvzdw > :first-child, .framer-u9Ylu .framer-x80hhp > :first-child, .framer-u9Ylu .framer-s1q7ki > :first-child { margin-left: 0px; } .framer-u9Ylu.framer-1tqlzk5 > :last-child, .framer-u9Ylu .framer-1yyj4o0 > :last-child, .framer-u9Ylu .framer-19mvzdw > :last-child, .framer-u9Ylu .framer-x80hhp > :last-child, .framer-u9Ylu .framer-s1q7ki > :last-child { margin-right: 0px; } .framer-u9Ylu .framer-1yyj4o0 > *, .framer-u9Ylu .framer-19mvzdw > *, .framer-u9Ylu .framer-x80hhp > * { margin: 0px; margin-left: calc(10px / 2); margin-right: calc(10px / 2); } .framer-u9Ylu .framer-s1q7ki > * { margin: 0px; margin-left: calc(0px / 2); margin-right: calc(0px / 2); } }\",\".framer-u9Ylu.framer-v-1hituka.framer-1tqlzk5, .framer-u9Ylu.framer-v-15xcmmk.framer-1tqlzk5 { align-content: flex-start; align-items: flex-start; flex-direction: column; gap: 24px; justify-content: flex-start; overflow: auto; overscroll-behavior: contain; width: 319px; }\",\".framer-u9Ylu.framer-v-1hituka .framer-1yyj4o0, .framer-u9Ylu.framer-v-15a20oa .framer-1yyj4o0, .framer-u9Ylu.framer-v-15xcmmk .framer-1yyj4o0 { flex: none; order: 0; width: 100%; }\",\".framer-u9Ylu.framer-v-1hituka .framer-1bmmo8h, .framer-u9Ylu.framer-v-15xcmmk .framer-1bmmo8h { flex-direction: column; padding: 2px 0px 2px 0px; }\",\".framer-u9Ylu.framer-v-1hituka .framer-x80hhp, .framer-u9Ylu.framer-v-15a20oa .framer-x80hhp { gap: unset; justify-content: space-between; order: 0; padding: 8px; width: 100%; }\",\".framer-u9Ylu.framer-v-1hituka .framer-5ltwey-container, .framer-u9Ylu.framer-v-15xcmmk .framer-5ltwey-container { aspect-ratio: 1.25 / 1; height: var(--framer-aspect-ratio-supported, 40px); width: 50px; }\",\".framer-u9Ylu.framer-v-1hituka .framer-hrc181-container { height: 40px; width: 40px; z-index: 4; }\",\"@supports (background: -webkit-named-image(i)) and (not (font-palette:dark)) { .framer-u9Ylu.framer-v-1hituka.framer-1tqlzk5, .framer-u9Ylu.framer-v-1hituka .framer-1bmmo8h, .framer-u9Ylu.framer-v-1hituka .framer-x80hhp { gap: 0px; } .framer-u9Ylu.framer-v-1hituka.framer-1tqlzk5 > * { margin: 0px; margin-bottom: calc(24px / 2); margin-top: calc(24px / 2); } .framer-u9Ylu.framer-v-1hituka.framer-1tqlzk5 > :first-child { margin-top: 0px; } .framer-u9Ylu.framer-v-1hituka.framer-1tqlzk5 > :last-child { margin-bottom: 0px; } .framer-u9Ylu.framer-v-1hituka .framer-1bmmo8h > *, .framer-u9Ylu.framer-v-1hituka .framer-1bmmo8h > :first-child, .framer-u9Ylu.framer-v-1hituka .framer-1bmmo8h > :last-child, .framer-u9Ylu.framer-v-1hituka .framer-x80hhp > *, .framer-u9Ylu.framer-v-1hituka .framer-x80hhp > :first-child, .framer-u9Ylu.framer-v-1hituka .framer-x80hhp > :last-child { margin: 0px; } }\",\".framer-u9Ylu.framer-v-15a20oa.framer-1tqlzk5 { align-content: flex-start; align-items: flex-start; flex-direction: column; gap: 24px; justify-content: flex-start; max-height: calc(var(--framer-viewport-height, 100vh) * 1); min-height: calc(var(--framer-viewport-height, 100vh) * 1); overflow: auto; overscroll-behavior: contain; padding: 8px; width: 319px; }\",\".framer-u9Ylu.framer-v-15a20oa .framer-1bmmo8h { flex-direction: column; }\",\".framer-u9Ylu.framer-v-15a20oa .framer-5ltwey-container { height: 40px; width: 50px; }\",\".framer-u9Ylu.framer-v-15a20oa .framer-hrc181-container { height: 40px; width: 40px; z-index: 3; }\",\".framer-u9Ylu.framer-v-15a20oa .framer-s1q7ki { flex-direction: column; order: 2; width: 100%; }\",\".framer-u9Ylu.framer-v-15a20oa .framer-fikcxr-container, .framer-u9Ylu.framer-v-15a20oa .framer-vwbpwr-container, .framer-u9Ylu.framer-v-15a20oa .framer-gxgdt6-container, .framer-u9Ylu.framer-v-15a20oa .framer-1oi9lsn-container, .framer-u9Ylu.framer-v-15a20oa .framer-be1y5k-container { width: 100%; }\",\"@supports (background: -webkit-named-image(i)) and (not (font-palette:dark)) { .framer-u9Ylu.framer-v-15a20oa.framer-1tqlzk5, .framer-u9Ylu.framer-v-15a20oa .framer-1bmmo8h, .framer-u9Ylu.framer-v-15a20oa .framer-x80hhp, .framer-u9Ylu.framer-v-15a20oa .framer-s1q7ki { gap: 0px; } .framer-u9Ylu.framer-v-15a20oa.framer-1tqlzk5 > * { margin: 0px; margin-bottom: calc(24px / 2); margin-top: calc(24px / 2); } .framer-u9Ylu.framer-v-15a20oa.framer-1tqlzk5 > :first-child, .framer-u9Ylu.framer-v-15a20oa .framer-s1q7ki > :first-child { margin-top: 0px; } .framer-u9Ylu.framer-v-15a20oa.framer-1tqlzk5 > :last-child, .framer-u9Ylu.framer-v-15a20oa .framer-s1q7ki > :last-child { margin-bottom: 0px; } .framer-u9Ylu.framer-v-15a20oa .framer-1bmmo8h > *, .framer-u9Ylu.framer-v-15a20oa .framer-1bmmo8h > :first-child, .framer-u9Ylu.framer-v-15a20oa .framer-1bmmo8h > :last-child, .framer-u9Ylu.framer-v-15a20oa .framer-x80hhp > *, .framer-u9Ylu.framer-v-15a20oa .framer-x80hhp > :first-child, .framer-u9Ylu.framer-v-15a20oa .framer-x80hhp > :last-child { margin: 0px; } .framer-u9Ylu.framer-v-15a20oa .framer-s1q7ki > * { margin: 0px; margin-bottom: calc(0px / 2); margin-top: calc(0px / 2); } }\",\".framer-u9Ylu.framer-v-uiuidr .framer-1yyj4o0 { z-index: 10; }\",\".framer-u9Ylu.framer-v-uiuidr .framer-19mvzdw { min-height: 55px; }\",\".framer-u9Ylu.framer-v-uiuidr .framer-1bmmo8h { bottom: -20px; flex: none; gap: 0px; justify-content: center; left: 50%; position: absolute; width: min-content; z-index: 10; }\",\".framer-u9Ylu.framer-v-uiuidr .framer-x80hhp, .framer-u9Ylu.framer-v-uiuidr .framer-s1q7ki { z-index: 2; }\",\"@supports (background: -webkit-named-image(i)) and (not (font-palette:dark)) { .framer-u9Ylu.framer-v-uiuidr .framer-1bmmo8h { gap: 0px; } .framer-u9Ylu.framer-v-uiuidr .framer-1bmmo8h > * { margin: 0px; margin-left: calc(0px / 2); margin-right: calc(0px / 2); } .framer-u9Ylu.framer-v-uiuidr .framer-1bmmo8h > :first-child { margin-left: 0px; } .framer-u9Ylu.framer-v-uiuidr .framer-1bmmo8h > :last-child { margin-right: 0px; } }\",\".framer-u9Ylu.framer-v-15xcmmk .framer-x80hhp { cursor: pointer; gap: unset; justify-content: space-between; order: 0; padding: 8px; width: 100%; }\",\"@supports (background: -webkit-named-image(i)) and (not (font-palette:dark)) { .framer-u9Ylu.framer-v-15xcmmk.framer-1tqlzk5, .framer-u9Ylu.framer-v-15xcmmk .framer-1bmmo8h, .framer-u9Ylu.framer-v-15xcmmk .framer-x80hhp { gap: 0px; } .framer-u9Ylu.framer-v-15xcmmk.framer-1tqlzk5 > * { margin: 0px; margin-bottom: calc(24px / 2); margin-top: calc(24px / 2); } .framer-u9Ylu.framer-v-15xcmmk.framer-1tqlzk5 > :first-child { margin-top: 0px; } .framer-u9Ylu.framer-v-15xcmmk.framer-1tqlzk5 > :last-child { margin-bottom: 0px; } .framer-u9Ylu.framer-v-15xcmmk .framer-1bmmo8h > *, .framer-u9Ylu.framer-v-15xcmmk .framer-1bmmo8h > :first-child, .framer-u9Ylu.framer-v-15xcmmk .framer-1bmmo8h > :last-child, .framer-u9Ylu.framer-v-15xcmmk .framer-x80hhp > *, .framer-u9Ylu.framer-v-15xcmmk .framer-x80hhp > :first-child, .framer-u9Ylu.framer-v-15xcmmk .framer-x80hhp > :last-child { margin: 0px; } }\",'.framer-u9Ylu[data-hide-scrollbars=\"true\"]::-webkit-scrollbar, .framer-u9Ylu [data-hide-scrollbars=\"true\"]::-webkit-scrollbar { width: 0px; height: 0px; }','.framer-u9Ylu[data-hide-scrollbars=\"true\"]::-webkit-scrollbar-thumb, .framer-u9Ylu [data-hide-scrollbars=\"true\"]::-webkit-scrollbar-thumb { background: transparent; }','.framer-u9Ylu[data-hide-scrollbars=\"true\"], .framer-u9Ylu [data-hide-scrollbars=\"true\"] { scrollbar-width: none; }','.framer-u9Ylu[data-border=\"true\"]::after, .framer-u9Ylu [data-border=\"true\"]::after { content: \"\"; border-width: var(--border-top-width, 0) var(--border-right-width, 0) var(--border-bottom-width, 0) var(--border-left-width, 0); border-color: var(--border-color, none); border-style: var(--border-style, none); width: 100%; height: 100%; position: absolute; box-sizing: border-box; left: 0; top: 0; border-radius: inherit; pointer-events: none; }'];/**\n * This is a generated Framer component.\n * @framerIntrinsicHeight 55.2\n * @framerIntrinsicWidth 552\n * @framerCanvasComponentVariantDetails {\"propertyName\":\"variant\",\"data\":{\"default\":{\"layout\":[\"fixed\",\"auto\"]},\"J9QKnMzKZ\":{\"layout\":[\"fixed\",\"auto\"]},\"h_JVua4T8\":{\"layout\":[\"fixed\",\"auto\"],\"constraints\":[null,null,\"100vh\",\"100vh\"]},\"imxXMwd80\":{\"layout\":[\"fixed\",\"auto\"]},\"ewkgXKqqr\":{\"layout\":[\"fixed\",\"auto\"]}}}\n * @framerImmutableVariables true\n * @framerDisplayContentsDiv false\n * @framerComponentViewportWidth true\n */const Framerxf_CRCkN4=withCSS(Component,css,\"framer-u9Ylu\");export default Framerxf_CRCkN4;Framerxf_CRCkN4.displayName=\"navbar/Rounded Topbar\";Framerxf_CRCkN4.defaultProps={height:55.2,width:552};addPropertyControls(Framerxf_CRCkN4,{variant:{options:[\"bTW6APxCi\",\"J9QKnMzKZ\",\"h_JVua4T8\",\"imxXMwd80\",\"ewkgXKqqr\"],optionTitles:[\"Variant 1\",\"Phone\",\"Open\",\"on scroll\",\"On phone-Trans\"],title:\"Variant\",type:ControlType.Enum}});addFonts(Framerxf_CRCkN4,[{explicitInter:true,fonts:[]},...AssetLogoFonts,...Navbar_itemHamburgerIconFonts,...Navbar_itemTopNavItemFonts],{supportsExplicitInterCodegen:true});\nexport const __FramerMetadata__ = {\"exports\":{\"Props\":{\"type\":\"tsType\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"default\":{\"type\":\"reactComponent\",\"name\":\"Framerxf_CRCkN4\",\"slots\":[],\"annotations\":{\"framerComponentViewportWidth\":\"true\",\"framerIntrinsicHeight\":\"55.2\",\"framerIntrinsicWidth\":\"552\",\"framerCanvasComponentVariantDetails\":\"{\\\"propertyName\\\":\\\"variant\\\",\\\"data\\\":{\\\"default\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"auto\\\"]},\\\"J9QKnMzKZ\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"auto\\\"]},\\\"h_JVua4T8\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"auto\\\"],\\\"constraints\\\":[null,null,\\\"100vh\\\",\\\"100vh\\\"]},\\\"imxXMwd80\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"auto\\\"]},\\\"ewkgXKqqr\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"auto\\\"]}}}\",\"framerImmutableVariables\":\"true\",\"framerContractVersion\":\"1\",\"framerDisplayContentsDiv\":\"false\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# sourceMappingURL=./xf_CRCkN4.map","/**\n * @license\n * Copyright 2010-2022 Three.js Authors\n * SPDX-License-Identifier: MIT\n */\nconst REVISION = \"148\";\nconst MOUSE = {LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2};\nconst TOUCH = {ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3};\nconst CullFaceNone = 0;\nconst CullFaceBack = 1;\nconst CullFaceFront = 2;\nconst CullFaceFrontBack = 3;\nconst BasicShadowMap = 0;\nconst PCFShadowMap = 1;\nconst PCFSoftShadowMap = 2;\nconst VSMShadowMap = 3;\nconst FrontSide = 0;\nconst BackSide = 1;\nconst DoubleSide = 2;\nconst TwoPassDoubleSide = 3;\nconst NoBlending = 0;\nconst NormalBlending = 1;\nconst AdditiveBlending = 2;\nconst SubtractiveBlending = 3;\nconst MultiplyBlending = 4;\nconst CustomBlending = 5;\nconst AddEquation = 100;\nconst SubtractEquation = 101;\nconst ReverseSubtractEquation = 102;\nconst MinEquation = 103;\nconst MaxEquation = 104;\nconst ZeroFactor = 200;\nconst OneFactor = 201;\nconst SrcColorFactor = 202;\nconst OneMinusSrcColorFactor = 203;\nconst SrcAlphaFactor = 204;\nconst OneMinusSrcAlphaFactor = 205;\nconst DstAlphaFactor = 206;\nconst OneMinusDstAlphaFactor = 207;\nconst DstColorFactor = 208;\nconst OneMinusDstColorFactor = 209;\nconst SrcAlphaSaturateFactor = 210;\nconst NeverDepth = 0;\nconst AlwaysDepth = 1;\nconst LessDepth = 2;\nconst LessEqualDepth = 3;\nconst EqualDepth = 4;\nconst GreaterEqualDepth = 5;\nconst GreaterDepth = 6;\nconst NotEqualDepth = 7;\nconst MultiplyOperation = 0;\nconst MixOperation = 1;\nconst AddOperation = 2;\nconst NoToneMapping = 0;\nconst LinearToneMapping = 1;\nconst ReinhardToneMapping = 2;\nconst CineonToneMapping = 3;\nconst ACESFilmicToneMapping = 4;\nconst CustomToneMapping = 5;\nconst UVMapping = 300;\nconst CubeReflectionMapping = 301;\nconst CubeRefractionMapping = 302;\nconst EquirectangularReflectionMapping = 303;\nconst EquirectangularRefractionMapping = 304;\nconst CubeUVReflectionMapping = 306;\nconst RepeatWrapping = 1e3;\nconst ClampToEdgeWrapping = 1001;\nconst MirroredRepeatWrapping = 1002;\nconst NearestFilter = 1003;\nconst NearestMipmapNearestFilter = 1004;\nconst NearestMipMapNearestFilter = 1004;\nconst NearestMipmapLinearFilter = 1005;\nconst NearestMipMapLinearFilter = 1005;\nconst LinearFilter = 1006;\nconst LinearMipmapNearestFilter = 1007;\nconst LinearMipMapNearestFilter = 1007;\nconst LinearMipmapLinearFilter = 1008;\nconst LinearMipMapLinearFilter = 1008;\nconst UnsignedByteType = 1009;\nconst ByteType = 1010;\nconst ShortType = 1011;\nconst UnsignedShortType = 1012;\nconst IntType = 1013;\nconst UnsignedIntType = 1014;\nconst FloatType = 1015;\nconst HalfFloatType = 1016;\nconst UnsignedShort4444Type = 1017;\nconst UnsignedShort5551Type = 1018;\nconst UnsignedInt248Type = 1020;\nconst AlphaFormat = 1021;\nconst RGBFormat = 1022;\nconst RGBAFormat = 1023;\nconst LuminanceFormat = 1024;\nconst LuminanceAlphaFormat = 1025;\nconst DepthFormat = 1026;\nconst DepthStencilFormat = 1027;\nconst RedFormat = 1028;\nconst RedIntegerFormat = 1029;\nconst RGFormat = 1030;\nconst RGIntegerFormat = 1031;\nconst RGBAIntegerFormat = 1033;\nconst RGB_S3TC_DXT1_Format = 33776;\nconst RGBA_S3TC_DXT1_Format = 33777;\nconst RGBA_S3TC_DXT3_Format = 33778;\nconst RGBA_S3TC_DXT5_Format = 33779;\nconst RGB_PVRTC_4BPPV1_Format = 35840;\nconst RGB_PVRTC_2BPPV1_Format = 35841;\nconst RGBA_PVRTC_4BPPV1_Format = 35842;\nconst RGBA_PVRTC_2BPPV1_Format = 35843;\nconst RGB_ETC1_Format = 36196;\nconst RGB_ETC2_Format = 37492;\nconst RGBA_ETC2_EAC_Format = 37496;\nconst RGBA_ASTC_4x4_Format = 37808;\nconst RGBA_ASTC_5x4_Format = 37809;\nconst RGBA_ASTC_5x5_Format = 37810;\nconst RGBA_ASTC_6x5_Format = 37811;\nconst RGBA_ASTC_6x6_Format = 37812;\nconst RGBA_ASTC_8x5_Format = 37813;\nconst RGBA_ASTC_8x6_Format = 37814;\nconst RGBA_ASTC_8x8_Format = 37815;\nconst RGBA_ASTC_10x5_Format = 37816;\nconst RGBA_ASTC_10x6_Format = 37817;\nconst RGBA_ASTC_10x8_Format = 37818;\nconst RGBA_ASTC_10x10_Format = 37819;\nconst RGBA_ASTC_12x10_Format = 37820;\nconst RGBA_ASTC_12x12_Format = 37821;\nconst RGBA_BPTC_Format = 36492;\nconst LoopOnce = 2200;\nconst LoopRepeat = 2201;\nconst LoopPingPong = 2202;\nconst InterpolateDiscrete = 2300;\nconst InterpolateLinear = 2301;\nconst InterpolateSmooth = 2302;\nconst ZeroCurvatureEnding = 2400;\nconst ZeroSlopeEnding = 2401;\nconst WrapAroundEnding = 2402;\nconst NormalAnimationBlendMode = 2500;\nconst AdditiveAnimationBlendMode = 2501;\nconst TrianglesDrawMode = 0;\nconst TriangleStripDrawMode = 1;\nconst TriangleFanDrawMode = 2;\nconst LinearEncoding = 3e3;\nconst sRGBEncoding = 3001;\nconst BasicDepthPacking = 3200;\nconst RGBADepthPacking = 3201;\nconst TangentSpaceNormalMap = 0;\nconst ObjectSpaceNormalMap = 1;\nconst NoColorSpace = \"\";\nconst SRGBColorSpace = \"srgb\";\nconst LinearSRGBColorSpace = \"srgb-linear\";\nconst ZeroStencilOp = 0;\nconst KeepStencilOp = 7680;\nconst ReplaceStencilOp = 7681;\nconst IncrementStencilOp = 7682;\nconst DecrementStencilOp = 7683;\nconst IncrementWrapStencilOp = 34055;\nconst DecrementWrapStencilOp = 34056;\nconst InvertStencilOp = 5386;\nconst NeverStencilFunc = 512;\nconst LessStencilFunc = 513;\nconst EqualStencilFunc = 514;\nconst LessEqualStencilFunc = 515;\nconst GreaterStencilFunc = 516;\nconst NotEqualStencilFunc = 517;\nconst GreaterEqualStencilFunc = 518;\nconst AlwaysStencilFunc = 519;\nconst StaticDrawUsage = 35044;\nconst DynamicDrawUsage = 35048;\nconst StreamDrawUsage = 35040;\nconst StaticReadUsage = 35045;\nconst DynamicReadUsage = 35049;\nconst StreamReadUsage = 35041;\nconst StaticCopyUsage = 35046;\nconst DynamicCopyUsage = 35050;\nconst StreamCopyUsage = 35042;\nconst GLSL1 = \"100\";\nconst GLSL3 = \"300 es\";\nconst _SRGBAFormat = 1035;\nclass EventDispatcher {\n  addEventListener(type, listener) {\n    if (this._listeners === void 0)\n      this._listeners = {};\n    const listeners = this._listeners;\n    if (listeners[type] === void 0) {\n      listeners[type] = [];\n    }\n    if (listeners[type].indexOf(listener) === -1) {\n      listeners[type].push(listener);\n    }\n  }\n  hasEventListener(type, listener) {\n    if (this._listeners === void 0)\n      return false;\n    const listeners = this._listeners;\n    return listeners[type] !== void 0 && listeners[type].indexOf(listener) !== -1;\n  }\n  removeEventListener(type, listener) {\n    if (this._listeners === void 0)\n      return;\n    const listeners = this._listeners;\n    const listenerArray = listeners[type];\n    if (listenerArray !== void 0) {\n      const index = listenerArray.indexOf(listener);\n      if (index !== -1) {\n        listenerArray.splice(index, 1);\n      }\n    }\n  }\n  dispatchEvent(event) {\n    if (this._listeners === void 0)\n      return;\n    const listeners = this._listeners;\n    const listenerArray = listeners[event.type];\n    if (listenerArray !== void 0) {\n      event.target = this;\n      const array = listenerArray.slice(0);\n      for (let i = 0, l = array.length; i < l; i++) {\n        array[i].call(this, event);\n      }\n      event.target = null;\n    }\n  }\n}\nconst _lut = [\"00\", \"01\", \"02\", \"03\", \"04\", \"05\", \"06\", \"07\", \"08\", \"09\", \"0a\", \"0b\", \"0c\", \"0d\", \"0e\", \"0f\", \"10\", \"11\", \"12\", \"13\", \"14\", \"15\", \"16\", \"17\", \"18\", \"19\", \"1a\", \"1b\", \"1c\", \"1d\", \"1e\", \"1f\", \"20\", \"21\", \"22\", \"23\", \"24\", \"25\", \"26\", \"27\", \"28\", \"29\", \"2a\", \"2b\", \"2c\", \"2d\", \"2e\", \"2f\", \"30\", \"31\", \"32\", \"33\", \"34\", \"35\", \"36\", \"37\", \"38\", \"39\", \"3a\", \"3b\", \"3c\", \"3d\", \"3e\", \"3f\", \"40\", \"41\", \"42\", \"43\", \"44\", \"45\", \"46\", \"47\", \"48\", \"49\", \"4a\", \"4b\", \"4c\", \"4d\", \"4e\", \"4f\", \"50\", \"51\", \"52\", \"53\", \"54\", \"55\", \"56\", \"57\", \"58\", \"59\", \"5a\", \"5b\", \"5c\", \"5d\", \"5e\", \"5f\", \"60\", \"61\", \"62\", \"63\", \"64\", \"65\", \"66\", \"67\", \"68\", \"69\", \"6a\", \"6b\", \"6c\", \"6d\", \"6e\", \"6f\", \"70\", \"71\", \"72\", \"73\", \"74\", \"75\", \"76\", \"77\", \"78\", \"79\", \"7a\", \"7b\", \"7c\", \"7d\", \"7e\", \"7f\", \"80\", \"81\", \"82\", \"83\", \"84\", \"85\", \"86\", \"87\", \"88\", \"89\", \"8a\", \"8b\", \"8c\", \"8d\", \"8e\", \"8f\", \"90\", \"91\", \"92\", \"93\", \"94\", \"95\", \"96\", \"97\", \"98\", \"99\", \"9a\", \"9b\", \"9c\", \"9d\", \"9e\", \"9f\", \"a0\", \"a1\", \"a2\", \"a3\", \"a4\", \"a5\", \"a6\", \"a7\", \"a8\", \"a9\", \"aa\", \"ab\", \"ac\", \"ad\", \"ae\", \"af\", \"b0\", \"b1\", \"b2\", \"b3\", \"b4\", \"b5\", \"b6\", \"b7\", \"b8\", \"b9\", \"ba\", \"bb\", \"bc\", \"bd\", \"be\", \"bf\", \"c0\", \"c1\", \"c2\", \"c3\", \"c4\", \"c5\", \"c6\", \"c7\", \"c8\", \"c9\", \"ca\", \"cb\", \"cc\", \"cd\", \"ce\", \"cf\", \"d0\", \"d1\", \"d2\", \"d3\", \"d4\", \"d5\", \"d6\", \"d7\", \"d8\", \"d9\", \"da\", \"db\", \"dc\", \"dd\", \"de\", \"df\", \"e0\", \"e1\", \"e2\", \"e3\", \"e4\", \"e5\", \"e6\", \"e7\", \"e8\", \"e9\", \"ea\", \"eb\", \"ec\", \"ed\", \"ee\", \"ef\", \"f0\", \"f1\", \"f2\", \"f3\", \"f4\", \"f5\", \"f6\", \"f7\", \"f8\", \"f9\", \"fa\", \"fb\", \"fc\", \"fd\", \"fe\", \"ff\"];\nlet _seed = 1234567;\nconst DEG2RAD = Math.PI / 180;\nconst RAD2DEG = 180 / Math.PI;\nfunction generateUUID() {\n  const d0 = Math.random() * 4294967295 | 0;\n  const d1 = Math.random() * 4294967295 | 0;\n  const d2 = Math.random() * 4294967295 | 0;\n  const d3 = Math.random() * 4294967295 | 0;\n  const uuid = _lut[d0 & 255] + _lut[d0 >> 8 & 255] + _lut[d0 >> 16 & 255] + _lut[d0 >> 24 & 255] + \"-\" + _lut[d1 & 255] + _lut[d1 >> 8 & 255] + \"-\" + _lut[d1 >> 16 & 15 | 64] + _lut[d1 >> 24 & 255] + \"-\" + _lut[d2 & 63 | 128] + _lut[d2 >> 8 & 255] + \"-\" + _lut[d2 >> 16 & 255] + _lut[d2 >> 24 & 255] + _lut[d3 & 255] + _lut[d3 >> 8 & 255] + _lut[d3 >> 16 & 255] + _lut[d3 >> 24 & 255];\n  return uuid.toLowerCase();\n}\nfunction clamp(value, min, max) {\n  return Math.max(min, Math.min(max, value));\n}\nfunction euclideanModulo(n, m) {\n  return (n % m + m) % m;\n}\nfunction mapLinear(x, a1, a2, b1, b2) {\n  return b1 + (x - a1) * (b2 - b1) / (a2 - a1);\n}\nfunction inverseLerp(x, y, value) {\n  if (x !== y) {\n    return (value - x) / (y - x);\n  } else {\n    return 0;\n  }\n}\nfunction lerp(x, y, t) {\n  return (1 - t) * x + t * y;\n}\nfunction damp(x, y, lambda, dt) {\n  return lerp(x, y, 1 - Math.exp(-lambda * dt));\n}\nfunction pingpong(x, length = 1) {\n  return length - Math.abs(euclideanModulo(x, length * 2) - length);\n}\nfunction smoothstep(x, min, max) {\n  if (x <= min)\n    return 0;\n  if (x >= max)\n    return 1;\n  x = (x - min) / (max - min);\n  return x * x * (3 - 2 * x);\n}\nfunction smootherstep(x, min, max) {\n  if (x <= min)\n    return 0;\n  if (x >= max)\n    return 1;\n  x = (x - min) / (max - min);\n  return x * x * x * (x * (x * 6 - 15) + 10);\n}\nfunction randInt(low, high) {\n  return low + Math.floor(Math.random() * (high - low + 1));\n}\nfunction randFloat(low, high) {\n  return low + Math.random() * (high - low);\n}\nfunction randFloatSpread(range) {\n  return range * (0.5 - Math.random());\n}\nfunction seededRandom(s) {\n  if (s !== void 0)\n    _seed = s;\n  let t = _seed += 1831565813;\n  t = Math.imul(t ^ t >>> 15, t | 1);\n  t ^= t + Math.imul(t ^ t >>> 7, t | 61);\n  return ((t ^ t >>> 14) >>> 0) / 4294967296;\n}\nfunction degToRad(degrees) {\n  return degrees * DEG2RAD;\n}\nfunction radToDeg(radians) {\n  return radians * RAD2DEG;\n}\nfunction isPowerOfTwo(value) {\n  return (value & value - 1) === 0 && value !== 0;\n}\nfunction ceilPowerOfTwo(value) {\n  return Math.pow(2, Math.ceil(Math.log(value) / Math.LN2));\n}\nfunction floorPowerOfTwo(value) {\n  return Math.pow(2, Math.floor(Math.log(value) / Math.LN2));\n}\nfunction setQuaternionFromProperEuler(q, a, b, c, order) {\n  const cos = Math.cos;\n  const sin = Math.sin;\n  const c2 = cos(b / 2);\n  const s2 = sin(b / 2);\n  const c13 = cos((a + c) / 2);\n  const s13 = sin((a + c) / 2);\n  const c1_3 = cos((a - c) / 2);\n  const s1_3 = sin((a - c) / 2);\n  const c3_1 = cos((c - a) / 2);\n  const s3_1 = sin((c - a) / 2);\n  switch (order) {\n    case \"XYX\":\n      q.set(c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13);\n      break;\n    case \"YZY\":\n      q.set(s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13);\n      break;\n    case \"ZXZ\":\n      q.set(s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13);\n      break;\n    case \"XZX\":\n      q.set(c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13);\n      break;\n    case \"YXY\":\n      q.set(s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13);\n      break;\n    case \"ZYZ\":\n      q.set(s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13);\n      break;\n    default:\n      console.warn(\"THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: \" + order);\n  }\n}\nfunction denormalize(value, array) {\n  switch (array.constructor) {\n    case Float32Array:\n      return value;\n    case Uint16Array:\n      return value / 65535;\n    case Uint8Array:\n      return value / 255;\n    case Int16Array:\n      return Math.max(value / 32767, -1);\n    case Int8Array:\n      return Math.max(value / 127, -1);\n    default:\n      throw new Error(\"Invalid component type.\");\n  }\n}\nfunction normalize(value, array) {\n  switch (array.constructor) {\n    case Float32Array:\n      return value;\n    case Uint16Array:\n      return Math.round(value * 65535);\n    case Uint8Array:\n      return Math.round(value * 255);\n    case Int16Array:\n      return Math.round(value * 32767);\n    case Int8Array:\n      return Math.round(value * 127);\n    default:\n      throw new Error(\"Invalid component type.\");\n  }\n}\nvar MathUtils = /* @__PURE__ */ Object.freeze({\n  __proto__: null,\n  DEG2RAD,\n  RAD2DEG,\n  generateUUID,\n  clamp,\n  euclideanModulo,\n  mapLinear,\n  inverseLerp,\n  lerp,\n  damp,\n  pingpong,\n  smoothstep,\n  smootherstep,\n  randInt,\n  randFloat,\n  randFloatSpread,\n  seededRandom,\n  degToRad,\n  radToDeg,\n  isPowerOfTwo,\n  ceilPowerOfTwo,\n  floorPowerOfTwo,\n  setQuaternionFromProperEuler,\n  normalize,\n  denormalize\n});\nclass Vector2 {\n  constructor(x = 0, y = 0) {\n    Vector2.prototype.isVector2 = true;\n    this.x = x;\n    this.y = y;\n  }\n  get width() {\n    return this.x;\n  }\n  set width(value) {\n    this.x = value;\n  }\n  get height() {\n    return this.y;\n  }\n  set height(value) {\n    this.y = value;\n  }\n  set(x, y) {\n    this.x = x;\n    this.y = y;\n    return this;\n  }\n  setScalar(scalar) {\n    this.x = scalar;\n    this.y = scalar;\n    return this;\n  }\n  setX(x) {\n    this.x = x;\n    return this;\n  }\n  setY(y) {\n    this.y = y;\n    return this;\n  }\n  setComponent(index, value) {\n    switch (index) {\n      case 0:\n        this.x = value;\n        break;\n      case 1:\n        this.y = value;\n        break;\n      default:\n        throw new Error(\"index is out of range: \" + index);\n    }\n    return this;\n  }\n  getComponent(index) {\n    switch (index) {\n      case 0:\n        return this.x;\n      case 1:\n        return this.y;\n      default:\n        throw new Error(\"index is out of range: \" + index);\n    }\n  }\n  clone() {\n    return new this.constructor(this.x, this.y);\n  }\n  copy(v) {\n    this.x = v.x;\n    this.y = v.y;\n    return this;\n  }\n  add(v) {\n    this.x += v.x;\n    this.y += v.y;\n    return this;\n  }\n  addScalar(s) {\n    this.x += s;\n    this.y += s;\n    return this;\n  }\n  addVectors(a, b) {\n    this.x = a.x + b.x;\n    this.y = a.y + b.y;\n    return this;\n  }\n  addScaledVector(v, s) {\n    this.x += v.x * s;\n    this.y += v.y * s;\n    return this;\n  }\n  sub(v) {\n    this.x -= v.x;\n    this.y -= v.y;\n    return this;\n  }\n  subScalar(s) {\n    this.x -= s;\n    this.y -= s;\n    return this;\n  }\n  subVectors(a, b) {\n    this.x = a.x - b.x;\n    this.y = a.y - b.y;\n    return this;\n  }\n  multiply(v) {\n    this.x *= v.x;\n    this.y *= v.y;\n    return this;\n  }\n  multiplyScalar(scalar) {\n    this.x *= scalar;\n    this.y *= scalar;\n    return this;\n  }\n  divide(v) {\n    this.x /= v.x;\n    this.y /= v.y;\n    return this;\n  }\n  divideScalar(scalar) {\n    return this.multiplyScalar(1 / scalar);\n  }\n  applyMatrix3(m) {\n    const x = this.x, y = this.y;\n    const e = m.elements;\n    this.x = e[0] * x + e[3] * y + e[6];\n    this.y = e[1] * x + e[4] * y + e[7];\n    return this;\n  }\n  min(v) {\n    this.x = Math.min(this.x, v.x);\n    this.y = Math.min(this.y, v.y);\n    return this;\n  }\n  max(v) {\n    this.x = Math.max(this.x, v.x);\n    this.y = Math.max(this.y, v.y);\n    return this;\n  }\n  clamp(min, max) {\n    this.x = Math.max(min.x, Math.min(max.x, this.x));\n    this.y = Math.max(min.y, Math.min(max.y, this.y));\n    return this;\n  }\n  clampScalar(minVal, maxVal) {\n    this.x = Math.max(minVal, Math.min(maxVal, this.x));\n    this.y = Math.max(minVal, Math.min(maxVal, this.y));\n    return this;\n  }\n  clampLength(min, max) {\n    const length = this.length();\n    return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));\n  }\n  floor() {\n    this.x = Math.floor(this.x);\n    this.y = Math.floor(this.y);\n    return this;\n  }\n  ceil() {\n    this.x = Math.ceil(this.x);\n    this.y = Math.ceil(this.y);\n    return this;\n  }\n  round() {\n    this.x = Math.round(this.x);\n    this.y = Math.round(this.y);\n    return this;\n  }\n  roundToZero() {\n    this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x);\n    this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y);\n    return this;\n  }\n  negate() {\n    this.x = -this.x;\n    this.y = -this.y;\n    return this;\n  }\n  dot(v) {\n    return this.x * v.x + this.y * v.y;\n  }\n  cross(v) {\n    return this.x * v.y - this.y * v.x;\n  }\n  lengthSq() {\n    return this.x * this.x + this.y * this.y;\n  }\n  length() {\n    return Math.sqrt(this.x * this.x + this.y * this.y);\n  }\n  manhattanLength() {\n    return Math.abs(this.x) + Math.abs(this.y);\n  }\n  normalize() {\n    return this.divideScalar(this.length() || 1);\n  }\n  angle() {\n    const angle = Math.atan2(-this.y, -this.x) + Math.PI;\n    return angle;\n  }\n  distanceTo(v) {\n    return Math.sqrt(this.distanceToSquared(v));\n  }\n  distanceToSquared(v) {\n    const dx = this.x - v.x, dy = this.y - v.y;\n    return dx * dx + dy * dy;\n  }\n  manhattanDistanceTo(v) {\n    return Math.abs(this.x - v.x) + Math.abs(this.y - v.y);\n  }\n  setLength(length) {\n    return this.normalize().multiplyScalar(length);\n  }\n  lerp(v, alpha) {\n    this.x += (v.x - this.x) * alpha;\n    this.y += (v.y - this.y) * alpha;\n    return this;\n  }\n  lerpVectors(v1, v2, alpha) {\n    this.x = v1.x + (v2.x - v1.x) * alpha;\n    this.y = v1.y + (v2.y - v1.y) * alpha;\n    return this;\n  }\n  equals(v) {\n    return v.x === this.x && v.y === this.y;\n  }\n  fromArray(array, offset = 0) {\n    this.x = array[offset];\n    this.y = array[offset + 1];\n    return this;\n  }\n  toArray(array = [], offset = 0) {\n    array[offset] = this.x;\n    array[offset + 1] = this.y;\n    return array;\n  }\n  fromBufferAttribute(attribute, index) {\n    this.x = attribute.getX(index);\n    this.y = attribute.getY(index);\n    return this;\n  }\n  rotateAround(center, angle) {\n    const c = Math.cos(angle), s = Math.sin(angle);\n    const x = this.x - center.x;\n    const y = this.y - center.y;\n    this.x = x * c - y * s + center.x;\n    this.y = x * s + y * c + center.y;\n    return this;\n  }\n  random() {\n    this.x = Math.random();\n    this.y = Math.random();\n    return this;\n  }\n  *[Symbol.iterator]() {\n    yield this.x;\n    yield this.y;\n  }\n}\nclass Matrix3 {\n  constructor() {\n    Matrix3.prototype.isMatrix3 = true;\n    this.elements = [\n      1,\n      0,\n      0,\n      0,\n      1,\n      0,\n      0,\n      0,\n      1\n    ];\n  }\n  set(n11, n12, n13, n21, n22, n23, n31, n32, n33) {\n    const te = this.elements;\n    te[0] = n11;\n    te[1] = n21;\n    te[2] = n31;\n    te[3] = n12;\n    te[4] = n22;\n    te[5] = n32;\n    te[6] = n13;\n    te[7] = n23;\n    te[8] = n33;\n    return this;\n  }\n  identity() {\n    this.set(1, 0, 0, 0, 1, 0, 0, 0, 1);\n    return this;\n  }\n  copy(m) {\n    const te = this.elements;\n    const me = m.elements;\n    te[0] = me[0];\n    te[1] = me[1];\n    te[2] = me[2];\n    te[3] = me[3];\n    te[4] = me[4];\n    te[5] = me[5];\n    te[6] = me[6];\n    te[7] = me[7];\n    te[8] = me[8];\n    return this;\n  }\n  extractBasis(xAxis, yAxis, zAxis) {\n    xAxis.setFromMatrix3Column(this, 0);\n    yAxis.setFromMatrix3Column(this, 1);\n    zAxis.setFromMatrix3Column(this, 2);\n    return this;\n  }\n  setFromMatrix4(m) {\n    const me = m.elements;\n    this.set(me[0], me[4], me[8], me[1], me[5], me[9], me[2], me[6], me[10]);\n    return this;\n  }\n  multiply(m) {\n    return this.multiplyMatrices(this, m);\n  }\n  premultiply(m) {\n    return this.multiplyMatrices(m, this);\n  }\n  multiplyMatrices(a, b) {\n    const ae = a.elements;\n    const be = b.elements;\n    const te = this.elements;\n    const a11 = ae[0], a12 = ae[3], a13 = ae[6];\n    const a21 = ae[1], a22 = ae[4], a23 = ae[7];\n    const a31 = ae[2], a32 = ae[5], a33 = ae[8];\n    const b11 = be[0], b12 = be[3], b13 = be[6];\n    const b21 = be[1], b22 = be[4], b23 = be[7];\n    const b31 = be[2], b32 = be[5], b33 = be[8];\n    te[0] = a11 * b11 + a12 * b21 + a13 * b31;\n    te[3] = a11 * b12 + a12 * b22 + a13 * b32;\n    te[6] = a11 * b13 + a12 * b23 + a13 * b33;\n    te[1] = a21 * b11 + a22 * b21 + a23 * b31;\n    te[4] = a21 * b12 + a22 * b22 + a23 * b32;\n    te[7] = a21 * b13 + a22 * b23 + a23 * b33;\n    te[2] = a31 * b11 + a32 * b21 + a33 * b31;\n    te[5] = a31 * b12 + a32 * b22 + a33 * b32;\n    te[8] = a31 * b13 + a32 * b23 + a33 * b33;\n    return this;\n  }\n  multiplyScalar(s) {\n    const te = this.elements;\n    te[0] *= s;\n    te[3] *= s;\n    te[6] *= s;\n    te[1] *= s;\n    te[4] *= s;\n    te[7] *= s;\n    te[2] *= s;\n    te[5] *= s;\n    te[8] *= s;\n    return this;\n  }\n  determinant() {\n    const te = this.elements;\n    const a = te[0], b = te[1], c = te[2], d = te[3], e = te[4], f = te[5], g = te[6], h = te[7], i = te[8];\n    return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;\n  }\n  invert() {\n    const te = this.elements, n11 = te[0], n21 = te[1], n31 = te[2], n12 = te[3], n22 = te[4], n32 = te[5], n13 = te[6], n23 = te[7], n33 = te[8], t11 = n33 * n22 - n32 * n23, t12 = n32 * n13 - n33 * n12, t13 = n23 * n12 - n22 * n13, det = n11 * t11 + n21 * t12 + n31 * t13;\n    if (det === 0)\n      return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0);\n    const detInv = 1 / det;\n    te[0] = t11 * detInv;\n    te[1] = (n31 * n23 - n33 * n21) * detInv;\n    te[2] = (n32 * n21 - n31 * n22) * detInv;\n    te[3] = t12 * detInv;\n    te[4] = (n33 * n11 - n31 * n13) * detInv;\n    te[5] = (n31 * n12 - n32 * n11) * detInv;\n    te[6] = t13 * detInv;\n    te[7] = (n21 * n13 - n23 * n11) * detInv;\n    te[8] = (n22 * n11 - n21 * n12) * detInv;\n    return this;\n  }\n  transpose() {\n    let tmp2;\n    const m = this.elements;\n    tmp2 = m[1];\n    m[1] = m[3];\n    m[3] = tmp2;\n    tmp2 = m[2];\n    m[2] = m[6];\n    m[6] = tmp2;\n    tmp2 = m[5];\n    m[5] = m[7];\n    m[7] = tmp2;\n    return this;\n  }\n  getNormalMatrix(matrix4) {\n    return this.setFromMatrix4(matrix4).invert().transpose();\n  }\n  transposeIntoArray(r) {\n    const m = this.elements;\n    r[0] = m[0];\n    r[1] = m[3];\n    r[2] = m[6];\n    r[3] = m[1];\n    r[4] = m[4];\n    r[5] = m[7];\n    r[6] = m[2];\n    r[7] = m[5];\n    r[8] = m[8];\n    return this;\n  }\n  setUvTransform(tx, ty, sx, sy, rotation, cx, cy) {\n    const c = Math.cos(rotation);\n    const s = Math.sin(rotation);\n    this.set(sx * c, sx * s, -sx * (c * cx + s * cy) + cx + tx, -sy * s, sy * c, -sy * (-s * cx + c * cy) + cy + ty, 0, 0, 1);\n    return this;\n  }\n  scale(sx, sy) {\n    this.premultiply(_m3.makeScale(sx, sy));\n    return this;\n  }\n  rotate(theta) {\n    this.premultiply(_m3.makeRotation(-theta));\n    return this;\n  }\n  translate(tx, ty) {\n    this.premultiply(_m3.makeTranslation(tx, ty));\n    return this;\n  }\n  makeTranslation(x, y) {\n    this.set(1, 0, x, 0, 1, y, 0, 0, 1);\n    return this;\n  }\n  makeRotation(theta) {\n    const c = Math.cos(theta);\n    const s = Math.sin(theta);\n    this.set(c, -s, 0, s, c, 0, 0, 0, 1);\n    return this;\n  }\n  makeScale(x, y) {\n    this.set(x, 0, 0, 0, y, 0, 0, 0, 1);\n    return this;\n  }\n  equals(matrix) {\n    const te = this.elements;\n    const me = matrix.elements;\n    for (let i = 0; i < 9; i++) {\n      if (te[i] !== me[i])\n        return false;\n    }\n    return true;\n  }\n  fromArray(array, offset = 0) {\n    for (let i = 0; i < 9; i++) {\n      this.elements[i] = array[i + offset];\n    }\n    return this;\n  }\n  toArray(array = [], offset = 0) {\n    const te = this.elements;\n    array[offset] = te[0];\n    array[offset + 1] = te[1];\n    array[offset + 2] = te[2];\n    array[offset + 3] = te[3];\n    array[offset + 4] = te[4];\n    array[offset + 5] = te[5];\n    array[offset + 6] = te[6];\n    array[offset + 7] = te[7];\n    array[offset + 8] = te[8];\n    return array;\n  }\n  clone() {\n    return new this.constructor().fromArray(this.elements);\n  }\n}\nconst _m3 = /* @__PURE__ */ new Matrix3();\nfunction arrayNeedsUint32(array) {\n  for (let i = array.length - 1; i >= 0; --i) {\n    if (array[i] >= 65535)\n      return true;\n  }\n  return false;\n}\nconst TYPED_ARRAYS = {\n  Int8Array,\n  Uint8Array,\n  Uint8ClampedArray,\n  Int16Array,\n  Uint16Array,\n  Int32Array,\n  Uint32Array,\n  Float32Array,\n  Float64Array\n};\nfunction getTypedArray(type, buffer) {\n  return new TYPED_ARRAYS[type](buffer);\n}\nfunction createElementNS(name) {\n  return document.createElementNS(\"http://www.w3.org/1999/xhtml\", name);\n}\nfunction SRGBToLinear(c) {\n  return c < 0.04045 ? c * 0.0773993808 : Math.pow(c * 0.9478672986 + 0.0521327014, 2.4);\n}\nfunction LinearToSRGB(c) {\n  return c < 31308e-7 ? c * 12.92 : 1.055 * Math.pow(c, 0.41666) - 0.055;\n}\nconst FN = {\n  [SRGBColorSpace]: {[LinearSRGBColorSpace]: SRGBToLinear},\n  [LinearSRGBColorSpace]: {[SRGBColorSpace]: LinearToSRGB}\n};\nconst ColorManagement = {\n  legacyMode: true,\n  get workingColorSpace() {\n    return LinearSRGBColorSpace;\n  },\n  set workingColorSpace(colorSpace) {\n    console.warn(\"THREE.ColorManagement: .workingColorSpace is readonly.\");\n  },\n  convert: function(color, sourceColorSpace, targetColorSpace) {\n    if (this.legacyMode || sourceColorSpace === targetColorSpace || !sourceColorSpace || !targetColorSpace) {\n      return color;\n    }\n    if (FN[sourceColorSpace] && FN[sourceColorSpace][targetColorSpace] !== void 0) {\n      const fn = FN[sourceColorSpace][targetColorSpace];\n      color.r = fn(color.r);\n      color.g = fn(color.g);\n      color.b = fn(color.b);\n      return color;\n    }\n    throw new Error(\"Unsupported color space conversion.\");\n  },\n  fromWorkingColorSpace: function(color, targetColorSpace) {\n    return this.convert(color, this.workingColorSpace, targetColorSpace);\n  },\n  toWorkingColorSpace: function(color, sourceColorSpace) {\n    return this.convert(color, sourceColorSpace, this.workingColorSpace);\n  }\n};\nconst _colorKeywords = {\n  aliceblue: 15792383,\n  antiquewhite: 16444375,\n  aqua: 65535,\n  aquamarine: 8388564,\n  azure: 15794175,\n  beige: 16119260,\n  bisque: 16770244,\n  black: 0,\n  blanchedalmond: 16772045,\n  blue: 255,\n  blueviolet: 9055202,\n  brown: 10824234,\n  burlywood: 14596231,\n  cadetblue: 6266528,\n  chartreuse: 8388352,\n  chocolate: 13789470,\n  coral: 16744272,\n  cornflowerblue: 6591981,\n  cornsilk: 16775388,\n  crimson: 14423100,\n  cyan: 65535,\n  darkblue: 139,\n  darkcyan: 35723,\n  darkgoldenrod: 12092939,\n  darkgray: 11119017,\n  darkgreen: 25600,\n  darkgrey: 11119017,\n  darkkhaki: 12433259,\n  darkmagenta: 9109643,\n  darkolivegreen: 5597999,\n  darkorange: 16747520,\n  darkorchid: 10040012,\n  darkred: 9109504,\n  darksalmon: 15308410,\n  darkseagreen: 9419919,\n  darkslateblue: 4734347,\n  darkslategray: 3100495,\n  darkslategrey: 3100495,\n  darkturquoise: 52945,\n  darkviolet: 9699539,\n  deeppink: 16716947,\n  deepskyblue: 49151,\n  dimgray: 6908265,\n  dimgrey: 6908265,\n  dodgerblue: 2003199,\n  firebrick: 11674146,\n  floralwhite: 16775920,\n  forestgreen: 2263842,\n  fuchsia: 16711935,\n  gainsboro: 14474460,\n  ghostwhite: 16316671,\n  gold: 16766720,\n  goldenrod: 14329120,\n  gray: 8421504,\n  green: 32768,\n  greenyellow: 11403055,\n  grey: 8421504,\n  honeydew: 15794160,\n  hotpink: 16738740,\n  indianred: 13458524,\n  indigo: 4915330,\n  ivory: 16777200,\n  khaki: 15787660,\n  lavender: 15132410,\n  lavenderblush: 16773365,\n  lawngreen: 8190976,\n  lemonchiffon: 16775885,\n  lightblue: 11393254,\n  lightcoral: 15761536,\n  lightcyan: 14745599,\n  lightgoldenrodyellow: 16448210,\n  lightgray: 13882323,\n  lightgreen: 9498256,\n  lightgrey: 13882323,\n  lightpink: 16758465,\n  lightsalmon: 16752762,\n  lightseagreen: 2142890,\n  lightskyblue: 8900346,\n  lightslategray: 7833753,\n  lightslategrey: 7833753,\n  lightsteelblue: 11584734,\n  lightyellow: 16777184,\n  lime: 65280,\n  limegreen: 3329330,\n  linen: 16445670,\n  magenta: 16711935,\n  maroon: 8388608,\n  mediumaquamarine: 6737322,\n  mediumblue: 205,\n  mediumorchid: 12211667,\n  mediumpurple: 9662683,\n  mediumseagreen: 3978097,\n  mediumslateblue: 8087790,\n  mediumspringgreen: 64154,\n  mediumturquoise: 4772300,\n  mediumvioletred: 13047173,\n  midnightblue: 1644912,\n  mintcream: 16121850,\n  mistyrose: 16770273,\n  moccasin: 16770229,\n  navajowhite: 16768685,\n  navy: 128,\n  oldlace: 16643558,\n  olive: 8421376,\n  olivedrab: 7048739,\n  orange: 16753920,\n  orangered: 16729344,\n  orchid: 14315734,\n  palegoldenrod: 15657130,\n  palegreen: 10025880,\n  paleturquoise: 11529966,\n  palevioletred: 14381203,\n  papayawhip: 16773077,\n  peachpuff: 16767673,\n  peru: 13468991,\n  pink: 16761035,\n  plum: 14524637,\n  powderblue: 11591910,\n  purple: 8388736,\n  rebeccapurple: 6697881,\n  red: 16711680,\n  rosybrown: 12357519,\n  royalblue: 4286945,\n  saddlebrown: 9127187,\n  salmon: 16416882,\n  sandybrown: 16032864,\n  seagreen: 3050327,\n  seashell: 16774638,\n  sienna: 10506797,\n  silver: 12632256,\n  skyblue: 8900331,\n  slateblue: 6970061,\n  slategray: 7372944,\n  slategrey: 7372944,\n  snow: 16775930,\n  springgreen: 65407,\n  steelblue: 4620980,\n  tan: 13808780,\n  teal: 32896,\n  thistle: 14204888,\n  tomato: 16737095,\n  turquoise: 4251856,\n  violet: 15631086,\n  wheat: 16113331,\n  white: 16777215,\n  whitesmoke: 16119285,\n  yellow: 16776960,\n  yellowgreen: 10145074\n};\nconst _rgb$1 = {r: 0, g: 0, b: 0};\nconst _hslA = {h: 0, s: 0, l: 0};\nconst _hslB = {h: 0, s: 0, l: 0};\nfunction hue2rgb(p, q, t) {\n  if (t < 0)\n    t += 1;\n  if (t > 1)\n    t -= 1;\n  if (t < 1 / 6)\n    return p + (q - p) * 6 * t;\n  if (t < 1 / 2)\n    return q;\n  if (t < 2 / 3)\n    return p + (q - p) * 6 * (2 / 3 - t);\n  return p;\n}\nfunction toComponents(source, target) {\n  target.r = source.r;\n  target.g = source.g;\n  target.b = source.b;\n  return target;\n}\nclass Color {\n  constructor(r, g, b) {\n    this.isColor = true;\n    this.r = 1;\n    this.g = 1;\n    this.b = 1;\n    if (g === void 0 && b === void 0) {\n      return this.set(r);\n    }\n    return this.setRGB(r, g, b);\n  }\n  set(value) {\n    if (value && value.isColor) {\n      this.copy(value);\n    } else if (typeof value === \"number\") {\n      this.setHex(value);\n    } else if (typeof value === \"string\") {\n      this.setStyle(value);\n    }\n    return this;\n  }\n  setScalar(scalar) {\n    this.r = scalar;\n    this.g = scalar;\n    this.b = scalar;\n    return this;\n  }\n  setHex(hex, colorSpace = SRGBColorSpace) {\n    hex = Math.floor(hex);\n    this.r = (hex >> 16 & 255) / 255;\n    this.g = (hex >> 8 & 255) / 255;\n    this.b = (hex & 255) / 255;\n    ColorManagement.toWorkingColorSpace(this, colorSpace);\n    return this;\n  }\n  setRGB(r, g, b, colorSpace = ColorManagement.workingColorSpace) {\n    this.r = r;\n    this.g = g;\n    this.b = b;\n    ColorManagement.toWorkingColorSpace(this, colorSpace);\n    return this;\n  }\n  setHSL(h, s, l, colorSpace = ColorManagement.workingColorSpace) {\n    h = euclideanModulo(h, 1);\n    s = clamp(s, 0, 1);\n    l = clamp(l, 0, 1);\n    if (s === 0) {\n      this.r = this.g = this.b = l;\n    } else {\n      const p = l <= 0.5 ? l * (1 + s) : l + s - l * s;\n      const q = 2 * l - p;\n      this.r = hue2rgb(q, p, h + 1 / 3);\n      this.g = hue2rgb(q, p, h);\n      this.b = hue2rgb(q, p, h - 1 / 3);\n    }\n    ColorManagement.toWorkingColorSpace(this, colorSpace);\n    return this;\n  }\n  setStyle(style, colorSpace = SRGBColorSpace) {\n    function handleAlpha(string) {\n      if (string === void 0)\n        return;\n      if (parseFloat(string) < 1) {\n        console.warn(\"THREE.Color: Alpha component of \" + style + \" will be ignored.\");\n      }\n    }\n    let m;\n    if (m = /^((?:rgb|hsl)a?)\\(([^\\)]*)\\)/.exec(style)) {\n      let color;\n      const name = m[1];\n      const components = m[2];\n      switch (name) {\n        case \"rgb\":\n        case \"rgba\":\n          if (color = /^\\s*(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec(components)) {\n            this.r = Math.min(255, parseInt(color[1], 10)) / 255;\n            this.g = Math.min(255, parseInt(color[2], 10)) / 255;\n            this.b = Math.min(255, parseInt(color[3], 10)) / 255;\n            ColorManagement.toWorkingColorSpace(this, colorSpace);\n            handleAlpha(color[4]);\n            return this;\n          }\n          if (color = /^\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec(components)) {\n            this.r = Math.min(100, parseInt(color[1], 10)) / 100;\n            this.g = Math.min(100, parseInt(color[2], 10)) / 100;\n            this.b = Math.min(100, parseInt(color[3], 10)) / 100;\n            ColorManagement.toWorkingColorSpace(this, colorSpace);\n            handleAlpha(color[4]);\n            return this;\n          }\n          break;\n        case \"hsl\":\n        case \"hsla\":\n          if (color = /^\\s*(\\d*\\.?\\d+)\\s*,\\s*(\\d*\\.?\\d+)\\%\\s*,\\s*(\\d*\\.?\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec(components)) {\n            const h = parseFloat(color[1]) / 360;\n            const s = parseFloat(color[2]) / 100;\n            const l = parseFloat(color[3]) / 100;\n            handleAlpha(color[4]);\n            return this.setHSL(h, s, l, colorSpace);\n          }\n          break;\n      }\n    } else if (m = /^\\#([A-Fa-f\\d]+)$/.exec(style)) {\n      const hex = m[1];\n      const size = hex.length;\n      if (size === 3) {\n        this.r = parseInt(hex.charAt(0) + hex.charAt(0), 16) / 255;\n        this.g = parseInt(hex.charAt(1) + hex.charAt(1), 16) / 255;\n        this.b = parseInt(hex.charAt(2) + hex.charAt(2), 16) / 255;\n        ColorManagement.toWorkingColorSpace(this, colorSpace);\n        return this;\n      } else if (size === 6) {\n        this.r = parseInt(hex.charAt(0) + hex.charAt(1), 16) / 255;\n        this.g = parseInt(hex.charAt(2) + hex.charAt(3), 16) / 255;\n        this.b = parseInt(hex.charAt(4) + hex.charAt(5), 16) / 255;\n        ColorManagement.toWorkingColorSpace(this, colorSpace);\n        return this;\n      }\n    }\n    if (style && style.length > 0) {\n      return this.setColorName(style, colorSpace);\n    }\n    return this;\n  }\n  setColorName(style, colorSpace = SRGBColorSpace) {\n    const hex = _colorKeywords[style.toLowerCase()];\n    if (hex !== void 0) {\n      this.setHex(hex, colorSpace);\n    } else {\n      console.warn(\"THREE.Color: Unknown color \" + style);\n    }\n    return this;\n  }\n  clone() {\n    return new this.constructor(this.r, this.g, this.b);\n  }\n  copy(color) {\n    this.r = color.r;\n    this.g = color.g;\n    this.b = color.b;\n    return this;\n  }\n  copySRGBToLinear(color) {\n    this.r = SRGBToLinear(color.r);\n    this.g = SRGBToLinear(color.g);\n    this.b = SRGBToLinear(color.b);\n    return this;\n  }\n  copyLinearToSRGB(color) {\n    this.r = LinearToSRGB(color.r);\n    this.g = LinearToSRGB(color.g);\n    this.b = LinearToSRGB(color.b);\n    return this;\n  }\n  convertSRGBToLinear() {\n    this.copySRGBToLinear(this);\n    return this;\n  }\n  convertLinearToSRGB() {\n    this.copyLinearToSRGB(this);\n    return this;\n  }\n  getHex(colorSpace = SRGBColorSpace) {\n    ColorManagement.fromWorkingColorSpace(toComponents(this, _rgb$1), colorSpace);\n    return clamp(_rgb$1.r * 255, 0, 255) << 16 ^ clamp(_rgb$1.g * 255, 0, 255) << 8 ^ clamp(_rgb$1.b * 255, 0, 255) << 0;\n  }\n  getHexString(colorSpace = SRGBColorSpace) {\n    return (\"000000\" + this.getHex(colorSpace).toString(16)).slice(-6);\n  }\n  getHSL(target, colorSpace = ColorManagement.workingColorSpace) {\n    ColorManagement.fromWorkingColorSpace(toComponents(this, _rgb$1), colorSpace);\n    const r = _rgb$1.r, g = _rgb$1.g, b = _rgb$1.b;\n    const max = Math.max(r, g, b);\n    const min = Math.min(r, g, b);\n    let hue, saturation;\n    const lightness = (min + max) / 2;\n    if (min === max) {\n      hue = 0;\n      saturation = 0;\n    } else {\n      const delta = max - min;\n      saturation = lightness <= 0.5 ? delta / (max + min) : delta / (2 - max - min);\n      switch (max) {\n        case r:\n          hue = (g - b) / delta + (g < b ? 6 : 0);\n          break;\n        case g:\n          hue = (b - r) / delta + 2;\n          break;\n        case b:\n          hue = (r - g) / delta + 4;\n          break;\n      }\n      hue /= 6;\n    }\n    target.h = hue;\n    target.s = saturation;\n    target.l = lightness;\n    return target;\n  }\n  getRGB(target, colorSpace = ColorManagement.workingColorSpace) {\n    ColorManagement.fromWorkingColorSpace(toComponents(this, _rgb$1), colorSpace);\n    target.r = _rgb$1.r;\n    target.g = _rgb$1.g;\n    target.b = _rgb$1.b;\n    return target;\n  }\n  getStyle(colorSpace = SRGBColorSpace) {\n    ColorManagement.fromWorkingColorSpace(toComponents(this, _rgb$1), colorSpace);\n    if (colorSpace !== SRGBColorSpace) {\n      return `color(${colorSpace} ${_rgb$1.r} ${_rgb$1.g} ${_rgb$1.b})`;\n    }\n    return `rgb(${_rgb$1.r * 255 | 0},${_rgb$1.g * 255 | 0},${_rgb$1.b * 255 | 0})`;\n  }\n  offsetHSL(h, s, l) {\n    this.getHSL(_hslA);\n    _hslA.h += h;\n    _hslA.s += s;\n    _hslA.l += l;\n    this.setHSL(_hslA.h, _hslA.s, _hslA.l);\n    return this;\n  }\n  add(color) {\n    this.r += color.r;\n    this.g += color.g;\n    this.b += color.b;\n    return this;\n  }\n  addColors(color1, color2) {\n    this.r = color1.r + color2.r;\n    this.g = color1.g + color2.g;\n    this.b = color1.b + color2.b;\n    return this;\n  }\n  addScalar(s) {\n    this.r += s;\n    this.g += s;\n    this.b += s;\n    return this;\n  }\n  sub(color) {\n    this.r = Math.max(0, this.r - color.r);\n    this.g = Math.max(0, this.g - color.g);\n    this.b = Math.max(0, this.b - color.b);\n    return this;\n  }\n  multiply(color) {\n    this.r *= color.r;\n    this.g *= color.g;\n    this.b *= color.b;\n    return this;\n  }\n  multiplyScalar(s) {\n    this.r *= s;\n    this.g *= s;\n    this.b *= s;\n    return this;\n  }\n  lerp(color, alpha) {\n    this.r += (color.r - this.r) * alpha;\n    this.g += (color.g - this.g) * alpha;\n    this.b += (color.b - this.b) * alpha;\n    return this;\n  }\n  lerpColors(color1, color2, alpha) {\n    this.r = color1.r + (color2.r - color1.r) * alpha;\n    this.g = color1.g + (color2.g - color1.g) * alpha;\n    this.b = color1.b + (color2.b - color1.b) * alpha;\n    return this;\n  }\n  lerpHSL(color, alpha) {\n    this.getHSL(_hslA);\n    color.getHSL(_hslB);\n    const h = lerp(_hslA.h, _hslB.h, alpha);\n    const s = lerp(_hslA.s, _hslB.s, alpha);\n    const l = lerp(_hslA.l, _hslB.l, alpha);\n    this.setHSL(h, s, l);\n    return this;\n  }\n  equals(c) {\n    return c.r === this.r && c.g === this.g && c.b === this.b;\n  }\n  fromArray(array, offset = 0) {\n    this.r = array[offset];\n    this.g = array[offset + 1];\n    this.b = array[offset + 2];\n    return this;\n  }\n  toArray(array = [], offset = 0) {\n    array[offset] = this.r;\n    array[offset + 1] = this.g;\n    array[offset + 2] = this.b;\n    return array;\n  }\n  fromBufferAttribute(attribute, index) {\n    this.r = attribute.getX(index);\n    this.g = attribute.getY(index);\n    this.b = attribute.getZ(index);\n    return this;\n  }\n  toJSON() {\n    return this.getHex();\n  }\n  *[Symbol.iterator]() {\n    yield this.r;\n    yield this.g;\n    yield this.b;\n  }\n}\nColor.NAMES = _colorKeywords;\nlet _canvas;\nclass ImageUtils {\n  static getDataURL(image) {\n    if (/^data:/i.test(image.src)) {\n      return image.src;\n    }\n    if (typeof HTMLCanvasElement == \"undefined\") {\n      return image.src;\n    }\n    let canvas;\n    if (image instanceof HTMLCanvasElement) {\n      canvas = image;\n    } else {\n      if (_canvas === void 0)\n        _canvas = createElementNS(\"canvas\");\n      _canvas.width = image.width;\n      _canvas.height = image.height;\n      const context = _canvas.getContext(\"2d\");\n      if (image instanceof ImageData) {\n        context.putImageData(image, 0, 0);\n      } else {\n        context.drawImage(image, 0, 0, image.width, image.height);\n      }\n      canvas = _canvas;\n    }\n    if (canvas.width > 2048 || canvas.height > 2048) {\n      console.warn(\"THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons\", image);\n      return canvas.toDataURL(\"image/jpeg\", 0.6);\n    } else {\n      return canvas.toDataURL(\"image/png\");\n    }\n  }\n  static sRGBToLinear(image) {\n    if (typeof HTMLImageElement !== \"undefined\" && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== \"undefined\" && image instanceof HTMLCanvasElement || typeof ImageBitmap !== \"undefined\" && image instanceof ImageBitmap) {\n      const canvas = createElementNS(\"canvas\");\n      canvas.width = image.width;\n      canvas.height = image.height;\n      const context = canvas.getContext(\"2d\");\n      context.drawImage(image, 0, 0, image.width, image.height);\n      const imageData = context.getImageData(0, 0, image.width, image.height);\n      const data = imageData.data;\n      for (let i = 0; i < data.length; i++) {\n        data[i] = SRGBToLinear(data[i] / 255) * 255;\n      }\n      context.putImageData(imageData, 0, 0);\n      return canvas;\n    } else if (image.data) {\n      const data = image.data.slice(0);\n      for (let i = 0; i < data.length; i++) {\n        if (data instanceof Uint8Array || data instanceof Uint8ClampedArray) {\n          data[i] = Math.floor(SRGBToLinear(data[i] / 255) * 255);\n        } else {\n          data[i] = SRGBToLinear(data[i]);\n        }\n      }\n      return {\n        data,\n        width: image.width,\n        height: image.height\n      };\n    } else {\n      console.warn(\"THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.\");\n      return image;\n    }\n  }\n}\nclass Source {\n  constructor(data = null) {\n    this.isSource = true;\n    this.uuid = generateUUID();\n    this.data = data;\n    this.version = 0;\n  }\n  set needsUpdate(value) {\n    if (value === true)\n      this.version++;\n  }\n  toJSON(meta) {\n    const isRootObject = meta === void 0 || typeof meta === \"string\";\n    if (!isRootObject && meta.images[this.uuid] !== void 0) {\n      return meta.images[this.uuid];\n    }\n    const output = {\n      uuid: this.uuid,\n      url: \"\"\n    };\n    const data = this.data;\n    if (data !== null) {\n      let url;\n      if (Array.isArray(data)) {\n        url = [];\n        for (let i = 0, l = data.length; i < l; i++) {\n          if (data[i].isDataTexture) {\n            url.push(serializeImage(data[i].image));\n          } else {\n            url.push(serializeImage(data[i]));\n          }\n        }\n      } else {\n        url = serializeImage(data);\n      }\n      output.url = url;\n    }\n    if (!isRootObject) {\n      meta.images[this.uuid] = output;\n    }\n    return output;\n  }\n}\nfunction serializeImage(image) {\n  if (typeof HTMLImageElement !== \"undefined\" && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== \"undefined\" && image instanceof HTMLCanvasElement || typeof ImageBitmap !== \"undefined\" && image instanceof ImageBitmap) {\n    return ImageUtils.getDataURL(image);\n  } else {\n    if (image.data) {\n      return {\n        data: Array.from(image.data),\n        width: image.width,\n        height: image.height,\n        type: image.data.constructor.name\n      };\n    } else {\n      console.warn(\"THREE.Texture: Unable to serialize Texture.\");\n      return {};\n    }\n  }\n}\nlet textureId = 0;\nclass Texture extends EventDispatcher {\n  constructor(image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = Texture.DEFAULT_ANISOTROPY, encoding = LinearEncoding) {\n    super();\n    this.isTexture = true;\n    Object.defineProperty(this, \"id\", {value: textureId++});\n    this.uuid = generateUUID();\n    this.name = \"\";\n    this.source = new Source(image);\n    this.mipmaps = [];\n    this.mapping = mapping;\n    this.wrapS = wrapS;\n    this.wrapT = wrapT;\n    this.magFilter = magFilter;\n    this.minFilter = minFilter;\n    this.anisotropy = anisotropy;\n    this.format = format;\n    this.internalFormat = null;\n    this.type = type;\n    this.offset = new Vector2(0, 0);\n    this.repeat = new Vector2(1, 1);\n    this.center = new Vector2(0, 0);\n    this.rotation = 0;\n    this.matrixAutoUpdate = true;\n    this.matrix = new Matrix3();\n    this.generateMipmaps = true;\n    this.premultiplyAlpha = false;\n    this.flipY = true;\n    this.unpackAlignment = 4;\n    this.encoding = encoding;\n    this.userData = {};\n    this.version = 0;\n    this.onUpdate = null;\n    this.isRenderTargetTexture = false;\n    this.needsPMREMUpdate = false;\n  }\n  get image() {\n    return this.source.data;\n  }\n  set image(value) {\n    this.source.data = value;\n  }\n  updateMatrix() {\n    this.matrix.setUvTransform(this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y);\n  }\n  clone() {\n    return new this.constructor().copy(this);\n  }\n  copy(source) {\n    this.name = source.name;\n    this.source = source.source;\n    this.mipmaps = source.mipmaps.slice(0);\n    this.mapping = source.mapping;\n    this.wrapS = source.wrapS;\n    this.wrapT = source.wrapT;\n    this.magFilter = source.magFilter;\n    this.minFilter = source.minFilter;\n    this.anisotropy = source.anisotropy;\n    this.format = source.format;\n    this.internalFormat = source.internalFormat;\n    this.type = source.type;\n    this.offset.copy(source.offset);\n    this.repeat.copy(source.repeat);\n    this.center.copy(source.center);\n    this.rotation = source.rotation;\n    this.matrixAutoUpdate = source.matrixAutoUpdate;\n    this.matrix.copy(source.matrix);\n    this.generateMipmaps = source.generateMipmaps;\n    this.premultiplyAlpha = source.premultiplyAlpha;\n    this.flipY = source.flipY;\n    this.unpackAlignment = source.unpackAlignment;\n    this.encoding = source.encoding;\n    this.userData = JSON.parse(JSON.stringify(source.userData));\n    this.needsUpdate = true;\n    return this;\n  }\n  toJSON(meta) {\n    const isRootObject = meta === void 0 || typeof meta === \"string\";\n    if (!isRootObject && meta.textures[this.uuid] !== void 0) {\n      return meta.textures[this.uuid];\n    }\n    const output = {\n      metadata: {\n        version: 4.5,\n        type: \"Texture\",\n        generator: \"Texture.toJSON\"\n      },\n      uuid: this.uuid,\n      name: this.name,\n      image: this.source.toJSON(meta).uuid,\n      mapping: this.mapping,\n      repeat: [this.repeat.x, this.repeat.y],\n      offset: [this.offset.x, this.offset.y],\n      center: [this.center.x, this.center.y],\n      rotation: this.rotation,\n      wrap: [this.wrapS, this.wrapT],\n      format: this.format,\n      type: this.type,\n      encoding: this.encoding,\n      minFilter: this.minFilter,\n      magFilter: this.magFilter,\n      anisotropy: this.anisotropy,\n      flipY: this.flipY,\n      generateMipmaps: this.generateMipmaps,\n      premultiplyAlpha: this.premultiplyAlpha,\n      unpackAlignment: this.unpackAlignment\n    };\n    if (Object.keys(this.userData).length > 0)\n      output.userData = this.userData;\n    if (!isRootObject) {\n      meta.textures[this.uuid] = output;\n    }\n    return output;\n  }\n  dispose() {\n    this.dispatchEvent({type: \"dispose\"});\n  }\n  transformUv(uv) {\n    if (this.mapping !== UVMapping)\n      return uv;\n    uv.applyMatrix3(this.matrix);\n    if (uv.x < 0 || uv.x > 1) {\n      switch (this.wrapS) {\n        case RepeatWrapping:\n          uv.x = uv.x - Math.floor(uv.x);\n          break;\n        case ClampToEdgeWrapping:\n          uv.x = uv.x < 0 ? 0 : 1;\n          break;\n        case MirroredRepeatWrapping:\n          if (Math.abs(Math.floor(uv.x) % 2) === 1) {\n            uv.x = Math.ceil(uv.x) - uv.x;\n          } else {\n            uv.x = uv.x - Math.floor(uv.x);\n          }\n          break;\n      }\n    }\n    if (uv.y < 0 || uv.y > 1) {\n      switch (this.wrapT) {\n        case RepeatWrapping:\n          uv.y = uv.y - Math.floor(uv.y);\n          break;\n        case ClampToEdgeWrapping:\n          uv.y = uv.y < 0 ? 0 : 1;\n          break;\n        case MirroredRepeatWrapping:\n          if (Math.abs(Math.floor(uv.y) % 2) === 1) {\n            uv.y = Math.ceil(uv.y) - uv.y;\n          } else {\n            uv.y = uv.y - Math.floor(uv.y);\n          }\n          break;\n      }\n    }\n    if (this.flipY) {\n      uv.y = 1 - uv.y;\n    }\n    return uv;\n  }\n  set needsUpdate(value) {\n    if (value === true) {\n      this.version++;\n      this.source.needsUpdate = true;\n    }\n  }\n}\nTexture.DEFAULT_IMAGE = null;\nTexture.DEFAULT_MAPPING = UVMapping;\nTexture.DEFAULT_ANISOTROPY = 1;\nclass Vector4 {\n  constructor(x = 0, y = 0, z = 0, w = 1) {\n    Vector4.prototype.isVector4 = true;\n    this.x = x;\n    this.y = y;\n    this.z = z;\n    this.w = w;\n  }\n  get width() {\n    return this.z;\n  }\n  set width(value) {\n    this.z = value;\n  }\n  get height() {\n    return this.w;\n  }\n  set height(value) {\n    this.w = value;\n  }\n  set(x, y, z, w) {\n    this.x = x;\n    this.y = y;\n    this.z = z;\n    this.w = w;\n    return this;\n  }\n  setScalar(scalar) {\n    this.x = scalar;\n    this.y = scalar;\n    this.z = scalar;\n    this.w = scalar;\n    return this;\n  }\n  setX(x) {\n    this.x = x;\n    return this;\n  }\n  setY(y) {\n    this.y = y;\n    return this;\n  }\n  setZ(z) {\n    this.z = z;\n    return this;\n  }\n  setW(w) {\n    this.w = w;\n    return this;\n  }\n  setComponent(index, value) {\n    switch (index) {\n      case 0:\n        this.x = value;\n        break;\n      case 1:\n        this.y = value;\n        break;\n      case 2:\n        this.z = value;\n        break;\n      case 3:\n        this.w = value;\n        break;\n      default:\n        throw new Error(\"index is out of range: \" + index);\n    }\n    return this;\n  }\n  getComponent(index) {\n    switch (index) {\n      case 0:\n        return this.x;\n      case 1:\n        return this.y;\n      case 2:\n        return this.z;\n      case 3:\n        return this.w;\n      default:\n        throw new Error(\"index is out of range: \" + index);\n    }\n  }\n  clone() {\n    return new this.constructor(this.x, this.y, this.z, this.w);\n  }\n  copy(v) {\n    this.x = v.x;\n    this.y = v.y;\n    this.z = v.z;\n    this.w = v.w !== void 0 ? v.w : 1;\n    return this;\n  }\n  add(v) {\n    this.x += v.x;\n    this.y += v.y;\n    this.z += v.z;\n    this.w += v.w;\n    return this;\n  }\n  addScalar(s) {\n    this.x += s;\n    this.y += s;\n    this.z += s;\n    this.w += s;\n    return this;\n  }\n  addVectors(a, b) {\n    this.x = a.x + b.x;\n    this.y = a.y + b.y;\n    this.z = a.z + b.z;\n    this.w = a.w + b.w;\n    return this;\n  }\n  addScaledVector(v, s) {\n    this.x += v.x * s;\n    this.y += v.y * s;\n    this.z += v.z * s;\n    this.w += v.w * s;\n    return this;\n  }\n  sub(v) {\n    this.x -= v.x;\n    this.y -= v.y;\n    this.z -= v.z;\n    this.w -= v.w;\n    return this;\n  }\n  subScalar(s) {\n    this.x -= s;\n    this.y -= s;\n    this.z -= s;\n    this.w -= s;\n    return this;\n  }\n  subVectors(a, b) {\n    this.x = a.x - b.x;\n    this.y = a.y - b.y;\n    this.z = a.z - b.z;\n    this.w = a.w - b.w;\n    return this;\n  }\n  multiply(v) {\n    this.x *= v.x;\n    this.y *= v.y;\n    this.z *= v.z;\n    this.w *= v.w;\n    return this;\n  }\n  multiplyScalar(scalar) {\n    this.x *= scalar;\n    this.y *= scalar;\n    this.z *= scalar;\n    this.w *= scalar;\n    return this;\n  }\n  applyMatrix4(m) {\n    const x = this.x, y = this.y, z = this.z, w = this.w;\n    const e = m.elements;\n    this.x = e[0] * x + e[4] * y + e[8] * z + e[12] * w;\n    this.y = e[1] * x + e[5] * y + e[9] * z + e[13] * w;\n    this.z = e[2] * x + e[6] * y + e[10] * z + e[14] * w;\n    this.w = e[3] * x + e[7] * y + e[11] * z + e[15] * w;\n    return this;\n  }\n  divideScalar(scalar) {\n    return this.multiplyScalar(1 / scalar);\n  }\n  setAxisAngleFromQuaternion(q) {\n    this.w = 2 * Math.acos(q.w);\n    const s = Math.sqrt(1 - q.w * q.w);\n    if (s < 1e-4) {\n      this.x = 1;\n      this.y = 0;\n      this.z = 0;\n    } else {\n      this.x = q.x / s;\n      this.y = q.y / s;\n      this.z = q.z / s;\n    }\n    return this;\n  }\n  setAxisAngleFromRotationMatrix(m) {\n    let angle, x, y, z;\n    const epsilon = 0.01, epsilon2 = 0.1, te = m.elements, m11 = te[0], m12 = te[4], m13 = te[8], m21 = te[1], m22 = te[5], m23 = te[9], m31 = te[2], m32 = te[6], m33 = te[10];\n    if (Math.abs(m12 - m21) < epsilon && Math.abs(m13 - m31) < epsilon && Math.abs(m23 - m32) < epsilon) {\n      if (Math.abs(m12 + m21) < epsilon2 && Math.abs(m13 + m31) < epsilon2 && Math.abs(m23 + m32) < epsilon2 && Math.abs(m11 + m22 + m33 - 3) < epsilon2) {\n        this.set(1, 0, 0, 0);\n        return this;\n      }\n      angle = Math.PI;\n      const xx = (m11 + 1) / 2;\n      const yy = (m22 + 1) / 2;\n      const zz = (m33 + 1) / 2;\n      const xy = (m12 + m21) / 4;\n      const xz = (m13 + m31) / 4;\n      const yz = (m23 + m32) / 4;\n      if (xx > yy && xx > zz) {\n        if (xx < epsilon) {\n          x = 0;\n          y = 0.707106781;\n          z = 0.707106781;\n        } else {\n          x = Math.sqrt(xx);\n          y = xy / x;\n          z = xz / x;\n        }\n      } else if (yy > zz) {\n        if (yy < epsilon) {\n          x = 0.707106781;\n          y = 0;\n          z = 0.707106781;\n        } else {\n          y = Math.sqrt(yy);\n          x = xy / y;\n          z = yz / y;\n        }\n      } else {\n        if (zz < epsilon) {\n          x = 0.707106781;\n          y = 0.707106781;\n          z = 0;\n        } else {\n          z = Math.sqrt(zz);\n          x = xz / z;\n          y = yz / z;\n        }\n      }\n      this.set(x, y, z, angle);\n      return this;\n    }\n    let s = Math.sqrt((m32 - m23) * (m32 - m23) + (m13 - m31) * (m13 - m31) + (m21 - m12) * (m21 - m12));\n    if (Math.abs(s) < 1e-3)\n      s = 1;\n    this.x = (m32 - m23) / s;\n    this.y = (m13 - m31) / s;\n    this.z = (m21 - m12) / s;\n    this.w = Math.acos((m11 + m22 + m33 - 1) / 2);\n    return this;\n  }\n  min(v) {\n    this.x = Math.min(this.x, v.x);\n    this.y = Math.min(this.y, v.y);\n    this.z = Math.min(this.z, v.z);\n    this.w = Math.min(this.w, v.w);\n    return this;\n  }\n  max(v) {\n    this.x = Math.max(this.x, v.x);\n    this.y = Math.max(this.y, v.y);\n    this.z = Math.max(this.z, v.z);\n    this.w = Math.max(this.w, v.w);\n    return this;\n  }\n  clamp(min, max) {\n    this.x = Math.max(min.x, Math.min(max.x, this.x));\n    this.y = Math.max(min.y, Math.min(max.y, this.y));\n    this.z = Math.max(min.z, Math.min(max.z, this.z));\n    this.w = Math.max(min.w, Math.min(max.w, this.w));\n    return this;\n  }\n  clampScalar(minVal, maxVal) {\n    this.x = Math.max(minVal, Math.min(maxVal, this.x));\n    this.y = Math.max(minVal, Math.min(maxVal, this.y));\n    this.z = Math.max(minVal, Math.min(maxVal, this.z));\n    this.w = Math.max(minVal, Math.min(maxVal, this.w));\n    return this;\n  }\n  clampLength(min, max) {\n    const length = this.length();\n    return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));\n  }\n  floor() {\n    this.x = Math.floor(this.x);\n    this.y = Math.floor(this.y);\n    this.z = Math.floor(this.z);\n    this.w = Math.floor(this.w);\n    return this;\n  }\n  ceil() {\n    this.x = Math.ceil(this.x);\n    this.y = Math.ceil(this.y);\n    this.z = Math.ceil(this.z);\n    this.w = Math.ceil(this.w);\n    return this;\n  }\n  round() {\n    this.x = Math.round(this.x);\n    this.y = Math.round(this.y);\n    this.z = Math.round(this.z);\n    this.w = Math.round(this.w);\n    return this;\n  }\n  roundToZero() {\n    this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x);\n    this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y);\n    this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z);\n    this.w = this.w < 0 ? Math.ceil(this.w) : Math.floor(this.w);\n    return this;\n  }\n  negate() {\n    this.x = -this.x;\n    this.y = -this.y;\n    this.z = -this.z;\n    this.w = -this.w;\n    return this;\n  }\n  dot(v) {\n    return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;\n  }\n  lengthSq() {\n    return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;\n  }\n  length() {\n    return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);\n  }\n  manhattanLength() {\n    return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z) + Math.abs(this.w);\n  }\n  normalize() {\n    return this.divideScalar(this.length() || 1);\n  }\n  setLength(length) {\n    return this.normalize().multiplyScalar(length);\n  }\n  lerp(v, alpha) {\n    this.x += (v.x - this.x) * alpha;\n    this.y += (v.y - this.y) * alpha;\n    this.z += (v.z - this.z) * alpha;\n    this.w += (v.w - this.w) * alpha;\n    return this;\n  }\n  lerpVectors(v1, v2, alpha) {\n    this.x = v1.x + (v2.x - v1.x) * alpha;\n    this.y = v1.y + (v2.y - v1.y) * alpha;\n    this.z = v1.z + (v2.z - v1.z) * alpha;\n    this.w = v1.w + (v2.w - v1.w) * alpha;\n    return this;\n  }\n  equals(v) {\n    return v.x === this.x && v.y === this.y && v.z === this.z && v.w === this.w;\n  }\n  fromArray(array, offset = 0) {\n    this.x = array[offset];\n    this.y = array[offset + 1];\n    this.z = array[offset + 2];\n    this.w = array[offset + 3];\n    return this;\n  }\n  toArray(array = [], offset = 0) {\n    array[offset] = this.x;\n    array[offset + 1] = this.y;\n    array[offset + 2] = this.z;\n    array[offset + 3] = this.w;\n    return array;\n  }\n  fromBufferAttribute(attribute, index) {\n    this.x = attribute.getX(index);\n    this.y = attribute.getY(index);\n    this.z = attribute.getZ(index);\n    this.w = attribute.getW(index);\n    return this;\n  }\n  random() {\n    this.x = Math.random();\n    this.y = Math.random();\n    this.z = Math.random();\n    this.w = Math.random();\n    return this;\n  }\n  *[Symbol.iterator]() {\n    yield this.x;\n    yield this.y;\n    yield this.z;\n    yield this.w;\n  }\n}\nclass WebGLRenderTarget extends EventDispatcher {\n  constructor(width = 1, height = 1, options = {}) {\n    super();\n    this.isWebGLRenderTarget = true;\n    this.width = width;\n    this.height = height;\n    this.depth = 1;\n    this.scissor = new Vector4(0, 0, width, height);\n    this.scissorTest = false;\n    this.viewport = new Vector4(0, 0, width, height);\n    const image = {width, height, depth: 1};\n    this.texture = new Texture(image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding);\n    this.texture.isRenderTargetTexture = true;\n    this.texture.flipY = false;\n    this.texture.generateMipmaps = options.generateMipmaps !== void 0 ? options.generateMipmaps : false;\n    this.texture.internalFormat = options.internalFormat !== void 0 ? options.internalFormat : null;\n    this.texture.minFilter = options.minFilter !== void 0 ? options.minFilter : LinearFilter;\n    this.depthBuffer = options.depthBuffer !== void 0 ? options.depthBuffer : true;\n    this.stencilBuffer = options.stencilBuffer !== void 0 ? options.stencilBuffer : false;\n    this.depthTexture = options.depthTexture !== void 0 ? options.depthTexture : null;\n    this.samples = options.samples !== void 0 ? options.samples : 0;\n  }\n  setSize(width, height, depth = 1) {\n    if (this.width !== width || this.height !== height || this.depth !== depth) {\n      this.width = width;\n      this.height = height;\n      this.depth = depth;\n      this.texture.image.width = width;\n      this.texture.image.height = height;\n      this.texture.image.depth = depth;\n      this.dispose();\n    }\n    this.viewport.set(0, 0, width, height);\n    this.scissor.set(0, 0, width, height);\n  }\n  clone() {\n    return new this.constructor().copy(this);\n  }\n  copy(source) {\n    this.width = source.width;\n    this.height = source.height;\n    this.depth = source.depth;\n    this.viewport.copy(source.viewport);\n    this.texture = source.texture.clone();\n    this.texture.isRenderTargetTexture = true;\n    const image = Object.assign({}, source.texture.image);\n    this.texture.source = new Source(image);\n    this.depthBuffer = source.depthBuffer;\n    this.stencilBuffer = source.stencilBuffer;\n    if (source.depthTexture !== null)\n      this.depthTexture = source.depthTexture.clone();\n    this.samples = source.samples;\n    return this;\n  }\n  dispose() {\n    this.dispatchEvent({type: \"dispose\"});\n  }\n}\nclass DataArrayTexture extends Texture {\n  constructor(data = null, width = 1, height = 1, depth = 1) {\n    super(null);\n    this.isDataArrayTexture = true;\n    this.image = {data, width, height, depth};\n    this.magFilter = NearestFilter;\n    this.minFilter = NearestFilter;\n    this.wrapR = ClampToEdgeWrapping;\n    this.generateMipmaps = false;\n    this.flipY = false;\n    this.unpackAlignment = 1;\n  }\n}\nclass WebGLArrayRenderTarget extends WebGLRenderTarget {\n  constructor(width = 1, height = 1, depth = 1) {\n    super(width, height);\n    this.isWebGLArrayRenderTarget = true;\n    this.depth = depth;\n    this.texture = new DataArrayTexture(null, width, height, depth);\n    this.texture.isRenderTargetTexture = true;\n  }\n}\nclass Data3DTexture extends Texture {\n  constructor(data = null, width = 1, height = 1, depth = 1) {\n    super(null);\n    this.isData3DTexture = true;\n    this.image = {data, width, height, depth};\n    this.magFilter = NearestFilter;\n    this.minFilter = NearestFilter;\n    this.wrapR = ClampToEdgeWrapping;\n    this.generateMipmaps = false;\n    this.flipY = false;\n    this.unpackAlignment = 1;\n  }\n}\nclass WebGL3DRenderTarget extends WebGLRenderTarget {\n  constructor(width = 1, height = 1, depth = 1) {\n    super(width, height);\n    this.isWebGL3DRenderTarget = true;\n    this.depth = depth;\n    this.texture = new Data3DTexture(null, width, height, depth);\n    this.texture.isRenderTargetTexture = true;\n  }\n}\nclass WebGLMultipleRenderTargets extends WebGLRenderTarget {\n  constructor(width = 1, height = 1, count = 1, options = {}) {\n    super(width, height, options);\n    this.isWebGLMultipleRenderTargets = true;\n    const texture = this.texture;\n    this.texture = [];\n    for (let i = 0; i < count; i++) {\n      this.texture[i] = texture.clone();\n      this.texture[i].isRenderTargetTexture = true;\n    }\n  }\n  setSize(width, height, depth = 1) {\n    if (this.width !== width || this.height !== height || this.depth !== depth) {\n      this.width = width;\n      this.height = height;\n      this.depth = depth;\n      for (let i = 0, il = this.texture.length; i < il; i++) {\n        this.texture[i].image.width = width;\n        this.texture[i].image.height = height;\n        this.texture[i].image.depth = depth;\n      }\n      this.dispose();\n    }\n    this.viewport.set(0, 0, width, height);\n    this.scissor.set(0, 0, width, height);\n    return this;\n  }\n  copy(source) {\n    this.dispose();\n    this.width = source.width;\n    this.height = source.height;\n    this.depth = source.depth;\n    this.viewport.set(0, 0, this.width, this.height);\n    this.scissor.set(0, 0, this.width, this.height);\n    this.depthBuffer = source.depthBuffer;\n    this.stencilBuffer = source.stencilBuffer;\n    if (source.depthTexture !== null)\n      this.depthTexture = source.depthTexture.clone();\n    this.texture.length = 0;\n    for (let i = 0, il = source.texture.length; i < il; i++) {\n      this.texture[i] = source.texture[i].clone();\n      this.texture[i].isRenderTargetTexture = true;\n    }\n    return this;\n  }\n}\nclass Quaternion {\n  constructor(x = 0, y = 0, z = 0, w = 1) {\n    this.isQuaternion = true;\n    this._x = x;\n    this._y = y;\n    this._z = z;\n    this._w = w;\n  }\n  static slerpFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t) {\n    let x0 = src0[srcOffset0 + 0], y0 = src0[srcOffset0 + 1], z0 = src0[srcOffset0 + 2], w0 = src0[srcOffset0 + 3];\n    const x1 = src1[srcOffset1 + 0], y1 = src1[srcOffset1 + 1], z1 = src1[srcOffset1 + 2], w1 = src1[srcOffset1 + 3];\n    if (t === 0) {\n      dst[dstOffset + 0] = x0;\n      dst[dstOffset + 1] = y0;\n      dst[dstOffset + 2] = z0;\n      dst[dstOffset + 3] = w0;\n      return;\n    }\n    if (t === 1) {\n      dst[dstOffset + 0] = x1;\n      dst[dstOffset + 1] = y1;\n      dst[dstOffset + 2] = z1;\n      dst[dstOffset + 3] = w1;\n      return;\n    }\n    if (w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1) {\n      let s = 1 - t;\n      const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1, dir = cos >= 0 ? 1 : -1, sqrSin = 1 - cos * cos;\n      if (sqrSin > Number.EPSILON) {\n        const sin = Math.sqrt(sqrSin), len = Math.atan2(sin, cos * dir);\n        s = Math.sin(s * len) / sin;\n        t = Math.sin(t * len) / sin;\n      }\n      const tDir = t * dir;\n      x0 = x0 * s + x1 * tDir;\n      y0 = y0 * s + y1 * tDir;\n      z0 = z0 * s + z1 * tDir;\n      w0 = w0 * s + w1 * tDir;\n      if (s === 1 - t) {\n        const f = 1 / Math.sqrt(x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0);\n        x0 *= f;\n        y0 *= f;\n        z0 *= f;\n        w0 *= f;\n      }\n    }\n    dst[dstOffset] = x0;\n    dst[dstOffset + 1] = y0;\n    dst[dstOffset + 2] = z0;\n    dst[dstOffset + 3] = w0;\n  }\n  static multiplyQuaternionsFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1) {\n    const x0 = src0[srcOffset0];\n    const y0 = src0[srcOffset0 + 1];\n    const z0 = src0[srcOffset0 + 2];\n    const w0 = src0[srcOffset0 + 3];\n    const x1 = src1[srcOffset1];\n    const y1 = src1[srcOffset1 + 1];\n    const z1 = src1[srcOffset1 + 2];\n    const w1 = src1[srcOffset1 + 3];\n    dst[dstOffset] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;\n    dst[dstOffset + 1] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;\n    dst[dstOffset + 2] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;\n    dst[dstOffset + 3] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;\n    return dst;\n  }\n  get x() {\n    return this._x;\n  }\n  set x(value) {\n    this._x = value;\n    this._onChangeCallback();\n  }\n  get y() {\n    return this._y;\n  }\n  set y(value) {\n    this._y = value;\n    this._onChangeCallback();\n  }\n  get z() {\n    return this._z;\n  }\n  set z(value) {\n    this._z = value;\n    this._onChangeCallback();\n  }\n  get w() {\n    return this._w;\n  }\n  set w(value) {\n    this._w = value;\n    this._onChangeCallback();\n  }\n  set(x, y, z, w) {\n    this._x = x;\n    this._y = y;\n    this._z = z;\n    this._w = w;\n    this._onChangeCallback();\n    return this;\n  }\n  clone() {\n    return new this.constructor(this._x, this._y, this._z, this._w);\n  }\n  copy(quaternion) {\n    this._x = quaternion.x;\n    this._y = quaternion.y;\n    this._z = quaternion.z;\n    this._w = quaternion.w;\n    this._onChangeCallback();\n    return this;\n  }\n  setFromEuler(euler, update) {\n    const x = euler._x, y = euler._y, z = euler._z, order = euler._order;\n    const cos = Math.cos;\n    const sin = Math.sin;\n    const c1 = cos(x / 2);\n    const c2 = cos(y / 2);\n    const c3 = cos(z / 2);\n    const s1 = sin(x / 2);\n    const s2 = sin(y / 2);\n    const s3 = sin(z / 2);\n    switch (order) {\n      case \"XYZ\":\n        this._x = s1 * c2 * c3 + c1 * s2 * s3;\n        this._y = c1 * s2 * c3 - s1 * c2 * s3;\n        this._z = c1 * c2 * s3 + s1 * s2 * c3;\n        this._w = c1 * c2 * c3 - s1 * s2 * s3;\n        break;\n      case \"YXZ\":\n        this._x = s1 * c2 * c3 + c1 * s2 * s3;\n        this._y = c1 * s2 * c3 - s1 * c2 * s3;\n        this._z = c1 * c2 * s3 - s1 * s2 * c3;\n        this._w = c1 * c2 * c3 + s1 * s2 * s3;\n        break;\n      case \"ZXY\":\n        this._x = s1 * c2 * c3 - c1 * s2 * s3;\n        this._y = c1 * s2 * c3 + s1 * c2 * s3;\n        this._z = c1 * c2 * s3 + s1 * s2 * c3;\n        this._w = c1 * c2 * c3 - s1 * s2 * s3;\n        break;\n      case \"ZYX\":\n        this._x = s1 * c2 * c3 - c1 * s2 * s3;\n        this._y = c1 * s2 * c3 + s1 * c2 * s3;\n        this._z = c1 * c2 * s3 - s1 * s2 * c3;\n        this._w = c1 * c2 * c3 + s1 * s2 * s3;\n        break;\n      case \"YZX\":\n        this._x = s1 * c2 * c3 + c1 * s2 * s3;\n        this._y = c1 * s2 * c3 + s1 * c2 * s3;\n        this._z = c1 * c2 * s3 - s1 * s2 * c3;\n        this._w = c1 * c2 * c3 - s1 * s2 * s3;\n        break;\n      case \"XZY\":\n        this._x = s1 * c2 * c3 - c1 * s2 * s3;\n        this._y = c1 * s2 * c3 - s1 * c2 * s3;\n        this._z = c1 * c2 * s3 + s1 * s2 * c3;\n        this._w = c1 * c2 * c3 + s1 * s2 * s3;\n        break;\n      default:\n        console.warn(\"THREE.Quaternion: .setFromEuler() encountered an unknown order: \" + order);\n    }\n    if (update !== false)\n      this._onChangeCallback();\n    return this;\n  }\n  setFromAxisAngle(axis, angle) {\n    const halfAngle = angle / 2, s = Math.sin(halfAngle);\n    this._x = axis.x * s;\n    this._y = axis.y * s;\n    this._z = axis.z * s;\n    this._w = Math.cos(halfAngle);\n    this._onChangeCallback();\n    return this;\n  }\n  setFromRotationMatrix(m) {\n    const te = m.elements, m11 = te[0], m12 = te[4], m13 = te[8], m21 = te[1], m22 = te[5], m23 = te[9], m31 = te[2], m32 = te[6], m33 = te[10], trace = m11 + m22 + m33;\n    if (trace > 0) {\n      const s = 0.5 / Math.sqrt(trace + 1);\n      this._w = 0.25 / s;\n      this._x = (m32 - m23) * s;\n      this._y = (m13 - m31) * s;\n      this._z = (m21 - m12) * s;\n    } else if (m11 > m22 && m11 > m33) {\n      const s = 2 * Math.sqrt(1 + m11 - m22 - m33);\n      this._w = (m32 - m23) / s;\n      this._x = 0.25 * s;\n      this._y = (m12 + m21) / s;\n      this._z = (m13 + m31) / s;\n    } else if (m22 > m33) {\n      const s = 2 * Math.sqrt(1 + m22 - m11 - m33);\n      this._w = (m13 - m31) / s;\n      this._x = (m12 + m21) / s;\n      this._y = 0.25 * s;\n      this._z = (m23 + m32) / s;\n    } else {\n      const s = 2 * Math.sqrt(1 + m33 - m11 - m22);\n      this._w = (m21 - m12) / s;\n      this._x = (m13 + m31) / s;\n      this._y = (m23 + m32) / s;\n      this._z = 0.25 * s;\n    }\n    this._onChangeCallback();\n    return this;\n  }\n  setFromUnitVectors(vFrom, vTo) {\n    let r = vFrom.dot(vTo) + 1;\n    if (r < Number.EPSILON) {\n      r = 0;\n      if (Math.abs(vFrom.x) > Math.abs(vFrom.z)) {\n        this._x = -vFrom.y;\n        this._y = vFrom.x;\n        this._z = 0;\n        this._w = r;\n      } else {\n        this._x = 0;\n        this._y = -vFrom.z;\n        this._z = vFrom.y;\n        this._w = r;\n      }\n    } else {\n      this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;\n      this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;\n      this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;\n      this._w = r;\n    }\n    return this.normalize();\n  }\n  angleTo(q) {\n    return 2 * Math.acos(Math.abs(clamp(this.dot(q), -1, 1)));\n  }\n  rotateTowards(q, step) {\n    const angle = this.angleTo(q);\n    if (angle === 0)\n      return this;\n    const t = Math.min(1, step / angle);\n    this.slerp(q, t);\n    return this;\n  }\n  identity() {\n    return this.set(0, 0, 0, 1);\n  }\n  invert() {\n    return this.conjugate();\n  }\n  conjugate() {\n    this._x *= -1;\n    this._y *= -1;\n    this._z *= -1;\n    this._onChangeCallback();\n    return this;\n  }\n  dot(v) {\n    return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;\n  }\n  lengthSq() {\n    return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;\n  }\n  length() {\n    return Math.sqrt(this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w);\n  }\n  normalize() {\n    let l = this.length();\n    if (l === 0) {\n      this._x = 0;\n      this._y = 0;\n      this._z = 0;\n      this._w = 1;\n    } else {\n      l = 1 / l;\n      this._x = this._x * l;\n      this._y = this._y * l;\n      this._z = this._z * l;\n      this._w = this._w * l;\n    }\n    this._onChangeCallback();\n    return this;\n  }\n  multiply(q) {\n    return this.multiplyQuaternions(this, q);\n  }\n  premultiply(q) {\n    return this.multiplyQuaternions(q, this);\n  }\n  multiplyQuaternions(a, b) {\n    const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;\n    const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;\n    this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;\n    this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;\n    this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;\n    this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;\n    this._onChangeCallback();\n    return this;\n  }\n  slerp(qb, t) {\n    if (t === 0)\n      return this;\n    if (t === 1)\n      return this.copy(qb);\n    const x = this._x, y = this._y, z = this._z, w = this._w;\n    let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;\n    if (cosHalfTheta < 0) {\n      this._w = -qb._w;\n      this._x = -qb._x;\n      this._y = -qb._y;\n      this._z = -qb._z;\n      cosHalfTheta = -cosHalfTheta;\n    } else {\n      this.copy(qb);\n    }\n    if (cosHalfTheta >= 1) {\n      this._w = w;\n      this._x = x;\n      this._y = y;\n      this._z = z;\n      return this;\n    }\n    const sqrSinHalfTheta = 1 - cosHalfTheta * cosHalfTheta;\n    if (sqrSinHalfTheta <= Number.EPSILON) {\n      const s = 1 - t;\n      this._w = s * w + t * this._w;\n      this._x = s * x + t * this._x;\n      this._y = s * y + t * this._y;\n      this._z = s * z + t * this._z;\n      this.normalize();\n      this._onChangeCallback();\n      return this;\n    }\n    const sinHalfTheta = Math.sqrt(sqrSinHalfTheta);\n    const halfTheta = Math.atan2(sinHalfTheta, cosHalfTheta);\n    const ratioA = Math.sin((1 - t) * halfTheta) / sinHalfTheta, ratioB = Math.sin(t * halfTheta) / sinHalfTheta;\n    this._w = w * ratioA + this._w * ratioB;\n    this._x = x * ratioA + this._x * ratioB;\n    this._y = y * ratioA + this._y * ratioB;\n    this._z = z * ratioA + this._z * ratioB;\n    this._onChangeCallback();\n    return this;\n  }\n  slerpQuaternions(qa, qb, t) {\n    return this.copy(qa).slerp(qb, t);\n  }\n  random() {\n    const u1 = Math.random();\n    const sqrt1u1 = Math.sqrt(1 - u1);\n    const sqrtu1 = Math.sqrt(u1);\n    const u2 = 2 * Math.PI * Math.random();\n    const u3 = 2 * Math.PI * Math.random();\n    return this.set(sqrt1u1 * Math.cos(u2), sqrtu1 * Math.sin(u3), sqrtu1 * Math.cos(u3), sqrt1u1 * Math.sin(u2));\n  }\n  equals(quaternion) {\n    return quaternion._x === this._x && quaternion._y === this._y && quaternion._z === this._z && quaternion._w === this._w;\n  }\n  fromArray(array, offset = 0) {\n    this._x = array[offset];\n    this._y = array[offset + 1];\n    this._z = array[offset + 2];\n    this._w = array[offset + 3];\n    this._onChangeCallback();\n    return this;\n  }\n  toArray(array = [], offset = 0) {\n    array[offset] = this._x;\n    array[offset + 1] = this._y;\n    array[offset + 2] = this._z;\n    array[offset + 3] = this._w;\n    return array;\n  }\n  fromBufferAttribute(attribute, index) {\n    this._x = attribute.getX(index);\n    this._y = attribute.getY(index);\n    this._z = attribute.getZ(index);\n    this._w = attribute.getW(index);\n    return this;\n  }\n  _onChange(callback) {\n    this._onChangeCallback = callback;\n    return this;\n  }\n  _onChangeCallback() {\n  }\n  *[Symbol.iterator]() {\n    yield this._x;\n    yield this._y;\n    yield this._z;\n    yield this._w;\n  }\n}\nclass Vector3 {\n  constructor(x = 0, y = 0, z = 0) {\n    Vector3.prototype.isVector3 = true;\n    this.x = x;\n    this.y = y;\n    this.z = z;\n  }\n  set(x, y, z) {\n    if (z === void 0)\n      z = this.z;\n    this.x = x;\n    this.y = y;\n    this.z = z;\n    return this;\n  }\n  setScalar(scalar) {\n    this.x = scalar;\n    this.y = scalar;\n    this.z = scalar;\n    return this;\n  }\n  setX(x) {\n    this.x = x;\n    return this;\n  }\n  setY(y) {\n    this.y = y;\n    return this;\n  }\n  setZ(z) {\n    this.z = z;\n    return this;\n  }\n  setComponent(index, value) {\n    switch (index) {\n      case 0:\n        this.x = value;\n        break;\n      case 1:\n        this.y = value;\n        break;\n      case 2:\n        this.z = value;\n        break;\n      default:\n        throw new Error(\"index is out of range: \" + index);\n    }\n    return this;\n  }\n  getComponent(index) {\n    switch (index) {\n      case 0:\n        return this.x;\n      case 1:\n        return this.y;\n      case 2:\n        return this.z;\n      default:\n        throw new Error(\"index is out of range: \" + index);\n    }\n  }\n  clone() {\n    return new this.constructor(this.x, this.y, this.z);\n  }\n  copy(v) {\n    this.x = v.x;\n    this.y = v.y;\n    this.z = v.z;\n    return this;\n  }\n  add(v) {\n    this.x += v.x;\n    this.y += v.y;\n    this.z += v.z;\n    return this;\n  }\n  addScalar(s) {\n    this.x += s;\n    this.y += s;\n    this.z += s;\n    return this;\n  }\n  addVectors(a, b) {\n    this.x = a.x + b.x;\n    this.y = a.y + b.y;\n    this.z = a.z + b.z;\n    return this;\n  }\n  addScaledVector(v, s) {\n    this.x += v.x * s;\n    this.y += v.y * s;\n    this.z += v.z * s;\n    return this;\n  }\n  sub(v) {\n    this.x -= v.x;\n    this.y -= v.y;\n    this.z -= v.z;\n    return this;\n  }\n  subScalar(s) {\n    this.x -= s;\n    this.y -= s;\n    this.z -= s;\n    return this;\n  }\n  subVectors(a, b) {\n    this.x = a.x - b.x;\n    this.y = a.y - b.y;\n    this.z = a.z - b.z;\n    return this;\n  }\n  multiply(v) {\n    this.x *= v.x;\n    this.y *= v.y;\n    this.z *= v.z;\n    return this;\n  }\n  multiplyScalar(scalar) {\n    this.x *= scalar;\n    this.y *= scalar;\n    this.z *= scalar;\n    return this;\n  }\n  multiplyVectors(a, b) {\n    this.x = a.x * b.x;\n    this.y = a.y * b.y;\n    this.z = a.z * b.z;\n    return this;\n  }\n  applyEuler(euler) {\n    return this.applyQuaternion(_quaternion$4.setFromEuler(euler));\n  }\n  applyAxisAngle(axis, angle) {\n    return this.applyQuaternion(_quaternion$4.setFromAxisAngle(axis, angle));\n  }\n  applyMatrix3(m) {\n    const x = this.x, y = this.y, z = this.z;\n    const e = m.elements;\n    this.x = e[0] * x + e[3] * y + e[6] * z;\n    this.y = e[1] * x + e[4] * y + e[7] * z;\n    this.z = e[2] * x + e[5] * y + e[8] * z;\n    return this;\n  }\n  applyNormalMatrix(m) {\n    return this.applyMatrix3(m).normalize();\n  }\n  applyMatrix4(m) {\n    const x = this.x, y = this.y, z = this.z;\n    const e = m.elements;\n    const w = 1 / (e[3] * x + e[7] * y + e[11] * z + e[15]);\n    this.x = (e[0] * x + e[4] * y + e[8] * z + e[12]) * w;\n    this.y = (e[1] * x + e[5] * y + e[9] * z + e[13]) * w;\n    this.z = (e[2] * x + e[6] * y + e[10] * z + e[14]) * w;\n    return this;\n  }\n  applyQuaternion(q) {\n    const x = this.x, y = this.y, z = this.z;\n    const qx = q.x, qy = q.y, qz = q.z, qw = q.w;\n    const ix = qw * x + qy * z - qz * y;\n    const iy = qw * y + qz * x - qx * z;\n    const iz = qw * z + qx * y - qy * x;\n    const iw = -qx * x - qy * y - qz * z;\n    this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;\n    this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;\n    this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;\n    return this;\n  }\n  project(camera) {\n    return this.applyMatrix4(camera.matrixWorldInverse).applyMatrix4(camera.projectionMatrix);\n  }\n  unproject(camera) {\n    return this.applyMatrix4(camera.projectionMatrixInverse).applyMatrix4(camera.matrixWorld);\n  }\n  transformDirection(m) {\n    const x = this.x, y = this.y, z = this.z;\n    const e = m.elements;\n    this.x = e[0] * x + e[4] * y + e[8] * z;\n    this.y = e[1] * x + e[5] * y + e[9] * z;\n    this.z = e[2] * x + e[6] * y + e[10] * z;\n    return this.normalize();\n  }\n  divide(v) {\n    this.x /= v.x;\n    this.y /= v.y;\n    this.z /= v.z;\n    return this;\n  }\n  divideScalar(scalar) {\n    return this.multiplyScalar(1 / scalar);\n  }\n  min(v) {\n    this.x = Math.min(this.x, v.x);\n    this.y = Math.min(this.y, v.y);\n    this.z = Math.min(this.z, v.z);\n    return this;\n  }\n  max(v) {\n    this.x = Math.max(this.x, v.x);\n    this.y = Math.max(this.y, v.y);\n    this.z = Math.max(this.z, v.z);\n    return this;\n  }\n  clamp(min, max) {\n    this.x = Math.max(min.x, Math.min(max.x, this.x));\n    this.y = Math.max(min.y, Math.min(max.y, this.y));\n    this.z = Math.max(min.z, Math.min(max.z, this.z));\n    return this;\n  }\n  clampScalar(minVal, maxVal) {\n    this.x = Math.max(minVal, Math.min(maxVal, this.x));\n    this.y = Math.max(minVal, Math.min(maxVal, this.y));\n    this.z = Math.max(minVal, Math.min(maxVal, this.z));\n    return this;\n  }\n  clampLength(min, max) {\n    const length = this.length();\n    return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));\n  }\n  floor() {\n    this.x = Math.floor(this.x);\n    this.y = Math.floor(this.y);\n    this.z = Math.floor(this.z);\n    return this;\n  }\n  ceil() {\n    this.x = Math.ceil(this.x);\n    this.y = Math.ceil(this.y);\n    this.z = Math.ceil(this.z);\n    return this;\n  }\n  round() {\n    this.x = Math.round(this.x);\n    this.y = Math.round(this.y);\n    this.z = Math.round(this.z);\n    return this;\n  }\n  roundToZero() {\n    this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x);\n    this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y);\n    this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z);\n    return this;\n  }\n  negate() {\n    this.x = -this.x;\n    this.y = -this.y;\n    this.z = -this.z;\n    return this;\n  }\n  dot(v) {\n    return this.x * v.x + this.y * v.y + this.z * v.z;\n  }\n  lengthSq() {\n    return this.x * this.x + this.y * this.y + this.z * this.z;\n  }\n  length() {\n    return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);\n  }\n  manhattanLength() {\n    return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z);\n  }\n  normalize() {\n    return this.divideScalar(this.length() || 1);\n  }\n  setLength(length) {\n    return this.normalize().multiplyScalar(length);\n  }\n  lerp(v, alpha) {\n    this.x += (v.x - this.x) * alpha;\n    this.y += (v.y - this.y) * alpha;\n    this.z += (v.z - this.z) * alpha;\n    return this;\n  }\n  lerpVectors(v1, v2, alpha) {\n    this.x = v1.x + (v2.x - v1.x) * alpha;\n    this.y = v1.y + (v2.y - v1.y) * alpha;\n    this.z = v1.z + (v2.z - v1.z) * alpha;\n    return this;\n  }\n  cross(v) {\n    return this.crossVectors(this, v);\n  }\n  crossVectors(a, b) {\n    const ax = a.x, ay = a.y, az = a.z;\n    const bx = b.x, by = b.y, bz = b.z;\n    this.x = ay * bz - az * by;\n    this.y = az * bx - ax * bz;\n    this.z = ax * by - ay * bx;\n    return this;\n  }\n  projectOnVector(v) {\n    const denominator = v.lengthSq();\n    if (denominator === 0)\n      return this.set(0, 0, 0);\n    const scalar = v.dot(this) / denominator;\n    return this.copy(v).multiplyScalar(scalar);\n  }\n  projectOnPlane(planeNormal) {\n    _vector$c.copy(this).projectOnVector(planeNormal);\n    return this.sub(_vector$c);\n  }\n  reflect(normal) {\n    return this.sub(_vector$c.copy(normal).multiplyScalar(2 * this.dot(normal)));\n  }\n  angleTo(v) {\n    const denominator = Math.sqrt(this.lengthSq() * v.lengthSq());\n    if (denominator === 0)\n      return Math.PI / 2;\n    const theta = this.dot(v) / denominator;\n    return Math.acos(clamp(theta, -1, 1));\n  }\n  distanceTo(v) {\n    return Math.sqrt(this.distanceToSquared(v));\n  }\n  distanceToSquared(v) {\n    const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;\n    return dx * dx + dy * dy + dz * dz;\n  }\n  manhattanDistanceTo(v) {\n    return Math.abs(this.x - v.x) + Math.abs(this.y - v.y) + Math.abs(this.z - v.z);\n  }\n  setFromSpherical(s) {\n    return this.setFromSphericalCoords(s.radius, s.phi, s.theta);\n  }\n  setFromSphericalCoords(radius, phi, theta) {\n    const sinPhiRadius = Math.sin(phi) * radius;\n    this.x = sinPhiRadius * Math.sin(theta);\n    this.y = Math.cos(phi) * radius;\n    this.z = sinPhiRadius * Math.cos(theta);\n    return this;\n  }\n  setFromCylindrical(c) {\n    return this.setFromCylindricalCoords(c.radius, c.theta, c.y);\n  }\n  setFromCylindricalCoords(radius, theta, y) {\n    this.x = radius * Math.sin(theta);\n    this.y = y;\n    this.z = radius * Math.cos(theta);\n    return this;\n  }\n  setFromMatrixPosition(m) {\n    const e = m.elements;\n    this.x = e[12];\n    this.y = e[13];\n    this.z = e[14];\n    return this;\n  }\n  setFromMatrixScale(m) {\n    const sx = this.setFromMatrixColumn(m, 0).length();\n    const sy = this.setFromMatrixColumn(m, 1).length();\n    const sz = this.setFromMatrixColumn(m, 2).length();\n    this.x = sx;\n    this.y = sy;\n    this.z = sz;\n    return this;\n  }\n  setFromMatrixColumn(m, index) {\n    return this.fromArray(m.elements, index * 4);\n  }\n  setFromMatrix3Column(m, index) {\n    return this.fromArray(m.elements, index * 3);\n  }\n  setFromEuler(e) {\n    this.x = e._x;\n    this.y = e._y;\n    this.z = e._z;\n    return this;\n  }\n  equals(v) {\n    return v.x === this.x && v.y === this.y && v.z === this.z;\n  }\n  fromArray(array, offset = 0) {\n    this.x = array[offset];\n    this.y = array[offset + 1];\n    this.z = array[offset + 2];\n    return this;\n  }\n  toArray(array = [], offset = 0) {\n    array[offset] = this.x;\n    array[offset + 1] = this.y;\n    array[offset + 2] = this.z;\n    return array;\n  }\n  fromBufferAttribute(attribute, index) {\n    this.x = attribute.getX(index);\n    this.y = attribute.getY(index);\n    this.z = attribute.getZ(index);\n    return this;\n  }\n  random() {\n    this.x = Math.random();\n    this.y = Math.random();\n    this.z = Math.random();\n    return this;\n  }\n  randomDirection() {\n    const u = (Math.random() - 0.5) * 2;\n    const t = Math.random() * Math.PI * 2;\n    const f = Math.sqrt(1 - u ** 2);\n    this.x = f * Math.cos(t);\n    this.y = f * Math.sin(t);\n    this.z = u;\n    return this;\n  }\n  *[Symbol.iterator]() {\n    yield this.x;\n    yield this.y;\n    yield this.z;\n  }\n}\nconst _vector$c = /* @__PURE__ */ new Vector3();\nconst _quaternion$4 = /* @__PURE__ */ new Quaternion();\nclass Box3 {\n  constructor(min = new Vector3(Infinity, Infinity, Infinity), max = new Vector3(-Infinity, -Infinity, -Infinity)) {\n    this.isBox3 = true;\n    this.min = min;\n    this.max = max;\n  }\n  set(min, max) {\n    this.min.copy(min);\n    this.max.copy(max);\n    return this;\n  }\n  setFromArray(array) {\n    let minX = Infinity;\n    let minY = Infinity;\n    let minZ = Infinity;\n    let maxX = -Infinity;\n    let maxY = -Infinity;\n    let maxZ = -Infinity;\n    for (let i = 0, l = array.length; i < l; i += 3) {\n      const x = array[i];\n      const y = array[i + 1];\n      const z = array[i + 2];\n      if (x < minX)\n        minX = x;\n      if (y < minY)\n        minY = y;\n      if (z < minZ)\n        minZ = z;\n      if (x > maxX)\n        maxX = x;\n      if (y > maxY)\n        maxY = y;\n      if (z > maxZ)\n        maxZ = z;\n    }\n    this.min.set(minX, minY, minZ);\n    this.max.set(maxX, maxY, maxZ);\n    return this;\n  }\n  setFromBufferAttribute(attribute) {\n    let minX = Infinity;\n    let minY = Infinity;\n    let minZ = Infinity;\n    let maxX = -Infinity;\n    let maxY = -Infinity;\n    let maxZ = -Infinity;\n    for (let i = 0, l = attribute.count; i < l; i++) {\n      const x = attribute.getX(i);\n      const y = attribute.getY(i);\n      const z = attribute.getZ(i);\n      if (x < minX)\n        minX = x;\n      if (y < minY)\n        minY = y;\n      if (z < minZ)\n        minZ = z;\n      if (x > maxX)\n        maxX = x;\n      if (y > maxY)\n        maxY = y;\n      if (z > maxZ)\n        maxZ = z;\n    }\n    this.min.set(minX, minY, minZ);\n    this.max.set(maxX, maxY, maxZ);\n    return this;\n  }\n  setFromPoints(points) {\n    this.makeEmpty();\n    for (let i = 0, il = points.length; i < il; i++) {\n      this.expandByPoint(points[i]);\n    }\n    return this;\n  }\n  setFromCenterAndSize(center, size) {\n    const halfSize = _vector$b.copy(size).multiplyScalar(0.5);\n    this.min.copy(center).sub(halfSize);\n    this.max.copy(center).add(halfSize);\n    return this;\n  }\n  setFromObject(object, precise = false) {\n    this.makeEmpty();\n    return this.expandByObject(object, precise);\n  }\n  clone() {\n    return new this.constructor().copy(this);\n  }\n  copy(box) {\n    this.min.copy(box.min);\n    this.max.copy(box.max);\n    return this;\n  }\n  makeEmpty() {\n    this.min.x = this.min.y = this.min.z = Infinity;\n    this.max.x = this.max.y = this.max.z = -Infinity;\n    return this;\n  }\n  isEmpty() {\n    return this.max.x < this.min.x || this.max.y < this.min.y || this.max.z < this.min.z;\n  }\n  getCenter(target) {\n    return this.isEmpty() ? target.set(0, 0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5);\n  }\n  getSize(target) {\n    return this.isEmpty() ? target.set(0, 0, 0) : target.subVectors(this.max, this.min);\n  }\n  expandByPoint(point) {\n    this.min.min(point);\n    this.max.max(point);\n    return this;\n  }\n  expandByVector(vector) {\n    this.min.sub(vector);\n    this.max.add(vector);\n    return this;\n  }\n  expandByScalar(scalar) {\n    this.min.addScalar(-scalar);\n    this.max.addScalar(scalar);\n    return this;\n  }\n  expandByObject(object, precise = false) {\n    object.updateWorldMatrix(false, false);\n    const geometry = object.geometry;\n    if (geometry !== void 0) {\n      if (precise && geometry.attributes != void 0 && geometry.attributes.position !== void 0) {\n        const position = geometry.attributes.position;\n        for (let i = 0, l = position.count; i < l; i++) {\n          _vector$b.fromBufferAttribute(position, i).applyMatrix4(object.matrixWorld);\n          this.expandByPoint(_vector$b);\n        }\n      } else {\n        if (geometry.boundingBox === null) {\n          geometry.computeBoundingBox();\n        }\n        _box$3.copy(geometry.boundingBox);\n        _box$3.applyMatrix4(object.matrixWorld);\n        this.union(_box$3);\n      }\n    }\n    const children = object.children;\n    for (let i = 0, l = children.length; i < l; i++) {\n      this.expandByObject(children[i], precise);\n    }\n    return this;\n  }\n  containsPoint(point) {\n    return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y || point.z < this.min.z || point.z > this.max.z ? false : true;\n  }\n  containsBox(box) {\n    return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y && this.min.z <= box.min.z && box.max.z <= this.max.z;\n  }\n  getParameter(point, target) {\n    return target.set((point.x - this.min.x) / (this.max.x - this.min.x), (point.y - this.min.y) / (this.max.y - this.min.y), (point.z - this.min.z) / (this.max.z - this.min.z));\n  }\n  intersectsBox(box) {\n    return box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y || box.max.z < this.min.z || box.min.z > this.max.z ? false : true;\n  }\n  intersectsSphere(sphere) {\n    this.clampPoint(sphere.center, _vector$b);\n    return _vector$b.distanceToSquared(sphere.center) <= sphere.radius * sphere.radius;\n  }\n  intersectsPlane(plane) {\n    let min, max;\n    if (plane.normal.x > 0) {\n      min = plane.normal.x * this.min.x;\n      max = plane.normal.x * this.max.x;\n    } else {\n      min = plane.normal.x * this.max.x;\n      max = plane.normal.x * this.min.x;\n    }\n    if (plane.normal.y > 0) {\n      min += plane.normal.y * this.min.y;\n      max += plane.normal.y * this.max.y;\n    } else {\n      min += plane.normal.y * this.max.y;\n      max += plane.normal.y * this.min.y;\n    }\n    if (plane.normal.z > 0) {\n      min += plane.normal.z * this.min.z;\n      max += plane.normal.z * this.max.z;\n    } else {\n      min += plane.normal.z * this.max.z;\n      max += plane.normal.z * this.min.z;\n    }\n    return min <= -plane.constant && max >= -plane.constant;\n  }\n  intersectsTriangle(triangle) {\n    if (this.isEmpty()) {\n      return false;\n    }\n    this.getCenter(_center);\n    _extents.subVectors(this.max, _center);\n    _v0$2.subVectors(triangle.a, _center);\n    _v1$7.subVectors(triangle.b, _center);\n    _v2$4.subVectors(triangle.c, _center);\n    _f0.subVectors(_v1$7, _v0$2);\n    _f1.subVectors(_v2$4, _v1$7);\n    _f2.subVectors(_v0$2, _v2$4);\n    let axes = [\n      0,\n      -_f0.z,\n      _f0.y,\n      0,\n      -_f1.z,\n      _f1.y,\n      0,\n      -_f2.z,\n      _f2.y,\n      _f0.z,\n      0,\n      -_f0.x,\n      _f1.z,\n      0,\n      -_f1.x,\n      _f2.z,\n      0,\n      -_f2.x,\n      -_f0.y,\n      _f0.x,\n      0,\n      -_f1.y,\n      _f1.x,\n      0,\n      -_f2.y,\n      _f2.x,\n      0\n    ];\n    if (!satForAxes(axes, _v0$2, _v1$7, _v2$4, _extents)) {\n      return false;\n    }\n    axes = [1, 0, 0, 0, 1, 0, 0, 0, 1];\n    if (!satForAxes(axes, _v0$2, _v1$7, _v2$4, _extents)) {\n      return false;\n    }\n    _triangleNormal.crossVectors(_f0, _f1);\n    axes = [_triangleNormal.x, _triangleNormal.y, _triangleNormal.z];\n    return satForAxes(axes, _v0$2, _v1$7, _v2$4, _extents);\n  }\n  clampPoint(point, target) {\n    return target.copy(point).clamp(this.min, this.max);\n  }\n  distanceToPoint(point) {\n    const clampedPoint = _vector$b.copy(point).clamp(this.min, this.max);\n    return clampedPoint.sub(point).length();\n  }\n  getBoundingSphere(target) {\n    this.getCenter(target.center);\n    target.radius = this.getSize(_vector$b).length() * 0.5;\n    return target;\n  }\n  intersect(box) {\n    this.min.max(box.min);\n    this.max.min(box.max);\n    if (this.isEmpty())\n      this.makeEmpty();\n    return this;\n  }\n  union(box) {\n    this.min.min(box.min);\n    this.max.max(box.max);\n    return this;\n  }\n  applyMatrix4(matrix) {\n    if (this.isEmpty())\n      return this;\n    _points[0].set(this.min.x, this.min.y, this.min.z).applyMatrix4(matrix);\n    _points[1].set(this.min.x, this.min.y, this.max.z).applyMatrix4(matrix);\n    _points[2].set(this.min.x, this.max.y, this.min.z).applyMatrix4(matrix);\n    _points[3].set(this.min.x, this.max.y, this.max.z).applyMatrix4(matrix);\n    _points[4].set(this.max.x, this.min.y, this.min.z).applyMatrix4(matrix);\n    _points[5].set(this.max.x, this.min.y, this.max.z).applyMatrix4(matrix);\n    _points[6].set(this.max.x, this.max.y, this.min.z).applyMatrix4(matrix);\n    _points[7].set(this.max.x, this.max.y, this.max.z).applyMatrix4(matrix);\n    this.setFromPoints(_points);\n    return this;\n  }\n  translate(offset) {\n    this.min.add(offset);\n    this.max.add(offset);\n    return this;\n  }\n  equals(box) {\n    return box.min.equals(this.min) && box.max.equals(this.max);\n  }\n}\nconst _points = [\n  /* @__PURE__ */ new Vector3(),\n  /* @__PURE__ */ new Vector3(),\n  /* @__PURE__ */ new Vector3(),\n  /* @__PURE__ */ new Vector3(),\n  /* @__PURE__ */ new Vector3(),\n  /* @__PURE__ */ new Vector3(),\n  /* @__PURE__ */ new Vector3(),\n  /* @__PURE__ */ new Vector3()\n];\nconst _vector$b = /* @__PURE__ */ new Vector3();\nconst _box$3 = /* @__PURE__ */ new Box3();\nconst _v0$2 = /* @__PURE__ */ new Vector3();\nconst _v1$7 = /* @__PURE__ */ new Vector3();\nconst _v2$4 = /* @__PURE__ */ new Vector3();\nconst _f0 = /* @__PURE__ */ new Vector3();\nconst _f1 = /* @__PURE__ */ new Vector3();\nconst _f2 = /* @__PURE__ */ new Vector3();\nconst _center = /* @__PURE__ */ new Vector3();\nconst _extents = /* @__PURE__ */ new Vector3();\nconst _triangleNormal = /* @__PURE__ */ new Vector3();\nconst _testAxis = /* @__PURE__ */ new Vector3();\nfunction satForAxes(axes, v0, v1, v2, extents) {\n  for (let i = 0, j = axes.length - 3; i <= j; i += 3) {\n    _testAxis.fromArray(axes, i);\n    const r = extents.x * Math.abs(_testAxis.x) + extents.y * Math.abs(_testAxis.y) + extents.z * Math.abs(_testAxis.z);\n    const p0 = v0.dot(_testAxis);\n    const p1 = v1.dot(_testAxis);\n    const p2 = v2.dot(_testAxis);\n    if (Math.max(-Math.max(p0, p1, p2), Math.min(p0, p1, p2)) > r) {\n      return false;\n    }\n  }\n  return true;\n}\nconst _box$2 = /* @__PURE__ */ new Box3();\nconst _v1$6 = /* @__PURE__ */ new Vector3();\nconst _v2$3 = /* @__PURE__ */ new Vector3();\nclass Sphere {\n  constructor(center = new Vector3(), radius = -1) {\n    this.center = center;\n    this.radius = radius;\n  }\n  set(center, radius) {\n    this.center.copy(center);\n    this.radius = radius;\n    return this;\n  }\n  setFromPoints(points, optionalCenter) {\n    const center = this.center;\n    if (optionalCenter !== void 0) {\n      center.copy(optionalCenter);\n    } else {\n      _box$2.setFromPoints(points).getCenter(center);\n    }\n    let maxRadiusSq = 0;\n    for (let i = 0, il = points.length; i < il; i++) {\n      maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(points[i]));\n    }\n    this.radius = Math.sqrt(maxRadiusSq);\n    return this;\n  }\n  copy(sphere) {\n    this.center.copy(sphere.center);\n    this.radius = sphere.radius;\n    return this;\n  }\n  isEmpty() {\n    return this.radius < 0;\n  }\n  makeEmpty() {\n    this.center.set(0, 0, 0);\n    this.radius = -1;\n    return this;\n  }\n  containsPoint(point) {\n    return point.distanceToSquared(this.center) <= this.radius * this.radius;\n  }\n  distanceToPoint(point) {\n    return point.distanceTo(this.center) - this.radius;\n  }\n  intersectsSphere(sphere) {\n    const radiusSum = this.radius + sphere.radius;\n    return sphere.center.distanceToSquared(this.center) <= radiusSum * radiusSum;\n  }\n  intersectsBox(box) {\n    return box.intersectsSphere(this);\n  }\n  intersectsPlane(plane) {\n    return Math.abs(plane.distanceToPoint(this.center)) <= this.radius;\n  }\n  clampPoint(point, target) {\n    const deltaLengthSq = this.center.distanceToSquared(point);\n    target.copy(point);\n    if (deltaLengthSq > this.radius * this.radius) {\n      target.sub(this.center).normalize();\n      target.multiplyScalar(this.radius).add(this.center);\n    }\n    return target;\n  }\n  getBoundingBox(target) {\n    if (this.isEmpty()) {\n      target.makeEmpty();\n      return target;\n    }\n    target.set(this.center, this.center);\n    target.expandByScalar(this.radius);\n    return target;\n  }\n  applyMatrix4(matrix) {\n    this.center.applyMatrix4(matrix);\n    this.radius = this.radius * matrix.getMaxScaleOnAxis();\n    return this;\n  }\n  translate(offset) {\n    this.center.add(offset);\n    return this;\n  }\n  expandByPoint(point) {\n    if (this.isEmpty()) {\n      this.center.copy(point);\n      this.radius = 0;\n      return this;\n    }\n    _v1$6.subVectors(point, this.center);\n    const lengthSq = _v1$6.lengthSq();\n    if (lengthSq > this.radius * this.radius) {\n      const length = Math.sqrt(lengthSq);\n      const delta = (length - this.radius) * 0.5;\n      this.center.addScaledVector(_v1$6, delta / length);\n      this.radius += delta;\n    }\n    return this;\n  }\n  union(sphere) {\n    if (sphere.isEmpty()) {\n      return this;\n    }\n    if (this.isEmpty()) {\n      this.copy(sphere);\n      return this;\n    }\n    if (this.center.equals(sphere.center) === true) {\n      this.radius = Math.max(this.radius, sphere.radius);\n    } else {\n      _v2$3.subVectors(sphere.center, this.center).setLength(sphere.radius);\n      this.expandByPoint(_v1$6.copy(sphere.center).add(_v2$3));\n      this.expandByPoint(_v1$6.copy(sphere.center).sub(_v2$3));\n    }\n    return this;\n  }\n  equals(sphere) {\n    return sphere.center.equals(this.center) && sphere.radius === this.radius;\n  }\n  clone() {\n    return new this.constructor().copy(this);\n  }\n}\nconst _vector$a = /* @__PURE__ */ new Vector3();\nconst _segCenter = /* @__PURE__ */ new Vector3();\nconst _segDir = /* @__PURE__ */ new Vector3();\nconst _diff = /* @__PURE__ */ new Vector3();\nconst _edge1 = /* @__PURE__ */ new Vector3();\nconst _edge2 = /* @__PURE__ */ new Vector3();\nconst _normal$1 = /* @__PURE__ */ new Vector3();\nclass Ray {\n  constructor(origin = new Vector3(), direction = new Vector3(0, 0, -1)) {\n    this.origin = origin;\n    this.direction = direction;\n  }\n  set(origin, direction) {\n    this.origin.copy(origin);\n    this.direction.copy(direction);\n    return this;\n  }\n  copy(ray) {\n    this.origin.copy(ray.origin);\n    this.direction.copy(ray.direction);\n    return this;\n  }\n  at(t, target) {\n    return target.copy(this.direction).multiplyScalar(t).add(this.origin);\n  }\n  lookAt(v) {\n    this.direction.copy(v).sub(this.origin).normalize();\n    return this;\n  }\n  recast(t) {\n    this.origin.copy(this.at(t, _vector$a));\n    return this;\n  }\n  closestPointToPoint(point, target) {\n    target.subVectors(point, this.origin);\n    const directionDistance = target.dot(this.direction);\n    if (directionDistance < 0) {\n      return target.copy(this.origin);\n    }\n    return target.copy(this.direction).multiplyScalar(directionDistance).add(this.origin);\n  }\n  distanceToPoint(point) {\n    return Math.sqrt(this.distanceSqToPoint(point));\n  }\n  distanceSqToPoint(point) {\n    const directionDistance = _vector$a.subVectors(point, this.origin).dot(this.direction);\n    if (directionDistance < 0) {\n      return this.origin.distanceToSquared(point);\n    }\n    _vector$a.copy(this.direction).multiplyScalar(directionDistance).add(this.origin);\n    return _vector$a.distanceToSquared(point);\n  }\n  distanceSqToSegment(v0, v1, optionalPointOnRay, optionalPointOnSegment) {\n    _segCenter.copy(v0).add(v1).multiplyScalar(0.5);\n    _segDir.copy(v1).sub(v0).normalize();\n    _diff.copy(this.origin).sub(_segCenter);\n    const segExtent = v0.distanceTo(v1) * 0.5;\n    const a01 = -this.direction.dot(_segDir);\n    const b0 = _diff.dot(this.direction);\n    const b1 = -_diff.dot(_segDir);\n    const c = _diff.lengthSq();\n    const det = Math.abs(1 - a01 * a01);\n    let s0, s1, sqrDist, extDet;\n    if (det > 0) {\n      s0 = a01 * b1 - b0;\n      s1 = a01 * b0 - b1;\n      extDet = segExtent * det;\n      if (s0 >= 0) {\n        if (s1 >= -extDet) {\n          if (s1 <= extDet) {\n            const invDet = 1 / det;\n            s0 *= invDet;\n            s1 *= invDet;\n            sqrDist = s0 * (s0 + a01 * s1 + 2 * b0) + s1 * (a01 * s0 + s1 + 2 * b1) + c;\n          } else {\n            s1 = segExtent;\n            s0 = Math.max(0, -(a01 * s1 + b0));\n            sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;\n          }\n        } else {\n          s1 = -segExtent;\n          s0 = Math.max(0, -(a01 * s1 + b0));\n          sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;\n        }\n      } else {\n        if (s1 <= -extDet) {\n          s0 = Math.max(0, -(-a01 * segExtent + b0));\n          s1 = s0 > 0 ? -segExtent : Math.min(Math.max(-segExtent, -b1), segExtent);\n          sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;\n        } else if (s1 <= extDet) {\n          s0 = 0;\n          s1 = Math.min(Math.max(-segExtent, -b1), segExtent);\n          sqrDist = s1 * (s1 + 2 * b1) + c;\n        } else {\n          s0 = Math.max(0, -(a01 * segExtent + b0));\n          s1 = s0 > 0 ? segExtent : Math.min(Math.max(-segExtent, -b1), segExtent);\n          sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;\n        }\n      }\n    } else {\n      s1 = a01 > 0 ? -segExtent : segExtent;\n      s0 = Math.max(0, -(a01 * s1 + b0));\n      sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;\n    }\n    if (optionalPointOnRay) {\n      optionalPointOnRay.copy(this.direction).multiplyScalar(s0).add(this.origin);\n    }\n    if (optionalPointOnSegment) {\n      optionalPointOnSegment.copy(_segDir).multiplyScalar(s1).add(_segCenter);\n    }\n    return sqrDist;\n  }\n  intersectSphere(sphere, target) {\n    _vector$a.subVectors(sphere.center, this.origin);\n    const tca = _vector$a.dot(this.direction);\n    const d2 = _vector$a.dot(_vector$a) - tca * tca;\n    const radius2 = sphere.radius * sphere.radius;\n    if (d2 > radius2)\n      return null;\n    const thc = Math.sqrt(radius2 - d2);\n    const t0 = tca - thc;\n    const t1 = tca + thc;\n    if (t0 < 0 && t1 < 0)\n      return null;\n    if (t0 < 0)\n      return this.at(t1, target);\n    return this.at(t0, target);\n  }\n  intersectsSphere(sphere) {\n    return this.distanceSqToPoint(sphere.center) <= sphere.radius * sphere.radius;\n  }\n  distanceToPlane(plane) {\n    const denominator = plane.normal.dot(this.direction);\n    if (denominator === 0) {\n      if (plane.distanceToPoint(this.origin) === 0) {\n        return 0;\n      }\n      return null;\n    }\n    const t = -(this.origin.dot(plane.normal) + plane.constant) / denominator;\n    return t >= 0 ? t : null;\n  }\n  intersectPlane(plane, target) {\n    const t = this.distanceToPlane(plane);\n    if (t === null) {\n      return null;\n    }\n    return this.at(t, target);\n  }\n  intersectsPlane(plane) {\n    const distToPoint = plane.distanceToPoint(this.origin);\n    if (distToPoint === 0) {\n      return true;\n    }\n    const denominator = plane.normal.dot(this.direction);\n    if (denominator * distToPoint < 0) {\n      return true;\n    }\n    return false;\n  }\n  intersectBox(box, target) {\n    let tmin, tmax, tymin, tymax, tzmin, tzmax;\n    const invdirx = 1 / this.direction.x, invdiry = 1 / this.direction.y, invdirz = 1 / this.direction.z;\n    const origin = this.origin;\n    if (invdirx >= 0) {\n      tmin = (box.min.x - origin.x) * invdirx;\n      tmax = (box.max.x - origin.x) * invdirx;\n    } else {\n      tmin = (box.max.x - origin.x) * invdirx;\n      tmax = (box.min.x - origin.x) * invdirx;\n    }\n    if (invdiry >= 0) {\n      tymin = (box.min.y - origin.y) * invdiry;\n      tymax = (box.max.y - origin.y) * invdiry;\n    } else {\n      tymin = (box.max.y - origin.y) * invdiry;\n      tymax = (box.min.y - origin.y) * invdiry;\n    }\n    if (tmin > tymax || tymin > tmax)\n      return null;\n    if (tymin > tmin || isNaN(tmin))\n      tmin = tymin;\n    if (tymax < tmax || isNaN(tmax))\n      tmax = tymax;\n    if (invdirz >= 0) {\n      tzmin = (box.min.z - origin.z) * invdirz;\n      tzmax = (box.max.z - origin.z) * invdirz;\n    } else {\n      tzmin = (box.max.z - origin.z) * invdirz;\n      tzmax = (box.min.z - origin.z) * invdirz;\n    }\n    if (tmin > tzmax || tzmin > tmax)\n      return null;\n    if (tzmin > tmin || tmin !== tmin)\n      tmin = tzmin;\n    if (tzmax < tmax || tmax !== tmax)\n      tmax = tzmax;\n    if (tmax < 0)\n      return null;\n    return this.at(tmin >= 0 ? tmin : tmax, target);\n  }\n  intersectsBox(box) {\n    return this.intersectBox(box, _vector$a) !== null;\n  }\n  intersectTriangle(a, b, c, backfaceCulling, target) {\n    _edge1.subVectors(b, a);\n    _edge2.subVectors(c, a);\n    _normal$1.crossVectors(_edge1, _edge2);\n    let DdN = this.direction.dot(_normal$1);\n    let sign2;\n    if (DdN > 0) {\n      if (backfaceCulling)\n        return null;\n      sign2 = 1;\n    } else if (DdN < 0) {\n      sign2 = -1;\n      DdN = -DdN;\n    } else {\n      return null;\n    }\n    _diff.subVectors(this.origin, a);\n    const DdQxE2 = sign2 * this.direction.dot(_edge2.crossVectors(_diff, _edge2));\n    if (DdQxE2 < 0) {\n      return null;\n    }\n    const DdE1xQ = sign2 * this.direction.dot(_edge1.cross(_diff));\n    if (DdE1xQ < 0) {\n      return null;\n    }\n    if (DdQxE2 + DdE1xQ > DdN) {\n      return null;\n    }\n    const QdN = -sign2 * _diff.dot(_normal$1);\n    if (QdN < 0) {\n      return null;\n    }\n    return this.at(QdN / DdN, target);\n  }\n  applyMatrix4(matrix4) {\n    this.origin.applyMatrix4(matrix4);\n    this.direction.transformDirection(matrix4);\n    return this;\n  }\n  equals(ray) {\n    return ray.origin.equals(this.origin) && ray.direction.equals(this.direction);\n  }\n  clone() {\n    return new this.constructor().copy(this);\n  }\n}\nclass Matrix4 {\n  constructor() {\n    Matrix4.prototype.isMatrix4 = true;\n    this.elements = [\n      1,\n      0,\n      0,\n      0,\n      0,\n      1,\n      0,\n      0,\n      0,\n      0,\n      1,\n      0,\n      0,\n      0,\n      0,\n      1\n    ];\n  }\n  set(n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44) {\n    const te = this.elements;\n    te[0] = n11;\n    te[4] = n12;\n    te[8] = n13;\n    te[12] = n14;\n    te[1] = n21;\n    te[5] = n22;\n    te[9] = n23;\n    te[13] = n24;\n    te[2] = n31;\n    te[6] = n32;\n    te[10] = n33;\n    te[14] = n34;\n    te[3] = n41;\n    te[7] = n42;\n    te[11] = n43;\n    te[15] = n44;\n    return this;\n  }\n  identity() {\n    this.set(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);\n    return this;\n  }\n  clone() {\n    return new Matrix4().fromArray(this.elements);\n  }\n  copy(m) {\n    const te = this.elements;\n    const me = m.elements;\n    te[0] = me[0];\n    te[1] = me[1];\n    te[2] = me[2];\n    te[3] = me[3];\n    te[4] = me[4];\n    te[5] = me[5];\n    te[6] = me[6];\n    te[7] = me[7];\n    te[8] = me[8];\n    te[9] = me[9];\n    te[10] = me[10];\n    te[11] = me[11];\n    te[12] = me[12];\n    te[13] = me[13];\n    te[14] = me[14];\n    te[15] = me[15];\n    return this;\n  }\n  copyPosition(m) {\n    const te = this.elements, me = m.elements;\n    te[12] = me[12];\n    te[13] = me[13];\n    te[14] = me[14];\n    return this;\n  }\n  setFromMatrix3(m) {\n    const me = m.elements;\n    this.set(me[0], me[3], me[6], 0, me[1], me[4], me[7], 0, me[2], me[5], me[8], 0, 0, 0, 0, 1);\n    return this;\n  }\n  extractBasis(xAxis, yAxis, zAxis) {\n    xAxis.setFromMatrixColumn(this, 0);\n    yAxis.setFromMatrixColumn(this, 1);\n    zAxis.setFromMatrixColumn(this, 2);\n    return this;\n  }\n  makeBasis(xAxis, yAxis, zAxis) {\n    this.set(xAxis.x, yAxis.x, zAxis.x, 0, xAxis.y, yAxis.y, zAxis.y, 0, xAxis.z, yAxis.z, zAxis.z, 0, 0, 0, 0, 1);\n    return this;\n  }\n  extractRotation(m) {\n    const te = this.elements;\n    const me = m.elements;\n    const scaleX = 1 / _v1$5.setFromMatrixColumn(m, 0).length();\n    const scaleY = 1 / _v1$5.setFromMatrixColumn(m, 1).length();\n    const scaleZ = 1 / _v1$5.setFromMatrixColumn(m, 2).length();\n    te[0] = me[0] * scaleX;\n    te[1] = me[1] * scaleX;\n    te[2] = me[2] * scaleX;\n    te[3] = 0;\n    te[4] = me[4] * scaleY;\n    te[5] = me[5] * scaleY;\n    te[6] = me[6] * scaleY;\n    te[7] = 0;\n    te[8] = me[8] * scaleZ;\n    te[9] = me[9] * scaleZ;\n    te[10] = me[10] * scaleZ;\n    te[11] = 0;\n    te[12] = 0;\n    te[13] = 0;\n    te[14] = 0;\n    te[15] = 1;\n    return this;\n  }\n  makeRotationFromEuler(euler) {\n    const te = this.elements;\n    const x = euler.x, y = euler.y, z = euler.z;\n    const a = Math.cos(x), b = Math.sin(x);\n    const c = Math.cos(y), d = Math.sin(y);\n    const e = Math.cos(z), f = Math.sin(z);\n    if (euler.order === \"XYZ\") {\n      const ae = a * e, af = a * f, be = b * e, bf = b * f;\n      te[0] = c * e;\n      te[4] = -c * f;\n      te[8] = d;\n      te[1] = af + be * d;\n      te[5] = ae - bf * d;\n      te[9] = -b * c;\n      te[2] = bf - ae * d;\n      te[6] = be + af * d;\n      te[10] = a * c;\n    } else if (euler.order === \"YXZ\") {\n      const ce = c * e, cf = c * f, de = d * e, df = d * f;\n      te[0] = ce + df * b;\n      te[4] = de * b - cf;\n      te[8] = a * d;\n      te[1] = a * f;\n      te[5] = a * e;\n      te[9] = -b;\n      te[2] = cf * b - de;\n      te[6] = df + ce * b;\n      te[10] = a * c;\n    } else if (euler.order === \"ZXY\") {\n      const ce = c * e, cf = c * f, de = d * e, df = d * f;\n      te[0] = ce - df * b;\n      te[4] = -a * f;\n      te[8] = de + cf * b;\n      te[1] = cf + de * b;\n      te[5] = a * e;\n      te[9] = df - ce * b;\n      te[2] = -a * d;\n      te[6] = b;\n      te[10] = a * c;\n    } else if (euler.order === \"ZYX\") {\n      const ae = a * e, af = a * f, be = b * e, bf = b * f;\n      te[0] = c * e;\n      te[4] = be * d - af;\n      te[8] = ae * d + bf;\n      te[1] = c * f;\n      te[5] = bf * d + ae;\n      te[9] = af * d - be;\n      te[2] = -d;\n      te[6] = b * c;\n      te[10] = a * c;\n    } else if (euler.order === \"YZX\") {\n      const ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n      te[0] = c * e;\n      te[4] = bd - ac * f;\n      te[8] = bc * f + ad;\n      te[1] = f;\n      te[5] = a * e;\n      te[9] = -b * e;\n      te[2] = -d * e;\n      te[6] = ad * f + bc;\n      te[10] = ac - bd * f;\n    } else if (euler.order === \"XZY\") {\n      const ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n      te[0] = c * e;\n      te[4] = -f;\n      te[8] = d * e;\n      te[1] = ac * f + bd;\n      te[5] = a * e;\n      te[9] = ad * f - bc;\n      te[2] = bc * f - ad;\n      te[6] = b * e;\n      te[10] = bd * f + ac;\n    }\n    te[3] = 0;\n    te[7] = 0;\n    te[11] = 0;\n    te[12] = 0;\n    te[13] = 0;\n    te[14] = 0;\n    te[15] = 1;\n    return this;\n  }\n  makeRotationFromQuaternion(q) {\n    return this.compose(_zero, q, _one);\n  }\n  lookAt(eye, target, up) {\n    const te = this.elements;\n    _z.subVectors(eye, target);\n    if (_z.lengthSq() === 0) {\n      _z.z = 1;\n    }\n    _z.normalize();\n    _x.crossVectors(up, _z);\n    if (_x.lengthSq() === 0) {\n      if (Math.abs(up.z) === 1) {\n        _z.x += 1e-4;\n      } else {\n        _z.z += 1e-4;\n      }\n      _z.normalize();\n      _x.crossVectors(up, _z);\n    }\n    _x.normalize();\n    _y.crossVectors(_z, _x);\n    te[0] = _x.x;\n    te[4] = _y.x;\n    te[8] = _z.x;\n    te[1] = _x.y;\n    te[5] = _y.y;\n    te[9] = _z.y;\n    te[2] = _x.z;\n    te[6] = _y.z;\n    te[10] = _z.z;\n    return this;\n  }\n  multiply(m) {\n    return this.multiplyMatrices(this, m);\n  }\n  premultiply(m) {\n    return this.multiplyMatrices(m, this);\n  }\n  multiplyMatrices(a, b) {\n    const ae = a.elements;\n    const be = b.elements;\n    const te = this.elements;\n    const a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12];\n    const a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13];\n    const a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14];\n    const a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15];\n    const b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12];\n    const b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13];\n    const b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14];\n    const b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15];\n    te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;\n    te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;\n    te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;\n    te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;\n    te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;\n    te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;\n    te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;\n    te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;\n    te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;\n    te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;\n    te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;\n    te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;\n    te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;\n    te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;\n    te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;\n    te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;\n    return this;\n  }\n  multiplyScalar(s) {\n    const te = this.elements;\n    te[0] *= s;\n    te[4] *= s;\n    te[8] *= s;\n    te[12] *= s;\n    te[1] *= s;\n    te[5] *= s;\n    te[9] *= s;\n    te[13] *= s;\n    te[2] *= s;\n    te[6] *= s;\n    te[10] *= s;\n    te[14] *= s;\n    te[3] *= s;\n    te[7] *= s;\n    te[11] *= s;\n    te[15] *= s;\n    return this;\n  }\n  determinant() {\n    const te = this.elements;\n    const n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12];\n    const n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13];\n    const n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14];\n    const n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15];\n    return n41 * (+n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34) + n42 * (+n11 * n23 * n34 - n11 * n24 * n33 + n14 * n21 * n33 - n13 * n21 * n34 + n13 * n24 * n31 - n14 * n23 * n31) + n43 * (+n11 * n24 * n32 - n11 * n22 * n34 - n14 * n21 * n32 + n12 * n21 * n34 + n14 * n22 * n31 - n12 * n24 * n31) + n44 * (-n13 * n22 * n31 - n11 * n23 * n32 + n11 * n22 * n33 + n13 * n21 * n32 - n12 * n21 * n33 + n12 * n23 * n31);\n  }\n  transpose() {\n    const te = this.elements;\n    let tmp2;\n    tmp2 = te[1];\n    te[1] = te[4];\n    te[4] = tmp2;\n    tmp2 = te[2];\n    te[2] = te[8];\n    te[8] = tmp2;\n    tmp2 = te[6];\n    te[6] = te[9];\n    te[9] = tmp2;\n    tmp2 = te[3];\n    te[3] = te[12];\n    te[12] = tmp2;\n    tmp2 = te[7];\n    te[7] = te[13];\n    te[13] = tmp2;\n    tmp2 = te[11];\n    te[11] = te[14];\n    te[14] = tmp2;\n    return this;\n  }\n  setPosition(x, y, z) {\n    const te = this.elements;\n    if (x.isVector3) {\n      te[12] = x.x;\n      te[13] = x.y;\n      te[14] = x.z;\n    } else {\n      te[12] = x;\n      te[13] = y;\n      te[14] = z;\n    }\n    return this;\n  }\n  invert() {\n    const te = this.elements, n11 = te[0], n21 = te[1], n31 = te[2], n41 = te[3], n12 = te[4], n22 = te[5], n32 = te[6], n42 = te[7], n13 = te[8], n23 = te[9], n33 = te[10], n43 = te[11], n14 = te[12], n24 = te[13], n34 = te[14], n44 = te[15], t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;\n    const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;\n    if (det === 0)\n      return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);\n    const detInv = 1 / det;\n    te[0] = t11 * detInv;\n    te[1] = (n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44) * detInv;\n    te[2] = (n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44) * detInv;\n    te[3] = (n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43) * detInv;\n    te[4] = t12 * detInv;\n    te[5] = (n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44) * detInv;\n    te[6] = (n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44) * detInv;\n    te[7] = (n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43) * detInv;\n    te[8] = t13 * detInv;\n    te[9] = (n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44) * detInv;\n    te[10] = (n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44) * detInv;\n    te[11] = (n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43) * detInv;\n    te[12] = t14 * detInv;\n    te[13] = (n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34) * detInv;\n    te[14] = (n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34) * detInv;\n    te[15] = (n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33) * detInv;\n    return this;\n  }\n  scale(v) {\n    const te = this.elements;\n    const x = v.x, y = v.y, z = v.z;\n    te[0] *= x;\n    te[4] *= y;\n    te[8] *= z;\n    te[1] *= x;\n    te[5] *= y;\n    te[9] *= z;\n    te[2] *= x;\n    te[6] *= y;\n    te[10] *= z;\n    te[3] *= x;\n    te[7] *= y;\n    te[11] *= z;\n    return this;\n  }\n  getMaxScaleOnAxis() {\n    const te = this.elements;\n    const scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];\n    const scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];\n    const scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];\n    return Math.sqrt(Math.max(scaleXSq, scaleYSq, scaleZSq));\n  }\n  makeTranslation(x, y, z) {\n    this.set(1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1);\n    return this;\n  }\n  makeRotationX(theta) {\n    const c = Math.cos(theta), s = Math.sin(theta);\n    this.set(1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1);\n    return this;\n  }\n  makeRotationY(theta) {\n    const c = Math.cos(theta), s = Math.sin(theta);\n    this.set(c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1);\n    return this;\n  }\n  makeRotationZ(theta) {\n    const c = Math.cos(theta), s = Math.sin(theta);\n    this.set(c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);\n    return this;\n  }\n  makeRotationAxis(axis, angle) {\n    const c = Math.cos(angle);\n    const s = Math.sin(angle);\n    const t = 1 - c;\n    const x = axis.x, y = axis.y, z = axis.z;\n    const tx = t * x, ty = t * y;\n    this.set(tx * x + c, tx * y - s * z, tx * z + s * y, 0, tx * y + s * z, ty * y + c, ty * z - s * x, 0, tx * z - s * y, ty * z + s * x, t * z * z + c, 0, 0, 0, 0, 1);\n    return this;\n  }\n  makeScale(x, y, z) {\n    this.set(x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1);\n    return this;\n  }\n  makeShear(xy, xz, yx, yz, zx, zy) {\n    this.set(1, yx, zx, 0, xy, 1, zy, 0, xz, yz, 1, 0, 0, 0, 0, 1);\n    return this;\n  }\n  compose(position, quaternion, scale) {\n    const te = this.elements;\n    const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;\n    const x2 = x + x, y2 = y + y, z2 = z + z;\n    const xx = x * x2, xy = x * y2, xz = x * z2;\n    const yy = y * y2, yz = y * z2, zz = z * z2;\n    const wx = w * x2, wy = w * y2, wz = w * z2;\n    const sx = scale.x, sy = scale.y, sz = scale.z;\n    te[0] = (1 - (yy + zz)) * sx;\n    te[1] = (xy + wz) * sx;\n    te[2] = (xz - wy) * sx;\n    te[3] = 0;\n    te[4] = (xy - wz) * sy;\n    te[5] = (1 - (xx + zz)) * sy;\n    te[6] = (yz + wx) * sy;\n    te[7] = 0;\n    te[8] = (xz + wy) * sz;\n    te[9] = (yz - wx) * sz;\n    te[10] = (1 - (xx + yy)) * sz;\n    te[11] = 0;\n    te[12] = position.x;\n    te[13] = position.y;\n    te[14] = position.z;\n    te[15] = 1;\n    return this;\n  }\n  decompose(position, quaternion, scale) {\n    const te = this.elements;\n    let sx = _v1$5.set(te[0], te[1], te[2]).length();\n    const sy = _v1$5.set(te[4], te[5], te[6]).length();\n    const sz = _v1$5.set(te[8], te[9], te[10]).length();\n    const det = this.determinant();\n    if (det < 0)\n      sx = -sx;\n    position.x = te[12];\n    position.y = te[13];\n    position.z = te[14];\n    _m1$2.copy(this);\n    const invSX = 1 / sx;\n    const invSY = 1 / sy;\n    const invSZ = 1 / sz;\n    _m1$2.elements[0] *= invSX;\n    _m1$2.elements[1] *= invSX;\n    _m1$2.elements[2] *= invSX;\n    _m1$2.elements[4] *= invSY;\n    _m1$2.elements[5] *= invSY;\n    _m1$2.elements[6] *= invSY;\n    _m1$2.elements[8] *= invSZ;\n    _m1$2.elements[9] *= invSZ;\n    _m1$2.elements[10] *= invSZ;\n    quaternion.setFromRotationMatrix(_m1$2);\n    scale.x = sx;\n    scale.y = sy;\n    scale.z = sz;\n    return this;\n  }\n  makePerspective(left, right, top, bottom, near, far) {\n    const te = this.elements;\n    const x = 2 * near / (right - left);\n    const y = 2 * near / (top - bottom);\n    const a = (right + left) / (right - left);\n    const b = (top + bottom) / (top - bottom);\n    const c = -(far + near) / (far - near);\n    const d = -2 * far * near / (far - near);\n    te[0] = x;\n    te[4] = 0;\n    te[8] = a;\n    te[12] = 0;\n    te[1] = 0;\n    te[5] = y;\n    te[9] = b;\n    te[13] = 0;\n    te[2] = 0;\n    te[6] = 0;\n    te[10] = c;\n    te[14] = d;\n    te[3] = 0;\n    te[7] = 0;\n    te[11] = -1;\n    te[15] = 0;\n    return this;\n  }\n  makeOrthographic(left, right, top, bottom, near, far) {\n    const te = this.elements;\n    const w = 1 / (right - left);\n    const h = 1 / (top - bottom);\n    const p = 1 / (far - near);\n    const x = (right + left) * w;\n    const y = (top + bottom) * h;\n    const z = (far + near) * p;\n    te[0] = 2 * w;\n    te[4] = 0;\n    te[8] = 0;\n    te[12] = -x;\n    te[1] = 0;\n    te[5] = 2 * h;\n    te[9] = 0;\n    te[13] = -y;\n    te[2] = 0;\n    te[6] = 0;\n    te[10] = -2 * p;\n    te[14] = -z;\n    te[3] = 0;\n    te[7] = 0;\n    te[11] = 0;\n    te[15] = 1;\n    return this;\n  }\n  equals(matrix) {\n    const te = this.elements;\n    const me = matrix.elements;\n    for (let i = 0; i < 16; i++) {\n      if (te[i] !== me[i])\n        return false;\n    }\n    return true;\n  }\n  fromArray(array, offset = 0) {\n    for (let i = 0; i < 16; i++) {\n      this.elements[i] = array[i + offset];\n    }\n    return this;\n  }\n  toArray(array = [], offset = 0) {\n    const te = this.elements;\n    array[offset] = te[0];\n    array[offset + 1] = te[1];\n    array[offset + 2] = te[2];\n    array[offset + 3] = te[3];\n    array[offset + 4] = te[4];\n    array[offset + 5] = te[5];\n    array[offset + 6] = te[6];\n    array[offset + 7] = te[7];\n    array[offset + 8] = te[8];\n    array[offset + 9] = te[9];\n    array[offset + 10] = te[10];\n    array[offset + 11] = te[11];\n    array[offset + 12] = te[12];\n    array[offset + 13] = te[13];\n    array[offset + 14] = te[14];\n    array[offset + 15] = te[15];\n    return array;\n  }\n}\nconst _v1$5 = /* @__PURE__ */ new Vector3();\nconst _m1$2 = /* @__PURE__ */ new Matrix4();\nconst _zero = /* @__PURE__ */ new Vector3(0, 0, 0);\nconst _one = /* @__PURE__ */ new Vector3(1, 1, 1);\nconst _x = /* @__PURE__ */ new Vector3();\nconst _y = /* @__PURE__ */ new Vector3();\nconst _z = /* @__PURE__ */ new Vector3();\nconst _matrix$1 = /* @__PURE__ */ new Matrix4();\nconst _quaternion$3 = /* @__PURE__ */ new Quaternion();\nclass Euler {\n  constructor(x = 0, y = 0, z = 0, order = Euler.DefaultOrder) {\n    this.isEuler = true;\n    this._x = x;\n    this._y = y;\n    this._z = z;\n    this._order = order;\n  }\n  get x() {\n    return this._x;\n  }\n  set x(value) {\n    this._x = value;\n    this._onChangeCallback();\n  }\n  get y() {\n    return this._y;\n  }\n  set y(value) {\n    this._y = value;\n    this._onChangeCallback();\n  }\n  get z() {\n    return this._z;\n  }\n  set z(value) {\n    this._z = value;\n    this._onChangeCallback();\n  }\n  get order() {\n    return this._order;\n  }\n  set order(value) {\n    this._order = value;\n    this._onChangeCallback();\n  }\n  set(x, y, z, order = this._order) {\n    this._x = x;\n    this._y = y;\n    this._z = z;\n    this._order = order;\n    this._onChangeCallback();\n    return this;\n  }\n  clone() {\n    return new this.constructor(this._x, this._y, this._z, this._order);\n  }\n  copy(euler) {\n    this._x = euler._x;\n    this._y = euler._y;\n    this._z = euler._z;\n    this._order = euler._order;\n    this._onChangeCallback();\n    return this;\n  }\n  setFromRotationMatrix(m, order = this._order, update = true) {\n    const te = m.elements;\n    const m11 = te[0], m12 = te[4], m13 = te[8];\n    const m21 = te[1], m22 = te[5], m23 = te[9];\n    const m31 = te[2], m32 = te[6], m33 = te[10];\n    switch (order) {\n      case \"XYZ\":\n        this._y = Math.asin(clamp(m13, -1, 1));\n        if (Math.abs(m13) < 0.9999999) {\n          this._x = Math.atan2(-m23, m33);\n          this._z = Math.atan2(-m12, m11);\n        } else {\n          this._x = Math.atan2(m32, m22);\n          this._z = 0;\n        }\n        break;\n      case \"YXZ\":\n        this._x = Math.asin(-clamp(m23, -1, 1));\n        if (Math.abs(m23) < 0.9999999) {\n          this._y = Math.atan2(m13, m33);\n          this._z = Math.atan2(m21, m22);\n        } else {\n          this._y = Math.atan2(-m31, m11);\n          this._z = 0;\n        }\n        break;\n      case \"ZXY\":\n        this._x = Math.asin(clamp(m32, -1, 1));\n        if (Math.abs(m32) < 0.9999999) {\n          this._y = Math.atan2(-m31, m33);\n          this._z = Math.atan2(-m12, m22);\n        } else {\n          this._y = 0;\n          this._z = Math.atan2(m21, m11);\n        }\n        break;\n      case \"ZYX\":\n        this._y = Math.asin(-clamp(m31, -1, 1));\n        if (Math.abs(m31) < 0.9999999) {\n          this._x = Math.atan2(m32, m33);\n          this._z = Math.atan2(m21, m11);\n        } else {\n          this._x = 0;\n          this._z = Math.atan2(-m12, m22);\n        }\n        break;\n      case \"YZX\":\n        this._z = Math.asin(clamp(m21, -1, 1));\n        if (Math.abs(m21) < 0.9999999) {\n          this._x = Math.atan2(-m23, m22);\n          this._y = Math.atan2(-m31, m11);\n        } else {\n          this._x = 0;\n          this._y = Math.atan2(m13, m33);\n        }\n        break;\n      case \"XZY\":\n        this._z = Math.asin(-clamp(m12, -1, 1));\n        if (Math.abs(m12) < 0.9999999) {\n          this._x = Math.atan2(m32, m22);\n          this._y = Math.atan2(m13, m11);\n        } else {\n          this._x = Math.atan2(-m23, m33);\n          this._y = 0;\n        }\n        break;\n      default:\n        console.warn(\"THREE.Euler: .setFromRotationMatrix() encountered an unknown order: \" + order);\n    }\n    this._order = order;\n    if (update === true)\n      this._onChangeCallback();\n    return this;\n  }\n  setFromQuaternion(q, order, update) {\n    _matrix$1.makeRotationFromQuaternion(q);\n    return this.setFromRotationMatrix(_matrix$1, order, update);\n  }\n  setFromVector3(v, order = this._order) {\n    return this.set(v.x, v.y, v.z, order);\n  }\n  reorder(newOrder) {\n    _quaternion$3.setFromEuler(this);\n    return this.setFromQuaternion(_quaternion$3, newOrder);\n  }\n  equals(euler) {\n    return euler._x === this._x && euler._y === this._y && euler._z === this._z && euler._order === this._order;\n  }\n  fromArray(array) {\n    this._x = array[0];\n    this._y = array[1];\n    this._z = array[2];\n    if (array[3] !== void 0)\n      this._order = array[3];\n    this._onChangeCallback();\n    return this;\n  }\n  toArray(array = [], offset = 0) {\n    array[offset] = this._x;\n    array[offset + 1] = this._y;\n    array[offset + 2] = this._z;\n    array[offset + 3] = this._order;\n    return array;\n  }\n  _onChange(callback) {\n    this._onChangeCallback = callback;\n    return this;\n  }\n  _onChangeCallback() {\n  }\n  *[Symbol.iterator]() {\n    yield this._x;\n    yield this._y;\n    yield this._z;\n    yield this._order;\n  }\n  toVector3() {\n    console.error(\"THREE.Euler: .toVector3() has been removed. Use Vector3.setFromEuler() instead\");\n  }\n}\nEuler.DefaultOrder = \"XYZ\";\nEuler.RotationOrders = [\"XYZ\", \"YZX\", \"ZXY\", \"XZY\", \"YXZ\", \"ZYX\"];\nclass Layers {\n  constructor() {\n    this.mask = 1 | 0;\n  }\n  set(channel) {\n    this.mask = (1 << channel | 0) >>> 0;\n  }\n  enable(channel) {\n    this.mask |= 1 << channel | 0;\n  }\n  enableAll() {\n    this.mask = 4294967295 | 0;\n  }\n  toggle(channel) {\n    this.mask ^= 1 << channel | 0;\n  }\n  disable(channel) {\n    this.mask &= ~(1 << channel | 0);\n  }\n  disableAll() {\n    this.mask = 0;\n  }\n  test(layers) {\n    return (this.mask & layers.mask) !== 0;\n  }\n  isEnabled(channel) {\n    return (this.mask & (1 << channel | 0)) !== 0;\n  }\n}\nlet _object3DId = 0;\nconst _v1$4 = /* @__PURE__ */ new Vector3();\nconst _q1 = /* @__PURE__ */ new Quaternion();\nconst _m1$1 = /* @__PURE__ */ new Matrix4();\nconst _target = /* @__PURE__ */ new Vector3();\nconst _position$3 = /* @__PURE__ */ new Vector3();\nconst _scale$2 = /* @__PURE__ */ new Vector3();\nconst _quaternion$2 = /* @__PURE__ */ new Quaternion();\nconst _xAxis = /* @__PURE__ */ new Vector3(1, 0, 0);\nconst _yAxis = /* @__PURE__ */ new Vector3(0, 1, 0);\nconst _zAxis = /* @__PURE__ */ new Vector3(0, 0, 1);\nconst _addedEvent = {type: \"added\"};\nconst _removedEvent = {type: \"removed\"};\nclass Object3D extends EventDispatcher {\n  constructor() {\n    super();\n    this.isObject3D = true;\n    Object.defineProperty(this, \"id\", {value: _object3DId++});\n    this.uuid = generateUUID();\n    this.name = \"\";\n    this.type = \"Object3D\";\n    this.parent = null;\n    this.children = [];\n    this.up = Object3D.DefaultUp.clone();\n    const position = new Vector3();\n    const rotation = new Euler();\n    const quaternion = new Quaternion();\n    const scale = new Vector3(1, 1, 1);\n    function onRotationChange() {\n      quaternion.setFromEuler(rotation, false);\n    }\n    function onQuaternionChange() {\n      rotation.setFromQuaternion(quaternion, void 0, false);\n    }\n    rotation._onChange(onRotationChange);\n    quaternion._onChange(onQuaternionChange);\n    Object.defineProperties(this, {\n      position: {\n        configurable: true,\n        enumerable: true,\n        value: position\n      },\n      rotation: {\n        configurable: true,\n        enumerable: true,\n        value: rotation\n      },\n      quaternion: {\n        configurable: true,\n        enumerable: true,\n        value: quaternion\n      },\n      scale: {\n        configurable: true,\n        enumerable: true,\n        value: scale\n      },\n      modelViewMatrix: {\n        value: new Matrix4()\n      },\n      normalMatrix: {\n        value: new Matrix3()\n      }\n    });\n    this.matrix = new Matrix4();\n    this.matrixWorld = new Matrix4();\n    this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;\n    this.matrixWorldNeedsUpdate = false;\n    this.matrixWorldAutoUpdate = Object3D.DefaultMatrixWorldAutoUpdate;\n    this.layers = new Layers();\n    this.visible = true;\n    this.castShadow = false;\n    this.receiveShadow = false;\n    this.frustumCulled = true;\n    this.renderOrder = 0;\n    this.animations = [];\n    this.userData = {};\n  }\n  onBeforeRender() {\n  }\n  onAfterRender() {\n  }\n  applyMatrix4(matrix) {\n    if (this.matrixAutoUpdate)\n      this.updateMatrix();\n    this.matrix.premultiply(matrix);\n    this.matrix.decompose(this.position, this.quaternion, this.scale);\n  }\n  applyQuaternion(q) {\n    this.quaternion.premultiply(q);\n    return this;\n  }\n  setRotationFromAxisAngle(axis, angle) {\n    this.quaternion.setFromAxisAngle(axis, angle);\n  }\n  setRotationFromEuler(euler) {\n    this.quaternion.setFromEuler(euler, true);\n  }\n  setRotationFromMatrix(m) {\n    this.quaternion.setFromRotationMatrix(m);\n  }\n  setRotationFromQuaternion(q) {\n    this.quaternion.copy(q);\n  }\n  rotateOnAxis(axis, angle) {\n    _q1.setFromAxisAngle(axis, angle);\n    this.quaternion.multiply(_q1);\n    return this;\n  }\n  rotateOnWorldAxis(axis, angle) {\n    _q1.setFromAxisAngle(axis, angle);\n    this.quaternion.premultiply(_q1);\n    return this;\n  }\n  rotateX(angle) {\n    return this.rotateOnAxis(_xAxis, angle);\n  }\n  rotateY(angle) {\n    return this.rotateOnAxis(_yAxis, angle);\n  }\n  rotateZ(angle) {\n    return this.rotateOnAxis(_zAxis, angle);\n  }\n  translateOnAxis(axis, distance) {\n    _v1$4.copy(axis).applyQuaternion(this.quaternion);\n    this.position.add(_v1$4.multiplyScalar(distance));\n    return this;\n  }\n  translateX(distance) {\n    return this.translateOnAxis(_xAxis, distance);\n  }\n  translateY(distance) {\n    return this.translateOnAxis(_yAxis, distance);\n  }\n  translateZ(distance) {\n    return this.translateOnAxis(_zAxis, distance);\n  }\n  localToWorld(vector) {\n    this.updateWorldMatrix(true, false);\n    return vector.applyMatrix4(this.matrixWorld);\n  }\n  worldToLocal(vector) {\n    this.updateWorldMatrix(true, false);\n    return vector.applyMatrix4(_m1$1.copy(this.matrixWorld).invert());\n  }\n  lookAt(x, y, z) {\n    if (x.isVector3) {\n      _target.copy(x);\n    } else {\n      _target.set(x, y, z);\n    }\n    const parent = this.parent;\n    this.updateWorldMatrix(true, false);\n    _position$3.setFromMatrixPosition(this.matrixWorld);\n    if (this.isCamera || this.isLight) {\n      _m1$1.lookAt(_position$3, _target, this.up);\n    } else {\n      _m1$1.lookAt(_target, _position$3, this.up);\n    }\n    this.quaternion.setFromRotationMatrix(_m1$1);\n    if (parent) {\n      _m1$1.extractRotation(parent.matrixWorld);\n      _q1.setFromRotationMatrix(_m1$1);\n      this.quaternion.premultiply(_q1.invert());\n    }\n  }\n  add(object) {\n    if (arguments.length > 1) {\n      for (let i = 0; i < arguments.length; i++) {\n        this.add(arguments[i]);\n      }\n      return this;\n    }\n    if (object === this) {\n      console.error(\"THREE.Object3D.add: object can't be added as a child of itself.\", object);\n      return this;\n    }\n    if (object && object.isObject3D) {\n      if (object.parent !== null) {\n        object.parent.remove(object);\n      }\n      object.parent = this;\n      this.children.push(object);\n      object.dispatchEvent(_addedEvent);\n    } else {\n      console.error(\"THREE.Object3D.add: object not an instance of THREE.Object3D.\", object);\n    }\n    return this;\n  }\n  remove(object) {\n    if (arguments.length > 1) {\n      for (let i = 0; i < arguments.length; i++) {\n        this.remove(arguments[i]);\n      }\n      return this;\n    }\n    const index = this.children.indexOf(object);\n    if (index !== -1) {\n      object.parent = null;\n      this.children.splice(index, 1);\n      object.dispatchEvent(_removedEvent);\n    }\n    return this;\n  }\n  removeFromParent() {\n    const parent = this.parent;\n    if (parent !== null) {\n      parent.remove(this);\n    }\n    return this;\n  }\n  clear() {\n    for (let i = 0; i < this.children.length; i++) {\n      const object = this.children[i];\n      object.parent = null;\n      object.dispatchEvent(_removedEvent);\n    }\n    this.children.length = 0;\n    return this;\n  }\n  attach(object) {\n    this.updateWorldMatrix(true, false);\n    _m1$1.copy(this.matrixWorld).invert();\n    if (object.parent !== null) {\n      object.parent.updateWorldMatrix(true, false);\n      _m1$1.multiply(object.parent.matrixWorld);\n    }\n    object.applyMatrix4(_m1$1);\n    this.add(object);\n    object.updateWorldMatrix(false, true);\n    return this;\n  }\n  getObjectById(id2) {\n    return this.getObjectByProperty(\"id\", id2);\n  }\n  getObjectByName(name) {\n    return this.getObjectByProperty(\"name\", name);\n  }\n  getObjectByProperty(name, value) {\n    if (this[name] === value)\n      return this;\n    for (let i = 0, l = this.children.length; i < l; i++) {\n      const child = this.children[i];\n      const object = child.getObjectByProperty(name, value);\n      if (object !== void 0) {\n        return object;\n      }\n    }\n    return void 0;\n  }\n  getObjectsByProperty(name, value) {\n    let result = [];\n    if (this[name] === value)\n      result.push(this);\n    for (let i = 0, l = this.children.length; i < l; i++) {\n      const childResult = this.children[i].getObjectsByProperty(name, value);\n      if (childResult.length > 0) {\n        result = result.concat(childResult);\n      }\n    }\n    return result;\n  }\n  getWorldPosition(target) {\n    this.updateWorldMatrix(true, false);\n    return target.setFromMatrixPosition(this.matrixWorld);\n  }\n  getWorldQuaternion(target) {\n    this.updateWorldMatrix(true, false);\n    this.matrixWorld.decompose(_position$3, target, _scale$2);\n    return target;\n  }\n  getWorldScale(target) {\n    this.updateWorldMatrix(true, false);\n    this.matrixWorld.decompose(_position$3, _quaternion$2, target);\n    return target;\n  }\n  getWorldDirection(target) {\n    this.updateWorldMatrix(true, false);\n    const e = this.matrixWorld.elements;\n    return target.set(e[8], e[9], e[10]).normalize();\n  }\n  raycast() {\n  }\n  traverse(callback) {\n    callback(this);\n    const children = this.children;\n    for (let i = 0, l = children.length; i < l; i++) {\n      children[i].traverse(callback);\n    }\n  }\n  traverseVisible(callback) {\n    if (this.visible === false)\n      return;\n    callback(this);\n    const children = this.children;\n    for (let i = 0, l = children.length; i < l; i++) {\n      children[i].traverseVisible(callback);\n    }\n  }\n  traverseAncestors(callback) {\n    const parent = this.parent;\n    if (parent !== null) {\n      callback(parent);\n      parent.traverseAncestors(callback);\n    }\n  }\n  updateMatrix() {\n    this.matrix.compose(this.position, this.quaternion, this.scale);\n    this.matrixWorldNeedsUpdate = true;\n  }\n  updateMatrixWorld(force) {\n    if (this.matrixAutoUpdate)\n      this.updateMatrix();\n    if (this.matrixWorldNeedsUpdate || force) {\n      if (this.parent === null) {\n        this.matrixWorld.copy(this.matrix);\n      } else {\n        this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);\n      }\n      this.matrixWorldNeedsUpdate = false;\n      force = true;\n    }\n    const children = this.children;\n    for (let i = 0, l = children.length; i < l; i++) {\n      const child = children[i];\n      if (child.matrixWorldAutoUpdate === true || force === true) {\n        child.updateMatrixWorld(force);\n      }\n    }\n  }\n  updateWorldMatrix(updateParents, updateChildren) {\n    const parent = this.parent;\n    if (updateParents === true && parent !== null && parent.matrixWorldAutoUpdate === true) {\n      parent.updateWorldMatrix(true, false);\n    }\n    if (this.matrixAutoUpdate)\n      this.updateMatrix();\n    if (this.parent === null) {\n      this.matrixWorld.copy(this.matrix);\n    } else {\n      this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);\n    }\n    if (updateChildren === true) {\n      const children = this.children;\n      for (let i = 0, l = children.length; i < l; i++) {\n        const child = children[i];\n        if (child.matrixWorldAutoUpdate === true) {\n          child.updateWorldMatrix(false, true);\n        }\n      }\n    }\n  }\n  toJSON(meta) {\n    const isRootObject = meta === void 0 || typeof meta === \"string\";\n    const output = {};\n    if (isRootObject) {\n      meta = {\n        geometries: {},\n        materials: {},\n        textures: {},\n        images: {},\n        shapes: {},\n        skeletons: {},\n        animations: {},\n        nodes: {}\n      };\n      output.metadata = {\n        version: 4.5,\n        type: \"Object\",\n        generator: \"Object3D.toJSON\"\n      };\n    }\n    const object = {};\n    object.uuid = this.uuid;\n    object.type = this.type;\n    if (this.name !== \"\")\n      object.name = this.name;\n    if (this.castShadow === true)\n      object.castShadow = true;\n    if (this.receiveShadow === true)\n      object.receiveShadow = true;\n    if (this.visible === false)\n      object.visible = false;\n    if (this.frustumCulled === false)\n      object.frustumCulled = false;\n    if (this.renderOrder !== 0)\n      object.renderOrder = this.renderOrder;\n    if (Object.keys(this.userData).length > 0)\n      object.userData = this.userData;\n    object.layers = this.layers.mask;\n    object.matrix = this.matrix.toArray();\n    if (this.matrixAutoUpdate === false)\n      object.matrixAutoUpdate = false;\n    if (this.isInstancedMesh) {\n      object.type = \"InstancedMesh\";\n      object.count = this.count;\n      object.instanceMatrix = this.instanceMatrix.toJSON();\n      if (this.instanceColor !== null)\n        object.instanceColor = this.instanceColor.toJSON();\n    }\n    function serialize(library, element) {\n      if (library[element.uuid] === void 0) {\n        library[element.uuid] = element.toJSON(meta);\n      }\n      return element.uuid;\n    }\n    if (this.isScene) {\n      if (this.background) {\n        if (this.background.isColor) {\n          object.background = this.background.toJSON();\n        } else if (this.background.isTexture) {\n          object.background = this.background.toJSON(meta).uuid;\n        }\n      }\n      if (this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true) {\n        object.environment = this.environment.toJSON(meta).uuid;\n      }\n    } else if (this.isMesh || this.isLine || this.isPoints) {\n      object.geometry = serialize(meta.geometries, this.geometry);\n      const parameters = this.geometry.parameters;\n      if (parameters !== void 0 && parameters.shapes !== void 0) {\n        const shapes = parameters.shapes;\n        if (Array.isArray(shapes)) {\n          for (let i = 0, l = shapes.length; i < l; i++) {\n            const shape = shapes[i];\n            serialize(meta.shapes, shape);\n          }\n        } else {\n          serialize(meta.shapes, shapes);\n        }\n      }\n    }\n    if (this.isSkinnedMesh) {\n      object.bindMode = this.bindMode;\n      object.bindMatrix = this.bindMatrix.toArray();\n      if (this.skeleton !== void 0) {\n        serialize(meta.skeletons, this.skeleton);\n        object.skeleton = this.skeleton.uuid;\n      }\n    }\n    if (this.material !== void 0) {\n      if (Array.isArray(this.material)) {\n        const uuids = [];\n        for (let i = 0, l = this.material.length; i < l; i++) {\n          uuids.push(serialize(meta.materials, this.material[i]));\n        }\n        object.material = uuids;\n      } else {\n        object.material = serialize(meta.materials, this.material);\n      }\n    }\n    if (this.children.length > 0) {\n      object.children = [];\n      for (let i = 0; i < this.children.length; i++) {\n        object.children.push(this.children[i].toJSON(meta).object);\n      }\n    }\n    if (this.animations.length > 0) {\n      object.animations = [];\n      for (let i = 0; i < this.animations.length; i++) {\n        const animation = this.animations[i];\n        object.animations.push(serialize(meta.animations, animation));\n      }\n    }\n    if (isRootObject) {\n      const geometries = extractFromCache(meta.geometries);\n      const materials = extractFromCache(meta.materials);\n      const textures = extractFromCache(meta.textures);\n      const images = extractFromCache(meta.images);\n      const shapes = extractFromCache(meta.shapes);\n      const skeletons = extractFromCache(meta.skeletons);\n      const animations = extractFromCache(meta.animations);\n      const nodes = extractFromCache(meta.nodes);\n      if (geometries.length > 0)\n        output.geometries = geometries;\n      if (materials.length > 0)\n        output.materials = materials;\n      if (textures.length > 0)\n        output.textures = textures;\n      if (images.length > 0)\n        output.images = images;\n      if (shapes.length > 0)\n        output.shapes = shapes;\n      if (skeletons.length > 0)\n        output.skeletons = skeletons;\n      if (animations.length > 0)\n        output.animations = animations;\n      if (nodes.length > 0)\n        output.nodes = nodes;\n    }\n    output.object = object;\n    return output;\n    function extractFromCache(cache) {\n      const values = [];\n      for (const key in cache) {\n        const data = cache[key];\n        delete data.metadata;\n        values.push(data);\n      }\n      return values;\n    }\n  }\n  clone(recursive) {\n    return new this.constructor().copy(this, recursive);\n  }\n  copy(source, recursive = true) {\n    this.name = source.name;\n    this.up.copy(source.up);\n    this.position.copy(source.position);\n    this.rotation.order = source.rotation.order;\n    this.quaternion.copy(source.quaternion);\n    this.scale.copy(source.scale);\n    this.matrix.copy(source.matrix);\n    this.matrixWorld.copy(source.matrixWorld);\n    this.matrixAutoUpdate = source.matrixAutoUpdate;\n    this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;\n    this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;\n    this.layers.mask = source.layers.mask;\n    this.visible = source.visible;\n    this.castShadow = source.castShadow;\n    this.receiveShadow = source.receiveShadow;\n    this.frustumCulled = source.frustumCulled;\n    this.renderOrder = source.renderOrder;\n    this.userData = JSON.parse(JSON.stringify(source.userData));\n    if (recursive === true) {\n      for (let i = 0; i < source.children.length; i++) {\n        const child = source.children[i];\n        this.add(child.clone());\n      }\n    }\n    return this;\n  }\n}\nObject3D.DefaultUp = /* @__PURE__ */ new Vector3(0, 1, 0);\nObject3D.DefaultMatrixAutoUpdate = true;\nObject3D.DefaultMatrixWorldAutoUpdate = true;\nconst _v0$1 = /* @__PURE__ */ new Vector3();\nconst _v1$3 = /* @__PURE__ */ new Vector3();\nconst _v2$2 = /* @__PURE__ */ new Vector3();\nconst _v3$1 = /* @__PURE__ */ new Vector3();\nconst _vab = /* @__PURE__ */ new Vector3();\nconst _vac = /* @__PURE__ */ new Vector3();\nconst _vbc = /* @__PURE__ */ new Vector3();\nconst _vap = /* @__PURE__ */ new Vector3();\nconst _vbp = /* @__PURE__ */ new Vector3();\nconst _vcp = /* @__PURE__ */ new Vector3();\nclass Triangle {\n  constructor(a = new Vector3(), b = new Vector3(), c = new Vector3()) {\n    this.a = a;\n    this.b = b;\n    this.c = c;\n  }\n  static getNormal(a, b, c, target) {\n    target.subVectors(c, b);\n    _v0$1.subVectors(a, b);\n    target.cross(_v0$1);\n    const targetLengthSq = target.lengthSq();\n    if (targetLengthSq > 0) {\n      return target.multiplyScalar(1 / Math.sqrt(targetLengthSq));\n    }\n    return target.set(0, 0, 0);\n  }\n  static getBarycoord(point, a, b, c, target) {\n    _v0$1.subVectors(c, a);\n    _v1$3.subVectors(b, a);\n    _v2$2.subVectors(point, a);\n    const dot00 = _v0$1.dot(_v0$1);\n    const dot01 = _v0$1.dot(_v1$3);\n    const dot02 = _v0$1.dot(_v2$2);\n    const dot11 = _v1$3.dot(_v1$3);\n    const dot12 = _v1$3.dot(_v2$2);\n    const denom = dot00 * dot11 - dot01 * dot01;\n    if (denom === 0) {\n      return target.set(-2, -1, -1);\n    }\n    const invDenom = 1 / denom;\n    const u = (dot11 * dot02 - dot01 * dot12) * invDenom;\n    const v = (dot00 * dot12 - dot01 * dot02) * invDenom;\n    return target.set(1 - u - v, v, u);\n  }\n  static containsPoint(point, a, b, c) {\n    this.getBarycoord(point, a, b, c, _v3$1);\n    return _v3$1.x >= 0 && _v3$1.y >= 0 && _v3$1.x + _v3$1.y <= 1;\n  }\n  static getUV(point, p1, p2, p3, uv1, uv2, uv3, target) {\n    this.getBarycoord(point, p1, p2, p3, _v3$1);\n    target.set(0, 0);\n    target.addScaledVector(uv1, _v3$1.x);\n    target.addScaledVector(uv2, _v3$1.y);\n    target.addScaledVector(uv3, _v3$1.z);\n    return target;\n  }\n  static isFrontFacing(a, b, c, direction) {\n    _v0$1.subVectors(c, b);\n    _v1$3.subVectors(a, b);\n    return _v0$1.cross(_v1$3).dot(direction) < 0 ? true : false;\n  }\n  set(a, b, c) {\n    this.a.copy(a);\n    this.b.copy(b);\n    this.c.copy(c);\n    return this;\n  }\n  setFromPointsAndIndices(points, i0, i1, i2) {\n    this.a.copy(points[i0]);\n    this.b.copy(points[i1]);\n    this.c.copy(points[i2]);\n    return this;\n  }\n  setFromAttributeAndIndices(attribute, i0, i1, i2) {\n    this.a.fromBufferAttribute(attribute, i0);\n    this.b.fromBufferAttribute(attribute, i1);\n    this.c.fromBufferAttribute(attribute, i2);\n    return this;\n  }\n  clone() {\n    return new this.constructor().copy(this);\n  }\n  copy(triangle) {\n    this.a.copy(triangle.a);\n    this.b.copy(triangle.b);\n    this.c.copy(triangle.c);\n    return this;\n  }\n  getArea() {\n    _v0$1.subVectors(this.c, this.b);\n    _v1$3.subVectors(this.a, this.b);\n    return _v0$1.cross(_v1$3).length() * 0.5;\n  }\n  getMidpoint(target) {\n    return target.addVectors(this.a, this.b).add(this.c).multiplyScalar(1 / 3);\n  }\n  getNormal(target) {\n    return Triangle.getNormal(this.a, this.b, this.c, target);\n  }\n  getPlane(target) {\n    return target.setFromCoplanarPoints(this.a, this.b, this.c);\n  }\n  getBarycoord(point, target) {\n    return Triangle.getBarycoord(point, this.a, this.b, this.c, target);\n  }\n  getUV(point, uv1, uv2, uv3, target) {\n    return Triangle.getUV(point, this.a, this.b, this.c, uv1, uv2, uv3, target);\n  }\n  containsPoint(point) {\n    return Triangle.containsPoint(point, this.a, this.b, this.c);\n  }\n  isFrontFacing(direction) {\n    return Triangle.isFrontFacing(this.a, this.b, this.c, direction);\n  }\n  intersectsBox(box) {\n    return box.intersectsTriangle(this);\n  }\n  closestPointToPoint(p, target) {\n    const a = this.a, b = this.b, c = this.c;\n    let v, w;\n    _vab.subVectors(b, a);\n    _vac.subVectors(c, a);\n    _vap.subVectors(p, a);\n    const d1 = _vab.dot(_vap);\n    const d2 = _vac.dot(_vap);\n    if (d1 <= 0 && d2 <= 0) {\n      return target.copy(a);\n    }\n    _vbp.subVectors(p, b);\n    const d3 = _vab.dot(_vbp);\n    const d4 = _vac.dot(_vbp);\n    if (d3 >= 0 && d4 <= d3) {\n      return target.copy(b);\n    }\n    const vc = d1 * d4 - d3 * d2;\n    if (vc <= 0 && d1 >= 0 && d3 <= 0) {\n      v = d1 / (d1 - d3);\n      return target.copy(a).addScaledVector(_vab, v);\n    }\n    _vcp.subVectors(p, c);\n    const d5 = _vab.dot(_vcp);\n    const d6 = _vac.dot(_vcp);\n    if (d6 >= 0 && d5 <= d6) {\n      return target.copy(c);\n    }\n    const vb = d5 * d2 - d1 * d6;\n    if (vb <= 0 && d2 >= 0 && d6 <= 0) {\n      w = d2 / (d2 - d6);\n      return target.copy(a).addScaledVector(_vac, w);\n    }\n    const va = d3 * d6 - d5 * d4;\n    if (va <= 0 && d4 - d3 >= 0 && d5 - d6 >= 0) {\n      _vbc.subVectors(c, b);\n      w = (d4 - d3) / (d4 - d3 + (d5 - d6));\n      return target.copy(b).addScaledVector(_vbc, w);\n    }\n    const denom = 1 / (va + vb + vc);\n    v = vb * denom;\n    w = vc * denom;\n    return target.copy(a).addScaledVector(_vab, v).addScaledVector(_vac, w);\n  }\n  equals(triangle) {\n    return triangle.a.equals(this.a) && triangle.b.equals(this.b) && triangle.c.equals(this.c);\n  }\n}\nlet materialId = 0;\nclass Material extends EventDispatcher {\n  constructor() {\n    super();\n    this.isMaterial = true;\n    Object.defineProperty(this, \"id\", {value: materialId++});\n    this.uuid = generateUUID();\n    this.name = \"\";\n    this.type = \"Material\";\n    this.blending = NormalBlending;\n    this.side = FrontSide;\n    this.vertexColors = false;\n    this.opacity = 1;\n    this.transparent = false;\n    this.blendSrc = SrcAlphaFactor;\n    this.blendDst = OneMinusSrcAlphaFactor;\n    this.blendEquation = AddEquation;\n    this.blendSrcAlpha = null;\n    this.blendDstAlpha = null;\n    this.blendEquationAlpha = null;\n    this.depthFunc = LessEqualDepth;\n    this.depthTest = true;\n    this.depthWrite = true;\n    this.stencilWriteMask = 255;\n    this.stencilFunc = AlwaysStencilFunc;\n    this.stencilRef = 0;\n    this.stencilFuncMask = 255;\n    this.stencilFail = KeepStencilOp;\n    this.stencilZFail = KeepStencilOp;\n    this.stencilZPass = KeepStencilOp;\n    this.stencilWrite = false;\n    this.clippingPlanes = null;\n    this.clipIntersection = false;\n    this.clipShadows = false;\n    this.shadowSide = null;\n    this.colorWrite = true;\n    this.precision = null;\n    this.polygonOffset = false;\n    this.polygonOffsetFactor = 0;\n    this.polygonOffsetUnits = 0;\n    this.dithering = false;\n    this.alphaToCoverage = false;\n    this.premultipliedAlpha = false;\n    this.visible = true;\n    this.toneMapped = true;\n    this.userData = {};\n    this.version = 0;\n    this._alphaTest = 0;\n  }\n  get alphaTest() {\n    return this._alphaTest;\n  }\n  set alphaTest(value) {\n    if (this._alphaTest > 0 !== value > 0) {\n      this.version++;\n    }\n    this._alphaTest = value;\n  }\n  onBuild() {\n  }\n  onBeforeRender() {\n  }\n  onBeforeCompile() {\n  }\n  customProgramCacheKey() {\n    return this.onBeforeCompile.toString();\n  }\n  setValues(values) {\n    if (values === void 0)\n      return;\n    for (const key in values) {\n      const newValue = values[key];\n      if (newValue === void 0) {\n        console.warn(\"THREE.Material: '\" + key + \"' parameter is undefined.\");\n        continue;\n      }\n      const currentValue = this[key];\n      if (currentValue === void 0) {\n        console.warn(\"THREE.\" + this.type + \": '\" + key + \"' is not a property of this material.\");\n        continue;\n      }\n      if (currentValue && currentValue.isColor) {\n        currentValue.set(newValue);\n      } else if (currentValue && currentValue.isVector3 && (newValue && newValue.isVector3)) {\n        currentValue.copy(newValue);\n      } else {\n        this[key] = newValue;\n      }\n    }\n  }\n  toJSON(meta) {\n    const isRootObject = meta === void 0 || typeof meta === \"string\";\n    if (isRootObject) {\n      meta = {\n        textures: {},\n        images: {}\n      };\n    }\n    const data = {\n      metadata: {\n        version: 4.5,\n        type: \"Material\",\n        generator: \"Material.toJSON\"\n      }\n    };\n    data.uuid = this.uuid;\n    data.type = this.type;\n    if (this.name !== \"\")\n      data.name = this.name;\n    if (this.color && this.color.isColor)\n      data.color = this.color.getHex();\n    if (this.roughness !== void 0)\n      data.roughness = this.roughness;\n    if (this.metalness !== void 0)\n      data.metalness = this.metalness;\n    if (this.sheen !== void 0)\n      data.sheen = this.sheen;\n    if (this.sheenColor && this.sheenColor.isColor)\n      data.sheenColor = this.sheenColor.getHex();\n    if (this.sheenRoughness !== void 0)\n      data.sheenRoughness = this.sheenRoughness;\n    if (this.emissive && this.emissive.isColor)\n      data.emissive = this.emissive.getHex();\n    if (this.emissiveIntensity && this.emissiveIntensity !== 1)\n      data.emissiveIntensity = this.emissiveIntensity;\n    if (this.specular && this.specular.isColor)\n      data.specular = this.specular.getHex();\n    if (this.specularIntensity !== void 0)\n      data.specularIntensity = this.specularIntensity;\n    if (this.specularColor && this.specularColor.isColor)\n      data.specularColor = this.specularColor.getHex();\n    if (this.shininess !== void 0)\n      data.shininess = this.shininess;\n    if (this.clearcoat !== void 0)\n      data.clearcoat = this.clearcoat;\n    if (this.clearcoatRoughness !== void 0)\n      data.clearcoatRoughness = this.clearcoatRoughness;\n    if (this.clearcoatMap && this.clearcoatMap.isTexture) {\n      data.clearcoatMap = this.clearcoatMap.toJSON(meta).uuid;\n    }\n    if (this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture) {\n      data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON(meta).uuid;\n    }\n    if (this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture) {\n      data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON(meta).uuid;\n      data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();\n    }\n    if (this.iridescence !== void 0)\n      data.iridescence = this.iridescence;\n    if (this.iridescenceIOR !== void 0)\n      data.iridescenceIOR = this.iridescenceIOR;\n    if (this.iridescenceThicknessRange !== void 0)\n      data.iridescenceThicknessRange = this.iridescenceThicknessRange;\n    if (this.iridescenceMap && this.iridescenceMap.isTexture) {\n      data.iridescenceMap = this.iridescenceMap.toJSON(meta).uuid;\n    }\n    if (this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture) {\n      data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON(meta).uuid;\n    }\n    if (this.map && this.map.isTexture)\n      data.map = this.map.toJSON(meta).uuid;\n    if (this.matcap && this.matcap.isTexture)\n      data.matcap = this.matcap.toJSON(meta).uuid;\n    if (this.alphaMap && this.alphaMap.isTexture)\n      data.alphaMap = this.alphaMap.toJSON(meta).uuid;\n    if (this.lightMap && this.lightMap.isTexture) {\n      data.lightMap = this.lightMap.toJSON(meta).uuid;\n      data.lightMapIntensity = this.lightMapIntensity;\n    }\n    if (this.aoMap && this.aoMap.isTexture) {\n      data.aoMap = this.aoMap.toJSON(meta).uuid;\n      data.aoMapIntensity = this.aoMapIntensity;\n    }\n    if (this.bumpMap && this.bumpMap.isTexture) {\n      data.bumpMap = this.bumpMap.toJSON(meta).uuid;\n      data.bumpScale = this.bumpScale;\n    }\n    if (this.normalMap && this.normalMap.isTexture) {\n      data.normalMap = this.normalMap.toJSON(meta).uuid;\n      data.normalMapType = this.normalMapType;\n      data.normalScale = this.normalScale.toArray();\n    }\n    if (this.displacementMap && this.displacementMap.isTexture) {\n      data.displacementMap = this.displacementMap.toJSON(meta).uuid;\n      data.displacementScale = this.displacementScale;\n      data.displacementBias = this.displacementBias;\n    }\n    if (this.roughnessMap && this.roughnessMap.isTexture)\n      data.roughnessMap = this.roughnessMap.toJSON(meta).uuid;\n    if (this.metalnessMap && this.metalnessMap.isTexture)\n      data.metalnessMap = this.metalnessMap.toJSON(meta).uuid;\n    if (this.emissiveMap && this.emissiveMap.isTexture)\n      data.emissiveMap = this.emissiveMap.toJSON(meta).uuid;\n    if (this.specularMap && this.specularMap.isTexture)\n      data.specularMap = this.specularMap.toJSON(meta).uuid;\n    if (this.specularIntensityMap && this.specularIntensityMap.isTexture)\n      data.specularIntensityMap = this.specularIntensityMap.toJSON(meta).uuid;\n    if (this.specularColorMap && this.specularColorMap.isTexture)\n      data.specularColorMap = this.specularColorMap.toJSON(meta).uuid;\n    if (this.envMap && this.envMap.isTexture) {\n      data.envMap = this.envMap.toJSON(meta).uuid;\n      if (this.combine !== void 0)\n        data.combine = this.combine;\n    }\n    if (this.envMapIntensity !== void 0)\n      data.envMapIntensity = this.envMapIntensity;\n    if (this.reflectivity !== void 0)\n      data.reflectivity = this.reflectivity;\n    if (this.refractionRatio !== void 0)\n      data.refractionRatio = this.refractionRatio;\n    if (this.gradientMap && this.gradientMap.isTexture) {\n      data.gradientMap = this.gradientMap.toJSON(meta).uuid;\n    }\n    if (this.transmission !== void 0)\n      data.transmission = this.transmission;\n    if (this.transmissionMap && this.transmissionMap.isTexture)\n      data.transmissionMap = this.transmissionMap.toJSON(meta).uuid;\n    if (this.thickness !== void 0)\n      data.thickness = this.thickness;\n    if (this.thicknessMap && this.thicknessMap.isTexture)\n      data.thicknessMap = this.thicknessMap.toJSON(meta).uuid;\n    if (this.attenuationDistance !== void 0 && this.attenuationDistance !== Infinity)\n      data.attenuationDistance = this.attenuationDistance;\n    if (this.attenuationColor !== void 0)\n      data.attenuationColor = this.attenuationColor.getHex();\n    if (this.size !== void 0)\n      data.size = this.size;\n    if (this.shadowSide !== null)\n      data.shadowSide = this.shadowSide;\n    if (this.sizeAttenuation !== void 0)\n      data.sizeAttenuation = this.sizeAttenuation;\n    if (this.blending !== NormalBlending)\n      data.blending = this.blending;\n    if (this.side !== FrontSide)\n      data.side = this.side;\n    if (this.vertexColors)\n      data.vertexColors = true;\n    if (this.opacity < 1)\n      data.opacity = this.opacity;\n    if (this.transparent === true)\n      data.transparent = this.transparent;\n    data.depthFunc = this.depthFunc;\n    data.depthTest = this.depthTest;\n    data.depthWrite = this.depthWrite;\n    data.colorWrite = this.colorWrite;\n    data.stencilWrite = this.stencilWrite;\n    data.stencilWriteMask = this.stencilWriteMask;\n    data.stencilFunc = this.stencilFunc;\n    data.stencilRef = this.stencilRef;\n    data.stencilFuncMask = this.stencilFuncMask;\n    data.stencilFail = this.stencilFail;\n    data.stencilZFail = this.stencilZFail;\n    data.stencilZPass = this.stencilZPass;\n    if (this.rotation !== void 0 && this.rotation !== 0)\n      data.rotation = this.rotation;\n    if (this.polygonOffset === true)\n      data.polygonOffset = true;\n    if (this.polygonOffsetFactor !== 0)\n      data.polygonOffsetFactor = this.polygonOffsetFactor;\n    if (this.polygonOffsetUnits !== 0)\n      data.polygonOffsetUnits = this.polygonOffsetUnits;\n    if (this.linewidth !== void 0 && this.linewidth !== 1)\n      data.linewidth = this.linewidth;\n    if (this.dashSize !== void 0)\n      data.dashSize = this.dashSize;\n    if (this.gapSize !== void 0)\n      data.gapSize = this.gapSize;\n    if (this.scale !== void 0)\n      data.scale = this.scale;\n    if (this.dithering === true)\n      data.dithering = true;\n    if (this.alphaTest > 0)\n      data.alphaTest = this.alphaTest;\n    if (this.alphaToCoverage === true)\n      data.alphaToCoverage = this.alphaToCoverage;\n    if (this.premultipliedAlpha === true)\n      data.premultipliedAlpha = this.premultipliedAlpha;\n    if (this.wireframe === true)\n      data.wireframe = this.wireframe;\n    if (this.wireframeLinewidth > 1)\n      data.wireframeLinewidth = this.wireframeLinewidth;\n    if (this.wireframeLinecap !== \"round\")\n      data.wireframeLinecap = this.wireframeLinecap;\n    if (this.wireframeLinejoin !== \"round\")\n      data.wireframeLinejoin = this.wireframeLinejoin;\n    if (this.flatShading === true)\n      data.flatShading = this.flatShading;\n    if (this.visible === false)\n      data.visible = false;\n    if (this.toneMapped === false)\n      data.toneMapped = false;\n    if (this.fog === false)\n      data.fog = false;\n    if (Object.keys(this.userData).length > 0)\n      data.userData = this.userData;\n    function extractFromCache(cache) {\n      const values = [];\n      for (const key in cache) {\n        const data2 = cache[key];\n        delete data2.metadata;\n        values.push(data2);\n      }\n      return values;\n    }\n    if (isRootObject) {\n      const textures = extractFromCache(meta.textures);\n      const images = extractFromCache(meta.images);\n      if (textures.length > 0)\n        data.textures = textures;\n      if (images.length > 0)\n        data.images = images;\n    }\n    return data;\n  }\n  clone() {\n    return new this.constructor().copy(this);\n  }\n  copy(source) {\n    this.name = source.name;\n    this.blending = source.blending;\n    this.side = source.side;\n    this.vertexColors = source.vertexColors;\n    this.opacity = source.opacity;\n    this.transparent = source.transparent;\n    this.blendSrc = source.blendSrc;\n    this.blendDst = source.blendDst;\n    this.blendEquation = source.blendEquation;\n    this.blendSrcAlpha = source.blendSrcAlpha;\n    this.blendDstAlpha = source.blendDstAlpha;\n    this.blendEquationAlpha = source.blendEquationAlpha;\n    this.depthFunc = source.depthFunc;\n    this.depthTest = source.depthTest;\n    this.depthWrite = source.depthWrite;\n    this.stencilWriteMask = source.stencilWriteMask;\n    this.stencilFunc = source.stencilFunc;\n    this.stencilRef = source.stencilRef;\n    this.stencilFuncMask = source.stencilFuncMask;\n    this.stencilFail = source.stencilFail;\n    this.stencilZFail = source.stencilZFail;\n    this.stencilZPass = source.stencilZPass;\n    this.stencilWrite = source.stencilWrite;\n    const srcPlanes = source.clippingPlanes;\n    let dstPlanes = null;\n    if (srcPlanes !== null) {\n      const n = srcPlanes.length;\n      dstPlanes = new Array(n);\n      for (let i = 0; i !== n; ++i) {\n        dstPlanes[i] = srcPlanes[i].clone();\n      }\n    }\n    this.clippingPlanes = dstPlanes;\n    this.clipIntersection = source.clipIntersection;\n    this.clipShadows = source.clipShadows;\n    this.shadowSide = source.shadowSide;\n    this.colorWrite = source.colorWrite;\n    this.precision = source.precision;\n    this.polygonOffset = source.polygonOffset;\n    this.polygonOffsetFactor = source.polygonOffsetFactor;\n    this.polygonOffsetUnits = source.polygonOffsetUnits;\n    this.dithering = source.dithering;\n    this.alphaTest = source.alphaTest;\n    this.alphaToCoverage = source.alphaToCoverage;\n    this.premultipliedAlpha = source.premultipliedAlpha;\n    this.visible = source.visible;\n    this.toneMapped = source.toneMapped;\n    this.userData = JSON.parse(JSON.stringify(source.userData));\n    return this;\n  }\n  dispose() {\n    this.dispatchEvent({type: \"dispose\"});\n  }\n  set needsUpdate(value) {\n    if (value === true)\n      this.version++;\n  }\n}\nclass MeshBasicMaterial extends Material {\n  constructor(parameters) {\n    super();\n    this.isMeshBasicMaterial = true;\n    this.type = \"MeshBasicMaterial\";\n    this.color = new Color(16777215);\n    this.map = null;\n    this.lightMap = null;\n    this.lightMapIntensity = 1;\n    this.aoMap = null;\n    this.aoMapIntensity = 1;\n    this.specularMap = null;\n    this.alphaMap = null;\n    this.envMap = null;\n    this.combine = MultiplyOperation;\n    this.reflectivity = 1;\n    this.refractionRatio = 0.98;\n    this.wireframe = false;\n    this.wireframeLinewidth = 1;\n    this.wireframeLinecap = \"round\";\n    this.wireframeLinejoin = \"round\";\n    this.fog = true;\n    this.setValues(parameters);\n  }\n  copy(source) {\n    super.copy(source);\n    this.color.copy(source.color);\n    this.map = source.map;\n    this.lightMap = source.lightMap;\n    this.lightMapIntensity = source.lightMapIntensity;\n    this.aoMap = source.aoMap;\n    this.aoMapIntensity = source.aoMapIntensity;\n    this.specularMap = source.specularMap;\n    this.alphaMap = source.alphaMap;\n    this.envMap = source.envMap;\n    this.combine = source.combine;\n    this.reflectivity = source.reflectivity;\n    this.refractionRatio = source.refractionRatio;\n    this.wireframe = source.wireframe;\n    this.wireframeLinewidth = source.wireframeLinewidth;\n    this.wireframeLinecap = source.wireframeLinecap;\n    this.wireframeLinejoin = source.wireframeLinejoin;\n    this.fog = source.fog;\n    return this;\n  }\n}\nconst _vector$9 = /* @__PURE__ */ new Vector3();\nconst _vector2$1 = /* @__PURE__ */ new Vector2();\nclass BufferAttribute {\n  constructor(array, itemSize, normalized = false) {\n    if (Array.isArray(array)) {\n      throw new TypeError(\"THREE.BufferAttribute: array should be a Typed Array.\");\n    }\n    this.isBufferAttribute = true;\n    this.name = \"\";\n    this.array = array;\n    this.itemSize = itemSize;\n    this.count = array !== void 0 ? array.length / itemSize : 0;\n    this.normalized = normalized;\n    this.usage = StaticDrawUsage;\n    this.updateRange = {offset: 0, count: -1};\n    this.version = 0;\n  }\n  onUploadCallback() {\n  }\n  set needsUpdate(value) {\n    if (value === true)\n      this.version++;\n  }\n  setUsage(value) {\n    this.usage = value;\n    return this;\n  }\n  copy(source) {\n    this.name = source.name;\n    this.array = new source.array.constructor(source.array);\n    this.itemSize = source.itemSize;\n    this.count = source.count;\n    this.normalized = source.normalized;\n    this.usage = source.usage;\n    return this;\n  }\n  copyAt(index1, attribute, index2) {\n    index1 *= this.itemSize;\n    index2 *= attribute.itemSize;\n    for (let i = 0, l = this.itemSize; i < l; i++) {\n      this.array[index1 + i] = attribute.array[index2 + i];\n    }\n    return this;\n  }\n  copyArray(array) {\n    this.array.set(array);\n    return this;\n  }\n  applyMatrix3(m) {\n    if (this.itemSize === 2) {\n      for (let i = 0, l = this.count; i < l; i++) {\n        _vector2$1.fromBufferAttribute(this, i);\n        _vector2$1.applyMatrix3(m);\n        this.setXY(i, _vector2$1.x, _vector2$1.y);\n      }\n    } else if (this.itemSize === 3) {\n      for (let i = 0, l = this.count; i < l; i++) {\n        _vector$9.fromBufferAttribute(this, i);\n        _vector$9.applyMatrix3(m);\n        this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z);\n      }\n    }\n    return this;\n  }\n  applyMatrix4(m) {\n    for (let i = 0, l = this.count; i < l; i++) {\n      _vector$9.fromBufferAttribute(this, i);\n      _vector$9.applyMatrix4(m);\n      this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z);\n    }\n    return this;\n  }\n  applyNormalMatrix(m) {\n    for (let i = 0, l = this.count; i < l; i++) {\n      _vector$9.fromBufferAttribute(this, i);\n      _vector$9.applyNormalMatrix(m);\n      this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z);\n    }\n    return this;\n  }\n  transformDirection(m) {\n    for (let i = 0, l = this.count; i < l; i++) {\n      _vector$9.fromBufferAttribute(this, i);\n      _vector$9.transformDirection(m);\n      this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z);\n    }\n    return this;\n  }\n  set(value, offset = 0) {\n    this.array.set(value, offset);\n    return this;\n  }\n  getX(index) {\n    let x = this.array[index * this.itemSize];\n    if (this.normalized)\n      x = denormalize(x, this.array);\n    return x;\n  }\n  setX(index, x) {\n    if (this.normalized)\n      x = normalize(x, this.array);\n    this.array[index * this.itemSize] = x;\n    return this;\n  }\n  getY(index) {\n    let y = this.array[index * this.itemSize + 1];\n    if (this.normalized)\n      y = denormalize(y, this.array);\n    return y;\n  }\n  setY(index, y) {\n    if (this.normalized)\n      y = normalize(y, this.array);\n    this.array[index * this.itemSize + 1] = y;\n    return this;\n  }\n  getZ(index) {\n    let z = this.array[index * this.itemSize + 2];\n    if (this.normalized)\n      z = denormalize(z, this.array);\n    return z;\n  }\n  setZ(index, z) {\n    if (this.normalized)\n      z = normalize(z, this.array);\n    this.array[index * this.itemSize + 2] = z;\n    return this;\n  }\n  getW(index) {\n    let w = this.array[index * this.itemSize + 3];\n    if (this.normalized)\n      w = denormalize(w, this.array);\n    return w;\n  }\n  setW(index, w) {\n    if (this.normalized)\n      w = normalize(w, this.array);\n    this.array[index * this.itemSize + 3] = w;\n    return this;\n  }\n  setXY(index, x, y) {\n    index *= this.itemSize;\n    if (this.normalized) {\n      x = normalize(x, this.array);\n      y = normalize(y, this.array);\n    }\n    this.array[index + 0] = x;\n    this.array[index + 1] = y;\n    return this;\n  }\n  setXYZ(index, x, y, z) {\n    index *= this.itemSize;\n    if (this.normalized) {\n      x = normalize(x, this.array);\n      y = normalize(y, this.array);\n      z = normalize(z, this.array);\n    }\n    this.array[index + 0] = x;\n    this.array[index + 1] = y;\n    this.array[index + 2] = z;\n    return this;\n  }\n  setXYZW(index, x, y, z, w) {\n    index *= this.itemSize;\n    if (this.normalized) {\n      x = normalize(x, this.array);\n      y = normalize(y, this.array);\n      z = normalize(z, this.array);\n      w = normalize(w, this.array);\n    }\n    this.array[index + 0] = x;\n    this.array[index + 1] = y;\n    this.array[index + 2] = z;\n    this.array[index + 3] = w;\n    return this;\n  }\n  onUpload(callback) {\n    this.onUploadCallback = callback;\n    return this;\n  }\n  clone() {\n    return new this.constructor(this.array, this.itemSize).copy(this);\n  }\n  toJSON() {\n    const data = {\n      itemSize: this.itemSize,\n      type: this.array.constructor.name,\n      array: Array.from(this.array),\n      normalized: this.normalized\n    };\n    if (this.name !== \"\")\n      data.name = this.name;\n    if (this.usage !== StaticDrawUsage)\n      data.usage = this.usage;\n    if (this.updateRange.offset !== 0 || this.updateRange.count !== -1)\n      data.updateRange = this.updateRange;\n    return data;\n  }\n  copyColorsArray() {\n    console.error(\"THREE.BufferAttribute: copyColorsArray() was removed in r144.\");\n  }\n  copyVector2sArray() {\n    console.error(\"THREE.BufferAttribute: copyVector2sArray() was removed in r144.\");\n  }\n  copyVector3sArray() {\n    console.error(\"THREE.BufferAttribute: copyVector3sArray() was removed in r144.\");\n  }\n  copyVector4sArray() {\n    console.error(\"THREE.BufferAttribute: copyVector4sArray() was removed in r144.\");\n  }\n}\nclass Int8BufferAttribute extends BufferAttribute {\n  constructor(array, itemSize, normalized) {\n    super(new Int8Array(array), itemSize, normalized);\n  }\n}\nclass Uint8BufferAttribute extends BufferAttribute {\n  constructor(array, itemSize, normalized) {\n    super(new Uint8Array(array), itemSize, normalized);\n  }\n}\nclass Uint8ClampedBufferAttribute extends BufferAttribute {\n  constructor(array, itemSize, normalized) {\n    super(new Uint8ClampedArray(array), itemSize, normalized);\n  }\n}\nclass Int16BufferAttribute extends BufferAttribute {\n  constructor(array, itemSize, normalized) {\n    super(new Int16Array(array), itemSize, normalized);\n  }\n}\nclass Uint16BufferAttribute extends BufferAttribute {\n  constructor(array, itemSize, normalized) {\n    super(new Uint16Array(array), itemSize, normalized);\n  }\n}\nclass Int32BufferAttribute extends BufferAttribute {\n  constructor(array, itemSize, normalized) {\n    super(new Int32Array(array), itemSize, normalized);\n  }\n}\nclass Uint32BufferAttribute extends BufferAttribute {\n  constructor(array, itemSize, normalized) {\n    super(new Uint32Array(array), itemSize, normalized);\n  }\n}\nclass Float16BufferAttribute extends BufferAttribute {\n  constructor(array, itemSize, normalized) {\n    super(new Uint16Array(array), itemSize, normalized);\n    this.isFloat16BufferAttribute = true;\n  }\n}\nclass Float32BufferAttribute extends BufferAttribute {\n  constructor(array, itemSize, normalized) {\n    super(new Float32Array(array), itemSize, normalized);\n  }\n}\nclass Float64BufferAttribute extends BufferAttribute {\n  constructor(array, itemSize, normalized) {\n    super(new Float64Array(array), itemSize, normalized);\n  }\n}\nlet _id$1 = 0;\nconst _m1 = /* @__PURE__ */ new Matrix4();\nconst _obj = /* @__PURE__ */ new Object3D();\nconst _offset = /* @__PURE__ */ new Vector3();\nconst _box$1 = /* @__PURE__ */ new Box3();\nconst _boxMorphTargets = /* @__PURE__ */ new Box3();\nconst _vector$8 = /* @__PURE__ */ new Vector3();\nclass BufferGeometry extends EventDispatcher {\n  constructor() {\n    super();\n    this.isBufferGeometry = true;\n    Object.defineProperty(this, \"id\", {value: _id$1++});\n    this.uuid = generateUUID();\n    this.name = \"\";\n    this.type = \"BufferGeometry\";\n    this.index = null;\n    this.attributes = {};\n    this.morphAttributes = {};\n    this.morphTargetsRelative = false;\n    this.groups = [];\n    this.boundingBox = null;\n    this.boundingSphere = null;\n    this.drawRange = {start: 0, count: Infinity};\n    this.userData = {};\n  }\n  getIndex() {\n    return this.index;\n  }\n  setIndex(index) {\n    if (Array.isArray(index)) {\n      this.index = new (arrayNeedsUint32(index) ? Uint32BufferAttribute : Uint16BufferAttribute)(index, 1);\n    } else {\n      this.index = index;\n    }\n    return this;\n  }\n  getAttribute(name) {\n    return this.attributes[name];\n  }\n  setAttribute(name, attribute) {\n    this.attributes[name] = attribute;\n    return this;\n  }\n  deleteAttribute(name) {\n    delete this.attributes[name];\n    return this;\n  }\n  hasAttribute(name) {\n    return this.attributes[name] !== void 0;\n  }\n  addGroup(start, count, materialIndex = 0) {\n    this.groups.push({\n      start,\n      count,\n      materialIndex\n    });\n  }\n  clearGroups() {\n    this.groups = [];\n  }\n  setDrawRange(start, count) {\n    this.drawRange.start = start;\n    this.drawRange.count = count;\n  }\n  applyMatrix4(matrix) {\n    const position = this.attributes.position;\n    if (position !== void 0) {\n      position.applyMatrix4(matrix);\n      position.needsUpdate = true;\n    }\n    const normal = this.attributes.normal;\n    if (normal !== void 0) {\n      const normalMatrix = new Matrix3().getNormalMatrix(matrix);\n      normal.applyNormalMatrix(normalMatrix);\n      normal.needsUpdate = true;\n    }\n    const tangent = this.attributes.tangent;\n    if (tangent !== void 0) {\n      tangent.transformDirection(matrix);\n      tangent.needsUpdate = true;\n    }\n    if (this.boundingBox !== null) {\n      this.computeBoundingBox();\n    }\n    if (this.boundingSphere !== null) {\n      this.computeBoundingSphere();\n    }\n    return this;\n  }\n  applyQuaternion(q) {\n    _m1.makeRotationFromQuaternion(q);\n    this.applyMatrix4(_m1);\n    return this;\n  }\n  rotateX(angle) {\n    _m1.makeRotationX(angle);\n    this.applyMatrix4(_m1);\n    return this;\n  }\n  rotateY(angle) {\n    _m1.makeRotationY(angle);\n    this.applyMatrix4(_m1);\n    return this;\n  }\n  rotateZ(angle) {\n    _m1.makeRotationZ(angle);\n    this.applyMatrix4(_m1);\n    return this;\n  }\n  translate(x, y, z) {\n    _m1.makeTranslation(x, y, z);\n    this.applyMatrix4(_m1);\n    return this;\n  }\n  scale(x, y, z) {\n    _m1.makeScale(x, y, z);\n    this.applyMatrix4(_m1);\n    return this;\n  }\n  lookAt(vector) {\n    _obj.lookAt(vector);\n    _obj.updateMatrix();\n    this.applyMatrix4(_obj.matrix);\n    return this;\n  }\n  center() {\n    this.computeBoundingBox();\n    this.boundingBox.getCenter(_offset).negate();\n    this.translate(_offset.x, _offset.y, _offset.z);\n    return this;\n  }\n  setFromPoints(points) {\n    const position = [];\n    for (let i = 0, l = points.length; i < l; i++) {\n      const point = points[i];\n      position.push(point.x, point.y, point.z || 0);\n    }\n    this.setAttribute(\"position\", new Float32BufferAttribute(position, 3));\n    return this;\n  }\n  computeBoundingBox() {\n    if (this.boundingBox === null) {\n      this.boundingBox = new Box3();\n    }\n    const position = this.attributes.position;\n    const morphAttributesPosition = this.morphAttributes.position;\n    if (position && position.isGLBufferAttribute) {\n      console.error('THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set \"mesh.frustumCulled\" to \"false\".', this);\n      this.boundingBox.set(new Vector3(-Infinity, -Infinity, -Infinity), new Vector3(Infinity, Infinity, Infinity));\n      return;\n    }\n    if (position !== void 0) {\n      this.boundingBox.setFromBufferAttribute(position);\n      if (morphAttributesPosition) {\n        for (let i = 0, il = morphAttributesPosition.length; i < il; i++) {\n          const morphAttribute = morphAttributesPosition[i];\n          _box$1.setFromBufferAttribute(morphAttribute);\n          if (this.morphTargetsRelative) {\n            _vector$8.addVectors(this.boundingBox.min, _box$1.min);\n            this.boundingBox.expandByPoint(_vector$8);\n            _vector$8.addVectors(this.boundingBox.max, _box$1.max);\n            this.boundingBox.expandByPoint(_vector$8);\n          } else {\n            this.boundingBox.expandByPoint(_box$1.min);\n            this.boundingBox.expandByPoint(_box$1.max);\n          }\n        }\n      }\n    } else {\n      this.boundingBox.makeEmpty();\n    }\n    if (isNaN(this.boundingBox.min.x) || isNaN(this.boundingBox.min.y) || isNaN(this.boundingBox.min.z)) {\n      console.error('THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.', this);\n    }\n  }\n  computeBoundingSphere() {\n    if (this.boundingSphere === null) {\n      this.boundingSphere = new Sphere();\n    }\n    const position = this.attributes.position;\n    const morphAttributesPosition = this.morphAttributes.position;\n    if (position && position.isGLBufferAttribute) {\n      console.error('THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set \"mesh.frustumCulled\" to \"false\".', this);\n      this.boundingSphere.set(new Vector3(), Infinity);\n      return;\n    }\n    if (position) {\n      const center = this.boundingSphere.center;\n      _box$1.setFromBufferAttribute(position);\n      if (morphAttributesPosition) {\n        for (let i = 0, il = morphAttributesPosition.length; i < il; i++) {\n          const morphAttribute = morphAttributesPosition[i];\n          _boxMorphTargets.setFromBufferAttribute(morphAttribute);\n          if (this.morphTargetsRelative) {\n            _vector$8.addVectors(_box$1.min, _boxMorphTargets.min);\n            _box$1.expandByPoint(_vector$8);\n            _vector$8.addVectors(_box$1.max, _boxMorphTargets.max);\n            _box$1.expandByPoint(_vector$8);\n          } else {\n            _box$1.expandByPoint(_boxMorphTargets.min);\n            _box$1.expandByPoint(_boxMorphTargets.max);\n          }\n        }\n      }\n      _box$1.getCenter(center);\n      let maxRadiusSq = 0;\n      for (let i = 0, il = position.count; i < il; i++) {\n        _vector$8.fromBufferAttribute(position, i);\n        maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$8));\n      }\n      if (morphAttributesPosition) {\n        for (let i = 0, il = morphAttributesPosition.length; i < il; i++) {\n          const morphAttribute = morphAttributesPosition[i];\n          const morphTargetsRelative = this.morphTargetsRelative;\n          for (let j = 0, jl = morphAttribute.count; j < jl; j++) {\n            _vector$8.fromBufferAttribute(morphAttribute, j);\n            if (morphTargetsRelative) {\n              _offset.fromBufferAttribute(position, j);\n              _vector$8.add(_offset);\n            }\n            maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$8));\n          }\n        }\n      }\n      this.boundingSphere.radius = Math.sqrt(maxRadiusSq);\n      if (isNaN(this.boundingSphere.radius)) {\n        console.error('THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.', this);\n      }\n    }\n  }\n  computeTangents() {\n    const index = this.index;\n    const attributes = this.attributes;\n    if (index === null || attributes.position === void 0 || attributes.normal === void 0 || attributes.uv === void 0) {\n      console.error(\"THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)\");\n      return;\n    }\n    const indices = index.array;\n    const positions = attributes.position.array;\n    const normals = attributes.normal.array;\n    const uvs = attributes.uv.array;\n    const nVertices = positions.length / 3;\n    if (this.hasAttribute(\"tangent\") === false) {\n      this.setAttribute(\"tangent\", new BufferAttribute(new Float32Array(4 * nVertices), 4));\n    }\n    const tangents = this.getAttribute(\"tangent\").array;\n    const tan1 = [], tan2 = [];\n    for (let i = 0; i < nVertices; i++) {\n      tan1[i] = new Vector3();\n      tan2[i] = new Vector3();\n    }\n    const vA = new Vector3(), vB = new Vector3(), vC = new Vector3(), uvA = new Vector2(), uvB = new Vector2(), uvC = new Vector2(), sdir = new Vector3(), tdir = new Vector3();\n    function handleTriangle(a, b, c) {\n      vA.fromArray(positions, a * 3);\n      vB.fromArray(positions, b * 3);\n      vC.fromArray(positions, c * 3);\n      uvA.fromArray(uvs, a * 2);\n      uvB.fromArray(uvs, b * 2);\n      uvC.fromArray(uvs, c * 2);\n      vB.sub(vA);\n      vC.sub(vA);\n      uvB.sub(uvA);\n      uvC.sub(uvA);\n      const r = 1 / (uvB.x * uvC.y - uvC.x * uvB.y);\n      if (!isFinite(r))\n        return;\n      sdir.copy(vB).multiplyScalar(uvC.y).addScaledVector(vC, -uvB.y).multiplyScalar(r);\n      tdir.copy(vC).multiplyScalar(uvB.x).addScaledVector(vB, -uvC.x).multiplyScalar(r);\n      tan1[a].add(sdir);\n      tan1[b].add(sdir);\n      tan1[c].add(sdir);\n      tan2[a].add(tdir);\n      tan2[b].add(tdir);\n      tan2[c].add(tdir);\n    }\n    let groups = this.groups;\n    if (groups.length === 0) {\n      groups = [{\n        start: 0,\n        count: indices.length\n      }];\n    }\n    for (let i = 0, il = groups.length; i < il; ++i) {\n      const group = groups[i];\n      const start = group.start;\n      const count = group.count;\n      for (let j = start, jl = start + count; j < jl; j += 3) {\n        handleTriangle(indices[j + 0], indices[j + 1], indices[j + 2]);\n      }\n    }\n    const tmp2 = new Vector3(), tmp22 = new Vector3();\n    const n = new Vector3(), n2 = new Vector3();\n    function handleVertex(v) {\n      n.fromArray(normals, v * 3);\n      n2.copy(n);\n      const t = tan1[v];\n      tmp2.copy(t);\n      tmp2.sub(n.multiplyScalar(n.dot(t))).normalize();\n      tmp22.crossVectors(n2, t);\n      const test = tmp22.dot(tan2[v]);\n      const w = test < 0 ? -1 : 1;\n      tangents[v * 4] = tmp2.x;\n      tangents[v * 4 + 1] = tmp2.y;\n      tangents[v * 4 + 2] = tmp2.z;\n      tangents[v * 4 + 3] = w;\n    }\n    for (let i = 0, il = groups.length; i < il; ++i) {\n      const group = groups[i];\n      const start = group.start;\n      const count = group.count;\n      for (let j = start, jl = start + count; j < jl; j += 3) {\n        handleVertex(indices[j + 0]);\n        handleVertex(indices[j + 1]);\n        handleVertex(indices[j + 2]);\n      }\n    }\n  }\n  computeVertexNormals() {\n    const index = this.index;\n    const positionAttribute = this.getAttribute(\"position\");\n    if (positionAttribute !== void 0) {\n      let normalAttribute = this.getAttribute(\"normal\");\n      if (normalAttribute === void 0) {\n        normalAttribute = new BufferAttribute(new Float32Array(positionAttribute.count * 3), 3);\n        this.setAttribute(\"normal\", normalAttribute);\n      } else {\n        for (let i = 0, il = normalAttribute.count; i < il; i++) {\n          normalAttribute.setXYZ(i, 0, 0, 0);\n        }\n      }\n      const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();\n      const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();\n      const cb = new Vector3(), ab = new Vector3();\n      if (index) {\n        for (let i = 0, il = index.count; i < il; i += 3) {\n          const vA = index.getX(i + 0);\n          const vB = index.getX(i + 1);\n          const vC = index.getX(i + 2);\n          pA.fromBufferAttribute(positionAttribute, vA);\n          pB.fromBufferAttribute(positionAttribute, vB);\n          pC.fromBufferAttribute(positionAttribute, vC);\n          cb.subVectors(pC, pB);\n          ab.subVectors(pA, pB);\n          cb.cross(ab);\n          nA.fromBufferAttribute(normalAttribute, vA);\n          nB.fromBufferAttribute(normalAttribute, vB);\n          nC.fromBufferAttribute(normalAttribute, vC);\n          nA.add(cb);\n          nB.add(cb);\n          nC.add(cb);\n          normalAttribute.setXYZ(vA, nA.x, nA.y, nA.z);\n          normalAttribute.setXYZ(vB, nB.x, nB.y, nB.z);\n          normalAttribute.setXYZ(vC, nC.x, nC.y, nC.z);\n        }\n      } else {\n        for (let i = 0, il = positionAttribute.count; i < il; i += 3) {\n          pA.fromBufferAttribute(positionAttribute, i + 0);\n          pB.fromBufferAttribute(positionAttribute, i + 1);\n          pC.fromBufferAttribute(positionAttribute, i + 2);\n          cb.subVectors(pC, pB);\n          ab.subVectors(pA, pB);\n          cb.cross(ab);\n          normalAttribute.setXYZ(i + 0, cb.x, cb.y, cb.z);\n          normalAttribute.setXYZ(i + 1, cb.x, cb.y, cb.z);\n          normalAttribute.setXYZ(i + 2, cb.x, cb.y, cb.z);\n        }\n      }\n      this.normalizeNormals();\n      normalAttribute.needsUpdate = true;\n    }\n  }\n  merge() {\n    console.error(\"THREE.BufferGeometry.merge() has been removed. Use THREE.BufferGeometryUtils.mergeBufferGeometries() instead.\");\n    return this;\n  }\n  normalizeNormals() {\n    const normals = this.attributes.normal;\n    for (let i = 0, il = normals.count; i < il; i++) {\n      _vector$8.fromBufferAttribute(normals, i);\n      _vector$8.normalize();\n      normals.setXYZ(i, _vector$8.x, _vector$8.y, _vector$8.z);\n    }\n  }\n  toNonIndexed() {\n    function convertBufferAttribute(attribute, indices2) {\n      const array = attribute.array;\n      const itemSize = attribute.itemSize;\n      const normalized = attribute.normalized;\n      const array2 = new array.constructor(indices2.length * itemSize);\n      let index = 0, index2 = 0;\n      for (let i = 0, l = indices2.length; i < l; i++) {\n        if (attribute.isInterleavedBufferAttribute) {\n          index = indices2[i] * attribute.data.stride + attribute.offset;\n        } else {\n          index = indices2[i] * itemSize;\n        }\n        for (let j = 0; j < itemSize; j++) {\n          array2[index2++] = array[index++];\n        }\n      }\n      return new BufferAttribute(array2, itemSize, normalized);\n    }\n    if (this.index === null) {\n      console.warn(\"THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.\");\n      return this;\n    }\n    const geometry2 = new BufferGeometry();\n    const indices = this.index.array;\n    const attributes = this.attributes;\n    for (const name in attributes) {\n      const attribute = attributes[name];\n      const newAttribute = convertBufferAttribute(attribute, indices);\n      geometry2.setAttribute(name, newAttribute);\n    }\n    const morphAttributes = this.morphAttributes;\n    for (const name in morphAttributes) {\n      const morphArray = [];\n      const morphAttribute = morphAttributes[name];\n      for (let i = 0, il = morphAttribute.length; i < il; i++) {\n        const attribute = morphAttribute[i];\n        const newAttribute = convertBufferAttribute(attribute, indices);\n        morphArray.push(newAttribute);\n      }\n      geometry2.morphAttributes[name] = morphArray;\n    }\n    geometry2.morphTargetsRelative = this.morphTargetsRelative;\n    const groups = this.groups;\n    for (let i = 0, l = groups.length; i < l; i++) {\n      const group = groups[i];\n      geometry2.addGroup(group.start, group.count, group.materialIndex);\n    }\n    return geometry2;\n  }\n  toJSON() {\n    const data = {\n      metadata: {\n        version: 4.5,\n        type: \"BufferGeometry\",\n        generator: \"BufferGeometry.toJSON\"\n      }\n    };\n    data.uuid = this.uuid;\n    data.type = this.type;\n    if (this.name !== \"\")\n      data.name = this.name;\n    if (Object.keys(this.userData).length > 0)\n      data.userData = this.userData;\n    if (this.parameters !== void 0) {\n      const parameters = this.parameters;\n      for (const key in parameters) {\n        if (parameters[key] !== void 0)\n          data[key] = parameters[key];\n      }\n      return data;\n    }\n    data.data = {attributes: {}};\n    const index = this.index;\n    if (index !== null) {\n      data.data.index = {\n        type: index.array.constructor.name,\n        array: Array.prototype.slice.call(index.array)\n      };\n    }\n    const attributes = this.attributes;\n    for (const key in attributes) {\n      const attribute = attributes[key];\n      data.data.attributes[key] = attribute.toJSON(data.data);\n    }\n    const morphAttributes = {};\n    let hasMorphAttributes = false;\n    for (const key in this.morphAttributes) {\n      const attributeArray = this.morphAttributes[key];\n      const array = [];\n      for (let i = 0, il = attributeArray.length; i < il; i++) {\n        const attribute = attributeArray[i];\n        array.push(attribute.toJSON(data.data));\n      }\n      if (array.length > 0) {\n        morphAttributes[key] = array;\n        hasMorphAttributes = true;\n      }\n    }\n    if (hasMorphAttributes) {\n      data.data.morphAttributes = morphAttributes;\n      data.data.morphTargetsRelative = this.morphTargetsRelative;\n    }\n    const groups = this.groups;\n    if (groups.length > 0) {\n      data.data.groups = JSON.parse(JSON.stringify(groups));\n    }\n    const boundingSphere = this.boundingSphere;\n    if (boundingSphere !== null) {\n      data.data.boundingSphere = {\n        center: boundingSphere.center.toArray(),\n        radius: boundingSphere.radius\n      };\n    }\n    return data;\n  }\n  clone() {\n    return new this.constructor().copy(this);\n  }\n  copy(source) {\n    this.index = null;\n    this.attributes = {};\n    this.morphAttributes = {};\n    this.groups = [];\n    this.boundingBox = null;\n    this.boundingSphere = null;\n    const data = {};\n    this.name = source.name;\n    const index = source.index;\n    if (index !== null) {\n      this.setIndex(index.clone(data));\n    }\n    const attributes = source.attributes;\n    for (const name in attributes) {\n      const attribute = attributes[name];\n      this.setAttribute(name, attribute.clone(data));\n    }\n    const morphAttributes = source.morphAttributes;\n    for (const name in morphAttributes) {\n      const array = [];\n      const morphAttribute = morphAttributes[name];\n      for (let i = 0, l = morphAttribute.length; i < l; i++) {\n        array.push(morphAttribute[i].clone(data));\n      }\n      this.morphAttributes[name] = array;\n    }\n    this.morphTargetsRelative = source.morphTargetsRelative;\n    const groups = source.groups;\n    for (let i = 0, l = groups.length; i < l; i++) {\n      const group = groups[i];\n      this.addGroup(group.start, group.count, group.materialIndex);\n    }\n    const boundingBox = source.boundingBox;\n    if (boundingBox !== null) {\n      this.boundingBox = boundingBox.clone();\n    }\n    const boundingSphere = source.boundingSphere;\n    if (boundingSphere !== null) {\n      this.boundingSphere = boundingSphere.clone();\n    }\n    this.drawRange.start = source.drawRange.start;\n    this.drawRange.count = source.drawRange.count;\n    this.userData = source.userData;\n    if (source.parameters !== void 0)\n      this.parameters = Object.assign({}, source.parameters);\n    return this;\n  }\n  dispose() {\n    this.dispatchEvent({type: \"dispose\"});\n  }\n}\nconst _inverseMatrix$2 = /* @__PURE__ */ new Matrix4();\nconst _ray$2 = /* @__PURE__ */ new Ray();\nconst _sphere$3 = /* @__PURE__ */ new Sphere();\nconst _vA$1 = /* @__PURE__ */ new Vector3();\nconst _vB$1 = /* @__PURE__ */ new Vector3();\nconst _vC$1 = /* @__PURE__ */ new Vector3();\nconst _tempA = /* @__PURE__ */ new Vector3();\nconst _morphA = /* @__PURE__ */ new Vector3();\nconst _uvA$1 = /* @__PURE__ */ new Vector2();\nconst _uvB$1 = /* @__PURE__ */ new Vector2();\nconst _uvC$1 = /* @__PURE__ */ new Vector2();\nconst _intersectionPoint = /* @__PURE__ */ new Vector3();\nconst _intersectionPointWorld = /* @__PURE__ */ new Vector3();\nclass Mesh extends Object3D {\n  constructor(geometry = new BufferGeometry(), material = new MeshBasicMaterial()) {\n    super();\n    this.isMesh = true;\n    this.type = \"Mesh\";\n    this.geometry = geometry;\n    this.material = material;\n    this.updateMorphTargets();\n  }\n  copy(source, recursive) {\n    super.copy(source, recursive);\n    if (source.morphTargetInfluences !== void 0) {\n      this.morphTargetInfluences = source.morphTargetInfluences.slice();\n    }\n    if (source.morphTargetDictionary !== void 0) {\n      this.morphTargetDictionary = Object.assign({}, source.morphTargetDictionary);\n    }\n    this.material = source.material;\n    this.geometry = source.geometry;\n    return this;\n  }\n  updateMorphTargets() {\n    const geometry = this.geometry;\n    const morphAttributes = geometry.morphAttributes;\n    const keys = Object.keys(morphAttributes);\n    if (keys.length > 0) {\n      const morphAttribute = morphAttributes[keys[0]];\n      if (morphAttribute !== void 0) {\n        this.morphTargetInfluences = [];\n        this.morphTargetDictionary = {};\n        for (let m = 0, ml = morphAttribute.length; m < ml; m++) {\n          const name = morphAttribute[m].name || String(m);\n          this.morphTargetInfluences.push(0);\n          this.morphTargetDictionary[name] = m;\n        }\n      }\n    }\n  }\n  getVertexPosition(vert, target) {\n    const geometry = this.geometry;\n    const position = geometry.attributes.position;\n    const morphPosition = geometry.morphAttributes.position;\n    const morphTargetsRelative = geometry.morphTargetsRelative;\n    target.fromBufferAttribute(position, vert);\n    const morphInfluences = this.morphTargetInfluences;\n    if (morphPosition && morphInfluences) {\n      _morphA.set(0, 0, 0);\n      for (let i = 0, il = morphPosition.length; i < il; i++) {\n        const influence = morphInfluences[i];\n        const morphAttribute = morphPosition[i];\n        if (influence === 0)\n          continue;\n        _tempA.fromBufferAttribute(morphAttribute, vert);\n        if (morphTargetsRelative) {\n          _morphA.addScaledVector(_tempA, influence);\n        } else {\n          _morphA.addScaledVector(_tempA.sub(target), influence);\n        }\n      }\n      target.add(_morphA);\n    }\n    if (this.isSkinnedMesh) {\n      this.boneTransform(vert, target);\n    }\n    return target;\n  }\n  raycast(raycaster, intersects2) {\n    const geometry = this.geometry;\n    const material = this.material;\n    const matrixWorld = this.matrixWorld;\n    if (material === void 0)\n      return;\n    if (geometry.boundingSphere === null)\n      geometry.computeBoundingSphere();\n    _sphere$3.copy(geometry.boundingSphere);\n    _sphere$3.applyMatrix4(matrixWorld);\n    if (raycaster.ray.intersectsSphere(_sphere$3) === false)\n      return;\n    _inverseMatrix$2.copy(matrixWorld).invert();\n    _ray$2.copy(raycaster.ray).applyMatrix4(_inverseMatrix$2);\n    if (geometry.boundingBox !== null) {\n      if (_ray$2.intersectsBox(geometry.boundingBox) === false)\n        return;\n    }\n    let intersection;\n    const index = geometry.index;\n    const position = geometry.attributes.position;\n    const uv = geometry.attributes.uv;\n    const uv2 = geometry.attributes.uv2;\n    const groups = geometry.groups;\n    const drawRange = geometry.drawRange;\n    if (index !== null) {\n      if (Array.isArray(material)) {\n        for (let i = 0, il = groups.length; i < il; i++) {\n          const group = groups[i];\n          const groupMaterial = material[group.materialIndex];\n          const start = Math.max(group.start, drawRange.start);\n          const end = Math.min(index.count, Math.min(group.start + group.count, drawRange.start + drawRange.count));\n          for (let j = start, jl = end; j < jl; j += 3) {\n            const a = index.getX(j);\n            const b = index.getX(j + 1);\n            const c = index.getX(j + 2);\n            intersection = checkBufferGeometryIntersection(this, groupMaterial, raycaster, _ray$2, uv, uv2, a, b, c);\n            if (intersection) {\n              intersection.faceIndex = Math.floor(j / 3);\n              intersection.face.materialIndex = group.materialIndex;\n              intersects2.push(intersection);\n            }\n          }\n        }\n      } else {\n        const start = Math.max(0, drawRange.start);\n        const end = Math.min(index.count, drawRange.start + drawRange.count);\n        for (let i = start, il = end; i < il; i += 3) {\n          const a = index.getX(i);\n          const b = index.getX(i + 1);\n          const c = index.getX(i + 2);\n          intersection = checkBufferGeometryIntersection(this, material, raycaster, _ray$2, uv, uv2, a, b, c);\n          if (intersection) {\n            intersection.faceIndex = Math.floor(i / 3);\n            intersects2.push(intersection);\n          }\n        }\n      }\n    } else if (position !== void 0) {\n      if (Array.isArray(material)) {\n        for (let i = 0, il = groups.length; i < il; i++) {\n          const group = groups[i];\n          const groupMaterial = material[group.materialIndex];\n          const start = Math.max(group.start, drawRange.start);\n          const end = Math.min(position.count, Math.min(group.start + group.count, drawRange.start + drawRange.count));\n          for (let j = start, jl = end; j < jl; j += 3) {\n            const a = j;\n            const b = j + 1;\n            const c = j + 2;\n            intersection = checkBufferGeometryIntersection(this, groupMaterial, raycaster, _ray$2, uv, uv2, a, b, c);\n            if (intersection) {\n              intersection.faceIndex = Math.floor(j / 3);\n              intersection.face.materialIndex = group.materialIndex;\n              intersects2.push(intersection);\n            }\n          }\n        }\n      } else {\n        const start = Math.max(0, drawRange.start);\n        const end = Math.min(position.count, drawRange.start + drawRange.count);\n        for (let i = start, il = end; i < il; i += 3) {\n          const a = i;\n          const b = i + 1;\n          const c = i + 2;\n          intersection = checkBufferGeometryIntersection(this, material, raycaster, _ray$2, uv, uv2, a, b, c);\n          if (intersection) {\n            intersection.faceIndex = Math.floor(i / 3);\n            intersects2.push(intersection);\n          }\n        }\n      }\n    }\n  }\n}\nfunction checkIntersection(object, material, raycaster, ray, pA, pB, pC, point) {\n  let intersect;\n  if (material.side === BackSide) {\n    intersect = ray.intersectTriangle(pC, pB, pA, true, point);\n  } else {\n    intersect = ray.intersectTriangle(pA, pB, pC, material.side === FrontSide, point);\n  }\n  if (intersect === null)\n    return null;\n  _intersectionPointWorld.copy(point);\n  _intersectionPointWorld.applyMatrix4(object.matrixWorld);\n  const distance = raycaster.ray.origin.distanceTo(_intersectionPointWorld);\n  if (distance < raycaster.near || distance > raycaster.far)\n    return null;\n  return {\n    distance,\n    point: _intersectionPointWorld.clone(),\n    object\n  };\n}\nfunction checkBufferGeometryIntersection(object, material, raycaster, ray, uv, uv2, a, b, c) {\n  object.getVertexPosition(a, _vA$1);\n  object.getVertexPosition(b, _vB$1);\n  object.getVertexPosition(c, _vC$1);\n  const intersection = checkIntersection(object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint);\n  if (intersection) {\n    if (uv) {\n      _uvA$1.fromBufferAttribute(uv, a);\n      _uvB$1.fromBufferAttribute(uv, b);\n      _uvC$1.fromBufferAttribute(uv, c);\n      intersection.uv = Triangle.getUV(_intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2());\n    }\n    if (uv2) {\n      _uvA$1.fromBufferAttribute(uv2, a);\n      _uvB$1.fromBufferAttribute(uv2, b);\n      _uvC$1.fromBufferAttribute(uv2, c);\n      intersection.uv2 = Triangle.getUV(_intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2());\n    }\n    const face = {\n      a,\n      b,\n      c,\n      normal: new Vector3(),\n      materialIndex: 0\n    };\n    Triangle.getNormal(_vA$1, _vB$1, _vC$1, face.normal);\n    intersection.face = face;\n  }\n  return intersection;\n}\nclass BoxGeometry extends BufferGeometry {\n  constructor(width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1) {\n    super();\n    this.type = \"BoxGeometry\";\n    this.parameters = {\n      width,\n      height,\n      depth,\n      widthSegments,\n      heightSegments,\n      depthSegments\n    };\n    const scope = this;\n    widthSegments = Math.floor(widthSegments);\n    heightSegments = Math.floor(heightSegments);\n    depthSegments = Math.floor(depthSegments);\n    const indices = [];\n    const vertices = [];\n    const normals = [];\n    const uvs = [];\n    let numberOfVertices = 0;\n    let groupStart = 0;\n    buildPlane(\"z\", \"y\", \"x\", -1, -1, depth, height, width, depthSegments, heightSegments, 0);\n    buildPlane(\"z\", \"y\", \"x\", 1, -1, depth, height, -width, depthSegments, heightSegments, 1);\n    buildPlane(\"x\", \"z\", \"y\", 1, 1, width, depth, height, widthSegments, depthSegments, 2);\n    buildPlane(\"x\", \"z\", \"y\", 1, -1, width, depth, -height, widthSegments, depthSegments, 3);\n    buildPlane(\"x\", \"y\", \"z\", 1, -1, width, height, depth, widthSegments, heightSegments, 4);\n    buildPlane(\"x\", \"y\", \"z\", -1, -1, width, height, -depth, widthSegments, heightSegments, 5);\n    this.setIndex(indices);\n    this.setAttribute(\"position\", new Float32BufferAttribute(vertices, 3));\n    this.setAttribute(\"normal\", new Float32BufferAttribute(normals, 3));\n    this.setAttribute(\"uv\", new Float32BufferAttribute(uvs, 2));\n    function buildPlane(u, v, w, udir, vdir, width2, height2, depth2, gridX, gridY, materialIndex) {\n      const segmentWidth = width2 / gridX;\n      const segmentHeight = height2 / gridY;\n      const widthHalf = width2 / 2;\n      const heightHalf = height2 / 2;\n      const depthHalf = depth2 / 2;\n      const gridX1 = gridX + 1;\n      const gridY1 = gridY + 1;\n      let vertexCounter = 0;\n      let groupCount = 0;\n      const vector = new Vector3();\n      for (let iy = 0; iy < gridY1; iy++) {\n        const y = iy * segmentHeight - heightHalf;\n        for (let ix = 0; ix < gridX1; ix++) {\n          const x = ix * segmentWidth - widthHalf;\n          vector[u] = x * udir;\n          vector[v] = y * vdir;\n          vector[w] = depthHalf;\n          vertices.push(vector.x, vector.y, vector.z);\n          vector[u] = 0;\n          vector[v] = 0;\n          vector[w] = depth2 > 0 ? 1 : -1;\n          normals.push(vector.x, vector.y, vector.z);\n          uvs.push(ix / gridX);\n          uvs.push(1 - iy / gridY);\n          vertexCounter += 1;\n        }\n      }\n      for (let iy = 0; iy < gridY; iy++) {\n        for (let ix = 0; ix < gridX; ix++) {\n          const a = numberOfVertices + ix + gridX1 * iy;\n          const b = numberOfVertices + ix + gridX1 * (iy + 1);\n          const c = numberOfVertices + (ix + 1) + gridX1 * (iy + 1);\n          const d = numberOfVertices + (ix + 1) + gridX1 * iy;\n          indices.push(a, b, d);\n          indices.push(b, c, d);\n          groupCount += 6;\n        }\n      }\n      scope.addGroup(groupStart, groupCount, materialIndex);\n      groupStart += groupCount;\n      numberOfVertices += vertexCounter;\n    }\n  }\n  static fromJSON(data) {\n    return new BoxGeometry(data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments);\n  }\n}\nfunction cloneUniforms(src) {\n  const dst = {};\n  for (const u in src) {\n    dst[u] = {};\n    for (const p in src[u]) {\n      const property = src[u][p];\n      if (property && (property.isColor || property.isMatrix3 || property.isMatrix4 || property.isVector2 || property.isVector3 || property.isVector4 || property.isTexture || property.isQuaternion)) {\n        dst[u][p] = property.clone();\n      } else if (Array.isArray(property)) {\n        dst[u][p] = property.slice();\n      } else {\n        dst[u][p] = property;\n      }\n    }\n  }\n  return dst;\n}\nfunction mergeUniforms(uniforms) {\n  const merged = {};\n  for (let u = 0; u < uniforms.length; u++) {\n    const tmp2 = cloneUniforms(uniforms[u]);\n    for (const p in tmp2) {\n      merged[p] = tmp2[p];\n    }\n  }\n  return merged;\n}\nfunction cloneUniformsGroups(src) {\n  const dst = [];\n  for (let u = 0; u < src.length; u++) {\n    dst.push(src[u].clone());\n  }\n  return dst;\n}\nfunction getUnlitUniformColorSpace(renderer) {\n  if (renderer.getRenderTarget() === null) {\n    return renderer.outputEncoding === sRGBEncoding ? SRGBColorSpace : LinearSRGBColorSpace;\n  }\n  return LinearSRGBColorSpace;\n}\nconst UniformsUtils = {clone: cloneUniforms, merge: mergeUniforms};\nvar default_vertex = \"void main() {\\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}\";\nvar default_fragment = \"void main() {\\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\\n}\";\nclass ShaderMaterial extends Material {\n  constructor(parameters) {\n    super();\n    this.isShaderMaterial = true;\n    this.type = \"ShaderMaterial\";\n    this.defines = {};\n    this.uniforms = {};\n    this.uniformsGroups = [];\n    this.vertexShader = default_vertex;\n    this.fragmentShader = default_fragment;\n    this.linewidth = 1;\n    this.wireframe = false;\n    this.wireframeLinewidth = 1;\n    this.fog = false;\n    this.lights = false;\n    this.clipping = false;\n    this.extensions = {\n      derivatives: false,\n      fragDepth: false,\n      drawBuffers: false,\n      shaderTextureLOD: false\n    };\n    this.defaultAttributeValues = {\n      color: [1, 1, 1],\n      uv: [0, 0],\n      uv2: [0, 0]\n    };\n    this.index0AttributeName = void 0;\n    this.uniformsNeedUpdate = false;\n    this.glslVersion = null;\n    if (parameters !== void 0) {\n      this.setValues(parameters);\n    }\n  }\n  copy(source) {\n    super.copy(source);\n    this.fragmentShader = source.fragmentShader;\n    this.vertexShader = source.vertexShader;\n    this.uniforms = cloneUniforms(source.uniforms);\n    this.uniformsGroups = cloneUniformsGroups(source.uniformsGroups);\n    this.defines = Object.assign({}, source.defines);\n    this.wireframe = source.wireframe;\n    this.wireframeLinewidth = source.wireframeLinewidth;\n    this.fog = source.fog;\n    this.lights = source.lights;\n    this.clipping = source.clipping;\n    this.extensions = Object.assign({}, source.extensions);\n    this.glslVersion = source.glslVersion;\n    return this;\n  }\n  toJSON(meta) {\n    const data = super.toJSON(meta);\n    data.glslVersion = this.glslVersion;\n    data.uniforms = {};\n    for (const name in this.uniforms) {\n      const uniform = this.uniforms[name];\n      const value = uniform.value;\n      if (value && value.isTexture) {\n        data.uniforms[name] = {\n          type: \"t\",\n          value: value.toJSON(meta).uuid\n        };\n      } else if (value && value.isColor) {\n        data.uniforms[name] = {\n          type: \"c\",\n          value: value.getHex()\n        };\n      } else if (value && value.isVector2) {\n        data.uniforms[name] = {\n          type: \"v2\",\n          value: value.toArray()\n        };\n      } else if (value && value.isVector3) {\n        data.uniforms[name] = {\n          type: \"v3\",\n          value: value.toArray()\n        };\n      } else if (value && value.isVector4) {\n        data.uniforms[name] = {\n          type: \"v4\",\n          value: value.toArray()\n        };\n      } else if (value && value.isMatrix3) {\n        data.uniforms[name] = {\n          type: \"m3\",\n          value: value.toArray()\n        };\n      } else if (value && value.isMatrix4) {\n        data.uniforms[name] = {\n          type: \"m4\",\n          value: value.toArray()\n        };\n      } else {\n        data.uniforms[name] = {\n          value\n        };\n      }\n    }\n    if (Object.keys(this.defines).length > 0)\n      data.defines = this.defines;\n    data.vertexShader = this.vertexShader;\n    data.fragmentShader = this.fragmentShader;\n    const extensions = {};\n    for (const key in this.extensions) {\n      if (this.extensions[key] === true)\n        extensions[key] = true;\n    }\n    if (Object.keys(extensions).length > 0)\n      data.extensions = extensions;\n    return data;\n  }\n}\nclass Camera extends Object3D {\n  constructor() {\n    super();\n    this.isCamera = true;\n    this.type = \"Camera\";\n    this.matrixWorldInverse = new Matrix4();\n    this.projectionMatrix = new Matrix4();\n    this.projectionMatrixInverse = new Matrix4();\n  }\n  copy(source, recursive) {\n    super.copy(source, recursive);\n    this.matrixWorldInverse.copy(source.matrixWorldInverse);\n    this.projectionMatrix.copy(source.projectionMatrix);\n    this.projectionMatrixInverse.copy(source.projectionMatrixInverse);\n    return this;\n  }\n  getWorldDirection(target) {\n    this.updateWorldMatrix(true, false);\n    const e = this.matrixWorld.elements;\n    return target.set(-e[8], -e[9], -e[10]).normalize();\n  }\n  updateMatrixWorld(force) {\n    super.updateMatrixWorld(force);\n    this.matrixWorldInverse.copy(this.matrixWorld).invert();\n  }\n  updateWorldMatrix(updateParents, updateChildren) {\n    super.updateWorldMatrix(updateParents, updateChildren);\n    this.matrixWorldInverse.copy(this.matrixWorld).invert();\n  }\n  clone() {\n    return new this.constructor().copy(this);\n  }\n}\nclass PerspectiveCamera extends Camera {\n  constructor(fov2 = 50, aspect2 = 1, near = 0.1, far = 2e3) {\n    super();\n    this.isPerspectiveCamera = true;\n    this.type = \"PerspectiveCamera\";\n    this.fov = fov2;\n    this.zoom = 1;\n    this.near = near;\n    this.far = far;\n    this.focus = 10;\n    this.aspect = aspect2;\n    this.view = null;\n    this.filmGauge = 35;\n    this.filmOffset = 0;\n    this.updateProjectionMatrix();\n  }\n  copy(source, recursive) {\n    super.copy(source, recursive);\n    this.fov = source.fov;\n    this.zoom = source.zoom;\n    this.near = source.near;\n    this.far = source.far;\n    this.focus = source.focus;\n    this.aspect = source.aspect;\n    this.view = source.view === null ? null : Object.assign({}, source.view);\n    this.filmGauge = source.filmGauge;\n    this.filmOffset = source.filmOffset;\n    return this;\n  }\n  setFocalLength(focalLength) {\n    const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;\n    this.fov = RAD2DEG * 2 * Math.atan(vExtentSlope);\n    this.updateProjectionMatrix();\n  }\n  getFocalLength() {\n    const vExtentSlope = Math.tan(DEG2RAD * 0.5 * this.fov);\n    return 0.5 * this.getFilmHeight() / vExtentSlope;\n  }\n  getEffectiveFOV() {\n    return RAD2DEG * 2 * Math.atan(Math.tan(DEG2RAD * 0.5 * this.fov) / this.zoom);\n  }\n  getFilmWidth() {\n    return this.filmGauge * Math.min(this.aspect, 1);\n  }\n  getFilmHeight() {\n    return this.filmGauge / Math.max(this.aspect, 1);\n  }\n  setViewOffset(fullWidth, fullHeight, x, y, width, height) {\n    this.aspect = fullWidth / fullHeight;\n    if (this.view === null) {\n      this.view = {\n        enabled: true,\n        fullWidth: 1,\n        fullHeight: 1,\n        offsetX: 0,\n        offsetY: 0,\n        width: 1,\n        height: 1\n      };\n    }\n    this.view.enabled = true;\n    this.view.fullWidth = fullWidth;\n    this.view.fullHeight = fullHeight;\n    this.view.offsetX = x;\n    this.view.offsetY = y;\n    this.view.width = width;\n    this.view.height = height;\n    this.updateProjectionMatrix();\n  }\n  clearViewOffset() {\n    if (this.view !== null) {\n      this.view.enabled = false;\n    }\n    this.updateProjectionMatrix();\n  }\n  updateProjectionMatrix() {\n    const near = this.near;\n    let top = near * Math.tan(DEG2RAD * 0.5 * this.fov) / this.zoom;\n    let height = 2 * top;\n    let width = this.aspect * height;\n    let left = -0.5 * width;\n    const view = this.view;\n    if (this.view !== null && this.view.enabled) {\n      const fullWidth = view.fullWidth, fullHeight = view.fullHeight;\n      left += view.offsetX * width / fullWidth;\n      top -= view.offsetY * height / fullHeight;\n      width *= view.width / fullWidth;\n      height *= view.height / fullHeight;\n    }\n    const skew = this.filmOffset;\n    if (skew !== 0)\n      left += near * skew / this.getFilmWidth();\n    this.projectionMatrix.makePerspective(left, left + width, top, top - height, near, this.far);\n    this.projectionMatrixInverse.copy(this.projectionMatrix).invert();\n  }\n  toJSON(meta) {\n    const data = super.toJSON(meta);\n    data.object.fov = this.fov;\n    data.object.zoom = this.zoom;\n    data.object.near = this.near;\n    data.object.far = this.far;\n    data.object.focus = this.focus;\n    data.object.aspect = this.aspect;\n    if (this.view !== null)\n      data.object.view = Object.assign({}, this.view);\n    data.object.filmGauge = this.filmGauge;\n    data.object.filmOffset = this.filmOffset;\n    return data;\n  }\n}\nconst fov = -90;\nconst aspect = 1;\nclass CubeCamera extends Object3D {\n  constructor(near, far, renderTarget) {\n    super();\n    this.type = \"CubeCamera\";\n    this.renderTarget = renderTarget;\n    const cameraPX = new PerspectiveCamera(fov, aspect, near, far);\n    cameraPX.layers = this.layers;\n    cameraPX.up.set(0, 1, 0);\n    cameraPX.lookAt(1, 0, 0);\n    this.add(cameraPX);\n    const cameraNX = new PerspectiveCamera(fov, aspect, near, far);\n    cameraNX.layers = this.layers;\n    cameraNX.up.set(0, 1, 0);\n    cameraNX.lookAt(-1, 0, 0);\n    this.add(cameraNX);\n    const cameraPY = new PerspectiveCamera(fov, aspect, near, far);\n    cameraPY.layers = this.layers;\n    cameraPY.up.set(0, 0, -1);\n    cameraPY.lookAt(0, 1, 0);\n    this.add(cameraPY);\n    const cameraNY = new PerspectiveCamera(fov, aspect, near, far);\n    cameraNY.layers = this.layers;\n    cameraNY.up.set(0, 0, 1);\n    cameraNY.lookAt(0, -1, 0);\n    this.add(cameraNY);\n    const cameraPZ = new PerspectiveCamera(fov, aspect, near, far);\n    cameraPZ.layers = this.layers;\n    cameraPZ.up.set(0, 1, 0);\n    cameraPZ.lookAt(0, 0, 1);\n    this.add(cameraPZ);\n    const cameraNZ = new PerspectiveCamera(fov, aspect, near, far);\n    cameraNZ.layers = this.layers;\n    cameraNZ.up.set(0, 1, 0);\n    cameraNZ.lookAt(0, 0, -1);\n    this.add(cameraNZ);\n  }\n  update(renderer, scene) {\n    if (this.parent === null)\n      this.updateMatrixWorld();\n    const renderTarget = this.renderTarget;\n    const [cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ] = this.children;\n    const currentRenderTarget = renderer.getRenderTarget();\n    const currentToneMapping = renderer.toneMapping;\n    const currentXrEnabled = renderer.xr.enabled;\n    renderer.toneMapping = NoToneMapping;\n    renderer.xr.enabled = false;\n    const generateMipmaps = renderTarget.texture.generateMipmaps;\n    renderTarget.texture.generateMipmaps = false;\n    renderer.setRenderTarget(renderTarget, 0);\n    renderer.render(scene, cameraPX);\n    renderer.setRenderTarget(renderTarget, 1);\n    renderer.render(scene, cameraNX);\n    renderer.setRenderTarget(renderTarget, 2);\n    renderer.render(scene, cameraPY);\n    renderer.setRenderTarget(renderTarget, 3);\n    renderer.render(scene, cameraNY);\n    renderer.setRenderTarget(renderTarget, 4);\n    renderer.render(scene, cameraPZ);\n    renderTarget.texture.generateMipmaps = generateMipmaps;\n    renderer.setRenderTarget(renderTarget, 5);\n    renderer.render(scene, cameraNZ);\n    renderer.setRenderTarget(currentRenderTarget);\n    renderer.toneMapping = currentToneMapping;\n    renderer.xr.enabled = currentXrEnabled;\n    renderTarget.texture.needsPMREMUpdate = true;\n  }\n}\nclass CubeTexture extends Texture {\n  constructor(images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding) {\n    images = images !== void 0 ? images : [];\n    mapping = mapping !== void 0 ? mapping : CubeReflectionMapping;\n    super(images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding);\n    this.isCubeTexture = true;\n    this.flipY = false;\n  }\n  get images() {\n    return this.image;\n  }\n  set images(value) {\n    this.image = value;\n  }\n}\nclass WebGLCubeRenderTarget extends WebGLRenderTarget {\n  constructor(size = 1, options = {}) {\n    super(size, size, options);\n    this.isWebGLCubeRenderTarget = true;\n    const image = {width: size, height: size, depth: 1};\n    const images = [image, image, image, image, image, image];\n    this.texture = new CubeTexture(images, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding);\n    this.texture.isRenderTargetTexture = true;\n    this.texture.generateMipmaps = options.generateMipmaps !== void 0 ? options.generateMipmaps : false;\n    this.texture.minFilter = options.minFilter !== void 0 ? options.minFilter : LinearFilter;\n  }\n  fromEquirectangularTexture(renderer, texture) {\n    this.texture.type = texture.type;\n    this.texture.encoding = texture.encoding;\n    this.texture.generateMipmaps = texture.generateMipmaps;\n    this.texture.minFilter = texture.minFilter;\n    this.texture.magFilter = texture.magFilter;\n    const shader = {\n      uniforms: {\n        tEquirect: {value: null}\n      },\n      vertexShader: `\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include <begin_vertex>\n\t\t\t\t\t#include <project_vertex>\n\n\t\t\t\t}\n\t\t\t`,\n      fragmentShader: `\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include <common>\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t`\n    };\n    const geometry = new BoxGeometry(5, 5, 5);\n    const material = new ShaderMaterial({\n      name: \"CubemapFromEquirect\",\n      uniforms: cloneUniforms(shader.uniforms),\n      vertexShader: shader.vertexShader,\n      fragmentShader: shader.fragmentShader,\n      side: BackSide,\n      blending: NoBlending\n    });\n    material.uniforms.tEquirect.value = texture;\n    const mesh = new Mesh(geometry, material);\n    const currentMinFilter = texture.minFilter;\n    if (texture.minFilter === LinearMipmapLinearFilter)\n      texture.minFilter = LinearFilter;\n    const camera = new CubeCamera(1, 10, this);\n    camera.update(renderer, mesh);\n    texture.minFilter = currentMinFilter;\n    mesh.geometry.dispose();\n    mesh.material.dispose();\n    return this;\n  }\n  clear(renderer, color, depth, stencil) {\n    const currentRenderTarget = renderer.getRenderTarget();\n    for (let i = 0; i < 6; i++) {\n      renderer.setRenderTarget(this, i);\n      renderer.clear(color, depth, stencil);\n    }\n    renderer.setRenderTarget(currentRenderTarget);\n  }\n}\nconst _vector1 = /* @__PURE__ */ new Vector3();\nconst _vector2 = /* @__PURE__ */ new Vector3();\nconst _normalMatrix = /* @__PURE__ */ new Matrix3();\nclass Plane {\n  constructor(normal = new Vector3(1, 0, 0), constant = 0) {\n    this.isPlane = true;\n    this.normal = normal;\n    this.constant = constant;\n  }\n  set(normal, constant) {\n    this.normal.copy(normal);\n    this.constant = constant;\n    return this;\n  }\n  setComponents(x, y, z, w) {\n    this.normal.set(x, y, z);\n    this.constant = w;\n    return this;\n  }\n  setFromNormalAndCoplanarPoint(normal, point) {\n    this.normal.copy(normal);\n    this.constant = -point.dot(this.normal);\n    return this;\n  }\n  setFromCoplanarPoints(a, b, c) {\n    const normal = _vector1.subVectors(c, b).cross(_vector2.subVectors(a, b)).normalize();\n    this.setFromNormalAndCoplanarPoint(normal, a);\n    return this;\n  }\n  copy(plane) {\n    this.normal.copy(plane.normal);\n    this.constant = plane.constant;\n    return this;\n  }\n  normalize() {\n    const inverseNormalLength = 1 / this.normal.length();\n    this.normal.multiplyScalar(inverseNormalLength);\n    this.constant *= inverseNormalLength;\n    return this;\n  }\n  negate() {\n    this.constant *= -1;\n    this.normal.negate();\n    return this;\n  }\n  distanceToPoint(point) {\n    return this.normal.dot(point) + this.constant;\n  }\n  distanceToSphere(sphere) {\n    return this.distanceToPoint(sphere.center) - sphere.radius;\n  }\n  projectPoint(point, target) {\n    return target.copy(this.normal).multiplyScalar(-this.distanceToPoint(point)).add(point);\n  }\n  intersectLine(line, target) {\n    const direction = line.delta(_vector1);\n    const denominator = this.normal.dot(direction);\n    if (denominator === 0) {\n      if (this.distanceToPoint(line.start) === 0) {\n        return target.copy(line.start);\n      }\n      return null;\n    }\n    const t = -(line.start.dot(this.normal) + this.constant) / denominator;\n    if (t < 0 || t > 1) {\n      return null;\n    }\n    return target.copy(direction).multiplyScalar(t).add(line.start);\n  }\n  intersectsLine(line) {\n    const startSign = this.distanceToPoint(line.start);\n    const endSign = this.distanceToPoint(line.end);\n    return startSign < 0 && endSign > 0 || endSign < 0 && startSign > 0;\n  }\n  intersectsBox(box) {\n    return box.intersectsPlane(this);\n  }\n  intersectsSphere(sphere) {\n    return sphere.intersectsPlane(this);\n  }\n  coplanarPoint(target) {\n    return target.copy(this.normal).multiplyScalar(-this.constant);\n  }\n  applyMatrix4(matrix, optionalNormalMatrix) {\n    const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix(matrix);\n    const referencePoint = this.coplanarPoint(_vector1).applyMatrix4(matrix);\n    const normal = this.normal.applyMatrix3(normalMatrix).normalize();\n    this.constant = -referencePoint.dot(normal);\n    return this;\n  }\n  translate(offset) {\n    this.constant -= offset.dot(this.normal);\n    return this;\n  }\n  equals(plane) {\n    return plane.normal.equals(this.normal) && plane.constant === this.constant;\n  }\n  clone() {\n    return new this.constructor().copy(this);\n  }\n}\nconst _sphere$2 = /* @__PURE__ */ new Sphere();\nconst _vector$7 = /* @__PURE__ */ new Vector3();\nclass Frustum {\n  constructor(p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane()) {\n    this.planes = [p0, p1, p2, p3, p4, p5];\n  }\n  set(p0, p1, p2, p3, p4, p5) {\n    const planes = this.planes;\n    planes[0].copy(p0);\n    planes[1].copy(p1);\n    planes[2].copy(p2);\n    planes[3].copy(p3);\n    planes[4].copy(p4);\n    planes[5].copy(p5);\n    return this;\n  }\n  copy(frustum) {\n    const planes = this.planes;\n    for (let i = 0; i < 6; i++) {\n      planes[i].copy(frustum.planes[i]);\n    }\n    return this;\n  }\n  setFromProjectionMatrix(m) {\n    const planes = this.planes;\n    const me = m.elements;\n    const me0 = me[0], me1 = me[1], me2 = me[2], me3 = me[3];\n    const me4 = me[4], me5 = me[5], me6 = me[6], me7 = me[7];\n    const me8 = me[8], me9 = me[9], me10 = me[10], me11 = me[11];\n    const me12 = me[12], me13 = me[13], me14 = me[14], me15 = me[15];\n    planes[0].setComponents(me3 - me0, me7 - me4, me11 - me8, me15 - me12).normalize();\n    planes[1].setComponents(me3 + me0, me7 + me4, me11 + me8, me15 + me12).normalize();\n    planes[2].setComponents(me3 + me1, me7 + me5, me11 + me9, me15 + me13).normalize();\n    planes[3].setComponents(me3 - me1, me7 - me5, me11 - me9, me15 - me13).normalize();\n    planes[4].setComponents(me3 - me2, me7 - me6, me11 - me10, me15 - me14).normalize();\n    planes[5].setComponents(me3 + me2, me7 + me6, me11 + me10, me15 + me14).normalize();\n    return this;\n  }\n  intersectsObject(object) {\n    const geometry = object.geometry;\n    if (geometry.boundingSphere === null)\n      geometry.computeBoundingSphere();\n    _sphere$2.copy(geometry.boundingSphere).applyMatrix4(object.matrixWorld);\n    return this.intersectsSphere(_sphere$2);\n  }\n  intersectsSprite(sprite) {\n    _sphere$2.center.set(0, 0, 0);\n    _sphere$2.radius = 0.7071067811865476;\n    _sphere$2.applyMatrix4(sprite.matrixWorld);\n    return this.intersectsSphere(_sphere$2);\n  }\n  intersectsSphere(sphere) {\n    const planes = this.planes;\n    const center = sphere.center;\n    const negRadius = -sphere.radius;\n    for (let i = 0; i < 6; i++) {\n      const distance = planes[i].distanceToPoint(center);\n      if (distance < negRadius) {\n        return false;\n      }\n    }\n    return true;\n  }\n  intersectsBox(box) {\n    const planes = this.planes;\n    for (let i = 0; i < 6; i++) {\n      const plane = planes[i];\n      _vector$7.x = plane.normal.x > 0 ? box.max.x : box.min.x;\n      _vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y;\n      _vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z;\n      if (plane.distanceToPoint(_vector$7) < 0) {\n        return false;\n      }\n    }\n    return true;\n  }\n  containsPoint(point) {\n    const planes = this.planes;\n    for (let i = 0; i < 6; i++) {\n      if (planes[i].distanceToPoint(point) < 0) {\n        return false;\n      }\n    }\n    return true;\n  }\n  clone() {\n    return new this.constructor().copy(this);\n  }\n}\nfunction WebGLAnimation() {\n  let context = null;\n  let isAnimating = false;\n  let animationLoop = null;\n  let requestId = null;\n  function onAnimationFrame(time, frame) {\n    animationLoop(time, frame);\n    requestId = context.requestAnimationFrame(onAnimationFrame);\n  }\n  return {\n    start: function() {\n      if (isAnimating === true)\n        return;\n      if (animationLoop === null)\n        return;\n      requestId = context.requestAnimationFrame(onAnimationFrame);\n      isAnimating = true;\n    },\n    stop: function() {\n      context.cancelAnimationFrame(requestId);\n      isAnimating = false;\n    },\n    setAnimationLoop: function(callback) {\n      animationLoop = callback;\n    },\n    setContext: function(value) {\n      context = value;\n    }\n  };\n}\nfunction WebGLAttributes(gl, capabilities) {\n  const isWebGL2 = capabilities.isWebGL2;\n  const buffers = new WeakMap();\n  function createBuffer(attribute, bufferType) {\n    const array = attribute.array;\n    const usage = attribute.usage;\n    const buffer = gl.createBuffer();\n    gl.bindBuffer(bufferType, buffer);\n    gl.bufferData(bufferType, array, usage);\n    attribute.onUploadCallback();\n    let type;\n    if (array instanceof Float32Array) {\n      type = 5126;\n    } else if (array instanceof Uint16Array) {\n      if (attribute.isFloat16BufferAttribute) {\n        if (isWebGL2) {\n          type = 5131;\n        } else {\n          throw new Error(\"THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.\");\n        }\n      } else {\n        type = 5123;\n      }\n    } else if (array instanceof Int16Array) {\n      type = 5122;\n    } else if (array instanceof Uint32Array) {\n      type = 5125;\n    } else if (array instanceof Int32Array) {\n      type = 5124;\n    } else if (array instanceof Int8Array) {\n      type = 5120;\n    } else if (array instanceof Uint8Array) {\n      type = 5121;\n    } else if (array instanceof Uint8ClampedArray) {\n      type = 5121;\n    } else {\n      throw new Error(\"THREE.WebGLAttributes: Unsupported buffer data format: \" + array);\n    }\n    return {\n      buffer,\n      type,\n      bytesPerElement: array.BYTES_PER_ELEMENT,\n      version: attribute.version\n    };\n  }\n  function updateBuffer(buffer, attribute, bufferType) {\n    const array = attribute.array;\n    const updateRange = attribute.updateRange;\n    gl.bindBuffer(bufferType, buffer);\n    if (updateRange.count === -1) {\n      gl.bufferSubData(bufferType, 0, array);\n    } else {\n      if (isWebGL2) {\n        gl.bufferSubData(bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, array, updateRange.offset, updateRange.count);\n      } else {\n        gl.bufferSubData(bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, array.subarray(updateRange.offset, updateRange.offset + updateRange.count));\n      }\n      updateRange.count = -1;\n    }\n    attribute.onUploadCallback();\n  }\n  function get(attribute) {\n    if (attribute.isInterleavedBufferAttribute)\n      attribute = attribute.data;\n    return buffers.get(attribute);\n  }\n  function remove(attribute) {\n    if (attribute.isInterleavedBufferAttribute)\n      attribute = attribute.data;\n    const data = buffers.get(attribute);\n    if (data) {\n      gl.deleteBuffer(data.buffer);\n      buffers.delete(attribute);\n    }\n  }\n  function update(attribute, bufferType) {\n    if (attribute.isGLBufferAttribute) {\n      const cached = buffers.get(attribute);\n      if (!cached || cached.version < attribute.version) {\n        buffers.set(attribute, {\n          buffer: attribute.buffer,\n          type: attribute.type,\n          bytesPerElement: attribute.elementSize,\n          version: attribute.version\n        });\n      }\n      return;\n    }\n    if (attribute.isInterleavedBufferAttribute)\n      attribute = attribute.data;\n    const data = buffers.get(attribute);\n    if (data === void 0) {\n      buffers.set(attribute, createBuffer(attribute, bufferType));\n    } else if (data.version < attribute.version) {\n      updateBuffer(data.buffer, attribute, bufferType);\n      data.version = attribute.version;\n    }\n  }\n  return {\n    get,\n    remove,\n    update\n  };\n}\nclass PlaneGeometry extends BufferGeometry {\n  constructor(width = 1, height = 1, widthSegments = 1, heightSegments = 1) {\n    super();\n    this.type = \"PlaneGeometry\";\n    this.parameters = {\n      width,\n      height,\n      widthSegments,\n      heightSegments\n    };\n    const width_half = width / 2;\n    const height_half = height / 2;\n    const gridX = Math.floor(widthSegments);\n    const gridY = Math.floor(heightSegments);\n    const gridX1 = gridX + 1;\n    const gridY1 = gridY + 1;\n    const segment_width = width / gridX;\n    const segment_height = height / gridY;\n    const indices = [];\n    const vertices = [];\n    const normals = [];\n    const uvs = [];\n    for (let iy = 0; iy < gridY1; iy++) {\n      const y = iy * segment_height - height_half;\n      for (let ix = 0; ix < gridX1; ix++) {\n        const x = ix * segment_width - width_half;\n        vertices.push(x, -y, 0);\n        normals.push(0, 0, 1);\n        uvs.push(ix / gridX);\n        uvs.push(1 - iy / gridY);\n      }\n    }\n    for (let iy = 0; iy < gridY; iy++) {\n      for (let ix = 0; ix < gridX; ix++) {\n        const a = ix + gridX1 * iy;\n        const b = ix + gridX1 * (iy + 1);\n        const c = ix + 1 + gridX1 * (iy + 1);\n        const d = ix + 1 + gridX1 * iy;\n        indices.push(a, b, d);\n        indices.push(b, c, d);\n      }\n    }\n    this.setIndex(indices);\n    this.setAttribute(\"position\", new Float32BufferAttribute(vertices, 3));\n    this.setAttribute(\"normal\", new Float32BufferAttribute(normals, 3));\n    this.setAttribute(\"uv\", new Float32BufferAttribute(uvs, 2));\n  }\n  static fromJSON(data) {\n    return new PlaneGeometry(data.width, data.height, data.widthSegments, data.heightSegments);\n  }\n}\nvar alphamap_fragment = \"#ifdef USE_ALPHAMAP\\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\\n#endif\";\nvar alphamap_pars_fragment = \"#ifdef USE_ALPHAMAP\\n\tuniform sampler2D alphaMap;\\n#endif\";\nvar alphatest_fragment = \"#ifdef USE_ALPHATEST\\n\tif ( diffuseColor.a < alphaTest ) discard;\\n#endif\";\nvar alphatest_pars_fragment = \"#ifdef USE_ALPHATEST\\n\tuniform float alphaTest;\\n#endif\";\nvar aomap_fragment = \"#ifdef USE_AOMAP\\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\\n\t#endif\\n#endif\";\nvar aomap_pars_fragment = \"#ifdef USE_AOMAP\\n\tuniform sampler2D aoMap;\\n\tuniform float aoMapIntensity;\\n#endif\";\nvar begin_vertex = \"vec3 transformed = vec3( position );\";\nvar beginnormal_vertex = \"vec3 objectNormal = vec3( normal );\\n#ifdef USE_TANGENT\\n\tvec3 objectTangent = vec3( tangent.xyz );\\n#endif\";\nvar bsdfs = \"vec3 BRDF_Lambert( const in vec3 diffuseColor ) {\\n\treturn RECIPROCAL_PI * diffuseColor;\\n}\\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\\n}\\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\\n}\\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\\n    float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\\n    float x2 = x * x;\\n    float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\\n    return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\\n}\\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\tfloat a2 = pow2( alpha );\\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\treturn 0.5 / max( gv + gl, EPSILON );\\n}\\nfloat D_GGX( const in float alpha, const in float dotNH ) {\\n\tfloat a2 = pow2( alpha );\\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\\n}\\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 f0, const in float f90, const in float roughness ) {\\n\tfloat alpha = pow2( roughness );\\n\tvec3 halfDir = normalize( lightDir + viewDir );\\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\\n\tvec3 F = F_Schlick( f0, f90, dotVH );\\n\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\tfloat D = D_GGX( alpha, dotNH );\\n\treturn F * ( V * D );\\n}\\n#ifdef USE_IRIDESCENCE\\n\tvec3 BRDF_GGX_Iridescence( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 f0, const in float f90, const in float iridescence, const in vec3 iridescenceFresnel, const in float roughness ) {\\n\t\tfloat alpha = pow2( roughness );\\n\t\tvec3 halfDir = normalize( lightDir + viewDir );\\n\t\tfloat dotNL = saturate( dot( normal, lightDir ) );\\n\t\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\t\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\t\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\\n\t\tvec3 F = mix( F_Schlick( f0, f90, dotVH ), iridescenceFresnel, iridescence );\\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\t\tfloat D = D_GGX( alpha, dotNH );\\n\t\treturn F * ( V * D );\\n\t}\\n#endif\\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\\n\tconst float LUT_SIZE = 64.0;\\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\\n\tfloat dotNV = saturate( dot( N, V ) );\\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\\n\tuv = uv * LUT_SCALE + LUT_BIAS;\\n\treturn uv;\\n}\\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\\n\tfloat l = length( f );\\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\\n}\\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\\n\tfloat x = dot( v1, v2 );\\n\tfloat y = abs( x );\\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\\n\tfloat v = a / b;\\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\\n\treturn cross( v1, v2 ) * theta_sintheta;\\n}\\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\\n\tvec3 lightNormal = cross( v1, v2 );\\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\\n\tvec3 T1, T2;\\n\tT1 = normalize( V - N * dot( V, N ) );\\n\tT2 = - cross( N, T1 );\\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\\n\tvec3 coords[ 4 ];\\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\\n\tvec3 vectorFormFactor = vec3( 0.0 );\\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\\n\treturn vec3( result );\\n}\\nfloat G_BlinnPhong_Implicit( ) {\\n\treturn 0.25;\\n}\\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\\n}\\nvec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\\n\tvec3 halfDir = normalize( lightDir + viewDir );\\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\\n\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\\n\tfloat G = G_BlinnPhong_Implicit( );\\n\tfloat D = D_BlinnPhong( shininess, dotNH );\\n\treturn F * ( G * D );\\n}\\n#if defined( USE_SHEEN )\\nfloat D_Charlie( float roughness, float dotNH ) {\\n\tfloat alpha = pow2( roughness );\\n\tfloat invAlpha = 1.0 / alpha;\\n\tfloat cos2h = dotNH * dotNH;\\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\\n}\\nfloat V_Neubelt( float dotNV, float dotNL ) {\\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\\n}\\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\\n\tvec3 halfDir = normalize( lightDir + viewDir );\\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\\n\tfloat V = V_Neubelt( dotNV, dotNL );\\n\treturn sheenColor * ( D * V );\\n}\\n#endif\";\nvar iridescence_fragment = \"#ifdef USE_IRIDESCENCE\\n\tconst mat3 XYZ_TO_REC709 = mat3(\\n\t\t 3.2404542, -0.9692660,  0.0556434,\\n\t\t-1.5371385,  1.8760108, -0.2040259,\\n\t\t-0.4985314,  0.0415560,  1.0572252\\n\t);\\n\tvec3 Fresnel0ToIor( vec3 fresnel0 ) {\\n\t\tvec3 sqrtF0 = sqrt( fresnel0 );\\n\t\treturn ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\\n\t}\\n\tvec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\\n\t\treturn pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\\n\t}\\n\tfloat IorToFresnel0( float transmittedIor, float incidentIor ) {\\n\t\treturn pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\\n\t}\\n\tvec3 evalSensitivity( float OPD, vec3 shift ) {\\n\t\tfloat phase = 2.0 * PI * OPD * 1.0e-9;\\n\t\tvec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\\n\t\tvec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\\n\t\tvec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\\n\t\tvec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\\n\t\txyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\\n\t\txyz /= 1.0685e-7;\\n\t\tvec3 rgb = XYZ_TO_REC709 * xyz;\\n\t\treturn rgb;\\n\t}\\n\tvec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\\n\t\tvec3 I;\\n\t\tfloat iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\\n\t\tfloat sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\\n\t\tfloat cosTheta2Sq = 1.0 - sinTheta2Sq;\\n\t\tif ( cosTheta2Sq < 0.0 ) {\\n\t\t\t return vec3( 1.0 );\\n\t\t}\\n\t\tfloat cosTheta2 = sqrt( cosTheta2Sq );\\n\t\tfloat R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\\n\t\tfloat R12 = F_Schlick( R0, 1.0, cosTheta1 );\\n\t\tfloat R21 = R12;\\n\t\tfloat T121 = 1.0 - R12;\\n\t\tfloat phi12 = 0.0;\\n\t\tif ( iridescenceIOR < outsideIOR ) phi12 = PI;\\n\t\tfloat phi21 = PI - phi12;\\n\t\tvec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );\t\tvec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\\n\t\tvec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\\n\t\tvec3 phi23 = vec3( 0.0 );\\n\t\tif ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\\n\t\tif ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\\n\t\tif ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\\n\t\tfloat OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\\n\t\tvec3 phi = vec3( phi21 ) + phi23;\\n\t\tvec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\\n\t\tvec3 r123 = sqrt( R123 );\\n\t\tvec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\\n\t\tvec3 C0 = R12 + Rs;\\n\t\tI = C0;\\n\t\tvec3 Cm = Rs - T121;\\n\t\tfor ( int m = 1; m <= 2; ++ m ) {\\n\t\t\tCm *= r123;\\n\t\t\tvec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\\n\t\t\tI += Cm * Sm;\\n\t\t}\\n\t\treturn max( I, vec3( 0.0 ) );\\n\t}\\n#endif\";\nvar bumpmap_pars_fragment = \"#ifdef USE_BUMPMAP\\n\tuniform sampler2D bumpMap;\\n\tuniform float bumpScale;\\n\tvec2 dHdxy_fwd() {\\n\t\tvec2 dSTdx = dFdx( vUv );\\n\t\tvec2 dSTdy = dFdy( vUv );\\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\\n\t\treturn vec2( dBx, dBy );\\n\t}\\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\\n\t\tvec3 vSigmaX = dFdx( surf_pos.xyz );\\n\t\tvec3 vSigmaY = dFdy( surf_pos.xyz );\\n\t\tvec3 vN = surf_norm;\\n\t\tvec3 R1 = cross( vSigmaY, vN );\\n\t\tvec3 R2 = cross( vN, vSigmaX );\\n\t\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\\n\t}\\n#endif\";\nvar clipping_planes_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\tvec4 plane;\\n\t#pragma unroll_loop_start\\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\\n\t\tplane = clippingPlanes[ i ];\\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\\n\t}\\n\t#pragma unroll_loop_end\\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\t\tbool clipped = true;\\n\t\t#pragma unroll_loop_start\\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\\n\t\t\tplane = clippingPlanes[ i ];\\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\\n\t\t}\\n\t\t#pragma unroll_loop_end\\n\t\tif ( clipped ) discard;\\n\t#endif\\n#endif\";\nvar clipping_planes_pars_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\tvarying vec3 vClipPosition;\\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\\n#endif\";\nvar clipping_planes_pars_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\tvarying vec3 vClipPosition;\\n#endif\";\nvar clipping_planes_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\tvClipPosition = - mvPosition.xyz;\\n#endif\";\nvar color_fragment = \"#if defined( USE_COLOR_ALPHA )\\n\tdiffuseColor *= vColor;\\n#elif defined( USE_COLOR )\\n\tdiffuseColor.rgb *= vColor;\\n#endif\";\nvar color_pars_fragment = \"#if defined( USE_COLOR_ALPHA )\\n\tvarying vec4 vColor;\\n#elif defined( USE_COLOR )\\n\tvarying vec3 vColor;\\n#endif\";\nvar color_pars_vertex = \"#if defined( USE_COLOR_ALPHA )\\n\tvarying vec4 vColor;\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\tvarying vec3 vColor;\\n#endif\";\nvar color_vertex = \"#if defined( USE_COLOR_ALPHA )\\n\tvColor = vec4( 1.0 );\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\tvColor = vec3( 1.0 );\\n#endif\\n#ifdef USE_COLOR\\n\tvColor *= color;\\n#endif\\n#ifdef USE_INSTANCING_COLOR\\n\tvColor.xyz *= instanceColor.xyz;\\n#endif\";\nvar common = \"#define PI 3.141592653589793\\n#define PI2 6.283185307179586\\n#define PI_HALF 1.5707963267948966\\n#define RECIPROCAL_PI 0.3183098861837907\\n#define RECIPROCAL_PI2 0.15915494309189535\\n#define EPSILON 1e-6\\n#ifndef saturate\\n#define saturate( a ) clamp( a, 0.0, 1.0 )\\n#endif\\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\\nfloat pow2( const in float x ) { return x*x; }\\nvec3 pow2( const in vec3 x ) { return x*x; }\\nfloat pow3( const in float x ) { return x*x*x; }\\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\\nhighp float rand( const in vec2 uv ) {\\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\\n\treturn fract( sin( sn ) * c );\\n}\\n#ifdef HIGH_PRECISION\\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\\n#else\\n\tfloat precisionSafeLength( vec3 v ) {\\n\t\tfloat maxComponent = max3( abs( v ) );\\n\t\treturn length( v / maxComponent ) * maxComponent;\\n\t}\\n#endif\\nstruct IncidentLight {\\n\tvec3 color;\\n\tvec3 direction;\\n\tbool visible;\\n};\\nstruct ReflectedLight {\\n\tvec3 directDiffuse;\\n\tvec3 directSpecular;\\n\tvec3 indirectDiffuse;\\n\tvec3 indirectSpecular;\\n};\\nstruct GeometricContext {\\n\tvec3 position;\\n\tvec3 normal;\\n\tvec3 viewDir;\\n#ifdef USE_CLEARCOAT\\n\tvec3 clearcoatNormal;\\n#endif\\n};\\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\\n}\\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\\n}\\nmat3 transposeMat3( const in mat3 m ) {\\n\tmat3 tmp;\\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\\n\treturn tmp;\\n}\\nfloat luminance( const in vec3 rgb ) {\\n\tconst vec3 weights = vec3( 0.2126729, 0.7151522, 0.0721750 );\\n\treturn dot( weights, rgb );\\n}\\nbool isPerspectiveMatrix( mat4 m ) {\\n\treturn m[ 2 ][ 3 ] == - 1.0;\\n}\\nvec2 equirectUv( in vec3 dir ) {\\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\treturn vec2( u, v );\\n}\";\nvar cube_uv_reflection_fragment = \"#ifdef ENVMAP_TYPE_CUBE_UV\\n\t#define cubeUV_minMipLevel 4.0\\n\t#define cubeUV_minTileSize 16.0\\n\tfloat getFace( vec3 direction ) {\\n\t\tvec3 absDirection = abs( direction );\\n\t\tfloat face = - 1.0;\\n\t\tif ( absDirection.x > absDirection.z ) {\\n\t\t\tif ( absDirection.x > absDirection.y )\\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\\n\t\t\telse\\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\t\t} else {\\n\t\t\tif ( absDirection.z > absDirection.y )\\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\\n\t\t\telse\\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\t\t}\\n\t\treturn face;\\n\t}\\n\tvec2 getUV( vec3 direction, float face ) {\\n\t\tvec2 uv;\\n\t\tif ( face == 0.0 ) {\\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\\n\t\t} else if ( face == 1.0 ) {\\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\\n\t\t} else if ( face == 2.0 ) {\\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\\n\t\t} else if ( face == 3.0 ) {\\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\\n\t\t} else if ( face == 4.0 ) {\\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\\n\t\t} else {\\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\\n\t\t}\\n\t\treturn 0.5 * ( uv + 1.0 );\\n\t}\\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\\n\t\tfloat face = getFace( direction );\\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\\n\t\tfloat faceSize = exp2( mipInt );\\n\t\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\\n\t\tif ( face > 2.0 ) {\\n\t\t\tuv.y += faceSize;\\n\t\t\tface -= 3.0;\\n\t\t}\\n\t\tuv.x += face * faceSize;\\n\t\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\\n\t\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\\n\t\tuv.x *= CUBEUV_TEXEL_WIDTH;\\n\t\tuv.y *= CUBEUV_TEXEL_HEIGHT;\\n\t\t#ifdef texture2DGradEXT\\n\t\t\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\\n\t\t#else\\n\t\t\treturn texture2D( envMap, uv ).rgb;\\n\t\t#endif\\n\t}\\n\t#define cubeUV_r0 1.0\\n\t#define cubeUV_v0 0.339\\n\t#define cubeUV_m0 - 2.0\\n\t#define cubeUV_r1 0.8\\n\t#define cubeUV_v1 0.276\\n\t#define cubeUV_m1 - 1.0\\n\t#define cubeUV_r4 0.4\\n\t#define cubeUV_v4 0.046\\n\t#define cubeUV_m4 2.0\\n\t#define cubeUV_r5 0.305\\n\t#define cubeUV_v5 0.016\\n\t#define cubeUV_m5 3.0\\n\t#define cubeUV_r6 0.21\\n\t#define cubeUV_v6 0.0038\\n\t#define cubeUV_m6 4.0\\n\tfloat roughnessToMip( float roughness ) {\\n\t\tfloat mip = 0.0;\\n\t\tif ( roughness >= cubeUV_r1 ) {\\n\t\t\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\\n\t\t} else if ( roughness >= cubeUV_r4 ) {\\n\t\t\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\\n\t\t} else if ( roughness >= cubeUV_r5 ) {\\n\t\t\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\\n\t\t} else if ( roughness >= cubeUV_r6 ) {\\n\t\t\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\\n\t\t} else {\\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\\n\t\treturn mip;\\n\t}\\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\\n\t\tfloat mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\\n\t\tfloat mipF = fract( mip );\\n\t\tfloat mipInt = floor( mip );\\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\\n\t\tif ( mipF == 0.0 ) {\\n\t\t\treturn vec4( color0, 1.0 );\\n\t\t} else {\\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\\n\t\t}\\n\t}\\n#endif\";\nvar defaultnormal_vertex = \"vec3 transformedNormal = objectNormal;\\n#ifdef USE_INSTANCING\\n\tmat3 m = mat3( instanceMatrix );\\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\\n\ttransformedNormal = m * transformedNormal;\\n#endif\\ntransformedNormal = normalMatrix * transformedNormal;\\n#ifdef FLIP_SIDED\\n\ttransformedNormal = - transformedNormal;\\n#endif\\n#ifdef USE_TANGENT\\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\t#ifdef FLIP_SIDED\\n\t\ttransformedTangent = - transformedTangent;\\n\t#endif\\n#endif\";\nvar displacementmap_pars_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\tuniform sampler2D displacementMap;\\n\tuniform float displacementScale;\\n\tuniform float displacementBias;\\n#endif\";\nvar displacementmap_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\\n#endif\";\nvar emissivemap_fragment = \"#ifdef USE_EMISSIVEMAP\\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\\n#endif\";\nvar emissivemap_pars_fragment = \"#ifdef USE_EMISSIVEMAP\\n\tuniform sampler2D emissiveMap;\\n#endif\";\nvar encodings_fragment = \"gl_FragColor = linearToOutputTexel( gl_FragColor );\";\nvar encodings_pars_fragment = \"vec4 LinearToLinear( in vec4 value ) {\\n\treturn value;\\n}\\nvec4 LinearTosRGB( in vec4 value ) {\\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\\n}\";\nvar envmap_fragment = \"#ifdef USE_ENVMAP\\n\t#ifdef ENV_WORLDPOS\\n\t\tvec3 cameraToFrag;\\n\t\tif ( isOrthographic ) {\\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\t\t} else {\\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\\n\t\t}\\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\t\t#ifdef ENVMAP_MODE_REFLECTION\\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\\n\t\t#else\\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\\n\t\t#endif\\n\t#else\\n\t\tvec3 reflectVec = vReflect;\\n\t#endif\\n\t#ifdef ENVMAP_TYPE_CUBE\\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\\n\t#else\\n\t\tvec4 envColor = vec4( 0.0 );\\n\t#endif\\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\\n\t#elif defined( ENVMAP_BLENDING_MIX )\\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\\n\t#elif defined( ENVMAP_BLENDING_ADD )\\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\\n\t#endif\\n#endif\";\nvar envmap_common_pars_fragment = \"#ifdef USE_ENVMAP\\n\tuniform float envMapIntensity;\\n\tuniform float flipEnvMap;\\n\t#ifdef ENVMAP_TYPE_CUBE\\n\t\tuniform samplerCube envMap;\\n\t#else\\n\t\tuniform sampler2D envMap;\\n\t#endif\\n\t\\n#endif\";\nvar envmap_pars_fragment = \"#ifdef USE_ENVMAP\\n\tuniform float reflectivity;\\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\\n\t\t#define ENV_WORLDPOS\\n\t#endif\\n\t#ifdef ENV_WORLDPOS\\n\t\tvarying vec3 vWorldPosition;\\n\t\tuniform float refractionRatio;\\n\t#else\\n\t\tvarying vec3 vReflect;\\n\t#endif\\n#endif\";\nvar envmap_pars_vertex = \"#ifdef USE_ENVMAP\\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\\n\t\t#define ENV_WORLDPOS\\n\t#endif\\n\t#ifdef ENV_WORLDPOS\\n\t\t\\n\t\tvarying vec3 vWorldPosition;\\n\t#else\\n\t\tvarying vec3 vReflect;\\n\t\tuniform float refractionRatio;\\n\t#endif\\n#endif\";\nvar envmap_vertex = \"#ifdef USE_ENVMAP\\n\t#ifdef ENV_WORLDPOS\\n\t\tvWorldPosition = worldPosition.xyz;\\n\t#else\\n\t\tvec3 cameraToVertex;\\n\t\tif ( isOrthographic ) {\\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\t\t} else {\\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\\n\t\t}\\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\t\t#ifdef ENVMAP_MODE_REFLECTION\\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\\n\t\t#else\\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\\n\t\t#endif\\n\t#endif\\n#endif\";\nvar fog_vertex = \"#ifdef USE_FOG\\n\tvFogDepth = - mvPosition.z;\\n#endif\";\nvar fog_pars_vertex = \"#ifdef USE_FOG\\n\tvarying float vFogDepth;\\n#endif\";\nvar fog_fragment = \"#ifdef USE_FOG\\n\t#ifdef FOG_EXP2\\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\\n\t#else\\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\\n\t#endif\\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\\n#endif\";\nvar fog_pars_fragment = \"#ifdef USE_FOG\\n\tuniform vec3 fogColor;\\n\tvarying float vFogDepth;\\n\t#ifdef FOG_EXP2\\n\t\tuniform float fogDensity;\\n\t#else\\n\t\tuniform float fogNear;\\n\t\tuniform float fogFar;\\n\t#endif\\n#endif\";\nvar gradientmap_pars_fragment = \"#ifdef USE_GRADIENTMAP\\n\tuniform sampler2D gradientMap;\\n#endif\\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\\n\tfloat dotNL = dot( normal, lightDirection );\\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\\n\t#ifdef USE_GRADIENTMAP\\n\t\treturn vec3( texture2D( gradientMap, coord ).r );\\n\t#else\\n\t\tvec2 fw = fwidth( coord ) * 0.5;\\n\t\treturn mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\\n\t#endif\\n}\";\nvar lightmap_fragment = \"#ifdef USE_LIGHTMAP\\n\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\\n\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\\n\treflectedLight.indirectDiffuse += lightMapIrradiance;\\n#endif\";\nvar lightmap_pars_fragment = \"#ifdef USE_LIGHTMAP\\n\tuniform sampler2D lightMap;\\n\tuniform float lightMapIntensity;\\n#endif\";\nvar lights_lambert_fragment = \"LambertMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularStrength = specularStrength;\";\nvar lights_lambert_pars_fragment = \"varying vec3 vViewPosition;\\nstruct LambertMaterial {\\n\tvec3 diffuseColor;\\n\tfloat specularStrength;\\n};\\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\tvec3 irradiance = dotNL * directLight.color;\\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\t\t\t\tRE_Direct_Lambert\\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Lambert\";\nvar lights_pars_begin = \"uniform bool receiveShadow;\\nuniform vec3 ambientLightColor;\\nuniform vec3 lightProbe[ 9 ];\\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\\n\tfloat x = normal.x, y = normal.y, z = normal.z;\\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\\n\treturn result;\\n}\\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\\n\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\\n\treturn irradiance;\\n}\\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\\n\tvec3 irradiance = ambientLightColor;\\n\treturn irradiance;\\n}\\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\\n\t#if defined ( PHYSICALLY_CORRECT_LIGHTS )\\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\\n\t\tif ( cutoffDistance > 0.0 ) {\\n\t\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\\n\t\t}\\n\t\treturn distanceFalloff;\\n\t#else\\n\t\tif ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\\n\t\t\treturn pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );\\n\t\t}\\n\t\treturn 1.0;\\n\t#endif\\n}\\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\\n}\\n#if NUM_DIR_LIGHTS > 0\\n\tstruct DirectionalLight {\\n\t\tvec3 direction;\\n\t\tvec3 color;\\n\t};\\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight light ) {\\n\t\tlight.color = directionalLight.color;\\n\t\tlight.direction = directionalLight.direction;\\n\t\tlight.visible = true;\\n\t}\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\tstruct PointLight {\\n\t\tvec3 position;\\n\t\tvec3 color;\\n\t\tfloat distance;\\n\t\tfloat decay;\\n\t};\\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\\n\tvoid getPointLightInfo( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight light ) {\\n\t\tvec3 lVector = pointLight.position - geometry.position;\\n\t\tlight.direction = normalize( lVector );\\n\t\tfloat lightDistance = length( lVector );\\n\t\tlight.color = pointLight.color;\\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\\n\t\tlight.visible = ( light.color != vec3( 0.0 ) );\\n\t}\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\tstruct SpotLight {\\n\t\tvec3 position;\\n\t\tvec3 direction;\\n\t\tvec3 color;\\n\t\tfloat distance;\\n\t\tfloat decay;\\n\t\tfloat coneCos;\\n\t\tfloat penumbraCos;\\n\t};\\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight light ) {\\n\t\tvec3 lVector = spotLight.position - geometry.position;\\n\t\tlight.direction = normalize( lVector );\\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\\n\t\tif ( spotAttenuation > 0.0 ) {\\n\t\t\tfloat lightDistance = length( lVector );\\n\t\t\tlight.color = spotLight.color * spotAttenuation;\\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\\n\t\t} else {\\n\t\t\tlight.color = vec3( 0.0 );\\n\t\t\tlight.visible = false;\\n\t\t}\\n\t}\\n#endif\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\tstruct RectAreaLight {\\n\t\tvec3 color;\\n\t\tvec3 position;\\n\t\tvec3 halfWidth;\\n\t\tvec3 halfHeight;\\n\t};\\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\tstruct HemisphereLight {\\n\t\tvec3 direction;\\n\t\tvec3 skyColor;\\n\t\tvec3 groundColor;\\n\t};\\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\\n\t\treturn irradiance;\\n\t}\\n#endif\";\nvar envmap_physical_pars_fragment = \"#if defined( USE_ENVMAP )\\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\\n\t\t#if defined( ENVMAP_TYPE_CUBE_UV )\\n\t\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\\n\t\t#else\\n\t\t\treturn vec3( 0.0 );\\n\t\t#endif\\n\t}\\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\\n\t\t#if defined( ENVMAP_TYPE_CUBE_UV )\\n\t\t\tvec3 reflectVec = reflect( - viewDir, normal );\\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\\n\t\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\\n\t\t\treturn envMapColor.rgb * envMapIntensity;\\n\t\t#else\\n\t\t\treturn vec3( 0.0 );\\n\t\t#endif\\n\t}\\n#endif\";\nvar lights_toon_fragment = \"ToonMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\";\nvar lights_toon_pars_fragment = \"varying vec3 vViewPosition;\\nstruct ToonMaterial {\\n\tvec3 diffuseColor;\\n};\\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\t\t\t\tRE_Direct_Toon\\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\";\nvar lights_phong_fragment = \"BlinnPhongMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularColor = specular;\\nmaterial.specularShininess = shininess;\\nmaterial.specularStrength = specularStrength;\";\nvar lights_phong_pars_fragment = \"varying vec3 vViewPosition;\\nstruct BlinnPhongMaterial {\\n\tvec3 diffuseColor;\\n\tvec3 specularColor;\\n\tfloat specularShininess;\\n\tfloat specularStrength;\\n};\\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\tvec3 irradiance = dotNL * directLight.color;\\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularShininess ) * material.specularStrength;\\n}\\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\";\nvar lights_physical_fragment = \"PhysicalMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\\nmaterial.roughness = min( material.roughness, 1.0 );\\n#ifdef IOR\\n\tmaterial.ior = ior;\\n\t#ifdef SPECULAR\\n\t\tfloat specularIntensityFactor = specularIntensity;\\n\t\tvec3 specularColorFactor = specularColor;\\n\t\t#ifdef USE_SPECULARINTENSITYMAP\\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vUv ).a;\\n\t\t#endif\\n\t\t#ifdef USE_SPECULARCOLORMAP\\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vUv ).rgb;\\n\t\t#endif\\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\\n\t#else\\n\t\tfloat specularIntensityFactor = 1.0;\\n\t\tvec3 specularColorFactor = vec3( 1.0 );\\n\t\tmaterial.specularF90 = 1.0;\\n\t#endif\\n\tmaterial.specularColor = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\\n#else\\n\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\\n\tmaterial.specularF90 = 1.0;\\n#endif\\n#ifdef USE_CLEARCOAT\\n\tmaterial.clearcoat = clearcoat;\\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\\n\tmaterial.clearcoatF0 = vec3( 0.04 );\\n\tmaterial.clearcoatF90 = 1.0;\\n\t#ifdef USE_CLEARCOATMAP\\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\\n\t#endif\\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\\n\t#endif\\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\\n\tmaterial.clearcoatRoughness += geometryRoughness;\\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\\n#endif\\n#ifdef USE_IRIDESCENCE\\n\tmaterial.iridescence = iridescence;\\n\tmaterial.iridescenceIOR = iridescenceIOR;\\n\t#ifdef USE_IRIDESCENCEMAP\\n\t\tmaterial.iridescence *= texture2D( iridescenceMap, vUv ).r;\\n\t#endif\\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vUv ).g + iridescenceThicknessMinimum;\\n\t#else\\n\t\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\\n\t#endif\\n#endif\\n#ifdef USE_SHEEN\\n\tmaterial.sheenColor = sheenColor;\\n\t#ifdef USE_SHEENCOLORMAP\\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vUv ).rgb;\\n\t#endif\\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\\n\t#ifdef USE_SHEENROUGHNESSMAP\\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vUv ).a;\\n\t#endif\\n#endif\";\nvar lights_physical_pars_fragment = \"struct PhysicalMaterial {\\n\tvec3 diffuseColor;\\n\tfloat roughness;\\n\tvec3 specularColor;\\n\tfloat specularF90;\\n\t#ifdef USE_CLEARCOAT\\n\t\tfloat clearcoat;\\n\t\tfloat clearcoatRoughness;\\n\t\tvec3 clearcoatF0;\\n\t\tfloat clearcoatF90;\\n\t#endif\\n\t#ifdef USE_IRIDESCENCE\\n\t\tfloat iridescence;\\n\t\tfloat iridescenceIOR;\\n\t\tfloat iridescenceThickness;\\n\t\tvec3 iridescenceFresnel;\\n\t\tvec3 iridescenceF0;\\n\t#endif\\n\t#ifdef USE_SHEEN\\n\t\tvec3 sheenColor;\\n\t\tfloat sheenRoughness;\\n\t#endif\\n\t#ifdef IOR\\n\t\tfloat ior;\\n\t#endif\\n\t#ifdef USE_TRANSMISSION\\n\t\tfloat transmission;\\n\t\tfloat transmissionAlpha;\\n\t\tfloat thickness;\\n\t\tfloat attenuationDistance;\\n\t\tvec3 attenuationColor;\\n\t#endif\\n};\\nvec3 clearcoatSpecular = vec3( 0.0 );\\nvec3 sheenSpecular = vec3( 0.0 );\\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\tfloat r2 = roughness * roughness;\\n\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\\n\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\\n\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\\n\treturn saturate( DG * RECIPROCAL_PI );\\n}\\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\\n\tvec4 r = roughness * c0 + c1;\\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\\n\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\\n\treturn fab;\\n}\\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\\n\treturn specularColor * fab.x + specularF90 * fab.y;\\n}\\n#ifdef USE_IRIDESCENCE\\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\\n#else\\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\\n#endif\\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\\n\t#ifdef USE_IRIDESCENCE\\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\\n\t#else\\n\t\tvec3 Fr = specularColor;\\n\t#endif\\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\\n\tfloat Ess = fab.x + fab.y;\\n\tfloat Ems = 1.0 - Ess;\\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\\n\tsingleScatter += FssEss;\\n\tmultiScatter += Fms * Ems;\\n}\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\t\tvec3 normal = geometry.normal;\\n\t\tvec3 viewDir = geometry.viewDir;\\n\t\tvec3 position = geometry.position;\\n\t\tvec3 lightPos = rectAreaLight.position;\\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\\n\t\tvec3 lightColor = rectAreaLight.color;\\n\t\tfloat roughness = material.roughness;\\n\t\tvec3 rectCoords[ 4 ];\\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\\n\t\tvec4 t1 = texture2D( ltc_1, uv );\\n\t\tvec4 t2 = texture2D( ltc_2, uv );\\n\t\tmat3 mInv = mat3(\\n\t\t\tvec3( t1.x, 0, t1.y ),\\n\t\t\tvec3(    0, 1,    0 ),\\n\t\t\tvec3( t1.z, 0, t1.w )\\n\t\t);\\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\\n\t}\\n#endif\\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\tvec3 irradiance = dotNL * directLight.color;\\n\t#ifdef USE_CLEARCOAT\\n\t\tfloat dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\\n\t\tclearcoatSpecular += ccIrradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.clearcoatNormal, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\\n\t#endif\\n\t#ifdef USE_SHEEN\\n\t\tsheenSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenColor, material.sheenRoughness );\\n\t#endif\\n\t#ifdef USE_IRIDESCENCE\\n\t\treflectedLight.directSpecular += irradiance * BRDF_GGX_Iridescence( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness );\\n\t#else\\n\t\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.roughness );\\n\t#endif\\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\\n\t#ifdef USE_CLEARCOAT\\n\t\tclearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\\n\t#endif\\n\t#ifdef USE_SHEEN\\n\t\tsheenSpecular += irradiance * material.sheenColor * IBLSheenBRDF( geometry.normal, geometry.viewDir, material.sheenRoughness );\\n\t#endif\\n\tvec3 singleScattering = vec3( 0.0 );\\n\tvec3 multiScattering = vec3( 0.0 );\\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\\n\t#ifdef USE_IRIDESCENCE\\n\t\tcomputeMultiscatteringIridescence( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\\n\t#else\\n\t\tcomputeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\\n\t#endif\\n\tvec3 totalScattering = singleScattering + multiScattering;\\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\\n\treflectedLight.indirectSpecular += radiance * singleScattering;\\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\\n}\\n#define RE_Direct\t\t\t\tRE_Direct_Physical\\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\\n}\";\nvar lights_fragment_begin = \"\\nGeometricContext geometry;\\ngeometry.position = - vViewPosition;\\ngeometry.normal = normal;\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\\n#ifdef USE_CLEARCOAT\\n\tgeometry.clearcoatNormal = clearcoatNormal;\\n#endif\\n#ifdef USE_IRIDESCENCE\\n\tfloat dotNVi = saturate( dot( normal, geometry.viewDir ) );\\n\tif ( material.iridescenceThickness == 0.0 ) {\\n\t\tmaterial.iridescence = 0.0;\\n\t} else {\\n\t\tmaterial.iridescence = saturate( material.iridescence );\\n\t}\\n\tif ( material.iridescence > 0.0 ) {\\n\t\tmaterial.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\\n\t}\\n#endif\\nIncidentLight directLight;\\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\\n\tPointLight pointLight;\\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\\n\tPointLightShadow pointLightShadow;\\n\t#endif\\n\t#pragma unroll_loop_start\\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\t\tpointLight = pointLights[ i ];\\n\t\tgetPointLightInfo( pointLight, geometry, directLight );\\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\\n\t\tpointLightShadow = pointLightShadows[ i ];\\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\\n\t\t#endif\\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\t}\\n\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\\n\tSpotLight spotLight;\\n\tvec4 spotColor;\\n\tvec3 spotLightCoord;\\n\tbool inSpotLightMap;\\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\\n\tSpotLightShadow spotLightShadow;\\n\t#endif\\n\t#pragma unroll_loop_start\\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\t\tspotLight = spotLights[ i ];\\n\t\tgetSpotLightInfo( spotLight, geometry, directLight );\\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\\n\t\t#else\\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\\n\t\t#endif\\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\\n\t\t#endif\\n\t\t#undef SPOT_LIGHT_MAP_INDEX\\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\t\tspotLightShadow = spotLightShadows[ i ];\\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\\n\t\t#endif\\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\t}\\n\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\\n\tDirectionalLight directionalLight;\\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\\n\tDirectionalLightShadow directionalLightShadow;\\n\t#endif\\n\t#pragma unroll_loop_start\\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\t\tdirectionalLight = directionalLights[ i ];\\n\t\tgetDirectionalLightInfo( directionalLight, geometry, directLight );\\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\t\t#endif\\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\t}\\n\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\\n\tRectAreaLight rectAreaLight;\\n\t#pragma unroll_loop_start\\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\\n\t\trectAreaLight = rectAreaLights[ i ];\\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\\n\t}\\n\t#pragma unroll_loop_end\\n#endif\\n#if defined( RE_IndirectDiffuse )\\n\tvec3 iblIrradiance = vec3( 0.0 );\\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry.normal );\\n\t#if ( NUM_HEMI_LIGHTS > 0 )\\n\t\t#pragma unroll_loop_start\\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );\\n\t\t}\\n\t\t#pragma unroll_loop_end\\n\t#endif\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\tvec3 radiance = vec3( 0.0 );\\n\tvec3 clearcoatRadiance = vec3( 0.0 );\\n#endif\";\nvar lights_fragment_maps = \"#if defined( RE_IndirectDiffuse )\\n\t#ifdef USE_LIGHTMAP\\n\t\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\\n\t\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\\n\t\tirradiance += lightMapIrradiance;\\n\t#endif\\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\\n\t\tiblIrradiance += getIBLIrradiance( geometry.normal );\\n\t#endif\\n#endif\\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\\n\tradiance += getIBLRadiance( geometry.viewDir, geometry.normal, material.roughness );\\n\t#ifdef USE_CLEARCOAT\\n\t\tclearcoatRadiance += getIBLRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness );\\n\t#endif\\n#endif\";\nvar lights_fragment_end = \"#if defined( RE_IndirectDiffuse )\\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\\n#endif\";\nvar logdepthbuf_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\\n#endif\";\nvar logdepthbuf_pars_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\tuniform float logDepthBufFC;\\n\tvarying float vFragDepth;\\n\tvarying float vIsPerspective;\\n#endif\";\nvar logdepthbuf_pars_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\t#ifdef USE_LOGDEPTHBUF_EXT\\n\t\tvarying float vFragDepth;\\n\t\tvarying float vIsPerspective;\\n\t#else\\n\t\tuniform float logDepthBufFC;\\n\t#endif\\n#endif\";\nvar logdepthbuf_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\t#ifdef USE_LOGDEPTHBUF_EXT\\n\t\tvFragDepth = 1.0 + gl_Position.w;\\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\\n\t#else\\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\\n\t\t\tgl_Position.z *= gl_Position.w;\\n\t\t}\\n\t#endif\\n#endif\";\nvar map_fragment = \"#ifdef USE_MAP\\n\tvec4 sampledDiffuseColor = texture2D( map, vUv );\\n\t#ifdef DECODE_VIDEO_TEXTURE\\n\t\tsampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );\\n\t#endif\\n\tdiffuseColor *= sampledDiffuseColor;\\n#endif\";\nvar map_pars_fragment = \"#ifdef USE_MAP\\n\tuniform sampler2D map;\\n#endif\";\nvar map_particle_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\\n#endif\\n#ifdef USE_MAP\\n\tdiffuseColor *= texture2D( map, uv );\\n#endif\\n#ifdef USE_ALPHAMAP\\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\\n#endif\";\nvar map_particle_pars_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\tuniform mat3 uvTransform;\\n#endif\\n#ifdef USE_MAP\\n\tuniform sampler2D map;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\tuniform sampler2D alphaMap;\\n#endif\";\nvar metalnessmap_fragment = \"float metalnessFactor = metalness;\\n#ifdef USE_METALNESSMAP\\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\\n\tmetalnessFactor *= texelMetalness.b;\\n#endif\";\nvar metalnessmap_pars_fragment = \"#ifdef USE_METALNESSMAP\\n\tuniform sampler2D metalnessMap;\\n#endif\";\nvar morphcolor_vertex = \"#if defined( USE_MORPHCOLORS ) && defined( MORPHTARGETS_TEXTURE )\\n\tvColor *= morphTargetBaseInfluence;\\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\t\t#if defined( USE_COLOR_ALPHA )\\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\\n\t\t#elif defined( USE_COLOR )\\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\\n\t\t#endif\\n\t}\\n#endif\";\nvar morphnormal_vertex = \"#ifdef USE_MORPHNORMALS\\n\tobjectNormal *= morphTargetBaseInfluence;\\n\t#ifdef MORPHTARGETS_TEXTURE\\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\\n\t\t}\\n\t#else\\n\t\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\\n\t\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\\n\t\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\\n\t\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\\n\t#endif\\n#endif\";\nvar morphtarget_pars_vertex = \"#ifdef USE_MORPHTARGETS\\n\tuniform float morphTargetBaseInfluence;\\n\t#ifdef MORPHTARGETS_TEXTURE\\n\t\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\\n\t\tuniform sampler2DArray morphTargetsTexture;\\n\t\tuniform ivec2 morphTargetsTextureSize;\\n\t\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\\n\t\t\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\\n\t\t\tint y = texelIndex / morphTargetsTextureSize.x;\\n\t\t\tint x = texelIndex - y * morphTargetsTextureSize.x;\\n\t\t\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\\n\t\t\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\\n\t\t}\\n\t#else\\n\t\t#ifndef USE_MORPHNORMALS\\n\t\t\tuniform float morphTargetInfluences[ 8 ];\\n\t\t#else\\n\t\t\tuniform float morphTargetInfluences[ 4 ];\\n\t\t#endif\\n\t#endif\\n#endif\";\nvar morphtarget_vertex = \"#ifdef USE_MORPHTARGETS\\n\ttransformed *= morphTargetBaseInfluence;\\n\t#ifdef MORPHTARGETS_TEXTURE\\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\\n\t\t}\\n\t#else\\n\t\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\\n\t\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\\n\t\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\\n\t\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\\n\t\t#ifndef USE_MORPHNORMALS\\n\t\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\\n\t\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\\n\t\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\\n\t\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\\n\t\t#endif\\n\t#endif\\n#endif\";\nvar normal_fragment_begin = \"float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\\n#ifdef FLAT_SHADED\\n\tvec3 fdx = dFdx( vViewPosition );\\n\tvec3 fdy = dFdy( vViewPosition );\\n\tvec3 normal = normalize( cross( fdx, fdy ) );\\n#else\\n\tvec3 normal = normalize( vNormal );\\n\t#ifdef DOUBLE_SIDED\\n\t\tnormal = normal * faceDirection;\\n\t#endif\\n\t#ifdef USE_TANGENT\\n\t\tvec3 tangent = normalize( vTangent );\\n\t\tvec3 bitangent = normalize( vBitangent );\\n\t\t#ifdef DOUBLE_SIDED\\n\t\t\ttangent = tangent * faceDirection;\\n\t\t\tbitangent = bitangent * faceDirection;\\n\t\t#endif\\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\\n\t\t#endif\\n\t#endif\\n#endif\\nvec3 geometryNormal = normal;\";\nvar normal_fragment_maps = \"#ifdef OBJECTSPACE_NORMALMAP\\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\t#ifdef FLIP_SIDED\\n\t\tnormal = - normal;\\n\t#endif\\n\t#ifdef DOUBLE_SIDED\\n\t\tnormal = normal * faceDirection;\\n\t#endif\\n\tnormal = normalize( normalMatrix * normal );\\n#elif defined( TANGENTSPACE_NORMALMAP )\\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\tmapN.xy *= normalScale;\\n\t#ifdef USE_TANGENT\\n\t\tnormal = normalize( vTBN * mapN );\\n\t#else\\n\t\tnormal = perturbNormal2Arb( - vViewPosition, normal, mapN, faceDirection );\\n\t#endif\\n#elif defined( USE_BUMPMAP )\\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\\n#endif\";\nvar normal_pars_fragment = \"#ifndef FLAT_SHADED\\n\tvarying vec3 vNormal;\\n\t#ifdef USE_TANGENT\\n\t\tvarying vec3 vTangent;\\n\t\tvarying vec3 vBitangent;\\n\t#endif\\n#endif\";\nvar normal_pars_vertex = \"#ifndef FLAT_SHADED\\n\tvarying vec3 vNormal;\\n\t#ifdef USE_TANGENT\\n\t\tvarying vec3 vTangent;\\n\t\tvarying vec3 vBitangent;\\n\t#endif\\n#endif\";\nvar normal_vertex = \"#ifndef FLAT_SHADED\\n\tvNormal = normalize( transformedNormal );\\n\t#ifdef USE_TANGENT\\n\t\tvTangent = normalize( transformedTangent );\\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\\n\t#endif\\n#endif\";\nvar normalmap_pars_fragment = \"#ifdef USE_NORMALMAP\\n\tuniform sampler2D normalMap;\\n\tuniform vec2 normalScale;\\n#endif\\n#ifdef OBJECTSPACE_NORMALMAP\\n\tuniform mat3 normalMatrix;\\n#endif\\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\\n\t\tvec2 st0 = dFdx( vUv.st );\\n\t\tvec2 st1 = dFdy( vUv.st );\\n\t\tvec3 N = surf_norm;\\n\t\tvec3 q1perp = cross( q1, N );\\n\t\tvec3 q0perp = cross( N, q0 );\\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\\n\t\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\\n\t}\\n#endif\";\nvar clearcoat_normal_fragment_begin = \"#ifdef USE_CLEARCOAT\\n\tvec3 clearcoatNormal = geometryNormal;\\n#endif\";\nvar clearcoat_normal_fragment_maps = \"#ifdef USE_CLEARCOAT_NORMALMAP\\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\\n\tclearcoatMapN.xy *= clearcoatNormalScale;\\n\t#ifdef USE_TANGENT\\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\\n\t#else\\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\\n\t#endif\\n#endif\";\nvar clearcoat_pars_fragment = \"#ifdef USE_CLEARCOATMAP\\n\tuniform sampler2D clearcoatMap;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\tuniform sampler2D clearcoatRoughnessMap;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\tuniform sampler2D clearcoatNormalMap;\\n\tuniform vec2 clearcoatNormalScale;\\n#endif\";\nvar iridescence_pars_fragment = \"#ifdef USE_IRIDESCENCEMAP\\n\tuniform sampler2D iridescenceMap;\\n#endif\\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\\n\tuniform sampler2D iridescenceThicknessMap;\\n#endif\";\nvar output_fragment = \"#ifdef OPAQUE\\ndiffuseColor.a = 1.0;\\n#endif\\n#ifdef USE_TRANSMISSION\\ndiffuseColor.a *= material.transmissionAlpha + 0.1;\\n#endif\\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );\";\nvar packing = \"vec3 packNormalToRGB( const in vec3 normal ) {\\n\treturn normalize( normal ) * 0.5 + 0.5;\\n}\\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\\n\treturn 2.0 * rgb.xyz - 1.0;\\n}\\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\\nconst float ShiftRight8 = 1. / 256.;\\nvec4 packDepthToRGBA( const in float v ) {\\n\tvec4 r = vec4( fract( v * PackFactors ), v );\\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\\n}\\nfloat unpackRGBAToDepth( const in vec4 v ) {\\n\treturn dot( v, UnpackFactors );\\n}\\nvec2 packDepthToRG( in highp float v ) {\\n\treturn packDepthToRGBA( v ).yx;\\n}\\nfloat unpackRGToDepth( const in highp vec2 v ) {\\n\treturn unpackRGBAToDepth( vec4( v.xy, 0.0, 0.0 ) );\\n}\\nvec4 pack2HalfToRGBA( vec2 v ) {\\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\\n}\\nvec2 unpackRGBATo2Half( vec4 v ) {\\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\\n}\\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\\n\treturn ( viewZ + near ) / ( near - far );\\n}\\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\\n\treturn linearClipZ * ( near - far ) - near;\\n}\\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\\n\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\\n}\\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\\n}\";\nvar premultiplied_alpha_fragment = \"#ifdef PREMULTIPLIED_ALPHA\\n\tgl_FragColor.rgb *= gl_FragColor.a;\\n#endif\";\nvar project_vertex = \"vec4 mvPosition = vec4( transformed, 1.0 );\\n#ifdef USE_INSTANCING\\n\tmvPosition = instanceMatrix * mvPosition;\\n#endif\\nmvPosition = modelViewMatrix * mvPosition;\\ngl_Position = projectionMatrix * mvPosition;\";\nvar dithering_fragment = \"#ifdef DITHERING\\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\\n#endif\";\nvar dithering_pars_fragment = \"#ifdef DITHERING\\n\tvec3 dithering( vec3 color ) {\\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\\n\t\treturn color + dither_shift_RGB;\\n\t}\\n#endif\";\nvar roughnessmap_fragment = \"float roughnessFactor = roughness;\\n#ifdef USE_ROUGHNESSMAP\\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\\n\troughnessFactor *= texelRoughness.g;\\n#endif\";\nvar roughnessmap_pars_fragment = \"#ifdef USE_ROUGHNESSMAP\\n\tuniform sampler2D roughnessMap;\\n#endif\";\nvar shadowmap_pars_fragment = \"#if NUM_SPOT_LIGHT_COORDS > 0\\n  varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\\n#endif\\n#if NUM_SPOT_LIGHT_MAPS > 0\\n  uniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\\n#endif\\n#ifdef USE_SHADOWMAP\\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\t\tstruct DirectionalLightShadow {\\n\t\t\tfloat shadowBias;\\n\t\t\tfloat shadowNormalBias;\\n\t\t\tfloat shadowRadius;\\n\t\t\tvec2 shadowMapSize;\\n\t\t};\\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\t#endif\\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\\n\t\tstruct SpotLightShadow {\\n\t\t\tfloat shadowBias;\\n\t\t\tfloat shadowNormalBias;\\n\t\t\tfloat shadowRadius;\\n\t\t\tvec2 shadowMapSize;\\n\t\t};\\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\t#endif\\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\t\tstruct PointLightShadow {\\n\t\t\tfloat shadowBias;\\n\t\t\tfloat shadowNormalBias;\\n\t\t\tfloat shadowRadius;\\n\t\t\tvec2 shadowMapSize;\\n\t\t\tfloat shadowCameraNear;\\n\t\t\tfloat shadowCameraFar;\\n\t\t};\\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\t#endif\\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\\n\t}\\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\\n\t}\\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\\n\t\tfloat occlusion = 1.0;\\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\\n\t\tfloat hard_shadow = step( compare , distribution.x );\\n\t\tif (hard_shadow != 1.0 ) {\\n\t\t\tfloat distance = compare - distribution.x ;\\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\\n\t\t}\\n\t\treturn occlusion;\\n\t}\\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\\n\t\tfloat shadow = 1.0;\\n\t\tshadowCoord.xyz /= shadowCoord.w;\\n\t\tshadowCoord.z += shadowBias;\\n\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\\n\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\\n\t\tif ( frustumTest ) {\\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\\n\t\t\tfloat dx2 = dx0 / 2.0;\\n\t\t\tfloat dy2 = dy0 / 2.0;\\n\t\t\tfloat dx3 = dx1 / 2.0;\\n\t\t\tfloat dy3 = dy1 / 2.0;\\n\t\t\tshadow = (\\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\\n\t\t\t) * ( 1.0 / 17.0 );\\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\t\t\tfloat dx = texelSize.x;\\n\t\t\tfloat dy = texelSize.y;\\n\t\t\tvec2 uv = shadowCoord.xy;\\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\\n\t\t\tuv -= f * texelSize;\\n\t\t\tshadow = (\\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),\\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\\n\t\t\t\t\t f.x ) +\\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),\\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\\n\t\t\t\t\t f.x ) +\\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),\\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\\n\t\t\t\t\t f.y ) +\\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),\\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\\n\t\t\t\t\t f.y ) +\\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),\\n\t\t\t\t\t\t  texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\\n\t\t\t\t\t\t  f.x ),\\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),\\n\t\t\t\t\t\t  texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\\n\t\t\t\t\t\t  f.x ),\\n\t\t\t\t\t f.y )\\n\t\t\t) * ( 1.0 / 9.0 );\\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\t\t#else\\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\t\t#endif\\n\t\t}\\n\t\treturn shadow;\\n\t}\\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\\n\t\tvec3 absV = abs( v );\\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\\n\t\tabsV *= scaleToCube;\\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\\n\t\tvec2 planar = v.xy;\\n\t\tfloat almostATexel = 1.5 * texelSizeY;\\n\t\tfloat almostOne = 1.0 - almostATexel;\\n\t\tif ( absV.z >= almostOne ) {\\n\t\t\tif ( v.z > 0.0 )\\n\t\t\t\tplanar.x = 4.0 - v.x;\\n\t\t} else if ( absV.x >= almostOne ) {\\n\t\t\tfloat signX = sign( v.x );\\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\\n\t\t} else if ( absV.y >= almostOne ) {\\n\t\t\tfloat signY = sign( v.y );\\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\\n\t\t\tplanar.y = v.z * signY - 2.0;\\n\t\t}\\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\\n\t}\\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\\n\t\tvec3 lightToPosition = shadowCoord.xyz;\\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\\n\t\tvec3 bd3D = normalize( lightToPosition );\\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\\n\t\t\treturn (\\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\\n\t\t\t) * ( 1.0 / 9.0 );\\n\t\t#else\\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\\n\t\t#endif\\n\t}\\n#endif\";\nvar shadowmap_pars_vertex = \"#if NUM_SPOT_LIGHT_COORDS > 0\\n  uniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\\n  varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\\n#endif\\n#ifdef USE_SHADOWMAP\\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\t\tstruct DirectionalLightShadow {\\n\t\t\tfloat shadowBias;\\n\t\t\tfloat shadowNormalBias;\\n\t\t\tfloat shadowRadius;\\n\t\t\tvec2 shadowMapSize;\\n\t\t};\\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\t#endif\\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\t\tstruct SpotLightShadow {\\n\t\t\tfloat shadowBias;\\n\t\t\tfloat shadowNormalBias;\\n\t\t\tfloat shadowRadius;\\n\t\t\tvec2 shadowMapSize;\\n\t\t};\\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\t#endif\\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\t\tstruct PointLightShadow {\\n\t\t\tfloat shadowBias;\\n\t\t\tfloat shadowNormalBias;\\n\t\t\tfloat shadowRadius;\\n\t\t\tvec2 shadowMapSize;\\n\t\t\tfloat shadowCameraNear;\\n\t\t\tfloat shadowCameraFar;\\n\t\t};\\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\t#endif\\n#endif\";\nvar shadowmap_vertex = \"#if defined( USE_SHADOWMAP ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_COORDS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\t\tvec4 shadowWorldPosition;\\n\t#endif\\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\t#pragma unroll_loop_start\\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\\n\t}\\n\t#pragma unroll_loop_end\\n\t#endif\\n\t#if NUM_SPOT_LIGHT_COORDS > 0\\n\t#pragma unroll_loop_start\\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\\n\t\tshadowWorldPosition = worldPosition;\\n\t\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\t\t\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\\n\t\t#endif\\n\t\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\\n\t}\\n\t#pragma unroll_loop_end\\n\t#endif\\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\t#pragma unroll_loop_start\\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\\n\t}\\n\t#pragma unroll_loop_end\\n\t#endif\\n#endif\";\nvar shadowmask_pars_fragment = \"float getShadowMask() {\\n\tfloat shadow = 1.0;\\n\t#ifdef USE_SHADOWMAP\\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\tDirectionalLightShadow directionalLight;\\n\t#pragma unroll_loop_start\\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\t\tdirectionalLight = directionalLightShadows[ i ];\\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\t}\\n\t#pragma unroll_loop_end\\n\t#endif\\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\tSpotLightShadow spotLight;\\n\t#pragma unroll_loop_start\\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\t\tspotLight = spotLightShadows[ i ];\\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\\n\t}\\n\t#pragma unroll_loop_end\\n\t#endif\\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\tPointLightShadow pointLight;\\n\t#pragma unroll_loop_start\\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\t\tpointLight = pointLightShadows[ i ];\\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\\n\t}\\n\t#pragma unroll_loop_end\\n\t#endif\\n\t#endif\\n\treturn shadow;\\n}\";\nvar skinbase_vertex = \"#ifdef USE_SKINNING\\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\\n#endif\";\nvar skinning_pars_vertex = \"#ifdef USE_SKINNING\\n\tuniform mat4 bindMatrix;\\n\tuniform mat4 bindMatrixInverse;\\n\tuniform highp sampler2D boneTexture;\\n\tuniform int boneTextureSize;\\n\tmat4 getBoneMatrix( const in float i ) {\\n\t\tfloat j = i * 4.0;\\n\t\tfloat x = mod( j, float( boneTextureSize ) );\\n\t\tfloat y = floor( j / float( boneTextureSize ) );\\n\t\tfloat dx = 1.0 / float( boneTextureSize );\\n\t\tfloat dy = 1.0 / float( boneTextureSize );\\n\t\ty = dy * ( y + 0.5 );\\n\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\\n\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\\n\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\\n\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\\n\t\tmat4 bone = mat4( v1, v2, v3, v4 );\\n\t\treturn bone;\\n\t}\\n#endif\";\nvar skinning_vertex = \"#ifdef USE_SKINNING\\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\\n\tvec4 skinned = vec4( 0.0 );\\n\tskinned += boneMatX * skinVertex * skinWeight.x;\\n\tskinned += boneMatY * skinVertex * skinWeight.y;\\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\\n\tskinned += boneMatW * skinVertex * skinWeight.w;\\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\\n#endif\";\nvar skinnormal_vertex = \"#ifdef USE_SKINNING\\n\tmat4 skinMatrix = mat4( 0.0 );\\n\tskinMatrix += skinWeight.x * boneMatX;\\n\tskinMatrix += skinWeight.y * boneMatY;\\n\tskinMatrix += skinWeight.z * boneMatZ;\\n\tskinMatrix += skinWeight.w * boneMatW;\\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\\n\t#ifdef USE_TANGENT\\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\t#endif\\n#endif\";\nvar specularmap_fragment = \"float specularStrength;\\n#ifdef USE_SPECULARMAP\\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\\n\tspecularStrength = texelSpecular.r;\\n#else\\n\tspecularStrength = 1.0;\\n#endif\";\nvar specularmap_pars_fragment = \"#ifdef USE_SPECULARMAP\\n\tuniform sampler2D specularMap;\\n#endif\";\nvar tonemapping_fragment = \"#if defined( TONE_MAPPING )\\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\\n#endif\";\nvar tonemapping_pars_fragment = \"#ifndef saturate\\n#define saturate( a ) clamp( a, 0.0, 1.0 )\\n#endif\\nuniform float toneMappingExposure;\\nvec3 LinearToneMapping( vec3 color ) {\\n\treturn toneMappingExposure * color;\\n}\\nvec3 ReinhardToneMapping( vec3 color ) {\\n\tcolor *= toneMappingExposure;\\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\\n}\\nvec3 OptimizedCineonToneMapping( vec3 color ) {\\n\tcolor *= toneMappingExposure;\\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\\n}\\nvec3 RRTAndODTFit( vec3 v ) {\\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\\n\treturn a / b;\\n}\\nvec3 ACESFilmicToneMapping( vec3 color ) {\\n\tconst mat3 ACESInputMat = mat3(\\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\\n\t);\\n\tconst mat3 ACESOutputMat = mat3(\\n\t\tvec3(  1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108,  1.10813, -0.07276 ),\\n\t\tvec3( -0.07367, -0.00605,  1.07602 )\\n\t);\\n\tcolor *= toneMappingExposure / 0.6;\\n\tcolor = ACESInputMat * color;\\n\tcolor = RRTAndODTFit( color );\\n\tcolor = ACESOutputMat * color;\\n\treturn saturate( color );\\n}\\nvec3 CustomToneMapping( vec3 color ) { return color; }\";\nvar transmission_fragment = \"#ifdef USE_TRANSMISSION\\n\tmaterial.transmission = transmission;\\n\tmaterial.transmissionAlpha = 1.0;\\n\tmaterial.thickness = thickness;\\n\tmaterial.attenuationDistance = attenuationDistance;\\n\tmaterial.attenuationColor = attenuationColor;\\n\t#ifdef USE_TRANSMISSIONMAP\\n\t\tmaterial.transmission *= texture2D( transmissionMap, vUv ).r;\\n\t#endif\\n\t#ifdef USE_THICKNESSMAP\\n\t\tmaterial.thickness *= texture2D( thicknessMap, vUv ).g;\\n\t#endif\\n\tvec3 pos = vWorldPosition;\\n\tvec3 v = normalize( cameraPosition - pos );\\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\\n\tvec4 transmission = getIBLVolumeRefraction(\\n\t\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,\\n\t\tmaterial.attenuationColor, material.attenuationDistance );\\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmission.a, material.transmission );\\n\ttotalDiffuse = mix( totalDiffuse, transmission.rgb, material.transmission );\\n#endif\";\nvar transmission_pars_fragment = \"#ifdef USE_TRANSMISSION\\n\tuniform float transmission;\\n\tuniform float thickness;\\n\tuniform float attenuationDistance;\\n\tuniform vec3 attenuationColor;\\n\t#ifdef USE_TRANSMISSIONMAP\\n\t\tuniform sampler2D transmissionMap;\\n\t#endif\\n\t#ifdef USE_THICKNESSMAP\\n\t\tuniform sampler2D thicknessMap;\\n\t#endif\\n\tuniform vec2 transmissionSamplerSize;\\n\tuniform sampler2D transmissionSamplerMap;\\n\tuniform mat4 modelMatrix;\\n\tuniform mat4 projectionMatrix;\\n\tvarying vec3 vWorldPosition;\\n\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\\n\t\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\\n\t\tvec3 modelScale;\\n\t\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\\n\t\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\\n\t\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\\n\t\treturn normalize( refractionVector ) * thickness * modelScale;\\n\t}\\n\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\\n\t\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\\n\t}\\n\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\\n\t\tfloat framebufferLod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\\n\t\t#ifdef texture2DLodEXT\\n\t\t\treturn texture2DLodEXT( transmissionSamplerMap, fragCoord.xy, framebufferLod );\\n\t\t#else\\n\t\t\treturn texture2D( transmissionSamplerMap, fragCoord.xy, framebufferLod );\\n\t\t#endif\\n\t}\\n\tvec3 applyVolumeAttenuation( const in vec3 radiance, const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\\n\t\tif ( isinf( attenuationDistance ) ) {\\n\t\t\treturn radiance;\\n\t\t} else {\\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance * radiance;\\n\t\t}\\n\t}\\n\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\\n\t\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\\n\t\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,\\n\t\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\\n\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\\n\t\tvec3 refractedRayExit = position + transmissionRay;\\n\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\\n\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\\n\t\trefractionCoords += 1.0;\\n\t\trefractionCoords /= 2.0;\\n\t\tvec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\\n\t\tvec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance );\\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a );\\n\t}\\n#endif\";\nvar uv_pars_fragment = \"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\\n\tvarying vec2 vUv;\\n#endif\";\nvar uv_pars_vertex = \"#ifdef USE_UV\\n\t#ifdef UVS_VERTEX_ONLY\\n\t\tvec2 vUv;\\n\t#else\\n\t\tvarying vec2 vUv;\\n\t#endif\\n\tuniform mat3 uvTransform;\\n#endif\";\nvar uv_vertex = \"#ifdef USE_UV\\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n#endif\";\nvar uv2_pars_fragment = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\tvarying vec2 vUv2;\\n#endif\";\nvar uv2_pars_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\tattribute vec2 uv2;\\n\tvarying vec2 vUv2;\\n\tuniform mat3 uv2Transform;\\n#endif\";\nvar uv2_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\\n#endif\";\nvar worldpos_vertex = \"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\\n\tvec4 worldPosition = vec4( transformed, 1.0 );\\n\t#ifdef USE_INSTANCING\\n\t\tworldPosition = instanceMatrix * worldPosition;\\n\t#endif\\n\tworldPosition = modelMatrix * worldPosition;\\n#endif\";\nconst vertex$h = \"varying vec2 vUv;\\nuniform mat3 uvTransform;\\nvoid main() {\\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\\n}\";\nconst fragment$h = \"uniform sampler2D t2D;\\nuniform float backgroundIntensity;\\nvarying vec2 vUv;\\nvoid main() {\\n\tvec4 texColor = texture2D( t2D, vUv );\\n\t#ifdef DECODE_VIDEO_TEXTURE\\n\t\ttexColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\\n\t#endif\\n\ttexColor.rgb *= backgroundIntensity;\\n\tgl_FragColor = texColor;\\n\t#include <tonemapping_fragment>\\n\t#include <encodings_fragment>\\n}\";\nconst vertex$g = \"varying vec3 vWorldDirection;\\n#include <common>\\nvoid main() {\\n\tvWorldDirection = transformDirection( position, modelMatrix );\\n\t#include <begin_vertex>\\n\t#include <project_vertex>\\n\tgl_Position.z = gl_Position.w;\\n}\";\nconst fragment$g = \"#ifdef ENVMAP_TYPE_CUBE\\n\tuniform samplerCube envMap;\\n#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\tuniform sampler2D envMap;\\n#endif\\nuniform float flipEnvMap;\\nuniform float backgroundBlurriness;\\nuniform float backgroundIntensity;\\nvarying vec3 vWorldDirection;\\n#include <cube_uv_reflection_fragment>\\nvoid main() {\\n\t#ifdef ENVMAP_TYPE_CUBE\\n\t\tvec4 texColor = textureCube( envMap, vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\t\tvec4 texColor = textureCubeUV( envMap, vWorldDirection, backgroundBlurriness );\\n\t#else\\n\t\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\\n\t#endif\\n\ttexColor.rgb *= backgroundIntensity;\\n\tgl_FragColor = texColor;\\n\t#include <tonemapping_fragment>\\n\t#include <encodings_fragment>\\n}\";\nconst vertex$f = \"varying vec3 vWorldDirection;\\n#include <common>\\nvoid main() {\\n\tvWorldDirection = transformDirection( position, modelMatrix );\\n\t#include <begin_vertex>\\n\t#include <project_vertex>\\n\tgl_Position.z = gl_Position.w;\\n}\";\nconst fragment$f = \"uniform samplerCube tCube;\\nuniform float tFlip;\\nuniform float opacity;\\nvarying vec3 vWorldDirection;\\nvoid main() {\\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\\n\tgl_FragColor = texColor;\\n\tgl_FragColor.a *= opacity;\\n\t#include <tonemapping_fragment>\\n\t#include <encodings_fragment>\\n}\";\nconst vertex$e = \"#include <common>\\n#include <uv_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\t#include <uv_vertex>\\n\t#include <skinbase_vertex>\\n\t#ifdef USE_DISPLACEMENTMAP\\n\t\t#include <beginnormal_vertex>\\n\t\t#include <morphnormal_vertex>\\n\t\t#include <skinnormal_vertex>\\n\t#endif\\n\t#include <begin_vertex>\\n\t#include <morphtarget_vertex>\\n\t#include <skinning_vertex>\\n\t#include <displacementmap_vertex>\\n\t#include <project_vertex>\\n\t#include <logdepthbuf_vertex>\\n\t#include <clipping_planes_vertex>\\n\tvHighPrecisionZW = gl_Position.zw;\\n}\";\nconst fragment$e = \"#if DEPTH_PACKING == 3200\\n\tuniform float opacity;\\n#endif\\n#include <common>\\n#include <packing>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\t#include <clipping_planes_fragment>\\n\tvec4 diffuseColor = vec4( 1.0 );\\n\t#if DEPTH_PACKING == 3200\\n\t\tdiffuseColor.a = opacity;\\n\t#endif\\n\t#include <map_fragment>\\n\t#include <alphamap_fragment>\\n\t#include <alphatest_fragment>\\n\t#include <logdepthbuf_fragment>\\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\\n\t#if DEPTH_PACKING == 3200\\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\\n\t#elif DEPTH_PACKING == 3201\\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\\n\t#endif\\n}\";\nconst vertex$d = \"#define DISTANCE\\nvarying vec3 vWorldPosition;\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\t#include <uv_vertex>\\n\t#include <skinbase_vertex>\\n\t#ifdef USE_DISPLACEMENTMAP\\n\t\t#include <beginnormal_vertex>\\n\t\t#include <morphnormal_vertex>\\n\t\t#include <skinnormal_vertex>\\n\t#endif\\n\t#include <begin_vertex>\\n\t#include <morphtarget_vertex>\\n\t#include <skinning_vertex>\\n\t#include <displacementmap_vertex>\\n\t#include <project_vertex>\\n\t#include <worldpos_vertex>\\n\t#include <clipping_planes_vertex>\\n\tvWorldPosition = worldPosition.xyz;\\n}\";\nconst fragment$d = \"#define DISTANCE\\nuniform vec3 referencePosition;\\nuniform float nearDistance;\\nuniform float farDistance;\\nvarying vec3 vWorldPosition;\\n#include <common>\\n#include <packing>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main () {\\n\t#include <clipping_planes_fragment>\\n\tvec4 diffuseColor = vec4( 1.0 );\\n\t#include <map_fragment>\\n\t#include <alphamap_fragment>\\n\t#include <alphatest_fragment>\\n\tfloat dist = length( vWorldPosition - referencePosition );\\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\\n\tdist = saturate( dist );\\n\tgl_FragColor = packDepthToRGBA( dist );\\n}\";\nconst vertex$c = \"varying vec3 vWorldDirection;\\n#include <common>\\nvoid main() {\\n\tvWorldDirection = transformDirection( position, modelMatrix );\\n\t#include <begin_vertex>\\n\t#include <project_vertex>\\n}\";\nconst fragment$c = \"uniform sampler2D tEquirect;\\nvarying vec3 vWorldDirection;\\n#include <common>\\nvoid main() {\\n\tvec3 direction = normalize( vWorldDirection );\\n\tvec2 sampleUV = equirectUv( direction );\\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\\n\t#include <tonemapping_fragment>\\n\t#include <encodings_fragment>\\n}\";\nconst vertex$b = \"uniform float scale;\\nattribute float lineDistance;\\nvarying float vLineDistance;\\n#include <common>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\tvLineDistance = scale * lineDistance;\\n\t#include <color_vertex>\\n\t#include <morphcolor_vertex>\\n\t#include <begin_vertex>\\n\t#include <morphtarget_vertex>\\n\t#include <project_vertex>\\n\t#include <logdepthbuf_vertex>\\n\t#include <clipping_planes_vertex>\\n\t#include <fog_vertex>\\n}\";\nconst fragment$b = \"uniform vec3 diffuse;\\nuniform float opacity;\\nuniform float dashSize;\\nuniform float totalSize;\\nvarying float vLineDistance;\\n#include <common>\\n#include <color_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\t#include <clipping_planes_fragment>\\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\\n\t\tdiscard;\\n\t}\\n\tvec3 outgoingLight = vec3( 0.0 );\\n\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\t#include <logdepthbuf_fragment>\\n\t#include <color_fragment>\\n\toutgoingLight = diffuseColor.rgb;\\n\t#include <output_fragment>\\n\t#include <tonemapping_fragment>\\n\t#include <encodings_fragment>\\n\t#include <fog_fragment>\\n\t#include <premultiplied_alpha_fragment>\\n}\";\nconst vertex$a = \"#include <common>\\n#include <uv_pars_vertex>\\n#include <uv2_pars_vertex>\\n#include <envmap_pars_vertex>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\t#include <uv_vertex>\\n\t#include <uv2_vertex>\\n\t#include <color_vertex>\\n\t#include <morphcolor_vertex>\\n\t#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\\n\t\t#include <beginnormal_vertex>\\n\t\t#include <morphnormal_vertex>\\n\t\t#include <skinbase_vertex>\\n\t\t#include <skinnormal_vertex>\\n\t\t#include <defaultnormal_vertex>\\n\t#endif\\n\t#include <begin_vertex>\\n\t#include <morphtarget_vertex>\\n\t#include <skinning_vertex>\\n\t#include <project_vertex>\\n\t#include <logdepthbuf_vertex>\\n\t#include <clipping_planes_vertex>\\n\t#include <worldpos_vertex>\\n\t#include <envmap_vertex>\\n\t#include <fog_vertex>\\n}\";\nconst fragment$a = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#ifndef FLAT_SHADED\\n\tvarying vec3 vNormal;\\n#endif\\n#include <common>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <envmap_common_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\t#include <clipping_planes_fragment>\\n\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\t#include <logdepthbuf_fragment>\\n\t#include <map_fragment>\\n\t#include <color_fragment>\\n\t#include <alphamap_fragment>\\n\t#include <alphatest_fragment>\\n\t#include <specularmap_fragment>\\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\t#ifdef USE_LIGHTMAP\\n\t\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\\n\t\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\\n\t#else\\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\\n\t#endif\\n\t#include <aomap_fragment>\\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\\n\t#include <envmap_fragment>\\n\t#include <output_fragment>\\n\t#include <tonemapping_fragment>\\n\t#include <encodings_fragment>\\n\t#include <fog_fragment>\\n\t#include <premultiplied_alpha_fragment>\\n\t#include <dithering_fragment>\\n}\";\nconst vertex$9 = \"#define LAMBERT\\nvarying vec3 vViewPosition;\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <uv2_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <envmap_pars_vertex>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <normal_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\t#include <uv_vertex>\\n\t#include <uv2_vertex>\\n\t#include <color_vertex>\\n\t#include <morphcolor_vertex>\\n\t#include <beginnormal_vertex>\\n\t#include <morphnormal_vertex>\\n\t#include <skinbase_vertex>\\n\t#include <skinnormal_vertex>\\n\t#include <defaultnormal_vertex>\\n\t#include <normal_vertex>\\n\t#include <begin_vertex>\\n\t#include <morphtarget_vertex>\\n\t#include <skinning_vertex>\\n\t#include <displacementmap_vertex>\\n\t#include <project_vertex>\\n\t#include <logdepthbuf_vertex>\\n\t#include <clipping_planes_vertex>\\n\tvViewPosition = - mvPosition.xyz;\\n\t#include <worldpos_vertex>\\n\t#include <envmap_vertex>\\n\t#include <shadowmap_vertex>\\n\t#include <fog_vertex>\\n}\";\nconst fragment$9 = \"#define LAMBERT\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <envmap_common_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <normal_pars_fragment>\\n#include <lights_lambert_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\t#include <clipping_planes_fragment>\\n\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\tvec3 totalEmissiveRadiance = emissive;\\n\t#include <logdepthbuf_fragment>\\n\t#include <map_fragment>\\n\t#include <color_fragment>\\n\t#include <alphamap_fragment>\\n\t#include <alphatest_fragment>\\n\t#include <specularmap_fragment>\\n\t#include <normal_fragment_begin>\\n\t#include <normal_fragment_maps>\\n\t#include <emissivemap_fragment>\\n\t#include <lights_lambert_fragment>\\n\t#include <lights_fragment_begin>\\n\t#include <lights_fragment_maps>\\n\t#include <lights_fragment_end>\\n\t#include <aomap_fragment>\\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\t#include <envmap_fragment>\\n\t#include <output_fragment>\\n\t#include <tonemapping_fragment>\\n\t#include <encodings_fragment>\\n\t#include <fog_fragment>\\n\t#include <premultiplied_alpha_fragment>\\n\t#include <dithering_fragment>\\n}\";\nconst vertex$8 = \"#define MATCAP\\nvarying vec3 vViewPosition;\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <color_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <normal_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\t#include <uv_vertex>\\n\t#include <color_vertex>\\n\t#include <morphcolor_vertex>\\n\t#include <beginnormal_vertex>\\n\t#include <morphnormal_vertex>\\n\t#include <skinbase_vertex>\\n\t#include <skinnormal_vertex>\\n\t#include <defaultnormal_vertex>\\n\t#include <normal_vertex>\\n\t#include <begin_vertex>\\n\t#include <morphtarget_vertex>\\n\t#include <skinning_vertex>\\n\t#include <displacementmap_vertex>\\n\t#include <project_vertex>\\n\t#include <logdepthbuf_vertex>\\n\t#include <clipping_planes_vertex>\\n\t#include <fog_vertex>\\n\tvViewPosition = - mvPosition.xyz;\\n}\";\nconst fragment$8 = \"#define MATCAP\\nuniform vec3 diffuse;\\nuniform float opacity;\\nuniform sampler2D matcap;\\nvarying vec3 vViewPosition;\\n#include <common>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <normal_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\t#include <clipping_planes_fragment>\\n\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\t#include <logdepthbuf_fragment>\\n\t#include <map_fragment>\\n\t#include <color_fragment>\\n\t#include <alphamap_fragment>\\n\t#include <alphatest_fragment>\\n\t#include <normal_fragment_begin>\\n\t#include <normal_fragment_maps>\\n\tvec3 viewDir = normalize( vViewPosition );\\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\\n\tvec3 y = cross( viewDir, x );\\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\\n\t#ifdef USE_MATCAP\\n\t\tvec4 matcapColor = texture2D( matcap, uv );\\n\t#else\\n\t\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\\n\t#endif\\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\\n\t#include <output_fragment>\\n\t#include <tonemapping_fragment>\\n\t#include <encodings_fragment>\\n\t#include <fog_fragment>\\n\t#include <premultiplied_alpha_fragment>\\n\t#include <dithering_fragment>\\n}\";\nconst vertex$7 = \"#define NORMAL\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\tvarying vec3 vViewPosition;\\n#endif\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <normal_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\t#include <uv_vertex>\\n\t#include <beginnormal_vertex>\\n\t#include <morphnormal_vertex>\\n\t#include <skinbase_vertex>\\n\t#include <skinnormal_vertex>\\n\t#include <defaultnormal_vertex>\\n\t#include <normal_vertex>\\n\t#include <begin_vertex>\\n\t#include <morphtarget_vertex>\\n\t#include <skinning_vertex>\\n\t#include <displacementmap_vertex>\\n\t#include <project_vertex>\\n\t#include <logdepthbuf_vertex>\\n\t#include <clipping_planes_vertex>\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\tvViewPosition = - mvPosition.xyz;\\n#endif\\n}\";\nconst fragment$7 = \"#define NORMAL\\nuniform float opacity;\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\tvarying vec3 vViewPosition;\\n#endif\\n#include <packing>\\n#include <uv_pars_fragment>\\n#include <normal_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\t#include <clipping_planes_fragment>\\n\t#include <logdepthbuf_fragment>\\n\t#include <normal_fragment_begin>\\n\t#include <normal_fragment_maps>\\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\\n\t#ifdef OPAQUE\\n\t\tgl_FragColor.a = 1.0;\\n\t#endif\\n}\";\nconst vertex$6 = \"#define PHONG\\nvarying vec3 vViewPosition;\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <uv2_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <envmap_pars_vertex>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <normal_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\t#include <uv_vertex>\\n\t#include <uv2_vertex>\\n\t#include <color_vertex>\\n\t#include <morphcolor_vertex>\\n\t#include <beginnormal_vertex>\\n\t#include <morphnormal_vertex>\\n\t#include <skinbase_vertex>\\n\t#include <skinnormal_vertex>\\n\t#include <defaultnormal_vertex>\\n\t#include <normal_vertex>\\n\t#include <begin_vertex>\\n\t#include <morphtarget_vertex>\\n\t#include <skinning_vertex>\\n\t#include <displacementmap_vertex>\\n\t#include <project_vertex>\\n\t#include <logdepthbuf_vertex>\\n\t#include <clipping_planes_vertex>\\n\tvViewPosition = - mvPosition.xyz;\\n\t#include <worldpos_vertex>\\n\t#include <envmap_vertex>\\n\t#include <shadowmap_vertex>\\n\t#include <fog_vertex>\\n}\";\nconst fragment$6 = \"#define PHONG\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform vec3 specular;\\nuniform float shininess;\\nuniform float opacity;\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <envmap_common_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <normal_pars_fragment>\\n#include <lights_phong_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\t#include <clipping_planes_fragment>\\n\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\tvec3 totalEmissiveRadiance = emissive;\\n\t#include <logdepthbuf_fragment>\\n\t#include <map_fragment>\\n\t#include <color_fragment>\\n\t#include <alphamap_fragment>\\n\t#include <alphatest_fragment>\\n\t#include <specularmap_fragment>\\n\t#include <normal_fragment_begin>\\n\t#include <normal_fragment_maps>\\n\t#include <emissivemap_fragment>\\n\t#include <lights_phong_fragment>\\n\t#include <lights_fragment_begin>\\n\t#include <lights_fragment_maps>\\n\t#include <lights_fragment_end>\\n\t#include <aomap_fragment>\\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\t#include <envmap_fragment>\\n\t#include <output_fragment>\\n\t#include <tonemapping_fragment>\\n\t#include <encodings_fragment>\\n\t#include <fog_fragment>\\n\t#include <premultiplied_alpha_fragment>\\n\t#include <dithering_fragment>\\n}\";\nconst vertex$5 = \"#define STANDARD\\nvarying vec3 vViewPosition;\\n#ifdef USE_TRANSMISSION\\n\tvarying vec3 vWorldPosition;\\n#endif\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <uv2_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <normal_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\t#include <uv_vertex>\\n\t#include <uv2_vertex>\\n\t#include <color_vertex>\\n\t#include <morphcolor_vertex>\\n\t#include <beginnormal_vertex>\\n\t#include <morphnormal_vertex>\\n\t#include <skinbase_vertex>\\n\t#include <skinnormal_vertex>\\n\t#include <defaultnormal_vertex>\\n\t#include <normal_vertex>\\n\t#include <begin_vertex>\\n\t#include <morphtarget_vertex>\\n\t#include <skinning_vertex>\\n\t#include <displacementmap_vertex>\\n\t#include <project_vertex>\\n\t#include <logdepthbuf_vertex>\\n\t#include <clipping_planes_vertex>\\n\tvViewPosition = - mvPosition.xyz;\\n\t#include <worldpos_vertex>\\n\t#include <shadowmap_vertex>\\n\t#include <fog_vertex>\\n#ifdef USE_TRANSMISSION\\n\tvWorldPosition = worldPosition.xyz;\\n#endif\\n}\";\nconst fragment$5 = \"#define STANDARD\\n#ifdef PHYSICAL\\n\t#define IOR\\n\t#define SPECULAR\\n#endif\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float roughness;\\nuniform float metalness;\\nuniform float opacity;\\n#ifdef IOR\\n\tuniform float ior;\\n#endif\\n#ifdef SPECULAR\\n\tuniform float specularIntensity;\\n\tuniform vec3 specularColor;\\n\t#ifdef USE_SPECULARINTENSITYMAP\\n\t\tuniform sampler2D specularIntensityMap;\\n\t#endif\\n\t#ifdef USE_SPECULARCOLORMAP\\n\t\tuniform sampler2D specularColorMap;\\n\t#endif\\n#endif\\n#ifdef USE_CLEARCOAT\\n\tuniform float clearcoat;\\n\tuniform float clearcoatRoughness;\\n#endif\\n#ifdef USE_IRIDESCENCE\\n\tuniform float iridescence;\\n\tuniform float iridescenceIOR;\\n\tuniform float iridescenceThicknessMinimum;\\n\tuniform float iridescenceThicknessMaximum;\\n#endif\\n#ifdef USE_SHEEN\\n\tuniform vec3 sheenColor;\\n\tuniform float sheenRoughness;\\n\t#ifdef USE_SHEENCOLORMAP\\n\t\tuniform sampler2D sheenColorMap;\\n\t#endif\\n\t#ifdef USE_SHEENROUGHNESSMAP\\n\t\tuniform sampler2D sheenRoughnessMap;\\n\t#endif\\n#endif\\nvarying vec3 vViewPosition;\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <bsdfs>\\n#include <iridescence_fragment>\\n#include <cube_uv_reflection_fragment>\\n#include <envmap_common_pars_fragment>\\n#include <envmap_physical_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <lights_pars_begin>\\n#include <normal_pars_fragment>\\n#include <lights_physical_pars_fragment>\\n#include <transmission_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <clearcoat_pars_fragment>\\n#include <iridescence_pars_fragment>\\n#include <roughnessmap_pars_fragment>\\n#include <metalnessmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\t#include <clipping_planes_fragment>\\n\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\tvec3 totalEmissiveRadiance = emissive;\\n\t#include <logdepthbuf_fragment>\\n\t#include <map_fragment>\\n\t#include <color_fragment>\\n\t#include <alphamap_fragment>\\n\t#include <alphatest_fragment>\\n\t#include <roughnessmap_fragment>\\n\t#include <metalnessmap_fragment>\\n\t#include <normal_fragment_begin>\\n\t#include <normal_fragment_maps>\\n\t#include <clearcoat_normal_fragment_begin>\\n\t#include <clearcoat_normal_fragment_maps>\\n\t#include <emissivemap_fragment>\\n\t#include <lights_physical_fragment>\\n\t#include <lights_fragment_begin>\\n\t#include <lights_fragment_maps>\\n\t#include <lights_fragment_end>\\n\t#include <aomap_fragment>\\n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\\n\t#include <transmission_fragment>\\n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\\n\t#ifdef USE_SHEEN\\n\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;\\n\t#endif\\n\t#ifdef USE_CLEARCOAT\\n\t\tfloat dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;\\n\t#endif\\n\t#include <output_fragment>\\n\t#include <tonemapping_fragment>\\n\t#include <encodings_fragment>\\n\t#include <fog_fragment>\\n\t#include <premultiplied_alpha_fragment>\\n\t#include <dithering_fragment>\\n}\";\nconst vertex$4 = \"#define TOON\\nvarying vec3 vViewPosition;\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <uv2_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <normal_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\t#include <uv_vertex>\\n\t#include <uv2_vertex>\\n\t#include <color_vertex>\\n\t#include <morphcolor_vertex>\\n\t#include <beginnormal_vertex>\\n\t#include <morphnormal_vertex>\\n\t#include <skinbase_vertex>\\n\t#include <skinnormal_vertex>\\n\t#include <defaultnormal_vertex>\\n\t#include <normal_vertex>\\n\t#include <begin_vertex>\\n\t#include <morphtarget_vertex>\\n\t#include <skinning_vertex>\\n\t#include <displacementmap_vertex>\\n\t#include <project_vertex>\\n\t#include <logdepthbuf_vertex>\\n\t#include <clipping_planes_vertex>\\n\tvViewPosition = - mvPosition.xyz;\\n\t#include <worldpos_vertex>\\n\t#include <shadowmap_vertex>\\n\t#include <fog_vertex>\\n}\";\nconst fragment$4 = \"#define TOON\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <gradientmap_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <normal_pars_fragment>\\n#include <lights_toon_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\t#include <clipping_planes_fragment>\\n\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\tvec3 totalEmissiveRadiance = emissive;\\n\t#include <logdepthbuf_fragment>\\n\t#include <map_fragment>\\n\t#include <color_fragment>\\n\t#include <alphamap_fragment>\\n\t#include <alphatest_fragment>\\n\t#include <normal_fragment_begin>\\n\t#include <normal_fragment_maps>\\n\t#include <emissivemap_fragment>\\n\t#include <lights_toon_fragment>\\n\t#include <lights_fragment_begin>\\n\t#include <lights_fragment_maps>\\n\t#include <lights_fragment_end>\\n\t#include <aomap_fragment>\\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\t#include <output_fragment>\\n\t#include <tonemapping_fragment>\\n\t#include <encodings_fragment>\\n\t#include <fog_fragment>\\n\t#include <premultiplied_alpha_fragment>\\n\t#include <dithering_fragment>\\n}\";\nconst vertex$3 = \"uniform float size;\\nuniform float scale;\\n#include <common>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\t#include <color_vertex>\\n\t#include <morphcolor_vertex>\\n\t#include <begin_vertex>\\n\t#include <morphtarget_vertex>\\n\t#include <project_vertex>\\n\tgl_PointSize = size;\\n\t#ifdef USE_SIZEATTENUATION\\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\\n\t#endif\\n\t#include <logdepthbuf_vertex>\\n\t#include <clipping_planes_vertex>\\n\t#include <worldpos_vertex>\\n\t#include <fog_vertex>\\n}\";\nconst fragment$3 = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include <common>\\n#include <color_pars_fragment>\\n#include <map_particle_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\t#include <clipping_planes_fragment>\\n\tvec3 outgoingLight = vec3( 0.0 );\\n\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\t#include <logdepthbuf_fragment>\\n\t#include <map_particle_fragment>\\n\t#include <color_fragment>\\n\t#include <alphatest_fragment>\\n\toutgoingLight = diffuseColor.rgb;\\n\t#include <output_fragment>\\n\t#include <tonemapping_fragment>\\n\t#include <encodings_fragment>\\n\t#include <fog_fragment>\\n\t#include <premultiplied_alpha_fragment>\\n}\";\nconst vertex$2 = \"#include <common>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\nvoid main() {\\n\t#include <beginnormal_vertex>\\n\t#include <morphnormal_vertex>\\n\t#include <skinbase_vertex>\\n\t#include <skinnormal_vertex>\\n\t#include <defaultnormal_vertex>\\n\t#include <begin_vertex>\\n\t#include <morphtarget_vertex>\\n\t#include <skinning_vertex>\\n\t#include <project_vertex>\\n\t#include <worldpos_vertex>\\n\t#include <shadowmap_vertex>\\n\t#include <fog_vertex>\\n}\";\nconst fragment$2 = \"uniform vec3 color;\\nuniform float opacity;\\n#include <common>\\n#include <packing>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <shadowmap_pars_fragment>\\n#include <shadowmask_pars_fragment>\\nvoid main() {\\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\\n\t#include <tonemapping_fragment>\\n\t#include <encodings_fragment>\\n\t#include <fog_fragment>\\n}\";\nconst vertex$1 = \"uniform float rotation;\\nuniform vec2 center;\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\t#include <uv_vertex>\\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\\n\tvec2 scale;\\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\\n\t#ifndef USE_SIZEATTENUATION\\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\\n\t#endif\\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\\n\tvec2 rotatedPosition;\\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\\n\tmvPosition.xy += rotatedPosition;\\n\tgl_Position = projectionMatrix * mvPosition;\\n\t#include <logdepthbuf_vertex>\\n\t#include <clipping_planes_vertex>\\n\t#include <fog_vertex>\\n}\";\nconst fragment$1 = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include <common>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\t#include <clipping_planes_fragment>\\n\tvec3 outgoingLight = vec3( 0.0 );\\n\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\t#include <logdepthbuf_fragment>\\n\t#include <map_fragment>\\n\t#include <alphamap_fragment>\\n\t#include <alphatest_fragment>\\n\toutgoingLight = diffuseColor.rgb;\\n\t#include <output_fragment>\\n\t#include <tonemapping_fragment>\\n\t#include <encodings_fragment>\\n\t#include <fog_fragment>\\n}\";\nconst ShaderChunk = {\n  alphamap_fragment,\n  alphamap_pars_fragment,\n  alphatest_fragment,\n  alphatest_pars_fragment,\n  aomap_fragment,\n  aomap_pars_fragment,\n  begin_vertex,\n  beginnormal_vertex,\n  bsdfs,\n  iridescence_fragment,\n  bumpmap_pars_fragment,\n  clipping_planes_fragment,\n  clipping_planes_pars_fragment,\n  clipping_planes_pars_vertex,\n  clipping_planes_vertex,\n  color_fragment,\n  color_pars_fragment,\n  color_pars_vertex,\n  color_vertex,\n  common,\n  cube_uv_reflection_fragment,\n  defaultnormal_vertex,\n  displacementmap_pars_vertex,\n  displacementmap_vertex,\n  emissivemap_fragment,\n  emissivemap_pars_fragment,\n  encodings_fragment,\n  encodings_pars_fragment,\n  envmap_fragment,\n  envmap_common_pars_fragment,\n  envmap_pars_fragment,\n  envmap_pars_vertex,\n  envmap_physical_pars_fragment,\n  envmap_vertex,\n  fog_vertex,\n  fog_pars_vertex,\n  fog_fragment,\n  fog_pars_fragment,\n  gradientmap_pars_fragment,\n  lightmap_fragment,\n  lightmap_pars_fragment,\n  lights_lambert_fragment,\n  lights_lambert_pars_fragment,\n  lights_pars_begin,\n  lights_toon_fragment,\n  lights_toon_pars_fragment,\n  lights_phong_fragment,\n  lights_phong_pars_fragment,\n  lights_physical_fragment,\n  lights_physical_pars_fragment,\n  lights_fragment_begin,\n  lights_fragment_maps,\n  lights_fragment_end,\n  logdepthbuf_fragment,\n  logdepthbuf_pars_fragment,\n  logdepthbuf_pars_vertex,\n  logdepthbuf_vertex,\n  map_fragment,\n  map_pars_fragment,\n  map_particle_fragment,\n  map_particle_pars_fragment,\n  metalnessmap_fragment,\n  metalnessmap_pars_fragment,\n  morphcolor_vertex,\n  morphnormal_vertex,\n  morphtarget_pars_vertex,\n  morphtarget_vertex,\n  normal_fragment_begin,\n  normal_fragment_maps,\n  normal_pars_fragment,\n  normal_pars_vertex,\n  normal_vertex,\n  normalmap_pars_fragment,\n  clearcoat_normal_fragment_begin,\n  clearcoat_normal_fragment_maps,\n  clearcoat_pars_fragment,\n  iridescence_pars_fragment,\n  output_fragment,\n  packing,\n  premultiplied_alpha_fragment,\n  project_vertex,\n  dithering_fragment,\n  dithering_pars_fragment,\n  roughnessmap_fragment,\n  roughnessmap_pars_fragment,\n  shadowmap_pars_fragment,\n  shadowmap_pars_vertex,\n  shadowmap_vertex,\n  shadowmask_pars_fragment,\n  skinbase_vertex,\n  skinning_pars_vertex,\n  skinning_vertex,\n  skinnormal_vertex,\n  specularmap_fragment,\n  specularmap_pars_fragment,\n  tonemapping_fragment,\n  tonemapping_pars_fragment,\n  transmission_fragment,\n  transmission_pars_fragment,\n  uv_pars_fragment,\n  uv_pars_vertex,\n  uv_vertex,\n  uv2_pars_fragment,\n  uv2_pars_vertex,\n  uv2_vertex,\n  worldpos_vertex,\n  background_vert: vertex$h,\n  background_frag: fragment$h,\n  backgroundCube_vert: vertex$g,\n  backgroundCube_frag: fragment$g,\n  cube_vert: vertex$f,\n  cube_frag: fragment$f,\n  depth_vert: vertex$e,\n  depth_frag: fragment$e,\n  distanceRGBA_vert: vertex$d,\n  distanceRGBA_frag: fragment$d,\n  equirect_vert: vertex$c,\n  equirect_frag: fragment$c,\n  linedashed_vert: vertex$b,\n  linedashed_frag: fragment$b,\n  meshbasic_vert: vertex$a,\n  meshbasic_frag: fragment$a,\n  meshlambert_vert: vertex$9,\n  meshlambert_frag: fragment$9,\n  meshmatcap_vert: vertex$8,\n  meshmatcap_frag: fragment$8,\n  meshnormal_vert: vertex$7,\n  meshnormal_frag: fragment$7,\n  meshphong_vert: vertex$6,\n  meshphong_frag: fragment$6,\n  meshphysical_vert: vertex$5,\n  meshphysical_frag: fragment$5,\n  meshtoon_vert: vertex$4,\n  meshtoon_frag: fragment$4,\n  points_vert: vertex$3,\n  points_frag: fragment$3,\n  shadow_vert: vertex$2,\n  shadow_frag: fragment$2,\n  sprite_vert: vertex$1,\n  sprite_frag: fragment$1\n};\nconst UniformsLib = {\n  common: {\n    diffuse: {value: /* @__PURE__ */ new Color(16777215)},\n    opacity: {value: 1},\n    map: {value: null},\n    uvTransform: {value: /* @__PURE__ */ new Matrix3()},\n    uv2Transform: {value: /* @__PURE__ */ new Matrix3()},\n    alphaMap: {value: null},\n    alphaTest: {value: 0}\n  },\n  specularmap: {\n    specularMap: {value: null}\n  },\n  envmap: {\n    envMap: {value: null},\n    flipEnvMap: {value: -1},\n    reflectivity: {value: 1},\n    ior: {value: 1.5},\n    refractionRatio: {value: 0.98}\n  },\n  aomap: {\n    aoMap: {value: null},\n    aoMapIntensity: {value: 1}\n  },\n  lightmap: {\n    lightMap: {value: null},\n    lightMapIntensity: {value: 1}\n  },\n  emissivemap: {\n    emissiveMap: {value: null}\n  },\n  bumpmap: {\n    bumpMap: {value: null},\n    bumpScale: {value: 1}\n  },\n  normalmap: {\n    normalMap: {value: null},\n    normalScale: {value: /* @__PURE__ */ new Vector2(1, 1)}\n  },\n  displacementmap: {\n    displacementMap: {value: null},\n    displacementScale: {value: 1},\n    displacementBias: {value: 0}\n  },\n  roughnessmap: {\n    roughnessMap: {value: null}\n  },\n  metalnessmap: {\n    metalnessMap: {value: null}\n  },\n  gradientmap: {\n    gradientMap: {value: null}\n  },\n  fog: {\n    fogDensity: {value: 25e-5},\n    fogNear: {value: 1},\n    fogFar: {value: 2e3},\n    fogColor: {value: /* @__PURE__ */ new Color(16777215)}\n  },\n  lights: {\n    ambientLightColor: {value: []},\n    lightProbe: {value: []},\n    directionalLights: {value: [], properties: {\n      direction: {},\n      color: {}\n    }},\n    directionalLightShadows: {value: [], properties: {\n      shadowBias: {},\n      shadowNormalBias: {},\n      shadowRadius: {},\n      shadowMapSize: {}\n    }},\n    directionalShadowMap: {value: []},\n    directionalShadowMatrix: {value: []},\n    spotLights: {value: [], properties: {\n      color: {},\n      position: {},\n      direction: {},\n      distance: {},\n      coneCos: {},\n      penumbraCos: {},\n      decay: {}\n    }},\n    spotLightShadows: {value: [], properties: {\n      shadowBias: {},\n      shadowNormalBias: {},\n      shadowRadius: {},\n      shadowMapSize: {}\n    }},\n    spotLightMap: {value: []},\n    spotShadowMap: {value: []},\n    spotLightMatrix: {value: []},\n    pointLights: {value: [], properties: {\n      color: {},\n      position: {},\n      decay: {},\n      distance: {}\n    }},\n    pointLightShadows: {value: [], properties: {\n      shadowBias: {},\n      shadowNormalBias: {},\n      shadowRadius: {},\n      shadowMapSize: {},\n      shadowCameraNear: {},\n      shadowCameraFar: {}\n    }},\n    pointShadowMap: {value: []},\n    pointShadowMatrix: {value: []},\n    hemisphereLights: {value: [], properties: {\n      direction: {},\n      skyColor: {},\n      groundColor: {}\n    }},\n    rectAreaLights: {value: [], properties: {\n      color: {},\n      position: {},\n      width: {},\n      height: {}\n    }},\n    ltc_1: {value: null},\n    ltc_2: {value: null}\n  },\n  points: {\n    diffuse: {value: /* @__PURE__ */ new Color(16777215)},\n    opacity: {value: 1},\n    size: {value: 1},\n    scale: {value: 1},\n    map: {value: null},\n    alphaMap: {value: null},\n    alphaTest: {value: 0},\n    uvTransform: {value: /* @__PURE__ */ new Matrix3()}\n  },\n  sprite: {\n    diffuse: {value: /* @__PURE__ */ new Color(16777215)},\n    opacity: {value: 1},\n    center: {value: /* @__PURE__ */ new Vector2(0.5, 0.5)},\n    rotation: {value: 0},\n    map: {value: null},\n    alphaMap: {value: null},\n    alphaTest: {value: 0},\n    uvTransform: {value: /* @__PURE__ */ new Matrix3()}\n  }\n};\nconst ShaderLib = {\n  basic: {\n    uniforms: /* @__PURE__ */ mergeUniforms([\n      UniformsLib.common,\n      UniformsLib.specularmap,\n      UniformsLib.envmap,\n      UniformsLib.aomap,\n      UniformsLib.lightmap,\n      UniformsLib.fog\n    ]),\n    vertexShader: ShaderChunk.meshbasic_vert,\n    fragmentShader: ShaderChunk.meshbasic_frag\n  },\n  lambert: {\n    uniforms: /* @__PURE__ */ mergeUniforms([\n      UniformsLib.common,\n      UniformsLib.specularmap,\n      UniformsLib.envmap,\n      UniformsLib.aomap,\n      UniformsLib.lightmap,\n      UniformsLib.emissivemap,\n      UniformsLib.bumpmap,\n      UniformsLib.normalmap,\n      UniformsLib.displacementmap,\n      UniformsLib.fog,\n      UniformsLib.lights,\n      {\n        emissive: {value: /* @__PURE__ */ new Color(0)}\n      }\n    ]),\n    vertexShader: ShaderChunk.meshlambert_vert,\n    fragmentShader: ShaderChunk.meshlambert_frag\n  },\n  phong: {\n    uniforms: /* @__PURE__ */ mergeUniforms([\n      UniformsLib.common,\n      UniformsLib.specularmap,\n      UniformsLib.envmap,\n      UniformsLib.aomap,\n      UniformsLib.lightmap,\n      UniformsLib.emissivemap,\n      UniformsLib.bumpmap,\n      UniformsLib.normalmap,\n      UniformsLib.displacementmap,\n      UniformsLib.fog,\n      UniformsLib.lights,\n      {\n        emissive: {value: /* @__PURE__ */ new Color(0)},\n        specular: {value: /* @__PURE__ */ new Color(1118481)},\n        shininess: {value: 30}\n      }\n    ]),\n    vertexShader: ShaderChunk.meshphong_vert,\n    fragmentShader: ShaderChunk.meshphong_frag\n  },\n  standard: {\n    uniforms: /* @__PURE__ */ mergeUniforms([\n      UniformsLib.common,\n      UniformsLib.envmap,\n      UniformsLib.aomap,\n      UniformsLib.lightmap,\n      UniformsLib.emissivemap,\n      UniformsLib.bumpmap,\n      UniformsLib.normalmap,\n      UniformsLib.displacementmap,\n      UniformsLib.roughnessmap,\n      UniformsLib.metalnessmap,\n      UniformsLib.fog,\n      UniformsLib.lights,\n      {\n        emissive: {value: /* @__PURE__ */ new Color(0)},\n        roughness: {value: 1},\n        metalness: {value: 0},\n        envMapIntensity: {value: 1}\n      }\n    ]),\n    vertexShader: ShaderChunk.meshphysical_vert,\n    fragmentShader: ShaderChunk.meshphysical_frag\n  },\n  toon: {\n    uniforms: /* @__PURE__ */ mergeUniforms([\n      UniformsLib.common,\n      UniformsLib.aomap,\n      UniformsLib.lightmap,\n      UniformsLib.emissivemap,\n      UniformsLib.bumpmap,\n      UniformsLib.normalmap,\n      UniformsLib.displacementmap,\n      UniformsLib.gradientmap,\n      UniformsLib.fog,\n      UniformsLib.lights,\n      {\n        emissive: {value: /* @__PURE__ */ new Color(0)}\n      }\n    ]),\n    vertexShader: ShaderChunk.meshtoon_vert,\n    fragmentShader: ShaderChunk.meshtoon_frag\n  },\n  matcap: {\n    uniforms: /* @__PURE__ */ mergeUniforms([\n      UniformsLib.common,\n      UniformsLib.bumpmap,\n      UniformsLib.normalmap,\n      UniformsLib.displacementmap,\n      UniformsLib.fog,\n      {\n        matcap: {value: null}\n      }\n    ]),\n    vertexShader: ShaderChunk.meshmatcap_vert,\n    fragmentShader: ShaderChunk.meshmatcap_frag\n  },\n  points: {\n    uniforms: /* @__PURE__ */ mergeUniforms([\n      UniformsLib.points,\n      UniformsLib.fog\n    ]),\n    vertexShader: ShaderChunk.points_vert,\n    fragmentShader: ShaderChunk.points_frag\n  },\n  dashed: {\n    uniforms: /* @__PURE__ */ mergeUniforms([\n      UniformsLib.common,\n      UniformsLib.fog,\n      {\n        scale: {value: 1},\n        dashSize: {value: 1},\n        totalSize: {value: 2}\n      }\n    ]),\n    vertexShader: ShaderChunk.linedashed_vert,\n    fragmentShader: ShaderChunk.linedashed_frag\n  },\n  depth: {\n    uniforms: /* @__PURE__ */ mergeUniforms([\n      UniformsLib.common,\n      UniformsLib.displacementmap\n    ]),\n    vertexShader: ShaderChunk.depth_vert,\n    fragmentShader: ShaderChunk.depth_frag\n  },\n  normal: {\n    uniforms: /* @__PURE__ */ mergeUniforms([\n      UniformsLib.common,\n      UniformsLib.bumpmap,\n      UniformsLib.normalmap,\n      UniformsLib.displacementmap,\n      {\n        opacity: {value: 1}\n      }\n    ]),\n    vertexShader: ShaderChunk.meshnormal_vert,\n    fragmentShader: ShaderChunk.meshnormal_frag\n  },\n  sprite: {\n    uniforms: /* @__PURE__ */ mergeUniforms([\n      UniformsLib.sprite,\n      UniformsLib.fog\n    ]),\n    vertexShader: ShaderChunk.sprite_vert,\n    fragmentShader: ShaderChunk.sprite_frag\n  },\n  background: {\n    uniforms: {\n      uvTransform: {value: /* @__PURE__ */ new Matrix3()},\n      t2D: {value: null},\n      backgroundIntensity: {value: 1}\n    },\n    vertexShader: ShaderChunk.background_vert,\n    fragmentShader: ShaderChunk.background_frag\n  },\n  backgroundCube: {\n    uniforms: {\n      envMap: {value: null},\n      flipEnvMap: {value: -1},\n      backgroundBlurriness: {value: 0},\n      backgroundIntensity: {value: 1}\n    },\n    vertexShader: ShaderChunk.backgroundCube_vert,\n    fragmentShader: ShaderChunk.backgroundCube_frag\n  },\n  cube: {\n    uniforms: {\n      tCube: {value: null},\n      tFlip: {value: -1},\n      opacity: {value: 1}\n    },\n    vertexShader: ShaderChunk.cube_vert,\n    fragmentShader: ShaderChunk.cube_frag\n  },\n  equirect: {\n    uniforms: {\n      tEquirect: {value: null}\n    },\n    vertexShader: ShaderChunk.equirect_vert,\n    fragmentShader: ShaderChunk.equirect_frag\n  },\n  distanceRGBA: {\n    uniforms: /* @__PURE__ */ mergeUniforms([\n      UniformsLib.common,\n      UniformsLib.displacementmap,\n      {\n        referencePosition: {value: /* @__PURE__ */ new Vector3()},\n        nearDistance: {value: 1},\n        farDistance: {value: 1e3}\n      }\n    ]),\n    vertexShader: ShaderChunk.distanceRGBA_vert,\n    fragmentShader: ShaderChunk.distanceRGBA_frag\n  },\n  shadow: {\n    uniforms: /* @__PURE__ */ mergeUniforms([\n      UniformsLib.lights,\n      UniformsLib.fog,\n      {\n        color: {value: /* @__PURE__ */ new Color(0)},\n        opacity: {value: 1}\n      }\n    ]),\n    vertexShader: ShaderChunk.shadow_vert,\n    fragmentShader: ShaderChunk.shadow_frag\n  }\n};\nShaderLib.physical = {\n  uniforms: /* @__PURE__ */ mergeUniforms([\n    ShaderLib.standard.uniforms,\n    {\n      clearcoat: {value: 0},\n      clearcoatMap: {value: null},\n      clearcoatRoughness: {value: 0},\n      clearcoatRoughnessMap: {value: null},\n      clearcoatNormalScale: {value: /* @__PURE__ */ new Vector2(1, 1)},\n      clearcoatNormalMap: {value: null},\n      iridescence: {value: 0},\n      iridescenceMap: {value: null},\n      iridescenceIOR: {value: 1.3},\n      iridescenceThicknessMinimum: {value: 100},\n      iridescenceThicknessMaximum: {value: 400},\n      iridescenceThicknessMap: {value: null},\n      sheen: {value: 0},\n      sheenColor: {value: /* @__PURE__ */ new Color(0)},\n      sheenColorMap: {value: null},\n      sheenRoughness: {value: 1},\n      sheenRoughnessMap: {value: null},\n      transmission: {value: 0},\n      transmissionMap: {value: null},\n      transmissionSamplerSize: {value: /* @__PURE__ */ new Vector2()},\n      transmissionSamplerMap: {value: null},\n      thickness: {value: 0},\n      thicknessMap: {value: null},\n      attenuationDistance: {value: 0},\n      attenuationColor: {value: /* @__PURE__ */ new Color(0)},\n      specularIntensity: {value: 1},\n      specularIntensityMap: {value: null},\n      specularColor: {value: /* @__PURE__ */ new Color(1, 1, 1)},\n      specularColorMap: {value: null}\n    }\n  ]),\n  vertexShader: ShaderChunk.meshphysical_vert,\n  fragmentShader: ShaderChunk.meshphysical_frag\n};\nconst _rgb = {r: 0, b: 0, g: 0};\nfunction WebGLBackground(renderer, cubemaps, cubeuvmaps, state, objects, alpha, premultipliedAlpha) {\n  const clearColor = new Color(0);\n  let clearAlpha = alpha === true ? 0 : 1;\n  let planeMesh;\n  let boxMesh;\n  let currentBackground = null;\n  let currentBackgroundVersion = 0;\n  let currentTonemapping = null;\n  function render(renderList, scene) {\n    let forceClear = false;\n    let background = scene.isScene === true ? scene.background : null;\n    if (background && background.isTexture) {\n      const usePMREM = scene.backgroundBlurriness > 0;\n      background = (usePMREM ? cubeuvmaps : cubemaps).get(background);\n    }\n    const xr = renderer.xr;\n    const session = xr.getSession && xr.getSession();\n    if (session && session.environmentBlendMode === \"additive\") {\n      background = null;\n    }\n    if (background === null) {\n      setClear(clearColor, clearAlpha);\n    } else if (background && background.isColor) {\n      setClear(background, 1);\n      forceClear = true;\n    }\n    if (renderer.autoClear || forceClear) {\n      renderer.clear(renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil);\n    }\n    if (background && (background.isCubeTexture || background.mapping === CubeUVReflectionMapping)) {\n      if (boxMesh === void 0) {\n        boxMesh = new Mesh(new BoxGeometry(1, 1, 1), new ShaderMaterial({\n          name: \"BackgroundCubeMaterial\",\n          uniforms: cloneUniforms(ShaderLib.backgroundCube.uniforms),\n          vertexShader: ShaderLib.backgroundCube.vertexShader,\n          fragmentShader: ShaderLib.backgroundCube.fragmentShader,\n          side: BackSide,\n          depthTest: false,\n          depthWrite: false,\n          fog: false\n        }));\n        boxMesh.geometry.deleteAttribute(\"normal\");\n        boxMesh.geometry.deleteAttribute(\"uv\");\n        boxMesh.onBeforeRender = function(renderer2, scene2, camera) {\n          this.matrixWorld.copyPosition(camera.matrixWorld);\n        };\n        Object.defineProperty(boxMesh.material, \"envMap\", {\n          get: function() {\n            return this.uniforms.envMap.value;\n          }\n        });\n        objects.update(boxMesh);\n      }\n      boxMesh.material.uniforms.envMap.value = background;\n      boxMesh.material.uniforms.flipEnvMap.value = background.isCubeTexture && background.isRenderTargetTexture === false ? -1 : 1;\n      boxMesh.material.uniforms.backgroundBlurriness.value = scene.backgroundBlurriness;\n      boxMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;\n      boxMesh.material.toneMapped = background.encoding === sRGBEncoding ? false : true;\n      if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) {\n        boxMesh.material.needsUpdate = true;\n        currentBackground = background;\n        currentBackgroundVersion = background.version;\n        currentTonemapping = renderer.toneMapping;\n      }\n      boxMesh.layers.enableAll();\n      renderList.unshift(boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null);\n    } else if (background && background.isTexture) {\n      if (planeMesh === void 0) {\n        planeMesh = new Mesh(new PlaneGeometry(2, 2), new ShaderMaterial({\n          name: \"BackgroundMaterial\",\n          uniforms: cloneUniforms(ShaderLib.background.uniforms),\n          vertexShader: ShaderLib.background.vertexShader,\n          fragmentShader: ShaderLib.background.fragmentShader,\n          side: FrontSide,\n          depthTest: false,\n          depthWrite: false,\n          fog: false\n        }));\n        planeMesh.geometry.deleteAttribute(\"normal\");\n        Object.defineProperty(planeMesh.material, \"map\", {\n          get: function() {\n            return this.uniforms.t2D.value;\n          }\n        });\n        objects.update(planeMesh);\n      }\n      planeMesh.material.uniforms.t2D.value = background;\n      planeMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;\n      planeMesh.material.toneMapped = background.encoding === sRGBEncoding ? false : true;\n      if (background.matrixAutoUpdate === true) {\n        background.updateMatrix();\n      }\n      planeMesh.material.uniforms.uvTransform.value.copy(background.matrix);\n      if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) {\n        planeMesh.material.needsUpdate = true;\n        currentBackground = background;\n        currentBackgroundVersion = background.version;\n        currentTonemapping = renderer.toneMapping;\n      }\n      planeMesh.layers.enableAll();\n      renderList.unshift(planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null);\n    }\n  }\n  function setClear(color, alpha2) {\n    color.getRGB(_rgb, getUnlitUniformColorSpace(renderer));\n    state.buffers.color.setClear(_rgb.r, _rgb.g, _rgb.b, alpha2, premultipliedAlpha);\n  }\n  return {\n    getClearColor: function() {\n      return clearColor;\n    },\n    setClearColor: function(color, alpha2 = 1) {\n      clearColor.set(color);\n      clearAlpha = alpha2;\n      setClear(clearColor, clearAlpha);\n    },\n    getClearAlpha: function() {\n      return clearAlpha;\n    },\n    setClearAlpha: function(alpha2) {\n      clearAlpha = alpha2;\n      setClear(clearColor, clearAlpha);\n    },\n    render\n  };\n}\nfunction WebGLBindingStates(gl, extensions, attributes, capabilities) {\n  const maxVertexAttributes = gl.getParameter(34921);\n  const extension = capabilities.isWebGL2 ? null : extensions.get(\"OES_vertex_array_object\");\n  const vaoAvailable = capabilities.isWebGL2 || extension !== null;\n  const bindingStates = {};\n  const defaultState = createBindingState(null);\n  let currentState = defaultState;\n  let forceUpdate = false;\n  function setup(object, material, program, geometry, index) {\n    let updateBuffers = false;\n    if (vaoAvailable) {\n      const state = getBindingState(geometry, program, material);\n      if (currentState !== state) {\n        currentState = state;\n        bindVertexArrayObject(currentState.object);\n      }\n      updateBuffers = needsUpdate(object, geometry, program, index);\n      if (updateBuffers)\n        saveCache(object, geometry, program, index);\n    } else {\n      const wireframe = material.wireframe === true;\n      if (currentState.geometry !== geometry.id || currentState.program !== program.id || currentState.wireframe !== wireframe) {\n        currentState.geometry = geometry.id;\n        currentState.program = program.id;\n        currentState.wireframe = wireframe;\n        updateBuffers = true;\n      }\n    }\n    if (index !== null) {\n      attributes.update(index, 34963);\n    }\n    if (updateBuffers || forceUpdate) {\n      forceUpdate = false;\n      setupVertexAttributes(object, material, program, geometry);\n      if (index !== null) {\n        gl.bindBuffer(34963, attributes.get(index).buffer);\n      }\n    }\n  }\n  function createVertexArrayObject() {\n    if (capabilities.isWebGL2)\n      return gl.createVertexArray();\n    return extension.createVertexArrayOES();\n  }\n  function bindVertexArrayObject(vao) {\n    if (capabilities.isWebGL2)\n      return gl.bindVertexArray(vao);\n    return extension.bindVertexArrayOES(vao);\n  }\n  function deleteVertexArrayObject(vao) {\n    if (capabilities.isWebGL2)\n      return gl.deleteVertexArray(vao);\n    return extension.deleteVertexArrayOES(vao);\n  }\n  function getBindingState(geometry, program, material) {\n    const wireframe = material.wireframe === true;\n    let programMap = bindingStates[geometry.id];\n    if (programMap === void 0) {\n      programMap = {};\n      bindingStates[geometry.id] = programMap;\n    }\n    let stateMap = programMap[program.id];\n    if (stateMap === void 0) {\n      stateMap = {};\n      programMap[program.id] = stateMap;\n    }\n    let state = stateMap[wireframe];\n    if (state === void 0) {\n      state = createBindingState(createVertexArrayObject());\n      stateMap[wireframe] = state;\n    }\n    return state;\n  }\n  function createBindingState(vao) {\n    const newAttributes = [];\n    const enabledAttributes = [];\n    const attributeDivisors = [];\n    for (let i = 0; i < maxVertexAttributes; i++) {\n      newAttributes[i] = 0;\n      enabledAttributes[i] = 0;\n      attributeDivisors[i] = 0;\n    }\n    return {\n      geometry: null,\n      program: null,\n      wireframe: false,\n      newAttributes,\n      enabledAttributes,\n      attributeDivisors,\n      object: vao,\n      attributes: {},\n      index: null\n    };\n  }\n  function needsUpdate(object, geometry, program, index) {\n    const cachedAttributes = currentState.attributes;\n    const geometryAttributes = geometry.attributes;\n    let attributesNum = 0;\n    const programAttributes = program.getAttributes();\n    for (const name in programAttributes) {\n      const programAttribute = programAttributes[name];\n      if (programAttribute.location >= 0) {\n        const cachedAttribute = cachedAttributes[name];\n        let geometryAttribute = geometryAttributes[name];\n        if (geometryAttribute === void 0) {\n          if (name === \"instanceMatrix\" && object.instanceMatrix)\n            geometryAttribute = object.instanceMatrix;\n          if (name === \"instanceColor\" && object.instanceColor)\n            geometryAttribute = object.instanceColor;\n        }\n        if (cachedAttribute === void 0)\n          return true;\n        if (cachedAttribute.attribute !== geometryAttribute)\n          return true;\n        if (geometryAttribute && cachedAttribute.data !== geometryAttribute.data)\n          return true;\n        attributesNum++;\n      }\n    }\n    if (currentState.attributesNum !== attributesNum)\n      return true;\n    if (currentState.index !== index)\n      return true;\n    return false;\n  }\n  function saveCache(object, geometry, program, index) {\n    const cache = {};\n    const attributes2 = geometry.attributes;\n    let attributesNum = 0;\n    const programAttributes = program.getAttributes();\n    for (const name in programAttributes) {\n      const programAttribute = programAttributes[name];\n      if (programAttribute.location >= 0) {\n        let attribute = attributes2[name];\n        if (attribute === void 0) {\n          if (name === \"instanceMatrix\" && object.instanceMatrix)\n            attribute = object.instanceMatrix;\n          if (name === \"instanceColor\" && object.instanceColor)\n            attribute = object.instanceColor;\n        }\n        const data = {};\n        data.attribute = attribute;\n        if (attribute && attribute.data) {\n          data.data = attribute.data;\n        }\n        cache[name] = data;\n        attributesNum++;\n      }\n    }\n    currentState.attributes = cache;\n    currentState.attributesNum = attributesNum;\n    currentState.index = index;\n  }\n  function initAttributes() {\n    const newAttributes = currentState.newAttributes;\n    for (let i = 0, il = newAttributes.length; i < il; i++) {\n      newAttributes[i] = 0;\n    }\n  }\n  function enableAttribute(attribute) {\n    enableAttributeAndDivisor(attribute, 0);\n  }\n  function enableAttributeAndDivisor(attribute, meshPerAttribute) {\n    const newAttributes = currentState.newAttributes;\n    const enabledAttributes = currentState.enabledAttributes;\n    const attributeDivisors = currentState.attributeDivisors;\n    newAttributes[attribute] = 1;\n    if (enabledAttributes[attribute] === 0) {\n      gl.enableVertexAttribArray(attribute);\n      enabledAttributes[attribute] = 1;\n    }\n    if (attributeDivisors[attribute] !== meshPerAttribute) {\n      const extension2 = capabilities.isWebGL2 ? gl : extensions.get(\"ANGLE_instanced_arrays\");\n      extension2[capabilities.isWebGL2 ? \"vertexAttribDivisor\" : \"vertexAttribDivisorANGLE\"](attribute, meshPerAttribute);\n      attributeDivisors[attribute] = meshPerAttribute;\n    }\n  }\n  function disableUnusedAttributes() {\n    const newAttributes = currentState.newAttributes;\n    const enabledAttributes = currentState.enabledAttributes;\n    for (let i = 0, il = enabledAttributes.length; i < il; i++) {\n      if (enabledAttributes[i] !== newAttributes[i]) {\n        gl.disableVertexAttribArray(i);\n        enabledAttributes[i] = 0;\n      }\n    }\n  }\n  function vertexAttribPointer(index, size, type, normalized, stride, offset) {\n    if (capabilities.isWebGL2 === true && (type === 5124 || type === 5125)) {\n      gl.vertexAttribIPointer(index, size, type, stride, offset);\n    } else {\n      gl.vertexAttribPointer(index, size, type, normalized, stride, offset);\n    }\n  }\n  function setupVertexAttributes(object, material, program, geometry) {\n    if (capabilities.isWebGL2 === false && (object.isInstancedMesh || geometry.isInstancedBufferGeometry)) {\n      if (extensions.get(\"ANGLE_instanced_arrays\") === null)\n        return;\n    }\n    initAttributes();\n    const geometryAttributes = geometry.attributes;\n    const programAttributes = program.getAttributes();\n    const materialDefaultAttributeValues = material.defaultAttributeValues;\n    for (const name in programAttributes) {\n      const programAttribute = programAttributes[name];\n      if (programAttribute.location >= 0) {\n        let geometryAttribute = geometryAttributes[name];\n        if (geometryAttribute === void 0) {\n          if (name === \"instanceMatrix\" && object.instanceMatrix)\n            geometryAttribute = object.instanceMatrix;\n          if (name === \"instanceColor\" && object.instanceColor)\n            geometryAttribute = object.instanceColor;\n        }\n        if (geometryAttribute !== void 0) {\n          const normalized = geometryAttribute.normalized;\n          const size = geometryAttribute.itemSize;\n          const attribute = attributes.get(geometryAttribute);\n          if (attribute === void 0)\n            continue;\n          const buffer = attribute.buffer;\n          const type = attribute.type;\n          const bytesPerElement = attribute.bytesPerElement;\n          if (geometryAttribute.isInterleavedBufferAttribute) {\n            const data = geometryAttribute.data;\n            const stride = data.stride;\n            const offset = geometryAttribute.offset;\n            if (data.isInstancedInterleavedBuffer) {\n              for (let i = 0; i < programAttribute.locationSize; i++) {\n                enableAttributeAndDivisor(programAttribute.location + i, data.meshPerAttribute);\n              }\n              if (object.isInstancedMesh !== true && geometry._maxInstanceCount === void 0) {\n                geometry._maxInstanceCount = data.meshPerAttribute * data.count;\n              }\n            } else {\n              for (let i = 0; i < programAttribute.locationSize; i++) {\n                enableAttribute(programAttribute.location + i);\n              }\n            }\n            gl.bindBuffer(34962, buffer);\n            for (let i = 0; i < programAttribute.locationSize; i++) {\n              vertexAttribPointer(programAttribute.location + i, size / programAttribute.locationSize, type, normalized, stride * bytesPerElement, (offset + size / programAttribute.locationSize * i) * bytesPerElement);\n            }\n          } else {\n            if (geometryAttribute.isInstancedBufferAttribute) {\n              for (let i = 0; i < programAttribute.locationSize; i++) {\n                enableAttributeAndDivisor(programAttribute.location + i, geometryAttribute.meshPerAttribute);\n              }\n              if (object.isInstancedMesh !== true && geometry._maxInstanceCount === void 0) {\n                geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;\n              }\n            } else {\n              for (let i = 0; i < programAttribute.locationSize; i++) {\n                enableAttribute(programAttribute.location + i);\n              }\n            }\n            gl.bindBuffer(34962, buffer);\n            for (let i = 0; i < programAttribute.locationSize; i++) {\n              vertexAttribPointer(programAttribute.location + i, size / programAttribute.locationSize, type, normalized, size * bytesPerElement, size / programAttribute.locationSize * i * bytesPerElement);\n            }\n          }\n        } else if (materialDefaultAttributeValues !== void 0) {\n          const value = materialDefaultAttributeValues[name];\n          if (value !== void 0) {\n            switch (value.length) {\n              case 2:\n                gl.vertexAttrib2fv(programAttribute.location, value);\n                break;\n              case 3:\n                gl.vertexAttrib3fv(programAttribute.location, value);\n                break;\n              case 4:\n                gl.vertexAttrib4fv(programAttribute.location, value);\n                break;\n              default:\n                gl.vertexAttrib1fv(programAttribute.location, value);\n            }\n          }\n        }\n      }\n    }\n    disableUnusedAttributes();\n  }\n  function dispose() {\n    reset();\n    for (const geometryId in bindingStates) {\n      const programMap = bindingStates[geometryId];\n      for (const programId in programMap) {\n        const stateMap = programMap[programId];\n        for (const wireframe in stateMap) {\n          deleteVertexArrayObject(stateMap[wireframe].object);\n          delete stateMap[wireframe];\n        }\n        delete programMap[programId];\n      }\n      delete bindingStates[geometryId];\n    }\n  }\n  function releaseStatesOfGeometry(geometry) {\n    if (bindingStates[geometry.id] === void 0)\n      return;\n    const programMap = bindingStates[geometry.id];\n    for (const programId in programMap) {\n      const stateMap = programMap[programId];\n      for (const wireframe in stateMap) {\n        deleteVertexArrayObject(stateMap[wireframe].object);\n        delete stateMap[wireframe];\n      }\n      delete programMap[programId];\n    }\n    delete bindingStates[geometry.id];\n  }\n  function releaseStatesOfProgram(program) {\n    for (const geometryId in bindingStates) {\n      const programMap = bindingStates[geometryId];\n      if (programMap[program.id] === void 0)\n        continue;\n      const stateMap = programMap[program.id];\n      for (const wireframe in stateMap) {\n        deleteVertexArrayObject(stateMap[wireframe].object);\n        delete stateMap[wireframe];\n      }\n      delete programMap[program.id];\n    }\n  }\n  function reset() {\n    resetDefaultState();\n    forceUpdate = true;\n    if (currentState === defaultState)\n      return;\n    currentState = defaultState;\n    bindVertexArrayObject(currentState.object);\n  }\n  function resetDefaultState() {\n    defaultState.geometry = null;\n    defaultState.program = null;\n    defaultState.wireframe = false;\n  }\n  return {\n    setup,\n    reset,\n    resetDefaultState,\n    dispose,\n    releaseStatesOfGeometry,\n    releaseStatesOfProgram,\n    initAttributes,\n    enableAttribute,\n    disableUnusedAttributes\n  };\n}\nfunction WebGLBufferRenderer(gl, extensions, info, capabilities) {\n  const isWebGL2 = capabilities.isWebGL2;\n  let mode;\n  function setMode(value) {\n    mode = value;\n  }\n  function render(start, count) {\n    gl.drawArrays(mode, start, count);\n    info.update(count, mode, 1);\n  }\n  function renderInstances(start, count, primcount) {\n    if (primcount === 0)\n      return;\n    let extension, methodName;\n    if (isWebGL2) {\n      extension = gl;\n      methodName = \"drawArraysInstanced\";\n    } else {\n      extension = extensions.get(\"ANGLE_instanced_arrays\");\n      methodName = \"drawArraysInstancedANGLE\";\n      if (extension === null) {\n        console.error(\"THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.\");\n        return;\n      }\n    }\n    extension[methodName](mode, start, count, primcount);\n    info.update(count, mode, primcount);\n  }\n  this.setMode = setMode;\n  this.render = render;\n  this.renderInstances = renderInstances;\n}\nfunction WebGLCapabilities(gl, extensions, parameters) {\n  let maxAnisotropy;\n  function getMaxAnisotropy() {\n    if (maxAnisotropy !== void 0)\n      return maxAnisotropy;\n    if (extensions.has(\"EXT_texture_filter_anisotropic\") === true) {\n      const extension = extensions.get(\"EXT_texture_filter_anisotropic\");\n      maxAnisotropy = gl.getParameter(extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT);\n    } else {\n      maxAnisotropy = 0;\n    }\n    return maxAnisotropy;\n  }\n  function getMaxPrecision(precision2) {\n    if (precision2 === \"highp\") {\n      if (gl.getShaderPrecisionFormat(35633, 36338).precision > 0 && gl.getShaderPrecisionFormat(35632, 36338).precision > 0) {\n        return \"highp\";\n      }\n      precision2 = \"mediump\";\n    }\n    if (precision2 === \"mediump\") {\n      if (gl.getShaderPrecisionFormat(35633, 36337).precision > 0 && gl.getShaderPrecisionFormat(35632, 36337).precision > 0) {\n        return \"mediump\";\n      }\n    }\n    return \"lowp\";\n  }\n  const isWebGL2 = typeof WebGL2RenderingContext !== \"undefined\" && gl instanceof WebGL2RenderingContext || typeof WebGL2ComputeRenderingContext !== \"undefined\" && gl instanceof WebGL2ComputeRenderingContext;\n  let precision = parameters.precision !== void 0 ? parameters.precision : \"highp\";\n  const maxPrecision = getMaxPrecision(precision);\n  if (maxPrecision !== precision) {\n    console.warn(\"THREE.WebGLRenderer:\", precision, \"not supported, using\", maxPrecision, \"instead.\");\n    precision = maxPrecision;\n  }\n  const drawBuffers = isWebGL2 || extensions.has(\"WEBGL_draw_buffers\");\n  const logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;\n  const maxTextures = gl.getParameter(34930);\n  const maxVertexTextures = gl.getParameter(35660);\n  const maxTextureSize = gl.getParameter(3379);\n  const maxCubemapSize = gl.getParameter(34076);\n  const maxAttributes = gl.getParameter(34921);\n  const maxVertexUniforms = gl.getParameter(36347);\n  const maxVaryings = gl.getParameter(36348);\n  const maxFragmentUniforms = gl.getParameter(36349);\n  const vertexTextures = maxVertexTextures > 0;\n  const floatFragmentTextures = isWebGL2 || extensions.has(\"OES_texture_float\");\n  const floatVertexTextures = vertexTextures && floatFragmentTextures;\n  const maxSamples = isWebGL2 ? gl.getParameter(36183) : 0;\n  return {\n    isWebGL2,\n    drawBuffers,\n    getMaxAnisotropy,\n    getMaxPrecision,\n    precision,\n    logarithmicDepthBuffer,\n    maxTextures,\n    maxVertexTextures,\n    maxTextureSize,\n    maxCubemapSize,\n    maxAttributes,\n    maxVertexUniforms,\n    maxVaryings,\n    maxFragmentUniforms,\n    vertexTextures,\n    floatFragmentTextures,\n    floatVertexTextures,\n    maxSamples\n  };\n}\nfunction WebGLClipping(properties) {\n  const scope = this;\n  let globalState = null, numGlobalPlanes = 0, localClippingEnabled = false, renderingShadows = false;\n  const plane = new Plane(), viewNormalMatrix = new Matrix3(), uniform = {value: null, needsUpdate: false};\n  this.uniform = uniform;\n  this.numPlanes = 0;\n  this.numIntersection = 0;\n  this.init = function(planes, enableLocalClipping, camera) {\n    const enabled = planes.length !== 0 || enableLocalClipping || numGlobalPlanes !== 0 || localClippingEnabled;\n    localClippingEnabled = enableLocalClipping;\n    globalState = projectPlanes(planes, camera, 0);\n    numGlobalPlanes = planes.length;\n    return enabled;\n  };\n  this.beginShadows = function() {\n    renderingShadows = true;\n    projectPlanes(null);\n  };\n  this.endShadows = function() {\n    renderingShadows = false;\n    resetGlobalState();\n  };\n  this.setState = function(material, camera, useCache) {\n    const planes = material.clippingPlanes, clipIntersection = material.clipIntersection, clipShadows = material.clipShadows;\n    const materialProperties = properties.get(material);\n    if (!localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && !clipShadows) {\n      if (renderingShadows) {\n        projectPlanes(null);\n      } else {\n        resetGlobalState();\n      }\n    } else {\n      const nGlobal = renderingShadows ? 0 : numGlobalPlanes, lGlobal = nGlobal * 4;\n      let dstArray = materialProperties.clippingState || null;\n      uniform.value = dstArray;\n      dstArray = projectPlanes(planes, camera, lGlobal, useCache);\n      for (let i = 0; i !== lGlobal; ++i) {\n        dstArray[i] = globalState[i];\n      }\n      materialProperties.clippingState = dstArray;\n      this.numIntersection = clipIntersection ? this.numPlanes : 0;\n      this.numPlanes += nGlobal;\n    }\n  };\n  function resetGlobalState() {\n    if (uniform.value !== globalState) {\n      uniform.value = globalState;\n      uniform.needsUpdate = numGlobalPlanes > 0;\n    }\n    scope.numPlanes = numGlobalPlanes;\n    scope.numIntersection = 0;\n  }\n  function projectPlanes(planes, camera, dstOffset, skipTransform) {\n    const nPlanes = planes !== null ? planes.length : 0;\n    let dstArray = null;\n    if (nPlanes !== 0) {\n      dstArray = uniform.value;\n      if (skipTransform !== true || dstArray === null) {\n        const flatSize = dstOffset + nPlanes * 4, viewMatrix = camera.matrixWorldInverse;\n        viewNormalMatrix.getNormalMatrix(viewMatrix);\n        if (dstArray === null || dstArray.length < flatSize) {\n          dstArray = new Float32Array(flatSize);\n        }\n        for (let i = 0, i4 = dstOffset; i !== nPlanes; ++i, i4 += 4) {\n          plane.copy(planes[i]).applyMatrix4(viewMatrix, viewNormalMatrix);\n          plane.normal.toArray(dstArray, i4);\n          dstArray[i4 + 3] = plane.constant;\n        }\n      }\n      uniform.value = dstArray;\n      uniform.needsUpdate = true;\n    }\n    scope.numPlanes = nPlanes;\n    scope.numIntersection = 0;\n    return dstArray;\n  }\n}\nfunction WebGLCubeMaps(renderer) {\n  let cubemaps = new WeakMap();\n  function mapTextureMapping(texture, mapping) {\n    if (mapping === EquirectangularReflectionMapping) {\n      texture.mapping = CubeReflectionMapping;\n    } else if (mapping === EquirectangularRefractionMapping) {\n      texture.mapping = CubeRefractionMapping;\n    }\n    return texture;\n  }\n  function get(texture) {\n    if (texture && texture.isTexture && texture.isRenderTargetTexture === false) {\n      const mapping = texture.mapping;\n      if (mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping) {\n        if (cubemaps.has(texture)) {\n          const cubemap = cubemaps.get(texture).texture;\n          return mapTextureMapping(cubemap, texture.mapping);\n        } else {\n          const image = texture.image;\n          if (image && image.height > 0) {\n            const renderTarget = new WebGLCubeRenderTarget(image.height / 2);\n            renderTarget.fromEquirectangularTexture(renderer, texture);\n            cubemaps.set(texture, renderTarget);\n            texture.addEventListener(\"dispose\", onTextureDispose);\n            return mapTextureMapping(renderTarget.texture, texture.mapping);\n          } else {\n            return null;\n          }\n        }\n      }\n    }\n    return texture;\n  }\n  function onTextureDispose(event) {\n    const texture = event.target;\n    texture.removeEventListener(\"dispose\", onTextureDispose);\n    const cubemap = cubemaps.get(texture);\n    if (cubemap !== void 0) {\n      cubemaps.delete(texture);\n      cubemap.dispose();\n    }\n  }\n  function dispose() {\n    cubemaps = new WeakMap();\n  }\n  return {\n    get,\n    dispose\n  };\n}\nclass OrthographicCamera extends Camera {\n  constructor(left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2e3) {\n    super();\n    this.isOrthographicCamera = true;\n    this.type = \"OrthographicCamera\";\n    this.zoom = 1;\n    this.view = null;\n    this.left = left;\n    this.right = right;\n    this.top = top;\n    this.bottom = bottom;\n    this.near = near;\n    this.far = far;\n    this.updateProjectionMatrix();\n  }\n  copy(source, recursive) {\n    super.copy(source, recursive);\n    this.left = source.left;\n    this.right = source.right;\n    this.top = source.top;\n    this.bottom = source.bottom;\n    this.near = source.near;\n    this.far = source.far;\n    this.zoom = source.zoom;\n    this.view = source.view === null ? null : Object.assign({}, source.view);\n    return this;\n  }\n  setViewOffset(fullWidth, fullHeight, x, y, width, height) {\n    if (this.view === null) {\n      this.view = {\n        enabled: true,\n        fullWidth: 1,\n        fullHeight: 1,\n        offsetX: 0,\n        offsetY: 0,\n        width: 1,\n        height: 1\n      };\n    }\n    this.view.enabled = true;\n    this.view.fullWidth = fullWidth;\n    this.view.fullHeight = fullHeight;\n    this.view.offsetX = x;\n    this.view.offsetY = y;\n    this.view.width = width;\n    this.view.height = height;\n    this.updateProjectionMatrix();\n  }\n  clearViewOffset() {\n    if (this.view !== null) {\n      this.view.enabled = false;\n    }\n    this.updateProjectionMatrix();\n  }\n  updateProjectionMatrix() {\n    const dx = (this.right - this.left) / (2 * this.zoom);\n    const dy = (this.top - this.bottom) / (2 * this.zoom);\n    const cx = (this.right + this.left) / 2;\n    const cy = (this.top + this.bottom) / 2;\n    let left = cx - dx;\n    let right = cx + dx;\n    let top = cy + dy;\n    let bottom = cy - dy;\n    if (this.view !== null && this.view.enabled) {\n      const scaleW = (this.right - this.left) / this.view.fullWidth / this.zoom;\n      const scaleH = (this.top - this.bottom) / this.view.fullHeight / this.zoom;\n      left += scaleW * this.view.offsetX;\n      right = left + scaleW * this.view.width;\n      top -= scaleH * this.view.offsetY;\n      bottom = top - scaleH * this.view.height;\n    }\n    this.projectionMatrix.makeOrthographic(left, right, top, bottom, this.near, this.far);\n    this.projectionMatrixInverse.copy(this.projectionMatrix).invert();\n  }\n  toJSON(meta) {\n    const data = super.toJSON(meta);\n    data.object.zoom = this.zoom;\n    data.object.left = this.left;\n    data.object.right = this.right;\n    data.object.top = this.top;\n    data.object.bottom = this.bottom;\n    data.object.near = this.near;\n    data.object.far = this.far;\n    if (this.view !== null)\n      data.object.view = Object.assign({}, this.view);\n    return data;\n  }\n}\nconst LOD_MIN = 4;\nconst EXTRA_LOD_SIGMA = [0.125, 0.215, 0.35, 0.446, 0.526, 0.582];\nconst MAX_SAMPLES = 20;\nconst _flatCamera = /* @__PURE__ */ new OrthographicCamera();\nconst _clearColor = /* @__PURE__ */ new Color();\nlet _oldTarget = null;\nconst PHI = (1 + Math.sqrt(5)) / 2;\nconst INV_PHI = 1 / PHI;\nconst _axisDirections = [\n  /* @__PURE__ */ new Vector3(1, 1, 1),\n  /* @__PURE__ */ new Vector3(-1, 1, 1),\n  /* @__PURE__ */ new Vector3(1, 1, -1),\n  /* @__PURE__ */ new Vector3(-1, 1, -1),\n  /* @__PURE__ */ new Vector3(0, PHI, INV_PHI),\n  /* @__PURE__ */ new Vector3(0, PHI, -INV_PHI),\n  /* @__PURE__ */ new Vector3(INV_PHI, 0, PHI),\n  /* @__PURE__ */ new Vector3(-INV_PHI, 0, PHI),\n  /* @__PURE__ */ new Vector3(PHI, INV_PHI, 0),\n  /* @__PURE__ */ new Vector3(-PHI, INV_PHI, 0)\n];\nclass PMREMGenerator {\n  constructor(renderer) {\n    this._renderer = renderer;\n    this._pingPongRenderTarget = null;\n    this._lodMax = 0;\n    this._cubeSize = 0;\n    this._lodPlanes = [];\n    this._sizeLods = [];\n    this._sigmas = [];\n    this._blurMaterial = null;\n    this._cubemapMaterial = null;\n    this._equirectMaterial = null;\n    this._compileMaterial(this._blurMaterial);\n  }\n  fromScene(scene, sigma = 0, near = 0.1, far = 100) {\n    _oldTarget = this._renderer.getRenderTarget();\n    this._setSize(256);\n    const cubeUVRenderTarget = this._allocateTargets();\n    cubeUVRenderTarget.depthBuffer = true;\n    this._sceneToCubeUV(scene, near, far, cubeUVRenderTarget);\n    if (sigma > 0) {\n      this._blur(cubeUVRenderTarget, 0, 0, sigma);\n    }\n    this._applyPMREM(cubeUVRenderTarget);\n    this._cleanup(cubeUVRenderTarget);\n    return cubeUVRenderTarget;\n  }\n  fromEquirectangular(equirectangular, renderTarget = null) {\n    return this._fromTexture(equirectangular, renderTarget);\n  }\n  fromCubemap(cubemap, renderTarget = null) {\n    return this._fromTexture(cubemap, renderTarget);\n  }\n  compileCubemapShader() {\n    if (this._cubemapMaterial === null) {\n      this._cubemapMaterial = _getCubemapMaterial();\n      this._compileMaterial(this._cubemapMaterial);\n    }\n  }\n  compileEquirectangularShader() {\n    if (this._equirectMaterial === null) {\n      this._equirectMaterial = _getEquirectMaterial();\n      this._compileMaterial(this._equirectMaterial);\n    }\n  }\n  dispose() {\n    this._dispose();\n    if (this._cubemapMaterial !== null)\n      this._cubemapMaterial.dispose();\n    if (this._equirectMaterial !== null)\n      this._equirectMaterial.dispose();\n  }\n  _setSize(cubeSize) {\n    this._lodMax = Math.floor(Math.log2(cubeSize));\n    this._cubeSize = Math.pow(2, this._lodMax);\n  }\n  _dispose() {\n    if (this._blurMaterial !== null)\n      this._blurMaterial.dispose();\n    if (this._pingPongRenderTarget !== null)\n      this._pingPongRenderTarget.dispose();\n    for (let i = 0; i < this._lodPlanes.length; i++) {\n      this._lodPlanes[i].dispose();\n    }\n  }\n  _cleanup(outputTarget) {\n    this._renderer.setRenderTarget(_oldTarget);\n    outputTarget.scissorTest = false;\n    _setViewport(outputTarget, 0, 0, outputTarget.width, outputTarget.height);\n  }\n  _fromTexture(texture, renderTarget) {\n    if (texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping) {\n      this._setSize(texture.image.length === 0 ? 16 : texture.image[0].width || texture.image[0].image.width);\n    } else {\n      this._setSize(texture.image.width / 4);\n    }\n    _oldTarget = this._renderer.getRenderTarget();\n    const cubeUVRenderTarget = renderTarget || this._allocateTargets();\n    this._textureToCubeUV(texture, cubeUVRenderTarget);\n    this._applyPMREM(cubeUVRenderTarget);\n    this._cleanup(cubeUVRenderTarget);\n    return cubeUVRenderTarget;\n  }\n  _allocateTargets() {\n    const width = 3 * Math.max(this._cubeSize, 16 * 7);\n    const height = 4 * this._cubeSize;\n    const params = {\n      magFilter: LinearFilter,\n      minFilter: LinearFilter,\n      generateMipmaps: false,\n      type: HalfFloatType,\n      format: RGBAFormat,\n      encoding: LinearEncoding,\n      depthBuffer: false\n    };\n    const cubeUVRenderTarget = _createRenderTarget(width, height, params);\n    if (this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width) {\n      if (this._pingPongRenderTarget !== null) {\n        this._dispose();\n      }\n      this._pingPongRenderTarget = _createRenderTarget(width, height, params);\n      const {_lodMax} = this;\n      ({sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas} = _createPlanes(_lodMax));\n      this._blurMaterial = _getBlurShader(_lodMax, width, height);\n    }\n    return cubeUVRenderTarget;\n  }\n  _compileMaterial(material) {\n    const tmpMesh = new Mesh(this._lodPlanes[0], material);\n    this._renderer.compile(tmpMesh, _flatCamera);\n  }\n  _sceneToCubeUV(scene, near, far, cubeUVRenderTarget) {\n    const fov2 = 90;\n    const aspect2 = 1;\n    const cubeCamera = new PerspectiveCamera(fov2, aspect2, near, far);\n    const upSign = [1, -1, 1, 1, 1, 1];\n    const forwardSign = [1, 1, 1, -1, -1, -1];\n    const renderer = this._renderer;\n    const originalAutoClear = renderer.autoClear;\n    const toneMapping = renderer.toneMapping;\n    renderer.getClearColor(_clearColor);\n    renderer.toneMapping = NoToneMapping;\n    renderer.autoClear = false;\n    const backgroundMaterial = new MeshBasicMaterial({\n      name: \"PMREM.Background\",\n      side: BackSide,\n      depthWrite: false,\n      depthTest: false\n    });\n    const backgroundBox = new Mesh(new BoxGeometry(), backgroundMaterial);\n    let useSolidColor = false;\n    const background = scene.background;\n    if (background) {\n      if (background.isColor) {\n        backgroundMaterial.color.copy(background);\n        scene.background = null;\n        useSolidColor = true;\n      }\n    } else {\n      backgroundMaterial.color.copy(_clearColor);\n      useSolidColor = true;\n    }\n    for (let i = 0; i < 6; i++) {\n      const col = i % 3;\n      if (col === 0) {\n        cubeCamera.up.set(0, upSign[i], 0);\n        cubeCamera.lookAt(forwardSign[i], 0, 0);\n      } else if (col === 1) {\n        cubeCamera.up.set(0, 0, upSign[i]);\n        cubeCamera.lookAt(0, forwardSign[i], 0);\n      } else {\n        cubeCamera.up.set(0, upSign[i], 0);\n        cubeCamera.lookAt(0, 0, forwardSign[i]);\n      }\n      const size = this._cubeSize;\n      _setViewport(cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size);\n      renderer.setRenderTarget(cubeUVRenderTarget);\n      if (useSolidColor) {\n        renderer.render(backgroundBox, cubeCamera);\n      }\n      renderer.render(scene, cubeCamera);\n    }\n    backgroundBox.geometry.dispose();\n    backgroundBox.material.dispose();\n    renderer.toneMapping = toneMapping;\n    renderer.autoClear = originalAutoClear;\n    scene.background = background;\n  }\n  _textureToCubeUV(texture, cubeUVRenderTarget) {\n    const renderer = this._renderer;\n    const isCubeTexture = texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping;\n    if (isCubeTexture) {\n      if (this._cubemapMaterial === null) {\n        this._cubemapMaterial = _getCubemapMaterial();\n      }\n      this._cubemapMaterial.uniforms.flipEnvMap.value = texture.isRenderTargetTexture === false ? -1 : 1;\n    } else {\n      if (this._equirectMaterial === null) {\n        this._equirectMaterial = _getEquirectMaterial();\n      }\n    }\n    const material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial;\n    const mesh = new Mesh(this._lodPlanes[0], material);\n    const uniforms = material.uniforms;\n    uniforms[\"envMap\"].value = texture;\n    const size = this._cubeSize;\n    _setViewport(cubeUVRenderTarget, 0, 0, 3 * size, 2 * size);\n    renderer.setRenderTarget(cubeUVRenderTarget);\n    renderer.render(mesh, _flatCamera);\n  }\n  _applyPMREM(cubeUVRenderTarget) {\n    const renderer = this._renderer;\n    const autoClear = renderer.autoClear;\n    renderer.autoClear = false;\n    for (let i = 1; i < this._lodPlanes.length; i++) {\n      const sigma = Math.sqrt(this._sigmas[i] * this._sigmas[i] - this._sigmas[i - 1] * this._sigmas[i - 1]);\n      const poleAxis = _axisDirections[(i - 1) % _axisDirections.length];\n      this._blur(cubeUVRenderTarget, i - 1, i, sigma, poleAxis);\n    }\n    renderer.autoClear = autoClear;\n  }\n  _blur(cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis) {\n    const pingPongRenderTarget = this._pingPongRenderTarget;\n    this._halfBlur(cubeUVRenderTarget, pingPongRenderTarget, lodIn, lodOut, sigma, \"latitudinal\", poleAxis);\n    this._halfBlur(pingPongRenderTarget, cubeUVRenderTarget, lodOut, lodOut, sigma, \"longitudinal\", poleAxis);\n  }\n  _halfBlur(targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis) {\n    const renderer = this._renderer;\n    const blurMaterial = this._blurMaterial;\n    if (direction !== \"latitudinal\" && direction !== \"longitudinal\") {\n      console.error(\"blur direction must be either latitudinal or longitudinal!\");\n    }\n    const STANDARD_DEVIATIONS = 3;\n    const blurMesh = new Mesh(this._lodPlanes[lodOut], blurMaterial);\n    const blurUniforms = blurMaterial.uniforms;\n    const pixels = this._sizeLods[lodIn] - 1;\n    const radiansPerPixel = isFinite(sigmaRadians) ? Math.PI / (2 * pixels) : 2 * Math.PI / (2 * MAX_SAMPLES - 1);\n    const sigmaPixels = sigmaRadians / radiansPerPixel;\n    const samples = isFinite(sigmaRadians) ? 1 + Math.floor(STANDARD_DEVIATIONS * sigmaPixels) : MAX_SAMPLES;\n    if (samples > MAX_SAMPLES) {\n      console.warn(`sigmaRadians, ${sigmaRadians}, is too large and will clip, as it requested ${samples} samples when the maximum is set to ${MAX_SAMPLES}`);\n    }\n    const weights = [];\n    let sum = 0;\n    for (let i = 0; i < MAX_SAMPLES; ++i) {\n      const x2 = i / sigmaPixels;\n      const weight = Math.exp(-x2 * x2 / 2);\n      weights.push(weight);\n      if (i === 0) {\n        sum += weight;\n      } else if (i < samples) {\n        sum += 2 * weight;\n      }\n    }\n    for (let i = 0; i < weights.length; i++) {\n      weights[i] = weights[i] / sum;\n    }\n    blurUniforms[\"envMap\"].value = targetIn.texture;\n    blurUniforms[\"samples\"].value = samples;\n    blurUniforms[\"weights\"].value = weights;\n    blurUniforms[\"latitudinal\"].value = direction === \"latitudinal\";\n    if (poleAxis) {\n      blurUniforms[\"poleAxis\"].value = poleAxis;\n    }\n    const {_lodMax} = this;\n    blurUniforms[\"dTheta\"].value = radiansPerPixel;\n    blurUniforms[\"mipInt\"].value = _lodMax - lodIn;\n    const outputSize = this._sizeLods[lodOut];\n    const x = 3 * outputSize * (lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0);\n    const y = 4 * (this._cubeSize - outputSize);\n    _setViewport(targetOut, x, y, 3 * outputSize, 2 * outputSize);\n    renderer.setRenderTarget(targetOut);\n    renderer.render(blurMesh, _flatCamera);\n  }\n}\nfunction _createPlanes(lodMax) {\n  const lodPlanes = [];\n  const sizeLods = [];\n  const sigmas = [];\n  let lod = lodMax;\n  const totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;\n  for (let i = 0; i < totalLods; i++) {\n    const sizeLod = Math.pow(2, lod);\n    sizeLods.push(sizeLod);\n    let sigma = 1 / sizeLod;\n    if (i > lodMax - LOD_MIN) {\n      sigma = EXTRA_LOD_SIGMA[i - lodMax + LOD_MIN - 1];\n    } else if (i === 0) {\n      sigma = 0;\n    }\n    sigmas.push(sigma);\n    const texelSize = 1 / (sizeLod - 2);\n    const min = -texelSize;\n    const max = 1 + texelSize;\n    const uv1 = [min, min, max, min, max, max, min, min, max, max, min, max];\n    const cubeFaces = 6;\n    const vertices = 6;\n    const positionSize = 3;\n    const uvSize = 2;\n    const faceIndexSize = 1;\n    const position = new Float32Array(positionSize * vertices * cubeFaces);\n    const uv = new Float32Array(uvSize * vertices * cubeFaces);\n    const faceIndex = new Float32Array(faceIndexSize * vertices * cubeFaces);\n    for (let face = 0; face < cubeFaces; face++) {\n      const x = face % 3 * 2 / 3 - 1;\n      const y = face > 2 ? 0 : -1;\n      const coordinates = [\n        x,\n        y,\n        0,\n        x + 2 / 3,\n        y,\n        0,\n        x + 2 / 3,\n        y + 1,\n        0,\n        x,\n        y,\n        0,\n        x + 2 / 3,\n        y + 1,\n        0,\n        x,\n        y + 1,\n        0\n      ];\n      position.set(coordinates, positionSize * vertices * face);\n      uv.set(uv1, uvSize * vertices * face);\n      const fill = [face, face, face, face, face, face];\n      faceIndex.set(fill, faceIndexSize * vertices * face);\n    }\n    const planes = new BufferGeometry();\n    planes.setAttribute(\"position\", new BufferAttribute(position, positionSize));\n    planes.setAttribute(\"uv\", new BufferAttribute(uv, uvSize));\n    planes.setAttribute(\"faceIndex\", new BufferAttribute(faceIndex, faceIndexSize));\n    lodPlanes.push(planes);\n    if (lod > LOD_MIN) {\n      lod--;\n    }\n  }\n  return {lodPlanes, sizeLods, sigmas};\n}\nfunction _createRenderTarget(width, height, params) {\n  const cubeUVRenderTarget = new WebGLRenderTarget(width, height, params);\n  cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;\n  cubeUVRenderTarget.texture.name = \"PMREM.cubeUv\";\n  cubeUVRenderTarget.scissorTest = true;\n  return cubeUVRenderTarget;\n}\nfunction _setViewport(target, x, y, width, height) {\n  target.viewport.set(x, y, width, height);\n  target.scissor.set(x, y, width, height);\n}\nfunction _getBlurShader(lodMax, width, height) {\n  const weights = new Float32Array(MAX_SAMPLES);\n  const poleAxis = new Vector3(0, 1, 0);\n  const shaderMaterial = new ShaderMaterial({\n    name: \"SphericalGaussianBlur\",\n    defines: {\n      n: MAX_SAMPLES,\n      CUBEUV_TEXEL_WIDTH: 1 / width,\n      CUBEUV_TEXEL_HEIGHT: 1 / height,\n      CUBEUV_MAX_MIP: `${lodMax}.0`\n    },\n    uniforms: {\n      envMap: {value: null},\n      samples: {value: 1},\n      weights: {value: weights},\n      latitudinal: {value: false},\n      dTheta: {value: 0},\n      mipInt: {value: 0},\n      poleAxis: {value: poleAxis}\n    },\n    vertexShader: _getCommonVertexShader(),\n    fragmentShader: `\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include <cube_uv_reflection_fragment>\n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t}\n\t\t`,\n    blending: NoBlending,\n    depthTest: false,\n    depthWrite: false\n  });\n  return shaderMaterial;\n}\nfunction _getEquirectMaterial() {\n  return new ShaderMaterial({\n    name: \"EquirectangularToCubeUV\",\n    uniforms: {\n      envMap: {value: null}\n    },\n    vertexShader: _getCommonVertexShader(),\n    fragmentShader: `\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\n\t\t\t#include <common>\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tgl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );\n\n\t\t\t}\n\t\t`,\n    blending: NoBlending,\n    depthTest: false,\n    depthWrite: false\n  });\n}\nfunction _getCubemapMaterial() {\n  return new ShaderMaterial({\n    name: \"CubemapToCubeUV\",\n    uniforms: {\n      envMap: {value: null},\n      flipEnvMap: {value: -1}\n    },\n    vertexShader: _getCommonVertexShader(),\n    fragmentShader: `\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tuniform float flipEnvMap;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );\n\n\t\t\t}\n\t\t`,\n    blending: NoBlending,\n    depthTest: false,\n    depthWrite: false\n  });\n}\nfunction _getCommonVertexShader() {\n  return `\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t`;\n}\nfunction WebGLCubeUVMaps(renderer) {\n  let cubeUVmaps = new WeakMap();\n  let pmremGenerator = null;\n  function get(texture) {\n    if (texture && texture.isTexture) {\n      const mapping = texture.mapping;\n      const isEquirectMap = mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping;\n      const isCubeMap = mapping === CubeReflectionMapping || mapping === CubeRefractionMapping;\n      if (isEquirectMap || isCubeMap) {\n        if (texture.isRenderTargetTexture && texture.needsPMREMUpdate === true) {\n          texture.needsPMREMUpdate = false;\n          let renderTarget = cubeUVmaps.get(texture);\n          if (pmremGenerator === null)\n            pmremGenerator = new PMREMGenerator(renderer);\n          renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular(texture, renderTarget) : pmremGenerator.fromCubemap(texture, renderTarget);\n          cubeUVmaps.set(texture, renderTarget);\n          return renderTarget.texture;\n        } else {\n          if (cubeUVmaps.has(texture)) {\n            return cubeUVmaps.get(texture).texture;\n          } else {\n            const image = texture.image;\n            if (isEquirectMap && image && image.height > 0 || isCubeMap && image && isCubeTextureComplete(image)) {\n              if (pmremGenerator === null)\n                pmremGenerator = new PMREMGenerator(renderer);\n              const renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular(texture) : pmremGenerator.fromCubemap(texture);\n              cubeUVmaps.set(texture, renderTarget);\n              texture.addEventListener(\"dispose\", onTextureDispose);\n              return renderTarget.texture;\n            } else {\n              return null;\n            }\n          }\n        }\n      }\n    }\n    return texture;\n  }\n  function isCubeTextureComplete(image) {\n    let count = 0;\n    const length = 6;\n    for (let i = 0; i < length; i++) {\n      if (image[i] !== void 0)\n        count++;\n    }\n    return count === length;\n  }\n  function onTextureDispose(event) {\n    const texture = event.target;\n    texture.removeEventListener(\"dispose\", onTextureDispose);\n    const cubemapUV = cubeUVmaps.get(texture);\n    if (cubemapUV !== void 0) {\n      cubeUVmaps.delete(texture);\n      cubemapUV.dispose();\n    }\n  }\n  function dispose() {\n    cubeUVmaps = new WeakMap();\n    if (pmremGenerator !== null) {\n      pmremGenerator.dispose();\n      pmremGenerator = null;\n    }\n  }\n  return {\n    get,\n    dispose\n  };\n}\nfunction WebGLExtensions(gl) {\n  const extensions = {};\n  function getExtension(name) {\n    if (extensions[name] !== void 0) {\n      return extensions[name];\n    }\n    let extension;\n    switch (name) {\n      case \"WEBGL_depth_texture\":\n        extension = gl.getExtension(\"WEBGL_depth_texture\") || gl.getExtension(\"MOZ_WEBGL_depth_texture\") || gl.getExtension(\"WEBKIT_WEBGL_depth_texture\");\n        break;\n      case \"EXT_texture_filter_anisotropic\":\n        extension = gl.getExtension(\"EXT_texture_filter_anisotropic\") || gl.getExtension(\"MOZ_EXT_texture_filter_anisotropic\") || gl.getExtension(\"WEBKIT_EXT_texture_filter_anisotropic\");\n        break;\n      case \"WEBGL_compressed_texture_s3tc\":\n        extension = gl.getExtension(\"WEBGL_compressed_texture_s3tc\") || gl.getExtension(\"MOZ_WEBGL_compressed_texture_s3tc\") || gl.getExtension(\"WEBKIT_WEBGL_compressed_texture_s3tc\");\n        break;\n      case \"WEBGL_compressed_texture_pvrtc\":\n        extension = gl.getExtension(\"WEBGL_compressed_texture_pvrtc\") || gl.getExtension(\"WEBKIT_WEBGL_compressed_texture_pvrtc\");\n        break;\n      default:\n        extension = gl.getExtension(name);\n    }\n    extensions[name] = extension;\n    return extension;\n  }\n  return {\n    has: function(name) {\n      return getExtension(name) !== null;\n    },\n    init: function(capabilities) {\n      if (capabilities.isWebGL2) {\n        getExtension(\"EXT_color_buffer_float\");\n      } else {\n        getExtension(\"WEBGL_depth_texture\");\n        getExtension(\"OES_texture_float\");\n        getExtension(\"OES_texture_half_float\");\n        getExtension(\"OES_texture_half_float_linear\");\n        getExtension(\"OES_standard_derivatives\");\n        getExtension(\"OES_element_index_uint\");\n        getExtension(\"OES_vertex_array_object\");\n        getExtension(\"ANGLE_instanced_arrays\");\n      }\n      getExtension(\"OES_texture_float_linear\");\n      getExtension(\"EXT_color_buffer_half_float\");\n      getExtension(\"WEBGL_multisampled_render_to_texture\");\n    },\n    get: function(name) {\n      const extension = getExtension(name);\n      if (extension === null) {\n        console.warn(\"THREE.WebGLRenderer: \" + name + \" extension not supported.\");\n      }\n      return extension;\n    }\n  };\n}\nfunction WebGLGeometries(gl, attributes, info, bindingStates) {\n  const geometries = {};\n  const wireframeAttributes = new WeakMap();\n  function onGeometryDispose(event) {\n    const geometry = event.target;\n    if (geometry.index !== null) {\n      attributes.remove(geometry.index);\n    }\n    for (const name in geometry.attributes) {\n      attributes.remove(geometry.attributes[name]);\n    }\n    geometry.removeEventListener(\"dispose\", onGeometryDispose);\n    delete geometries[geometry.id];\n    const attribute = wireframeAttributes.get(geometry);\n    if (attribute) {\n      attributes.remove(attribute);\n      wireframeAttributes.delete(geometry);\n    }\n    bindingStates.releaseStatesOfGeometry(geometry);\n    if (geometry.isInstancedBufferGeometry === true) {\n      delete geometry._maxInstanceCount;\n    }\n    info.memory.geometries--;\n  }\n  function get(object, geometry) {\n    if (geometries[geometry.id] === true)\n      return geometry;\n    geometry.addEventListener(\"dispose\", onGeometryDispose);\n    geometries[geometry.id] = true;\n    info.memory.geometries++;\n    return geometry;\n  }\n  function update(geometry) {\n    const geometryAttributes = geometry.attributes;\n    for (const name in geometryAttributes) {\n      attributes.update(geometryAttributes[name], 34962);\n    }\n    const morphAttributes = geometry.morphAttributes;\n    for (const name in morphAttributes) {\n      const array = morphAttributes[name];\n      for (let i = 0, l = array.length; i < l; i++) {\n        attributes.update(array[i], 34962);\n      }\n    }\n  }\n  function updateWireframeAttribute(geometry) {\n    const indices = [];\n    const geometryIndex = geometry.index;\n    const geometryPosition = geometry.attributes.position;\n    let version = 0;\n    if (geometryIndex !== null) {\n      const array = geometryIndex.array;\n      version = geometryIndex.version;\n      for (let i = 0, l = array.length; i < l; i += 3) {\n        const a = array[i + 0];\n        const b = array[i + 1];\n        const c = array[i + 2];\n        indices.push(a, b, b, c, c, a);\n      }\n    } else {\n      const array = geometryPosition.array;\n      version = geometryPosition.version;\n      for (let i = 0, l = array.length / 3 - 1; i < l; i += 3) {\n        const a = i + 0;\n        const b = i + 1;\n        const c = i + 2;\n        indices.push(a, b, b, c, c, a);\n      }\n    }\n    const attribute = new (arrayNeedsUint32(indices) ? Uint32BufferAttribute : Uint16BufferAttribute)(indices, 1);\n    attribute.version = version;\n    const previousAttribute = wireframeAttributes.get(geometry);\n    if (previousAttribute)\n      attributes.remove(previousAttribute);\n    wireframeAttributes.set(geometry, attribute);\n  }\n  function getWireframeAttribute(geometry) {\n    const currentAttribute = wireframeAttributes.get(geometry);\n    if (currentAttribute) {\n      const geometryIndex = geometry.index;\n      if (geometryIndex !== null) {\n        if (currentAttribute.version < geometryIndex.version) {\n          updateWireframeAttribute(geometry);\n        }\n      }\n    } else {\n      updateWireframeAttribute(geometry);\n    }\n    return wireframeAttributes.get(geometry);\n  }\n  return {\n    get,\n    update,\n    getWireframeAttribute\n  };\n}\nfunction WebGLIndexedBufferRenderer(gl, extensions, info, capabilities) {\n  const isWebGL2 = capabilities.isWebGL2;\n  let mode;\n  function setMode(value) {\n    mode = value;\n  }\n  let type, bytesPerElement;\n  function setIndex(value) {\n    type = value.type;\n    bytesPerElement = value.bytesPerElement;\n  }\n  function render(start, count) {\n    gl.drawElements(mode, count, type, start * bytesPerElement);\n    info.update(count, mode, 1);\n  }\n  function renderInstances(start, count, primcount) {\n    if (primcount === 0)\n      return;\n    let extension, methodName;\n    if (isWebGL2) {\n      extension = gl;\n      methodName = \"drawElementsInstanced\";\n    } else {\n      extension = extensions.get(\"ANGLE_instanced_arrays\");\n      methodName = \"drawElementsInstancedANGLE\";\n      if (extension === null) {\n        console.error(\"THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.\");\n        return;\n      }\n    }\n    extension[methodName](mode, count, type, start * bytesPerElement, primcount);\n    info.update(count, mode, primcount);\n  }\n  this.setMode = setMode;\n  this.setIndex = setIndex;\n  this.render = render;\n  this.renderInstances = renderInstances;\n}\nfunction WebGLInfo(gl) {\n  const memory = {\n    geometries: 0,\n    textures: 0\n  };\n  const render = {\n    frame: 0,\n    calls: 0,\n    triangles: 0,\n    points: 0,\n    lines: 0\n  };\n  function update(count, mode, instanceCount) {\n    render.calls++;\n    switch (mode) {\n      case 4:\n        render.triangles += instanceCount * (count / 3);\n        break;\n      case 1:\n        render.lines += instanceCount * (count / 2);\n        break;\n      case 3:\n        render.lines += instanceCount * (count - 1);\n        break;\n      case 2:\n        render.lines += instanceCount * count;\n        break;\n      case 0:\n        render.points += instanceCount * count;\n        break;\n      default:\n        console.error(\"THREE.WebGLInfo: Unknown draw mode:\", mode);\n        break;\n    }\n  }\n  function reset() {\n    render.frame++;\n    render.calls = 0;\n    render.triangles = 0;\n    render.points = 0;\n    render.lines = 0;\n  }\n  return {\n    memory,\n    render,\n    programs: null,\n    autoReset: true,\n    reset,\n    update\n  };\n}\nfunction numericalSort(a, b) {\n  return a[0] - b[0];\n}\nfunction absNumericalSort(a, b) {\n  return Math.abs(b[1]) - Math.abs(a[1]);\n}\nfunction WebGLMorphtargets(gl, capabilities, textures) {\n  const influencesList = {};\n  const morphInfluences = new Float32Array(8);\n  const morphTextures = new WeakMap();\n  const morph = new Vector4();\n  const workInfluences = [];\n  for (let i = 0; i < 8; i++) {\n    workInfluences[i] = [i, 0];\n  }\n  function update(object, geometry, material, program) {\n    const objectInfluences = object.morphTargetInfluences;\n    if (capabilities.isWebGL2 === true) {\n      const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;\n      const morphTargetsCount = morphAttribute !== void 0 ? morphAttribute.length : 0;\n      let entry = morphTextures.get(geometry);\n      if (entry === void 0 || entry.count !== morphTargetsCount) {\n        if (entry !== void 0)\n          entry.texture.dispose();\n        const hasMorphPosition = geometry.morphAttributes.position !== void 0;\n        const hasMorphNormals = geometry.morphAttributes.normal !== void 0;\n        const hasMorphColors = geometry.morphAttributes.color !== void 0;\n        const morphTargets = geometry.morphAttributes.position || [];\n        const morphNormals = geometry.morphAttributes.normal || [];\n        const morphColors = geometry.morphAttributes.color || [];\n        let vertexDataCount = 0;\n        if (hasMorphPosition === true)\n          vertexDataCount = 1;\n        if (hasMorphNormals === true)\n          vertexDataCount = 2;\n        if (hasMorphColors === true)\n          vertexDataCount = 3;\n        let width = geometry.attributes.position.count * vertexDataCount;\n        let height = 1;\n        if (width > capabilities.maxTextureSize) {\n          height = Math.ceil(width / capabilities.maxTextureSize);\n          width = capabilities.maxTextureSize;\n        }\n        const buffer = new Float32Array(width * height * 4 * morphTargetsCount);\n        const texture = new DataArrayTexture(buffer, width, height, morphTargetsCount);\n        texture.type = FloatType;\n        texture.needsUpdate = true;\n        const vertexDataStride = vertexDataCount * 4;\n        for (let i = 0; i < morphTargetsCount; i++) {\n          const morphTarget = morphTargets[i];\n          const morphNormal = morphNormals[i];\n          const morphColor = morphColors[i];\n          const offset = width * height * 4 * i;\n          for (let j = 0; j < morphTarget.count; j++) {\n            const stride = j * vertexDataStride;\n            if (hasMorphPosition === true) {\n              morph.fromBufferAttribute(morphTarget, j);\n              buffer[offset + stride + 0] = morph.x;\n              buffer[offset + stride + 1] = morph.y;\n              buffer[offset + stride + 2] = morph.z;\n              buffer[offset + stride + 3] = 0;\n            }\n            if (hasMorphNormals === true) {\n              morph.fromBufferAttribute(morphNormal, j);\n              buffer[offset + stride + 4] = morph.x;\n              buffer[offset + stride + 5] = morph.y;\n              buffer[offset + stride + 6] = morph.z;\n              buffer[offset + stride + 7] = 0;\n            }\n            if (hasMorphColors === true) {\n              morph.fromBufferAttribute(morphColor, j);\n              buffer[offset + stride + 8] = morph.x;\n              buffer[offset + stride + 9] = morph.y;\n              buffer[offset + stride + 10] = morph.z;\n              buffer[offset + stride + 11] = morphColor.itemSize === 4 ? morph.w : 1;\n            }\n          }\n        }\n        entry = {\n          count: morphTargetsCount,\n          texture,\n          size: new Vector2(width, height)\n        };\n        morphTextures.set(geometry, entry);\n        function disposeTexture() {\n          texture.dispose();\n          morphTextures.delete(geometry);\n          geometry.removeEventListener(\"dispose\", disposeTexture);\n        }\n        geometry.addEventListener(\"dispose\", disposeTexture);\n      }\n      let morphInfluencesSum = 0;\n      for (let i = 0; i < objectInfluences.length; i++) {\n        morphInfluencesSum += objectInfluences[i];\n      }\n      const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n      program.getUniforms().setValue(gl, \"morphTargetBaseInfluence\", morphBaseInfluence);\n      program.getUniforms().setValue(gl, \"morphTargetInfluences\", objectInfluences);\n      program.getUniforms().setValue(gl, \"morphTargetsTexture\", entry.texture, textures);\n      program.getUniforms().setValue(gl, \"morphTargetsTextureSize\", entry.size);\n    } else {\n      const length = objectInfluences === void 0 ? 0 : objectInfluences.length;\n      let influences = influencesList[geometry.id];\n      if (influences === void 0 || influences.length !== length) {\n        influences = [];\n        for (let i = 0; i < length; i++) {\n          influences[i] = [i, 0];\n        }\n        influencesList[geometry.id] = influences;\n      }\n      for (let i = 0; i < length; i++) {\n        const influence = influences[i];\n        influence[0] = i;\n        influence[1] = objectInfluences[i];\n      }\n      influences.sort(absNumericalSort);\n      for (let i = 0; i < 8; i++) {\n        if (i < length && influences[i][1]) {\n          workInfluences[i][0] = influences[i][0];\n          workInfluences[i][1] = influences[i][1];\n        } else {\n          workInfluences[i][0] = Number.MAX_SAFE_INTEGER;\n          workInfluences[i][1] = 0;\n        }\n      }\n      workInfluences.sort(numericalSort);\n      const morphTargets = geometry.morphAttributes.position;\n      const morphNormals = geometry.morphAttributes.normal;\n      let morphInfluencesSum = 0;\n      for (let i = 0; i < 8; i++) {\n        const influence = workInfluences[i];\n        const index = influence[0];\n        const value = influence[1];\n        if (index !== Number.MAX_SAFE_INTEGER && value) {\n          if (morphTargets && geometry.getAttribute(\"morphTarget\" + i) !== morphTargets[index]) {\n            geometry.setAttribute(\"morphTarget\" + i, morphTargets[index]);\n          }\n          if (morphNormals && geometry.getAttribute(\"morphNormal\" + i) !== morphNormals[index]) {\n            geometry.setAttribute(\"morphNormal\" + i, morphNormals[index]);\n          }\n          morphInfluences[i] = value;\n          morphInfluencesSum += value;\n        } else {\n          if (morphTargets && geometry.hasAttribute(\"morphTarget\" + i) === true) {\n            geometry.deleteAttribute(\"morphTarget\" + i);\n          }\n          if (morphNormals && geometry.hasAttribute(\"morphNormal\" + i) === true) {\n            geometry.deleteAttribute(\"morphNormal\" + i);\n          }\n          morphInfluences[i] = 0;\n        }\n      }\n      const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n      program.getUniforms().setValue(gl, \"morphTargetBaseInfluence\", morphBaseInfluence);\n      program.getUniforms().setValue(gl, \"morphTargetInfluences\", morphInfluences);\n    }\n  }\n  return {\n    update\n  };\n}\nfunction WebGLObjects(gl, geometries, attributes, info) {\n  let updateMap = new WeakMap();\n  function update(object) {\n    const frame = info.render.frame;\n    const geometry = object.geometry;\n    const buffergeometry = geometries.get(object, geometry);\n    if (updateMap.get(buffergeometry) !== frame) {\n      geometries.update(buffergeometry);\n      updateMap.set(buffergeometry, frame);\n    }\n    if (object.isInstancedMesh) {\n      if (object.hasEventListener(\"dispose\", onInstancedMeshDispose) === false) {\n        object.addEventListener(\"dispose\", onInstancedMeshDispose);\n      }\n      attributes.update(object.instanceMatrix, 34962);\n      if (object.instanceColor !== null) {\n        attributes.update(object.instanceColor, 34962);\n      }\n    }\n    return buffergeometry;\n  }\n  function dispose() {\n    updateMap = new WeakMap();\n  }\n  function onInstancedMeshDispose(event) {\n    const instancedMesh = event.target;\n    instancedMesh.removeEventListener(\"dispose\", onInstancedMeshDispose);\n    attributes.remove(instancedMesh.instanceMatrix);\n    if (instancedMesh.instanceColor !== null)\n      attributes.remove(instancedMesh.instanceColor);\n  }\n  return {\n    update,\n    dispose\n  };\n}\nconst emptyTexture = /* @__PURE__ */ new Texture();\nconst emptyArrayTexture = /* @__PURE__ */ new DataArrayTexture();\nconst empty3dTexture = /* @__PURE__ */ new Data3DTexture();\nconst emptyCubeTexture = /* @__PURE__ */ new CubeTexture();\nconst arrayCacheF32 = [];\nconst arrayCacheI32 = [];\nconst mat4array = new Float32Array(16);\nconst mat3array = new Float32Array(9);\nconst mat2array = new Float32Array(4);\nfunction flatten(array, nBlocks, blockSize) {\n  const firstElem = array[0];\n  if (firstElem <= 0 || firstElem > 0)\n    return array;\n  const n = nBlocks * blockSize;\n  let r = arrayCacheF32[n];\n  if (r === void 0) {\n    r = new Float32Array(n);\n    arrayCacheF32[n] = r;\n  }\n  if (nBlocks !== 0) {\n    firstElem.toArray(r, 0);\n    for (let i = 1, offset = 0; i !== nBlocks; ++i) {\n      offset += blockSize;\n      array[i].toArray(r, offset);\n    }\n  }\n  return r;\n}\nfunction arraysEqual(a, b) {\n  if (a.length !== b.length)\n    return false;\n  for (let i = 0, l = a.length; i < l; i++) {\n    if (a[i] !== b[i])\n      return false;\n  }\n  return true;\n}\nfunction copyArray(a, b) {\n  for (let i = 0, l = b.length; i < l; i++) {\n    a[i] = b[i];\n  }\n}\nfunction allocTexUnits(textures, n) {\n  let r = arrayCacheI32[n];\n  if (r === void 0) {\n    r = new Int32Array(n);\n    arrayCacheI32[n] = r;\n  }\n  for (let i = 0; i !== n; ++i) {\n    r[i] = textures.allocateTextureUnit();\n  }\n  return r;\n}\nfunction setValueV1f(gl, v) {\n  const cache = this.cache;\n  if (cache[0] === v)\n    return;\n  gl.uniform1f(this.addr, v);\n  cache[0] = v;\n}\nfunction setValueV2f(gl, v) {\n  const cache = this.cache;\n  if (v.x !== void 0) {\n    if (cache[0] !== v.x || cache[1] !== v.y) {\n      gl.uniform2f(this.addr, v.x, v.y);\n      cache[0] = v.x;\n      cache[1] = v.y;\n    }\n  } else {\n    if (arraysEqual(cache, v))\n      return;\n    gl.uniform2fv(this.addr, v);\n    copyArray(cache, v);\n  }\n}\nfunction setValueV3f(gl, v) {\n  const cache = this.cache;\n  if (v.x !== void 0) {\n    if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z) {\n      gl.uniform3f(this.addr, v.x, v.y, v.z);\n      cache[0] = v.x;\n      cache[1] = v.y;\n      cache[2] = v.z;\n    }\n  } else if (v.r !== void 0) {\n    if (cache[0] !== v.r || cache[1] !== v.g || cache[2] !== v.b) {\n      gl.uniform3f(this.addr, v.r, v.g, v.b);\n      cache[0] = v.r;\n      cache[1] = v.g;\n      cache[2] = v.b;\n    }\n  } else {\n    if (arraysEqual(cache, v))\n      return;\n    gl.uniform3fv(this.addr, v);\n    copyArray(cache, v);\n  }\n}\nfunction setValueV4f(gl, v) {\n  const cache = this.cache;\n  if (v.x !== void 0) {\n    if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z || cache[3] !== v.w) {\n      gl.uniform4f(this.addr, v.x, v.y, v.z, v.w);\n      cache[0] = v.x;\n      cache[1] = v.y;\n      cache[2] = v.z;\n      cache[3] = v.w;\n    }\n  } else {\n    if (arraysEqual(cache, v))\n      return;\n    gl.uniform4fv(this.addr, v);\n    copyArray(cache, v);\n  }\n}\nfunction setValueM2(gl, v) {\n  const cache = this.cache;\n  const elements = v.elements;\n  if (elements === void 0) {\n    if (arraysEqual(cache, v))\n      return;\n    gl.uniformMatrix2fv(this.addr, false, v);\n    copyArray(cache, v);\n  } else {\n    if (arraysEqual(cache, elements))\n      return;\n    mat2array.set(elements);\n    gl.uniformMatrix2fv(this.addr, false, mat2array);\n    copyArray(cache, elements);\n  }\n}\nfunction setValueM3(gl, v) {\n  const cache = this.cache;\n  const elements = v.elements;\n  if (elements === void 0) {\n    if (arraysEqual(cache, v))\n      return;\n    gl.uniformMatrix3fv(this.addr, false, v);\n    copyArray(cache, v);\n  } else {\n    if (arraysEqual(cache, elements))\n      return;\n    mat3array.set(elements);\n    gl.uniformMatrix3fv(this.addr, false, mat3array);\n    copyArray(cache, elements);\n  }\n}\nfunction setValueM4(gl, v) {\n  const cache = this.cache;\n  const elements = v.elements;\n  if (elements === void 0) {\n    if (arraysEqual(cache, v))\n      return;\n    gl.uniformMatrix4fv(this.addr, false, v);\n    copyArray(cache, v);\n  } else {\n    if (arraysEqual(cache, elements))\n      return;\n    mat4array.set(elements);\n    gl.uniformMatrix4fv(this.addr, false, mat4array);\n    copyArray(cache, elements);\n  }\n}\nfunction setValueV1i(gl, v) {\n  const cache = this.cache;\n  if (cache[0] === v)\n    return;\n  gl.uniform1i(this.addr, v);\n  cache[0] = v;\n}\nfunction setValueV2i(gl, v) {\n  const cache = this.cache;\n  if (v.x !== void 0) {\n    if (cache[0] !== v.x || cache[1] !== v.y) {\n      gl.uniform2i(this.addr, v.x, v.y);\n      cache[0] = v.x;\n      cache[1] = v.y;\n    }\n  } else {\n    if (arraysEqual(cache, v))\n      return;\n    gl.uniform2iv(this.addr, v);\n    copyArray(cache, v);\n  }\n}\nfunction setValueV3i(gl, v) {\n  const cache = this.cache;\n  if (v.x !== void 0) {\n    if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z) {\n      gl.uniform3i(this.addr, v.x, v.y, v.z);\n      cache[0] = v.x;\n      cache[1] = v.y;\n      cache[2] = v.z;\n    }\n  } else {\n    if (arraysEqual(cache, v))\n      return;\n    gl.uniform3iv(this.addr, v);\n    copyArray(cache, v);\n  }\n}\nfunction setValueV4i(gl, v) {\n  const cache = this.cache;\n  if (v.x !== void 0) {\n    if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z || cache[3] !== v.w) {\n      gl.uniform4i(this.addr, v.x, v.y, v.z, v.w);\n      cache[0] = v.x;\n      cache[1] = v.y;\n      cache[2] = v.z;\n      cache[3] = v.w;\n    }\n  } else {\n    if (arraysEqual(cache, v))\n      return;\n    gl.uniform4iv(this.addr, v);\n    copyArray(cache, v);\n  }\n}\nfunction setValueV1ui(gl, v) {\n  const cache = this.cache;\n  if (cache[0] === v)\n    return;\n  gl.uniform1ui(this.addr, v);\n  cache[0] = v;\n}\nfunction setValueV2ui(gl, v) {\n  const cache = this.cache;\n  if (v.x !== void 0) {\n    if (cache[0] !== v.x || cache[1] !== v.y) {\n      gl.uniform2ui(this.addr, v.x, v.y);\n      cache[0] = v.x;\n      cache[1] = v.y;\n    }\n  } else {\n    if (arraysEqual(cache, v))\n      return;\n    gl.uniform2uiv(this.addr, v);\n    copyArray(cache, v);\n  }\n}\nfunction setValueV3ui(gl, v) {\n  const cache = this.cache;\n  if (v.x !== void 0) {\n    if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z) {\n      gl.uniform3ui(this.addr, v.x, v.y, v.z);\n      cache[0] = v.x;\n      cache[1] = v.y;\n      cache[2] = v.z;\n    }\n  } else {\n    if (arraysEqual(cache, v))\n      return;\n    gl.uniform3uiv(this.addr, v);\n    copyArray(cache, v);\n  }\n}\nfunction setValueV4ui(gl, v) {\n  const cache = this.cache;\n  if (v.x !== void 0) {\n    if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z || cache[3] !== v.w) {\n      gl.uniform4ui(this.addr, v.x, v.y, v.z, v.w);\n      cache[0] = v.x;\n      cache[1] = v.y;\n      cache[2] = v.z;\n      cache[3] = v.w;\n    }\n  } else {\n    if (arraysEqual(cache, v))\n      return;\n    gl.uniform4uiv(this.addr, v);\n    copyArray(cache, v);\n  }\n}\nfunction setValueT1(gl, v, textures) {\n  const cache = this.cache;\n  const unit = textures.allocateTextureUnit();\n  if (cache[0] !== unit) {\n    gl.uniform1i(this.addr, unit);\n    cache[0] = unit;\n  }\n  textures.setTexture2D(v || emptyTexture, unit);\n}\nfunction setValueT3D1(gl, v, textures) {\n  const cache = this.cache;\n  const unit = textures.allocateTextureUnit();\n  if (cache[0] !== unit) {\n    gl.uniform1i(this.addr, unit);\n    cache[0] = unit;\n  }\n  textures.setTexture3D(v || empty3dTexture, unit);\n}\nfunction setValueT6(gl, v, textures) {\n  const cache = this.cache;\n  const unit = textures.allocateTextureUnit();\n  if (cache[0] !== unit) {\n    gl.uniform1i(this.addr, unit);\n    cache[0] = unit;\n  }\n  textures.setTextureCube(v || emptyCubeTexture, unit);\n}\nfunction setValueT2DArray1(gl, v, textures) {\n  const cache = this.cache;\n  const unit = textures.allocateTextureUnit();\n  if (cache[0] !== unit) {\n    gl.uniform1i(this.addr, unit);\n    cache[0] = unit;\n  }\n  textures.setTexture2DArray(v || emptyArrayTexture, unit);\n}\nfunction getSingularSetter(type) {\n  switch (type) {\n    case 5126:\n      return setValueV1f;\n    case 35664:\n      return setValueV2f;\n    case 35665:\n      return setValueV3f;\n    case 35666:\n      return setValueV4f;\n    case 35674:\n      return setValueM2;\n    case 35675:\n      return setValueM3;\n    case 35676:\n      return setValueM4;\n    case 5124:\n    case 35670:\n      return setValueV1i;\n    case 35667:\n    case 35671:\n      return setValueV2i;\n    case 35668:\n    case 35672:\n      return setValueV3i;\n    case 35669:\n    case 35673:\n      return setValueV4i;\n    case 5125:\n      return setValueV1ui;\n    case 36294:\n      return setValueV2ui;\n    case 36295:\n      return setValueV3ui;\n    case 36296:\n      return setValueV4ui;\n    case 35678:\n    case 36198:\n    case 36298:\n    case 36306:\n    case 35682:\n      return setValueT1;\n    case 35679:\n    case 36299:\n    case 36307:\n      return setValueT3D1;\n    case 35680:\n    case 36300:\n    case 36308:\n    case 36293:\n      return setValueT6;\n    case 36289:\n    case 36303:\n    case 36311:\n    case 36292:\n      return setValueT2DArray1;\n  }\n}\nfunction setValueV1fArray(gl, v) {\n  gl.uniform1fv(this.addr, v);\n}\nfunction setValueV2fArray(gl, v) {\n  const data = flatten(v, this.size, 2);\n  gl.uniform2fv(this.addr, data);\n}\nfunction setValueV3fArray(gl, v) {\n  const data = flatten(v, this.size, 3);\n  gl.uniform3fv(this.addr, data);\n}\nfunction setValueV4fArray(gl, v) {\n  const data = flatten(v, this.size, 4);\n  gl.uniform4fv(this.addr, data);\n}\nfunction setValueM2Array(gl, v) {\n  const data = flatten(v, this.size, 4);\n  gl.uniformMatrix2fv(this.addr, false, data);\n}\nfunction setValueM3Array(gl, v) {\n  const data = flatten(v, this.size, 9);\n  gl.uniformMatrix3fv(this.addr, false, data);\n}\nfunction setValueM4Array(gl, v) {\n  const data = flatten(v, this.size, 16);\n  gl.uniformMatrix4fv(this.addr, false, data);\n}\nfunction setValueV1iArray(gl, v) {\n  gl.uniform1iv(this.addr, v);\n}\nfunction setValueV2iArray(gl, v) {\n  gl.uniform2iv(this.addr, v);\n}\nfunction setValueV3iArray(gl, v) {\n  gl.uniform3iv(this.addr, v);\n}\nfunction setValueV4iArray(gl, v) {\n  gl.uniform4iv(this.addr, v);\n}\nfunction setValueV1uiArray(gl, v) {\n  gl.uniform1uiv(this.addr, v);\n}\nfunction setValueV2uiArray(gl, v) {\n  gl.uniform2uiv(this.addr, v);\n}\nfunction setValueV3uiArray(gl, v) {\n  gl.uniform3uiv(this.addr, v);\n}\nfunction setValueV4uiArray(gl, v) {\n  gl.uniform4uiv(this.addr, v);\n}\nfunction setValueT1Array(gl, v, textures) {\n  const cache = this.cache;\n  const n = v.length;\n  const units = allocTexUnits(textures, n);\n  if (!arraysEqual(cache, units)) {\n    gl.uniform1iv(this.addr, units);\n    copyArray(cache, units);\n  }\n  for (let i = 0; i !== n; ++i) {\n    textures.setTexture2D(v[i] || emptyTexture, units[i]);\n  }\n}\nfunction setValueT3DArray(gl, v, textures) {\n  const cache = this.cache;\n  const n = v.length;\n  const units = allocTexUnits(textures, n);\n  if (!arraysEqual(cache, units)) {\n    gl.uniform1iv(this.addr, units);\n    copyArray(cache, units);\n  }\n  for (let i = 0; i !== n; ++i) {\n    textures.setTexture3D(v[i] || empty3dTexture, units[i]);\n  }\n}\nfunction setValueT6Array(gl, v, textures) {\n  const cache = this.cache;\n  const n = v.length;\n  const units = allocTexUnits(textures, n);\n  if (!arraysEqual(cache, units)) {\n    gl.uniform1iv(this.addr, units);\n    copyArray(cache, units);\n  }\n  for (let i = 0; i !== n; ++i) {\n    textures.setTextureCube(v[i] || emptyCubeTexture, units[i]);\n  }\n}\nfunction setValueT2DArrayArray(gl, v, textures) {\n  const cache = this.cache;\n  const n = v.length;\n  const units = allocTexUnits(textures, n);\n  if (!arraysEqual(cache, units)) {\n    gl.uniform1iv(this.addr, units);\n    copyArray(cache, units);\n  }\n  for (let i = 0; i !== n; ++i) {\n    textures.setTexture2DArray(v[i] || emptyArrayTexture, units[i]);\n  }\n}\nfunction getPureArraySetter(type) {\n  switch (type) {\n    case 5126:\n      return setValueV1fArray;\n    case 35664:\n      return setValueV2fArray;\n    case 35665:\n      return setValueV3fArray;\n    case 35666:\n      return setValueV4fArray;\n    case 35674:\n      return setValueM2Array;\n    case 35675:\n      return setValueM3Array;\n    case 35676:\n      return setValueM4Array;\n    case 5124:\n    case 35670:\n      return setValueV1iArray;\n    case 35667:\n    case 35671:\n      return setValueV2iArray;\n    case 35668:\n    case 35672:\n      return setValueV3iArray;\n    case 35669:\n    case 35673:\n      return setValueV4iArray;\n    case 5125:\n      return setValueV1uiArray;\n    case 36294:\n      return setValueV2uiArray;\n    case 36295:\n      return setValueV3uiArray;\n    case 36296:\n      return setValueV4uiArray;\n    case 35678:\n    case 36198:\n    case 36298:\n    case 36306:\n    case 35682:\n      return setValueT1Array;\n    case 35679:\n    case 36299:\n    case 36307:\n      return setValueT3DArray;\n    case 35680:\n    case 36300:\n    case 36308:\n    case 36293:\n      return setValueT6Array;\n    case 36289:\n    case 36303:\n    case 36311:\n    case 36292:\n      return setValueT2DArrayArray;\n  }\n}\nclass SingleUniform {\n  constructor(id2, activeInfo, addr) {\n    this.id = id2;\n    this.addr = addr;\n    this.cache = [];\n    this.setValue = getSingularSetter(activeInfo.type);\n  }\n}\nclass PureArrayUniform {\n  constructor(id2, activeInfo, addr) {\n    this.id = id2;\n    this.addr = addr;\n    this.cache = [];\n    this.size = activeInfo.size;\n    this.setValue = getPureArraySetter(activeInfo.type);\n  }\n}\nclass StructuredUniform {\n  constructor(id2) {\n    this.id = id2;\n    this.seq = [];\n    this.map = {};\n  }\n  setValue(gl, value, textures) {\n    const seq = this.seq;\n    for (let i = 0, n = seq.length; i !== n; ++i) {\n      const u = seq[i];\n      u.setValue(gl, value[u.id], textures);\n    }\n  }\n}\nconst RePathPart = /(\\w+)(\\])?(\\[|\\.)?/g;\nfunction addUniform(container, uniformObject) {\n  container.seq.push(uniformObject);\n  container.map[uniformObject.id] = uniformObject;\n}\nfunction parseUniform(activeInfo, addr, container) {\n  const path = activeInfo.name, pathLength = path.length;\n  RePathPart.lastIndex = 0;\n  while (true) {\n    const match = RePathPart.exec(path), matchEnd = RePathPart.lastIndex;\n    let id2 = match[1];\n    const idIsIndex = match[2] === \"]\", subscript = match[3];\n    if (idIsIndex)\n      id2 = id2 | 0;\n    if (subscript === void 0 || subscript === \"[\" && matchEnd + 2 === pathLength) {\n      addUniform(container, subscript === void 0 ? new SingleUniform(id2, activeInfo, addr) : new PureArrayUniform(id2, activeInfo, addr));\n      break;\n    } else {\n      const map = container.map;\n      let next = map[id2];\n      if (next === void 0) {\n        next = new StructuredUniform(id2);\n        addUniform(container, next);\n      }\n      container = next;\n    }\n  }\n}\nclass WebGLUniforms {\n  constructor(gl, program) {\n    this.seq = [];\n    this.map = {};\n    const n = gl.getProgramParameter(program, 35718);\n    for (let i = 0; i < n; ++i) {\n      const info = gl.getActiveUniform(program, i), addr = gl.getUniformLocation(program, info.name);\n      parseUniform(info, addr, this);\n    }\n  }\n  setValue(gl, name, value, textures) {\n    const u = this.map[name];\n    if (u !== void 0)\n      u.setValue(gl, value, textures);\n  }\n  setOptional(gl, object, name) {\n    const v = object[name];\n    if (v !== void 0)\n      this.setValue(gl, name, v);\n  }\n  static upload(gl, seq, values, textures) {\n    for (let i = 0, n = seq.length; i !== n; ++i) {\n      const u = seq[i], v = values[u.id];\n      if (v.needsUpdate !== false) {\n        u.setValue(gl, v.value, textures);\n      }\n    }\n  }\n  static seqWithValue(seq, values) {\n    const r = [];\n    for (let i = 0, n = seq.length; i !== n; ++i) {\n      const u = seq[i];\n      if (u.id in values)\n        r.push(u);\n    }\n    return r;\n  }\n}\nfunction WebGLShader(gl, type, string) {\n  const shader = gl.createShader(type);\n  gl.shaderSource(shader, string);\n  gl.compileShader(shader);\n  return shader;\n}\nlet programIdCount = 0;\nfunction handleSource(string, errorLine) {\n  const lines = string.split(\"\\n\");\n  const lines2 = [];\n  const from = Math.max(errorLine - 6, 0);\n  const to = Math.min(errorLine + 6, lines.length);\n  for (let i = from; i < to; i++) {\n    const line = i + 1;\n    lines2.push(`${line === errorLine ? \">\" : \" \"} ${line}: ${lines[i]}`);\n  }\n  return lines2.join(\"\\n\");\n}\nfunction getEncodingComponents(encoding) {\n  switch (encoding) {\n    case LinearEncoding:\n      return [\"Linear\", \"( value )\"];\n    case sRGBEncoding:\n      return [\"sRGB\", \"( value )\"];\n    default:\n      console.warn(\"THREE.WebGLProgram: Unsupported encoding:\", encoding);\n      return [\"Linear\", \"( value )\"];\n  }\n}\nfunction getShaderErrors(gl, shader, type) {\n  const status = gl.getShaderParameter(shader, 35713);\n  const errors = gl.getShaderInfoLog(shader).trim();\n  if (status && errors === \"\")\n    return \"\";\n  const errorMatches = /ERROR: 0:(\\d+)/.exec(errors);\n  if (errorMatches) {\n    const errorLine = parseInt(errorMatches[1]);\n    return type.toUpperCase() + \"\\n\\n\" + errors + \"\\n\\n\" + handleSource(gl.getShaderSource(shader), errorLine);\n  } else {\n    return errors;\n  }\n}\nfunction getTexelEncodingFunction(functionName, encoding) {\n  const components = getEncodingComponents(encoding);\n  return \"vec4 \" + functionName + \"( vec4 value ) { return LinearTo\" + components[0] + components[1] + \"; }\";\n}\nfunction getToneMappingFunction(functionName, toneMapping) {\n  let toneMappingName;\n  switch (toneMapping) {\n    case LinearToneMapping:\n      toneMappingName = \"Linear\";\n      break;\n    case ReinhardToneMapping:\n      toneMappingName = \"Reinhard\";\n      break;\n    case CineonToneMapping:\n      toneMappingName = \"OptimizedCineon\";\n      break;\n    case ACESFilmicToneMapping:\n      toneMappingName = \"ACESFilmic\";\n      break;\n    case CustomToneMapping:\n      toneMappingName = \"Custom\";\n      break;\n    default:\n      console.warn(\"THREE.WebGLProgram: Unsupported toneMapping:\", toneMapping);\n      toneMappingName = \"Linear\";\n  }\n  return \"vec3 \" + functionName + \"( vec3 color ) { return \" + toneMappingName + \"ToneMapping( color ); }\";\n}\nfunction generateExtensions(parameters) {\n  const chunks = [\n    parameters.extensionDerivatives || !!parameters.envMapCubeUVHeight || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === \"physical\" ? \"#extension GL_OES_standard_derivatives : enable\" : \"\",\n    (parameters.extensionFragDepth || parameters.logarithmicDepthBuffer) && parameters.rendererExtensionFragDepth ? \"#extension GL_EXT_frag_depth : enable\" : \"\",\n    parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ? \"#extension GL_EXT_draw_buffers : require\" : \"\",\n    (parameters.extensionShaderTextureLOD || parameters.envMap || parameters.transmission) && parameters.rendererExtensionShaderTextureLod ? \"#extension GL_EXT_shader_texture_lod : enable\" : \"\"\n  ];\n  return chunks.filter(filterEmptyLine).join(\"\\n\");\n}\nfunction generateDefines(defines) {\n  const chunks = [];\n  for (const name in defines) {\n    const value = defines[name];\n    if (value === false)\n      continue;\n    chunks.push(\"#define \" + name + \" \" + value);\n  }\n  return chunks.join(\"\\n\");\n}\nfunction fetchAttributeLocations(gl, program) {\n  const attributes = {};\n  const n = gl.getProgramParameter(program, 35721);\n  for (let i = 0; i < n; i++) {\n    const info = gl.getActiveAttrib(program, i);\n    const name = info.name;\n    let locationSize = 1;\n    if (info.type === 35674)\n      locationSize = 2;\n    if (info.type === 35675)\n      locationSize = 3;\n    if (info.type === 35676)\n      locationSize = 4;\n    attributes[name] = {\n      type: info.type,\n      location: gl.getAttribLocation(program, name),\n      locationSize\n    };\n  }\n  return attributes;\n}\nfunction filterEmptyLine(string) {\n  return string !== \"\";\n}\nfunction replaceLightNums(string, parameters) {\n  const numSpotLightCoords = parameters.numSpotLightShadows + parameters.numSpotLightMaps - parameters.numSpotLightShadowsWithMaps;\n  return string.replace(/NUM_DIR_LIGHTS/g, parameters.numDirLights).replace(/NUM_SPOT_LIGHTS/g, parameters.numSpotLights).replace(/NUM_SPOT_LIGHT_MAPS/g, parameters.numSpotLightMaps).replace(/NUM_SPOT_LIGHT_COORDS/g, numSpotLightCoords).replace(/NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights).replace(/NUM_POINT_LIGHTS/g, parameters.numPointLights).replace(/NUM_HEMI_LIGHTS/g, parameters.numHemiLights).replace(/NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows).replace(/NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS/g, parameters.numSpotLightShadowsWithMaps).replace(/NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows).replace(/NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows);\n}\nfunction replaceClippingPlaneNums(string, parameters) {\n  return string.replace(/NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes).replace(/UNION_CLIPPING_PLANES/g, parameters.numClippingPlanes - parameters.numClipIntersection);\n}\nconst includePattern = /^[ \\t]*#include +<([\\w\\d./]+)>/gm;\nfunction resolveIncludes(string) {\n  return string.replace(includePattern, includeReplacer);\n}\nfunction includeReplacer(match, include) {\n  const string = ShaderChunk[include];\n  if (string === void 0) {\n    throw new Error(\"Can not resolve #include <\" + include + \">\");\n  }\n  return resolveIncludes(string);\n}\nconst unrollLoopPattern = /#pragma unroll_loop_start\\s+for\\s*\\(\\s*int\\s+i\\s*=\\s*(\\d+)\\s*;\\s*i\\s*<\\s*(\\d+)\\s*;\\s*i\\s*\\+\\+\\s*\\)\\s*{([\\s\\S]+?)}\\s+#pragma unroll_loop_end/g;\nfunction unrollLoops(string) {\n  return string.replace(unrollLoopPattern, loopReplacer);\n}\nfunction loopReplacer(match, start, end, snippet) {\n  let string = \"\";\n  for (let i = parseInt(start); i < parseInt(end); i++) {\n    string += snippet.replace(/\\[\\s*i\\s*\\]/g, \"[ \" + i + \" ]\").replace(/UNROLLED_LOOP_INDEX/g, i);\n  }\n  return string;\n}\nfunction generatePrecision(parameters) {\n  let precisionstring = \"precision \" + parameters.precision + \" float;\\nprecision \" + parameters.precision + \" int;\";\n  if (parameters.precision === \"highp\") {\n    precisionstring += \"\\n#define HIGH_PRECISION\";\n  } else if (parameters.precision === \"mediump\") {\n    precisionstring += \"\\n#define MEDIUM_PRECISION\";\n  } else if (parameters.precision === \"lowp\") {\n    precisionstring += \"\\n#define LOW_PRECISION\";\n  }\n  return precisionstring;\n}\nfunction generateShadowMapTypeDefine(parameters) {\n  let shadowMapTypeDefine = \"SHADOWMAP_TYPE_BASIC\";\n  if (parameters.shadowMapType === PCFShadowMap) {\n    shadowMapTypeDefine = \"SHADOWMAP_TYPE_PCF\";\n  } else if (parameters.shadowMapType === PCFSoftShadowMap) {\n    shadowMapTypeDefine = \"SHADOWMAP_TYPE_PCF_SOFT\";\n  } else if (parameters.shadowMapType === VSMShadowMap) {\n    shadowMapTypeDefine = \"SHADOWMAP_TYPE_VSM\";\n  }\n  return shadowMapTypeDefine;\n}\nfunction generateEnvMapTypeDefine(parameters) {\n  let envMapTypeDefine = \"ENVMAP_TYPE_CUBE\";\n  if (parameters.envMap) {\n    switch (parameters.envMapMode) {\n      case CubeReflectionMapping:\n      case CubeRefractionMapping:\n        envMapTypeDefine = \"ENVMAP_TYPE_CUBE\";\n        break;\n      case CubeUVReflectionMapping:\n        envMapTypeDefine = \"ENVMAP_TYPE_CUBE_UV\";\n        break;\n    }\n  }\n  return envMapTypeDefine;\n}\nfunction generateEnvMapModeDefine(parameters) {\n  let envMapModeDefine = \"ENVMAP_MODE_REFLECTION\";\n  if (parameters.envMap) {\n    switch (parameters.envMapMode) {\n      case CubeRefractionMapping:\n        envMapModeDefine = \"ENVMAP_MODE_REFRACTION\";\n        break;\n    }\n  }\n  return envMapModeDefine;\n}\nfunction generateEnvMapBlendingDefine(parameters) {\n  let envMapBlendingDefine = \"ENVMAP_BLENDING_NONE\";\n  if (parameters.envMap) {\n    switch (parameters.combine) {\n      case MultiplyOperation:\n        envMapBlendingDefine = \"ENVMAP_BLENDING_MULTIPLY\";\n        break;\n      case MixOperation:\n        envMapBlendingDefine = \"ENVMAP_BLENDING_MIX\";\n        break;\n      case AddOperation:\n        envMapBlendingDefine = \"ENVMAP_BLENDING_ADD\";\n        break;\n    }\n  }\n  return envMapBlendingDefine;\n}\nfunction generateCubeUVSize(parameters) {\n  const imageHeight = parameters.envMapCubeUVHeight;\n  if (imageHeight === null)\n    return null;\n  const maxMip = Math.log2(imageHeight) - 2;\n  const texelHeight = 1 / imageHeight;\n  const texelWidth = 1 / (3 * Math.max(Math.pow(2, maxMip), 7 * 16));\n  return {texelWidth, texelHeight, maxMip};\n}\nfunction WebGLProgram(renderer, cacheKey, parameters, bindingStates) {\n  const gl = renderer.getContext();\n  const defines = parameters.defines;\n  let vertexShader = parameters.vertexShader;\n  let fragmentShader = parameters.fragmentShader;\n  const shadowMapTypeDefine = generateShadowMapTypeDefine(parameters);\n  const envMapTypeDefine = generateEnvMapTypeDefine(parameters);\n  const envMapModeDefine = generateEnvMapModeDefine(parameters);\n  const envMapBlendingDefine = generateEnvMapBlendingDefine(parameters);\n  const envMapCubeUVSize = generateCubeUVSize(parameters);\n  const customExtensions = parameters.isWebGL2 ? \"\" : generateExtensions(parameters);\n  const customDefines = generateDefines(defines);\n  const program = gl.createProgram();\n  let prefixVertex, prefixFragment;\n  let versionString = parameters.glslVersion ? \"#version \" + parameters.glslVersion + \"\\n\" : \"\";\n  if (parameters.isRawShaderMaterial) {\n    prefixVertex = [\n      customDefines\n    ].filter(filterEmptyLine).join(\"\\n\");\n    if (prefixVertex.length > 0) {\n      prefixVertex += \"\\n\";\n    }\n    prefixFragment = [\n      customExtensions,\n      customDefines\n    ].filter(filterEmptyLine).join(\"\\n\");\n    if (prefixFragment.length > 0) {\n      prefixFragment += \"\\n\";\n    }\n  } else {\n    prefixVertex = [\n      generatePrecision(parameters),\n      \"#define SHADER_NAME \" + parameters.shaderName,\n      customDefines,\n      parameters.instancing ? \"#define USE_INSTANCING\" : \"\",\n      parameters.instancingColor ? \"#define USE_INSTANCING_COLOR\" : \"\",\n      parameters.supportsVertexTextures ? \"#define VERTEX_TEXTURES\" : \"\",\n      parameters.useFog && parameters.fog ? \"#define USE_FOG\" : \"\",\n      parameters.useFog && parameters.fogExp2 ? \"#define FOG_EXP2\" : \"\",\n      parameters.map ? \"#define USE_MAP\" : \"\",\n      parameters.envMap ? \"#define USE_ENVMAP\" : \"\",\n      parameters.envMap ? \"#define \" + envMapModeDefine : \"\",\n      parameters.lightMap ? \"#define USE_LIGHTMAP\" : \"\",\n      parameters.aoMap ? \"#define USE_AOMAP\" : \"\",\n      parameters.emissiveMap ? \"#define USE_EMISSIVEMAP\" : \"\",\n      parameters.bumpMap ? \"#define USE_BUMPMAP\" : \"\",\n      parameters.normalMap ? \"#define USE_NORMALMAP\" : \"\",\n      parameters.normalMap && parameters.objectSpaceNormalMap ? \"#define OBJECTSPACE_NORMALMAP\" : \"\",\n      parameters.normalMap && parameters.tangentSpaceNormalMap ? \"#define TANGENTSPACE_NORMALMAP\" : \"\",\n      parameters.clearcoatMap ? \"#define USE_CLEARCOATMAP\" : \"\",\n      parameters.clearcoatRoughnessMap ? \"#define USE_CLEARCOAT_ROUGHNESSMAP\" : \"\",\n      parameters.clearcoatNormalMap ? \"#define USE_CLEARCOAT_NORMALMAP\" : \"\",\n      parameters.iridescenceMap ? \"#define USE_IRIDESCENCEMAP\" : \"\",\n      parameters.iridescenceThicknessMap ? \"#define USE_IRIDESCENCE_THICKNESSMAP\" : \"\",\n      parameters.displacementMap && parameters.supportsVertexTextures ? \"#define USE_DISPLACEMENTMAP\" : \"\",\n      parameters.specularMap ? \"#define USE_SPECULARMAP\" : \"\",\n      parameters.specularIntensityMap ? \"#define USE_SPECULARINTENSITYMAP\" : \"\",\n      parameters.specularColorMap ? \"#define USE_SPECULARCOLORMAP\" : \"\",\n      parameters.roughnessMap ? \"#define USE_ROUGHNESSMAP\" : \"\",\n      parameters.metalnessMap ? \"#define USE_METALNESSMAP\" : \"\",\n      parameters.alphaMap ? \"#define USE_ALPHAMAP\" : \"\",\n      parameters.transmission ? \"#define USE_TRANSMISSION\" : \"\",\n      parameters.transmissionMap ? \"#define USE_TRANSMISSIONMAP\" : \"\",\n      parameters.thicknessMap ? \"#define USE_THICKNESSMAP\" : \"\",\n      parameters.sheenColorMap ? \"#define USE_SHEENCOLORMAP\" : \"\",\n      parameters.sheenRoughnessMap ? \"#define USE_SHEENROUGHNESSMAP\" : \"\",\n      parameters.vertexTangents ? \"#define USE_TANGENT\" : \"\",\n      parameters.vertexColors ? \"#define USE_COLOR\" : \"\",\n      parameters.vertexAlphas ? \"#define USE_COLOR_ALPHA\" : \"\",\n      parameters.vertexUvs ? \"#define USE_UV\" : \"\",\n      parameters.uvsVertexOnly ? \"#define UVS_VERTEX_ONLY\" : \"\",\n      parameters.flatShading ? \"#define FLAT_SHADED\" : \"\",\n      parameters.skinning ? \"#define USE_SKINNING\" : \"\",\n      parameters.morphTargets ? \"#define USE_MORPHTARGETS\" : \"\",\n      parameters.morphNormals && parameters.flatShading === false ? \"#define USE_MORPHNORMALS\" : \"\",\n      parameters.morphColors && parameters.isWebGL2 ? \"#define USE_MORPHCOLORS\" : \"\",\n      parameters.morphTargetsCount > 0 && parameters.isWebGL2 ? \"#define MORPHTARGETS_TEXTURE\" : \"\",\n      parameters.morphTargetsCount > 0 && parameters.isWebGL2 ? \"#define MORPHTARGETS_TEXTURE_STRIDE \" + parameters.morphTextureStride : \"\",\n      parameters.morphTargetsCount > 0 && parameters.isWebGL2 ? \"#define MORPHTARGETS_COUNT \" + parameters.morphTargetsCount : \"\",\n      parameters.doubleSided ? \"#define DOUBLE_SIDED\" : \"\",\n      parameters.flipSided ? \"#define FLIP_SIDED\" : \"\",\n      parameters.shadowMapEnabled ? \"#define USE_SHADOWMAP\" : \"\",\n      parameters.shadowMapEnabled ? \"#define \" + shadowMapTypeDefine : \"\",\n      parameters.sizeAttenuation ? \"#define USE_SIZEATTENUATION\" : \"\",\n      parameters.logarithmicDepthBuffer ? \"#define USE_LOGDEPTHBUF\" : \"\",\n      parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ? \"#define USE_LOGDEPTHBUF_EXT\" : \"\",\n      \"uniform mat4 modelMatrix;\",\n      \"uniform mat4 modelViewMatrix;\",\n      \"uniform mat4 projectionMatrix;\",\n      \"uniform mat4 viewMatrix;\",\n      \"uniform mat3 normalMatrix;\",\n      \"uniform vec3 cameraPosition;\",\n      \"uniform bool isOrthographic;\",\n      \"#ifdef USE_INSTANCING\",\n      \"\tattribute mat4 instanceMatrix;\",\n      \"#endif\",\n      \"#ifdef USE_INSTANCING_COLOR\",\n      \"\tattribute vec3 instanceColor;\",\n      \"#endif\",\n      \"attribute vec3 position;\",\n      \"attribute vec3 normal;\",\n      \"attribute vec2 uv;\",\n      \"#ifdef USE_TANGENT\",\n      \"\tattribute vec4 tangent;\",\n      \"#endif\",\n      \"#if defined( USE_COLOR_ALPHA )\",\n      \"\tattribute vec4 color;\",\n      \"#elif defined( USE_COLOR )\",\n      \"\tattribute vec3 color;\",\n      \"#endif\",\n      \"#if ( defined( USE_MORPHTARGETS ) && ! defined( MORPHTARGETS_TEXTURE ) )\",\n      \"\tattribute vec3 morphTarget0;\",\n      \"\tattribute vec3 morphTarget1;\",\n      \"\tattribute vec3 morphTarget2;\",\n      \"\tattribute vec3 morphTarget3;\",\n      \"\t#ifdef USE_MORPHNORMALS\",\n      \"\t\tattribute vec3 morphNormal0;\",\n      \"\t\tattribute vec3 morphNormal1;\",\n      \"\t\tattribute vec3 morphNormal2;\",\n      \"\t\tattribute vec3 morphNormal3;\",\n      \"\t#else\",\n      \"\t\tattribute vec3 morphTarget4;\",\n      \"\t\tattribute vec3 morphTarget5;\",\n      \"\t\tattribute vec3 morphTarget6;\",\n      \"\t\tattribute vec3 morphTarget7;\",\n      \"\t#endif\",\n      \"#endif\",\n      \"#ifdef USE_SKINNING\",\n      \"\tattribute vec4 skinIndex;\",\n      \"\tattribute vec4 skinWeight;\",\n      \"#endif\",\n      \"\\n\"\n    ].filter(filterEmptyLine).join(\"\\n\");\n    prefixFragment = [\n      customExtensions,\n      generatePrecision(parameters),\n      \"#define SHADER_NAME \" + parameters.shaderName,\n      customDefines,\n      parameters.useFog && parameters.fog ? \"#define USE_FOG\" : \"\",\n      parameters.useFog && parameters.fogExp2 ? \"#define FOG_EXP2\" : \"\",\n      parameters.map ? \"#define USE_MAP\" : \"\",\n      parameters.matcap ? \"#define USE_MATCAP\" : \"\",\n      parameters.envMap ? \"#define USE_ENVMAP\" : \"\",\n      parameters.envMap ? \"#define \" + envMapTypeDefine : \"\",\n      parameters.envMap ? \"#define \" + envMapModeDefine : \"\",\n      parameters.envMap ? \"#define \" + envMapBlendingDefine : \"\",\n      envMapCubeUVSize ? \"#define CUBEUV_TEXEL_WIDTH \" + envMapCubeUVSize.texelWidth : \"\",\n      envMapCubeUVSize ? \"#define CUBEUV_TEXEL_HEIGHT \" + envMapCubeUVSize.texelHeight : \"\",\n      envMapCubeUVSize ? \"#define CUBEUV_MAX_MIP \" + envMapCubeUVSize.maxMip + \".0\" : \"\",\n      parameters.lightMap ? \"#define USE_LIGHTMAP\" : \"\",\n      parameters.aoMap ? \"#define USE_AOMAP\" : \"\",\n      parameters.emissiveMap ? \"#define USE_EMISSIVEMAP\" : \"\",\n      parameters.bumpMap ? \"#define USE_BUMPMAP\" : \"\",\n      parameters.normalMap ? \"#define USE_NORMALMAP\" : \"\",\n      parameters.normalMap && parameters.objectSpaceNormalMap ? \"#define OBJECTSPACE_NORMALMAP\" : \"\",\n      parameters.normalMap && parameters.tangentSpaceNormalMap ? \"#define TANGENTSPACE_NORMALMAP\" : \"\",\n      parameters.clearcoat ? \"#define USE_CLEARCOAT\" : \"\",\n      parameters.clearcoatMap ? \"#define USE_CLEARCOATMAP\" : \"\",\n      parameters.clearcoatRoughnessMap ? \"#define USE_CLEARCOAT_ROUGHNESSMAP\" : \"\",\n      parameters.clearcoatNormalMap ? \"#define USE_CLEARCOAT_NORMALMAP\" : \"\",\n      parameters.iridescence ? \"#define USE_IRIDESCENCE\" : \"\",\n      parameters.iridescenceMap ? \"#define USE_IRIDESCENCEMAP\" : \"\",\n      parameters.iridescenceThicknessMap ? \"#define USE_IRIDESCENCE_THICKNESSMAP\" : \"\",\n      parameters.specularMap ? \"#define USE_SPECULARMAP\" : \"\",\n      parameters.specularIntensityMap ? \"#define USE_SPECULARINTENSITYMAP\" : \"\",\n      parameters.specularColorMap ? \"#define USE_SPECULARCOLORMAP\" : \"\",\n      parameters.roughnessMap ? \"#define USE_ROUGHNESSMAP\" : \"\",\n      parameters.metalnessMap ? \"#define USE_METALNESSMAP\" : \"\",\n      parameters.alphaMap ? \"#define USE_ALPHAMAP\" : \"\",\n      parameters.alphaTest ? \"#define USE_ALPHATEST\" : \"\",\n      parameters.sheen ? \"#define USE_SHEEN\" : \"\",\n      parameters.sheenColorMap ? \"#define USE_SHEENCOLORMAP\" : \"\",\n      parameters.sheenRoughnessMap ? \"#define USE_SHEENROUGHNESSMAP\" : \"\",\n      parameters.transmission ? \"#define USE_TRANSMISSION\" : \"\",\n      parameters.transmissionMap ? \"#define USE_TRANSMISSIONMAP\" : \"\",\n      parameters.thicknessMap ? \"#define USE_THICKNESSMAP\" : \"\",\n      parameters.decodeVideoTexture ? \"#define DECODE_VIDEO_TEXTURE\" : \"\",\n      parameters.vertexTangents ? \"#define USE_TANGENT\" : \"\",\n      parameters.vertexColors || parameters.instancingColor ? \"#define USE_COLOR\" : \"\",\n      parameters.vertexAlphas ? \"#define USE_COLOR_ALPHA\" : \"\",\n      parameters.vertexUvs ? \"#define USE_UV\" : \"\",\n      parameters.uvsVertexOnly ? \"#define UVS_VERTEX_ONLY\" : \"\",\n      parameters.gradientMap ? \"#define USE_GRADIENTMAP\" : \"\",\n      parameters.flatShading ? \"#define FLAT_SHADED\" : \"\",\n      parameters.doubleSided ? \"#define DOUBLE_SIDED\" : \"\",\n      parameters.flipSided ? \"#define FLIP_SIDED\" : \"\",\n      parameters.shadowMapEnabled ? \"#define USE_SHADOWMAP\" : \"\",\n      parameters.shadowMapEnabled ? \"#define \" + shadowMapTypeDefine : \"\",\n      parameters.premultipliedAlpha ? \"#define PREMULTIPLIED_ALPHA\" : \"\",\n      parameters.physicallyCorrectLights ? \"#define PHYSICALLY_CORRECT_LIGHTS\" : \"\",\n      parameters.logarithmicDepthBuffer ? \"#define USE_LOGDEPTHBUF\" : \"\",\n      parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ? \"#define USE_LOGDEPTHBUF_EXT\" : \"\",\n      \"uniform mat4 viewMatrix;\",\n      \"uniform vec3 cameraPosition;\",\n      \"uniform bool isOrthographic;\",\n      parameters.toneMapping !== NoToneMapping ? \"#define TONE_MAPPING\" : \"\",\n      parameters.toneMapping !== NoToneMapping ? ShaderChunk[\"tonemapping_pars_fragment\"] : \"\",\n      parameters.toneMapping !== NoToneMapping ? getToneMappingFunction(\"toneMapping\", parameters.toneMapping) : \"\",\n      parameters.dithering ? \"#define DITHERING\" : \"\",\n      parameters.opaque ? \"#define OPAQUE\" : \"\",\n      ShaderChunk[\"encodings_pars_fragment\"],\n      getTexelEncodingFunction(\"linearToOutputTexel\", parameters.outputEncoding),\n      parameters.useDepthPacking ? \"#define DEPTH_PACKING \" + parameters.depthPacking : \"\",\n      \"\\n\"\n    ].filter(filterEmptyLine).join(\"\\n\");\n  }\n  vertexShader = resolveIncludes(vertexShader);\n  vertexShader = replaceLightNums(vertexShader, parameters);\n  vertexShader = replaceClippingPlaneNums(vertexShader, parameters);\n  fragmentShader = resolveIncludes(fragmentShader);\n  fragmentShader = replaceLightNums(fragmentShader, parameters);\n  fragmentShader = replaceClippingPlaneNums(fragmentShader, parameters);\n  vertexShader = unrollLoops(vertexShader);\n  fragmentShader = unrollLoops(fragmentShader);\n  if (parameters.isWebGL2 && parameters.isRawShaderMaterial !== true) {\n    versionString = \"#version 300 es\\n\";\n    prefixVertex = [\n      \"precision mediump sampler2DArray;\",\n      \"#define attribute in\",\n      \"#define varying out\",\n      \"#define texture2D texture\"\n    ].join(\"\\n\") + \"\\n\" + prefixVertex;\n    prefixFragment = [\n      \"#define varying in\",\n      parameters.glslVersion === GLSL3 ? \"\" : \"layout(location = 0) out highp vec4 pc_fragColor;\",\n      parameters.glslVersion === GLSL3 ? \"\" : \"#define gl_FragColor pc_fragColor\",\n      \"#define gl_FragDepthEXT gl_FragDepth\",\n      \"#define texture2D texture\",\n      \"#define textureCube texture\",\n      \"#define texture2DProj textureProj\",\n      \"#define texture2DLodEXT textureLod\",\n      \"#define texture2DProjLodEXT textureProjLod\",\n      \"#define textureCubeLodEXT textureLod\",\n      \"#define texture2DGradEXT textureGrad\",\n      \"#define texture2DProjGradEXT textureProjGrad\",\n      \"#define textureCubeGradEXT textureGrad\"\n    ].join(\"\\n\") + \"\\n\" + prefixFragment;\n  }\n  const vertexGlsl = versionString + prefixVertex + vertexShader;\n  const fragmentGlsl = versionString + prefixFragment + fragmentShader;\n  const glVertexShader = WebGLShader(gl, 35633, vertexGlsl);\n  const glFragmentShader = WebGLShader(gl, 35632, fragmentGlsl);\n  gl.attachShader(program, glVertexShader);\n  gl.attachShader(program, glFragmentShader);\n  if (parameters.index0AttributeName !== void 0) {\n    gl.bindAttribLocation(program, 0, parameters.index0AttributeName);\n  } else if (parameters.morphTargets === true) {\n    gl.bindAttribLocation(program, 0, \"position\");\n  }\n  gl.linkProgram(program);\n  if (renderer.debug.checkShaderErrors) {\n    const programLog = gl.getProgramInfoLog(program).trim();\n    const vertexLog = gl.getShaderInfoLog(glVertexShader).trim();\n    const fragmentLog = gl.getShaderInfoLog(glFragmentShader).trim();\n    let runnable = true;\n    let haveDiagnostics = true;\n    if (gl.getProgramParameter(program, 35714) === false) {\n      runnable = false;\n      const vertexErrors = getShaderErrors(gl, glVertexShader, \"vertex\");\n      const fragmentErrors = getShaderErrors(gl, glFragmentShader, \"fragment\");\n      console.error(\"THREE.WebGLProgram: Shader Error \" + gl.getError() + \" - VALIDATE_STATUS \" + gl.getProgramParameter(program, 35715) + \"\\n\\nProgram Info Log: \" + programLog + \"\\n\" + vertexErrors + \"\\n\" + fragmentErrors);\n    } else if (programLog !== \"\") {\n      console.warn(\"THREE.WebGLProgram: Program Info Log:\", programLog);\n    } else if (vertexLog === \"\" || fragmentLog === \"\") {\n      haveDiagnostics = false;\n    }\n    if (haveDiagnostics) {\n      this.diagnostics = {\n        runnable,\n        programLog,\n        vertexShader: {\n          log: vertexLog,\n          prefix: prefixVertex\n        },\n        fragmentShader: {\n          log: fragmentLog,\n          prefix: prefixFragment\n        }\n      };\n    }\n  }\n  gl.deleteShader(glVertexShader);\n  gl.deleteShader(glFragmentShader);\n  let cachedUniforms;\n  this.getUniforms = function() {\n    if (cachedUniforms === void 0) {\n      cachedUniforms = new WebGLUniforms(gl, program);\n    }\n    return cachedUniforms;\n  };\n  let cachedAttributes;\n  this.getAttributes = function() {\n    if (cachedAttributes === void 0) {\n      cachedAttributes = fetchAttributeLocations(gl, program);\n    }\n    return cachedAttributes;\n  };\n  this.destroy = function() {\n    bindingStates.releaseStatesOfProgram(this);\n    gl.deleteProgram(program);\n    this.program = void 0;\n  };\n  this.name = parameters.shaderName;\n  this.id = programIdCount++;\n  this.cacheKey = cacheKey;\n  this.usedTimes = 1;\n  this.program = program;\n  this.vertexShader = glVertexShader;\n  this.fragmentShader = glFragmentShader;\n  return this;\n}\nlet _id = 0;\nclass WebGLShaderCache {\n  constructor() {\n    this.shaderCache = new Map();\n    this.materialCache = new Map();\n  }\n  update(material) {\n    const vertexShader = material.vertexShader;\n    const fragmentShader = material.fragmentShader;\n    const vertexShaderStage = this._getShaderStage(vertexShader);\n    const fragmentShaderStage = this._getShaderStage(fragmentShader);\n    const materialShaders = this._getShaderCacheForMaterial(material);\n    if (materialShaders.has(vertexShaderStage) === false) {\n      materialShaders.add(vertexShaderStage);\n      vertexShaderStage.usedTimes++;\n    }\n    if (materialShaders.has(fragmentShaderStage) === false) {\n      materialShaders.add(fragmentShaderStage);\n      fragmentShaderStage.usedTimes++;\n    }\n    return this;\n  }\n  remove(material) {\n    const materialShaders = this.materialCache.get(material);\n    for (const shaderStage of materialShaders) {\n      shaderStage.usedTimes--;\n      if (shaderStage.usedTimes === 0)\n        this.shaderCache.delete(shaderStage.code);\n    }\n    this.materialCache.delete(material);\n    return this;\n  }\n  getVertexShaderID(material) {\n    return this._getShaderStage(material.vertexShader).id;\n  }\n  getFragmentShaderID(material) {\n    return this._getShaderStage(material.fragmentShader).id;\n  }\n  dispose() {\n    this.shaderCache.clear();\n    this.materialCache.clear();\n  }\n  _getShaderCacheForMaterial(material) {\n    const cache = this.materialCache;\n    let set = cache.get(material);\n    if (set === void 0) {\n      set = new Set();\n      cache.set(material, set);\n    }\n    return set;\n  }\n  _getShaderStage(code) {\n    const cache = this.shaderCache;\n    let stage = cache.get(code);\n    if (stage === void 0) {\n      stage = new WebGLShaderStage(code);\n      cache.set(code, stage);\n    }\n    return stage;\n  }\n}\nclass WebGLShaderStage {\n  constructor(code) {\n    this.id = _id++;\n    this.code = code;\n    this.usedTimes = 0;\n  }\n}\nfunction WebGLPrograms(renderer, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping) {\n  const _programLayers = new Layers();\n  const _customShaders = new WebGLShaderCache();\n  const programs = [];\n  const isWebGL2 = capabilities.isWebGL2;\n  const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;\n  const vertexTextures = capabilities.vertexTextures;\n  let precision = capabilities.precision;\n  const shaderIDs = {\n    MeshDepthMaterial: \"depth\",\n    MeshDistanceMaterial: \"distanceRGBA\",\n    MeshNormalMaterial: \"normal\",\n    MeshBasicMaterial: \"basic\",\n    MeshLambertMaterial: \"lambert\",\n    MeshPhongMaterial: \"phong\",\n    MeshToonMaterial: \"toon\",\n    MeshStandardMaterial: \"physical\",\n    MeshPhysicalMaterial: \"physical\",\n    MeshMatcapMaterial: \"matcap\",\n    LineBasicMaterial: \"basic\",\n    LineDashedMaterial: \"dashed\",\n    PointsMaterial: \"points\",\n    ShadowMaterial: \"shadow\",\n    SpriteMaterial: \"sprite\"\n  };\n  function getParameters(material, lights, shadows, scene, object) {\n    const fog = scene.fog;\n    const geometry = object.geometry;\n    const environment = material.isMeshStandardMaterial ? scene.environment : null;\n    const envMap = (material.isMeshStandardMaterial ? cubeuvmaps : cubemaps).get(material.envMap || environment);\n    const envMapCubeUVHeight = !!envMap && envMap.mapping === CubeUVReflectionMapping ? envMap.image.height : null;\n    const shaderID = shaderIDs[material.type];\n    if (material.precision !== null) {\n      precision = capabilities.getMaxPrecision(material.precision);\n      if (precision !== material.precision) {\n        console.warn(\"THREE.WebGLProgram.getParameters:\", material.precision, \"not supported, using\", precision, \"instead.\");\n      }\n    }\n    const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;\n    const morphTargetsCount = morphAttribute !== void 0 ? morphAttribute.length : 0;\n    let morphTextureStride = 0;\n    if (geometry.morphAttributes.position !== void 0)\n      morphTextureStride = 1;\n    if (geometry.morphAttributes.normal !== void 0)\n      morphTextureStride = 2;\n    if (geometry.morphAttributes.color !== void 0)\n      morphTextureStride = 3;\n    let vertexShader, fragmentShader;\n    let customVertexShaderID, customFragmentShaderID;\n    if (shaderID) {\n      const shader = ShaderLib[shaderID];\n      vertexShader = shader.vertexShader;\n      fragmentShader = shader.fragmentShader;\n    } else {\n      vertexShader = material.vertexShader;\n      fragmentShader = material.fragmentShader;\n      _customShaders.update(material);\n      customVertexShaderID = _customShaders.getVertexShaderID(material);\n      customFragmentShaderID = _customShaders.getFragmentShaderID(material);\n    }\n    const currentRenderTarget = renderer.getRenderTarget();\n    const useAlphaTest = material.alphaTest > 0;\n    const useClearcoat = material.clearcoat > 0;\n    const useIridescence = material.iridescence > 0;\n    const parameters = {\n      isWebGL2,\n      shaderID,\n      shaderName: material.type,\n      vertexShader,\n      fragmentShader,\n      defines: material.defines,\n      customVertexShaderID,\n      customFragmentShaderID,\n      isRawShaderMaterial: material.isRawShaderMaterial === true,\n      glslVersion: material.glslVersion,\n      precision,\n      instancing: object.isInstancedMesh === true,\n      instancingColor: object.isInstancedMesh === true && object.instanceColor !== null,\n      supportsVertexTextures: vertexTextures,\n      outputEncoding: currentRenderTarget === null ? renderer.outputEncoding : currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.encoding : LinearEncoding,\n      map: !!material.map,\n      matcap: !!material.matcap,\n      envMap: !!envMap,\n      envMapMode: envMap && envMap.mapping,\n      envMapCubeUVHeight,\n      lightMap: !!material.lightMap,\n      aoMap: !!material.aoMap,\n      emissiveMap: !!material.emissiveMap,\n      bumpMap: !!material.bumpMap,\n      normalMap: !!material.normalMap,\n      objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,\n      tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,\n      decodeVideoTexture: !!material.map && material.map.isVideoTexture === true && material.map.encoding === sRGBEncoding,\n      clearcoat: useClearcoat,\n      clearcoatMap: useClearcoat && !!material.clearcoatMap,\n      clearcoatRoughnessMap: useClearcoat && !!material.clearcoatRoughnessMap,\n      clearcoatNormalMap: useClearcoat && !!material.clearcoatNormalMap,\n      iridescence: useIridescence,\n      iridescenceMap: useIridescence && !!material.iridescenceMap,\n      iridescenceThicknessMap: useIridescence && !!material.iridescenceThicknessMap,\n      displacementMap: !!material.displacementMap,\n      roughnessMap: !!material.roughnessMap,\n      metalnessMap: !!material.metalnessMap,\n      specularMap: !!material.specularMap,\n      specularIntensityMap: !!material.specularIntensityMap,\n      specularColorMap: !!material.specularColorMap,\n      opaque: material.transparent === false && material.blending === NormalBlending,\n      alphaMap: !!material.alphaMap,\n      alphaTest: useAlphaTest,\n      gradientMap: !!material.gradientMap,\n      sheen: material.sheen > 0,\n      sheenColorMap: !!material.sheenColorMap,\n      sheenRoughnessMap: !!material.sheenRoughnessMap,\n      transmission: material.transmission > 0,\n      transmissionMap: !!material.transmissionMap,\n      thicknessMap: !!material.thicknessMap,\n      combine: material.combine,\n      vertexTangents: !!material.normalMap && !!geometry.attributes.tangent,\n      vertexColors: material.vertexColors,\n      vertexAlphas: material.vertexColors === true && !!geometry.attributes.color && geometry.attributes.color.itemSize === 4,\n      vertexUvs: !!material.map || !!material.bumpMap || !!material.normalMap || !!material.specularMap || !!material.alphaMap || !!material.emissiveMap || !!material.roughnessMap || !!material.metalnessMap || !!material.clearcoatMap || !!material.clearcoatRoughnessMap || !!material.clearcoatNormalMap || !!material.iridescenceMap || !!material.iridescenceThicknessMap || !!material.displacementMap || !!material.transmissionMap || !!material.thicknessMap || !!material.specularIntensityMap || !!material.specularColorMap || !!material.sheenColorMap || !!material.sheenRoughnessMap,\n      uvsVertexOnly: !(!!material.map || !!material.bumpMap || !!material.normalMap || !!material.specularMap || !!material.alphaMap || !!material.emissiveMap || !!material.roughnessMap || !!material.metalnessMap || !!material.clearcoatNormalMap || !!material.iridescenceMap || !!material.iridescenceThicknessMap || material.transmission > 0 || !!material.transmissionMap || !!material.thicknessMap || !!material.specularIntensityMap || !!material.specularColorMap || material.sheen > 0 || !!material.sheenColorMap || !!material.sheenRoughnessMap) && !!material.displacementMap,\n      fog: !!fog,\n      useFog: material.fog === true,\n      fogExp2: fog && fog.isFogExp2,\n      flatShading: !!material.flatShading,\n      sizeAttenuation: material.sizeAttenuation,\n      logarithmicDepthBuffer,\n      skinning: object.isSkinnedMesh === true,\n      morphTargets: geometry.morphAttributes.position !== void 0,\n      morphNormals: geometry.morphAttributes.normal !== void 0,\n      morphColors: geometry.morphAttributes.color !== void 0,\n      morphTargetsCount,\n      morphTextureStride,\n      numDirLights: lights.directional.length,\n      numPointLights: lights.point.length,\n      numSpotLights: lights.spot.length,\n      numSpotLightMaps: lights.spotLightMap.length,\n      numRectAreaLights: lights.rectArea.length,\n      numHemiLights: lights.hemi.length,\n      numDirLightShadows: lights.directionalShadowMap.length,\n      numPointLightShadows: lights.pointShadowMap.length,\n      numSpotLightShadows: lights.spotShadowMap.length,\n      numSpotLightShadowsWithMaps: lights.numSpotLightShadowsWithMaps,\n      numClippingPlanes: clipping.numPlanes,\n      numClipIntersection: clipping.numIntersection,\n      dithering: material.dithering,\n      shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,\n      shadowMapType: renderer.shadowMap.type,\n      toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,\n      physicallyCorrectLights: renderer.physicallyCorrectLights,\n      premultipliedAlpha: material.premultipliedAlpha,\n      doubleSided: material.side === DoubleSide,\n      flipSided: material.side === BackSide,\n      useDepthPacking: !!material.depthPacking,\n      depthPacking: material.depthPacking || 0,\n      index0AttributeName: material.index0AttributeName,\n      extensionDerivatives: material.extensions && material.extensions.derivatives,\n      extensionFragDepth: material.extensions && material.extensions.fragDepth,\n      extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,\n      extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,\n      rendererExtensionFragDepth: isWebGL2 || extensions.has(\"EXT_frag_depth\"),\n      rendererExtensionDrawBuffers: isWebGL2 || extensions.has(\"WEBGL_draw_buffers\"),\n      rendererExtensionShaderTextureLod: isWebGL2 || extensions.has(\"EXT_shader_texture_lod\"),\n      customProgramCacheKey: material.customProgramCacheKey()\n    };\n    return parameters;\n  }\n  function getProgramCacheKey(parameters) {\n    const array = [];\n    if (parameters.shaderID) {\n      array.push(parameters.shaderID);\n    } else {\n      array.push(parameters.customVertexShaderID);\n      array.push(parameters.customFragmentShaderID);\n    }\n    if (parameters.defines !== void 0) {\n      for (const name in parameters.defines) {\n        array.push(name);\n        array.push(parameters.defines[name]);\n      }\n    }\n    if (parameters.isRawShaderMaterial === false) {\n      getProgramCacheKeyParameters(array, parameters);\n      getProgramCacheKeyBooleans(array, parameters);\n      array.push(renderer.outputEncoding);\n    }\n    array.push(parameters.customProgramCacheKey);\n    return array.join();\n  }\n  function getProgramCacheKeyParameters(array, parameters) {\n    array.push(parameters.precision);\n    array.push(parameters.outputEncoding);\n    array.push(parameters.envMapMode);\n    array.push(parameters.envMapCubeUVHeight);\n    array.push(parameters.combine);\n    array.push(parameters.vertexUvs);\n    array.push(parameters.fogExp2);\n    array.push(parameters.sizeAttenuation);\n    array.push(parameters.morphTargetsCount);\n    array.push(parameters.morphAttributeCount);\n    array.push(parameters.numDirLights);\n    array.push(parameters.numPointLights);\n    array.push(parameters.numSpotLights);\n    array.push(parameters.numSpotLightMaps);\n    array.push(parameters.numHemiLights);\n    array.push(parameters.numRectAreaLights);\n    array.push(parameters.numDirLightShadows);\n    array.push(parameters.numPointLightShadows);\n    array.push(parameters.numSpotLightShadows);\n    array.push(parameters.numSpotLightShadowsWithMaps);\n    array.push(parameters.shadowMapType);\n    array.push(parameters.toneMapping);\n    array.push(parameters.numClippingPlanes);\n    array.push(parameters.numClipIntersection);\n    array.push(parameters.depthPacking);\n  }\n  function getProgramCacheKeyBooleans(array, parameters) {\n    _programLayers.disableAll();\n    if (parameters.isWebGL2)\n      _programLayers.enable(0);\n    if (parameters.supportsVertexTextures)\n      _programLayers.enable(1);\n    if (parameters.instancing)\n      _programLayers.enable(2);\n    if (parameters.instancingColor)\n      _programLayers.enable(3);\n    if (parameters.map)\n      _programLayers.enable(4);\n    if (parameters.matcap)\n      _programLayers.enable(5);\n    if (parameters.envMap)\n      _programLayers.enable(6);\n    if (parameters.lightMap)\n      _programLayers.enable(7);\n    if (parameters.aoMap)\n      _programLayers.enable(8);\n    if (parameters.emissiveMap)\n      _programLayers.enable(9);\n    if (parameters.bumpMap)\n      _programLayers.enable(10);\n    if (parameters.normalMap)\n      _programLayers.enable(11);\n    if (parameters.objectSpaceNormalMap)\n      _programLayers.enable(12);\n    if (parameters.tangentSpaceNormalMap)\n      _programLayers.enable(13);\n    if (parameters.clearcoat)\n      _programLayers.enable(14);\n    if (parameters.clearcoatMap)\n      _programLayers.enable(15);\n    if (parameters.clearcoatRoughnessMap)\n      _programLayers.enable(16);\n    if (parameters.clearcoatNormalMap)\n      _programLayers.enable(17);\n    if (parameters.iridescence)\n      _programLayers.enable(18);\n    if (parameters.iridescenceMap)\n      _programLayers.enable(19);\n    if (parameters.iridescenceThicknessMap)\n      _programLayers.enable(20);\n    if (parameters.displacementMap)\n      _programLayers.enable(21);\n    if (parameters.specularMap)\n      _programLayers.enable(22);\n    if (parameters.roughnessMap)\n      _programLayers.enable(23);\n    if (parameters.metalnessMap)\n      _programLayers.enable(24);\n    if (parameters.gradientMap)\n      _programLayers.enable(25);\n    if (parameters.alphaMap)\n      _programLayers.enable(26);\n    if (parameters.alphaTest)\n      _programLayers.enable(27);\n    if (parameters.vertexColors)\n      _programLayers.enable(28);\n    if (parameters.vertexAlphas)\n      _programLayers.enable(29);\n    if (parameters.vertexUvs)\n      _programLayers.enable(30);\n    if (parameters.vertexTangents)\n      _programLayers.enable(31);\n    if (parameters.uvsVertexOnly)\n      _programLayers.enable(32);\n    array.push(_programLayers.mask);\n    _programLayers.disableAll();\n    if (parameters.fog)\n      _programLayers.enable(0);\n    if (parameters.useFog)\n      _programLayers.enable(1);\n    if (parameters.flatShading)\n      _programLayers.enable(2);\n    if (parameters.logarithmicDepthBuffer)\n      _programLayers.enable(3);\n    if (parameters.skinning)\n      _programLayers.enable(4);\n    if (parameters.morphTargets)\n      _programLayers.enable(5);\n    if (parameters.morphNormals)\n      _programLayers.enable(6);\n    if (parameters.morphColors)\n      _programLayers.enable(7);\n    if (parameters.premultipliedAlpha)\n      _programLayers.enable(8);\n    if (parameters.shadowMapEnabled)\n      _programLayers.enable(9);\n    if (parameters.physicallyCorrectLights)\n      _programLayers.enable(10);\n    if (parameters.doubleSided)\n      _programLayers.enable(11);\n    if (parameters.flipSided)\n      _programLayers.enable(12);\n    if (parameters.useDepthPacking)\n      _programLayers.enable(13);\n    if (parameters.dithering)\n      _programLayers.enable(14);\n    if (parameters.specularIntensityMap)\n      _programLayers.enable(15);\n    if (parameters.specularColorMap)\n      _programLayers.enable(16);\n    if (parameters.transmission)\n      _programLayers.enable(17);\n    if (parameters.transmissionMap)\n      _programLayers.enable(18);\n    if (parameters.thicknessMap)\n      _programLayers.enable(19);\n    if (parameters.sheen)\n      _programLayers.enable(20);\n    if (parameters.sheenColorMap)\n      _programLayers.enable(21);\n    if (parameters.sheenRoughnessMap)\n      _programLayers.enable(22);\n    if (parameters.decodeVideoTexture)\n      _programLayers.enable(23);\n    if (parameters.opaque)\n      _programLayers.enable(24);\n    array.push(_programLayers.mask);\n  }\n  function getUniforms(material) {\n    const shaderID = shaderIDs[material.type];\n    let uniforms;\n    if (shaderID) {\n      const shader = ShaderLib[shaderID];\n      uniforms = UniformsUtils.clone(shader.uniforms);\n    } else {\n      uniforms = material.uniforms;\n    }\n    return uniforms;\n  }\n  function acquireProgram(parameters, cacheKey) {\n    let program;\n    for (let p = 0, pl = programs.length; p < pl; p++) {\n      const preexistingProgram = programs[p];\n      if (preexistingProgram.cacheKey === cacheKey) {\n        program = preexistingProgram;\n        ++program.usedTimes;\n        break;\n      }\n    }\n    if (program === void 0) {\n      program = new WebGLProgram(renderer, cacheKey, parameters, bindingStates);\n      programs.push(program);\n    }\n    return program;\n  }\n  function releaseProgram(program) {\n    if (--program.usedTimes === 0) {\n      const i = programs.indexOf(program);\n      programs[i] = programs[programs.length - 1];\n      programs.pop();\n      program.destroy();\n    }\n  }\n  function releaseShaderCache(material) {\n    _customShaders.remove(material);\n  }\n  function dispose() {\n    _customShaders.dispose();\n  }\n  return {\n    getParameters,\n    getProgramCacheKey,\n    getUniforms,\n    acquireProgram,\n    releaseProgram,\n    releaseShaderCache,\n    programs,\n    dispose\n  };\n}\nfunction WebGLProperties() {\n  let properties = new WeakMap();\n  function get(object) {\n    let map = properties.get(object);\n    if (map === void 0) {\n      map = {};\n      properties.set(object, map);\n    }\n    return map;\n  }\n  function remove(object) {\n    properties.delete(object);\n  }\n  function update(object, key, value) {\n    properties.get(object)[key] = value;\n  }\n  function dispose() {\n    properties = new WeakMap();\n  }\n  return {\n    get,\n    remove,\n    update,\n    dispose\n  };\n}\nfunction painterSortStable(a, b) {\n  if (a.groupOrder !== b.groupOrder) {\n    return a.groupOrder - b.groupOrder;\n  } else if (a.renderOrder !== b.renderOrder) {\n    return a.renderOrder - b.renderOrder;\n  } else if (a.material.id !== b.material.id) {\n    return a.material.id - b.material.id;\n  } else if (a.z !== b.z) {\n    return a.z - b.z;\n  } else {\n    return a.id - b.id;\n  }\n}\nfunction reversePainterSortStable(a, b) {\n  if (a.groupOrder !== b.groupOrder) {\n    return a.groupOrder - b.groupOrder;\n  } else if (a.renderOrder !== b.renderOrder) {\n    return a.renderOrder - b.renderOrder;\n  } else if (a.z !== b.z) {\n    return b.z - a.z;\n  } else {\n    return a.id - b.id;\n  }\n}\nfunction WebGLRenderList() {\n  const renderItems = [];\n  let renderItemsIndex = 0;\n  const opaque = [];\n  const transmissive = [];\n  const transparent = [];\n  function init() {\n    renderItemsIndex = 0;\n    opaque.length = 0;\n    transmissive.length = 0;\n    transparent.length = 0;\n  }\n  function getNextRenderItem(object, geometry, material, groupOrder, z, group) {\n    let renderItem = renderItems[renderItemsIndex];\n    if (renderItem === void 0) {\n      renderItem = {\n        id: object.id,\n        object,\n        geometry,\n        material,\n        groupOrder,\n        renderOrder: object.renderOrder,\n        z,\n        group\n      };\n      renderItems[renderItemsIndex] = renderItem;\n    } else {\n      renderItem.id = object.id;\n      renderItem.object = object;\n      renderItem.geometry = geometry;\n      renderItem.material = material;\n      renderItem.groupOrder = groupOrder;\n      renderItem.renderOrder = object.renderOrder;\n      renderItem.z = z;\n      renderItem.group = group;\n    }\n    renderItemsIndex++;\n    return renderItem;\n  }\n  function push(object, geometry, material, groupOrder, z, group) {\n    const renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group);\n    if (material.transmission > 0) {\n      transmissive.push(renderItem);\n    } else if (material.transparent === true) {\n      transparent.push(renderItem);\n    } else {\n      opaque.push(renderItem);\n    }\n  }\n  function unshift(object, geometry, material, groupOrder, z, group) {\n    const renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group);\n    if (material.transmission > 0) {\n      transmissive.unshift(renderItem);\n    } else if (material.transparent === true) {\n      transparent.unshift(renderItem);\n    } else {\n      opaque.unshift(renderItem);\n    }\n  }\n  function sort(customOpaqueSort, customTransparentSort) {\n    if (opaque.length > 1)\n      opaque.sort(customOpaqueSort || painterSortStable);\n    if (transmissive.length > 1)\n      transmissive.sort(customTransparentSort || reversePainterSortStable);\n    if (transparent.length > 1)\n      transparent.sort(customTransparentSort || reversePainterSortStable);\n  }\n  function finish() {\n    for (let i = renderItemsIndex, il = renderItems.length; i < il; i++) {\n      const renderItem = renderItems[i];\n      if (renderItem.id === null)\n        break;\n      renderItem.id = null;\n      renderItem.object = null;\n      renderItem.geometry = null;\n      renderItem.material = null;\n      renderItem.group = null;\n    }\n  }\n  return {\n    opaque,\n    transmissive,\n    transparent,\n    init,\n    push,\n    unshift,\n    finish,\n    sort\n  };\n}\nfunction WebGLRenderLists() {\n  let lists = new WeakMap();\n  function get(scene, renderCallDepth) {\n    const listArray = lists.get(scene);\n    let list;\n    if (listArray === void 0) {\n      list = new WebGLRenderList();\n      lists.set(scene, [list]);\n    } else {\n      if (renderCallDepth >= listArray.length) {\n        list = new WebGLRenderList();\n        listArray.push(list);\n      } else {\n        list = listArray[renderCallDepth];\n      }\n    }\n    return list;\n  }\n  function dispose() {\n    lists = new WeakMap();\n  }\n  return {\n    get,\n    dispose\n  };\n}\nfunction UniformsCache() {\n  const lights = {};\n  return {\n    get: function(light) {\n      if (lights[light.id] !== void 0) {\n        return lights[light.id];\n      }\n      let uniforms;\n      switch (light.type) {\n        case \"DirectionalLight\":\n          uniforms = {\n            direction: new Vector3(),\n            color: new Color()\n          };\n          break;\n        case \"SpotLight\":\n          uniforms = {\n            position: new Vector3(),\n            direction: new Vector3(),\n            color: new Color(),\n            distance: 0,\n            coneCos: 0,\n            penumbraCos: 0,\n            decay: 0\n          };\n          break;\n        case \"PointLight\":\n          uniforms = {\n            position: new Vector3(),\n            color: new Color(),\n            distance: 0,\n            decay: 0\n          };\n          break;\n        case \"HemisphereLight\":\n          uniforms = {\n            direction: new Vector3(),\n            skyColor: new Color(),\n            groundColor: new Color()\n          };\n          break;\n        case \"RectAreaLight\":\n          uniforms = {\n            color: new Color(),\n            position: new Vector3(),\n            halfWidth: new Vector3(),\n            halfHeight: new Vector3()\n          };\n          break;\n      }\n      lights[light.id] = uniforms;\n      return uniforms;\n    }\n  };\n}\nfunction ShadowUniformsCache() {\n  const lights = {};\n  return {\n    get: function(light) {\n      if (lights[light.id] !== void 0) {\n        return lights[light.id];\n      }\n      let uniforms;\n      switch (light.type) {\n        case \"DirectionalLight\":\n          uniforms = {\n            shadowBias: 0,\n            shadowNormalBias: 0,\n            shadowRadius: 1,\n            shadowMapSize: new Vector2()\n          };\n          break;\n        case \"SpotLight\":\n          uniforms = {\n            shadowBias: 0,\n            shadowNormalBias: 0,\n            shadowRadius: 1,\n            shadowMapSize: new Vector2()\n          };\n          break;\n        case \"PointLight\":\n          uniforms = {\n            shadowBias: 0,\n            shadowNormalBias: 0,\n            shadowRadius: 1,\n            shadowMapSize: new Vector2(),\n            shadowCameraNear: 1,\n            shadowCameraFar: 1e3\n          };\n          break;\n      }\n      lights[light.id] = uniforms;\n      return uniforms;\n    }\n  };\n}\nlet nextVersion = 0;\nfunction shadowCastingAndTexturingLightsFirst(lightA, lightB) {\n  return (lightB.castShadow ? 2 : 0) - (lightA.castShadow ? 2 : 0) + (lightB.map ? 1 : 0) - (lightA.map ? 1 : 0);\n}\nfunction WebGLLights(extensions, capabilities) {\n  const cache = new UniformsCache();\n  const shadowCache = ShadowUniformsCache();\n  const state = {\n    version: 0,\n    hash: {\n      directionalLength: -1,\n      pointLength: -1,\n      spotLength: -1,\n      rectAreaLength: -1,\n      hemiLength: -1,\n      numDirectionalShadows: -1,\n      numPointShadows: -1,\n      numSpotShadows: -1,\n      numSpotMaps: -1\n    },\n    ambient: [0, 0, 0],\n    probe: [],\n    directional: [],\n    directionalShadow: [],\n    directionalShadowMap: [],\n    directionalShadowMatrix: [],\n    spot: [],\n    spotLightMap: [],\n    spotShadow: [],\n    spotShadowMap: [],\n    spotLightMatrix: [],\n    rectArea: [],\n    rectAreaLTC1: null,\n    rectAreaLTC2: null,\n    point: [],\n    pointShadow: [],\n    pointShadowMap: [],\n    pointShadowMatrix: [],\n    hemi: [],\n    numSpotLightShadowsWithMaps: 0\n  };\n  for (let i = 0; i < 9; i++)\n    state.probe.push(new Vector3());\n  const vector3 = new Vector3();\n  const matrix4 = new Matrix4();\n  const matrix42 = new Matrix4();\n  function setup(lights, physicallyCorrectLights) {\n    let r = 0, g = 0, b = 0;\n    for (let i = 0; i < 9; i++)\n      state.probe[i].set(0, 0, 0);\n    let directionalLength = 0;\n    let pointLength = 0;\n    let spotLength = 0;\n    let rectAreaLength = 0;\n    let hemiLength = 0;\n    let numDirectionalShadows = 0;\n    let numPointShadows = 0;\n    let numSpotShadows = 0;\n    let numSpotMaps = 0;\n    let numSpotShadowsWithMaps = 0;\n    lights.sort(shadowCastingAndTexturingLightsFirst);\n    const scaleFactor = physicallyCorrectLights !== true ? Math.PI : 1;\n    for (let i = 0, l = lights.length; i < l; i++) {\n      const light = lights[i];\n      const color = light.color;\n      const intensity = light.intensity;\n      const distance = light.distance;\n      const shadowMap = light.shadow && light.shadow.map ? light.shadow.map.texture : null;\n      if (light.isAmbientLight) {\n        r += color.r * intensity * scaleFactor;\n        g += color.g * intensity * scaleFactor;\n        b += color.b * intensity * scaleFactor;\n      } else if (light.isLightProbe) {\n        for (let j = 0; j < 9; j++) {\n          state.probe[j].addScaledVector(light.sh.coefficients[j], intensity);\n        }\n      } else if (light.isDirectionalLight) {\n        const uniforms = cache.get(light);\n        uniforms.color.copy(light.color).multiplyScalar(light.intensity * scaleFactor);\n        if (light.castShadow) {\n          const shadow = light.shadow;\n          const shadowUniforms = shadowCache.get(light);\n          shadowUniforms.shadowBias = shadow.bias;\n          shadowUniforms.shadowNormalBias = shadow.normalBias;\n          shadowUniforms.shadowRadius = shadow.radius;\n          shadowUniforms.shadowMapSize = shadow.mapSize;\n          state.directionalShadow[directionalLength] = shadowUniforms;\n          state.directionalShadowMap[directionalLength] = shadowMap;\n          state.directionalShadowMatrix[directionalLength] = light.shadow.matrix;\n          numDirectionalShadows++;\n        }\n        state.directional[directionalLength] = uniforms;\n        directionalLength++;\n      } else if (light.isSpotLight) {\n        const uniforms = cache.get(light);\n        uniforms.position.setFromMatrixPosition(light.matrixWorld);\n        uniforms.color.copy(color).multiplyScalar(intensity * scaleFactor);\n        uniforms.distance = distance;\n        uniforms.coneCos = Math.cos(light.angle);\n        uniforms.penumbraCos = Math.cos(light.angle * (1 - light.penumbra));\n        uniforms.decay = light.decay;\n        state.spot[spotLength] = uniforms;\n        const shadow = light.shadow;\n        if (light.map) {\n          state.spotLightMap[numSpotMaps] = light.map;\n          numSpotMaps++;\n          shadow.updateMatrices(light);\n          if (light.castShadow)\n            numSpotShadowsWithMaps++;\n        }\n        state.spotLightMatrix[spotLength] = shadow.matrix;\n        if (light.castShadow) {\n          const shadowUniforms = shadowCache.get(light);\n          shadowUniforms.shadowBias = shadow.bias;\n          shadowUniforms.shadowNormalBias = shadow.normalBias;\n          shadowUniforms.shadowRadius = shadow.radius;\n          shadowUniforms.shadowMapSize = shadow.mapSize;\n          state.spotShadow[spotLength] = shadowUniforms;\n          state.spotShadowMap[spotLength] = shadowMap;\n          numSpotShadows++;\n        }\n        spotLength++;\n      } else if (light.isRectAreaLight) {\n        const uniforms = cache.get(light);\n        uniforms.color.copy(color).multiplyScalar(intensity);\n        uniforms.halfWidth.set(light.width * 0.5, 0, 0);\n        uniforms.halfHeight.set(0, light.height * 0.5, 0);\n        state.rectArea[rectAreaLength] = uniforms;\n        rectAreaLength++;\n      } else if (light.isPointLight) {\n        const uniforms = cache.get(light);\n        uniforms.color.copy(light.color).multiplyScalar(light.intensity * scaleFactor);\n        uniforms.distance = light.distance;\n        uniforms.decay = light.decay;\n        if (light.castShadow) {\n          const shadow = light.shadow;\n          const shadowUniforms = shadowCache.get(light);\n          shadowUniforms.shadowBias = shadow.bias;\n          shadowUniforms.shadowNormalBias = shadow.normalBias;\n          shadowUniforms.shadowRadius = shadow.radius;\n          shadowUniforms.shadowMapSize = shadow.mapSize;\n          shadowUniforms.shadowCameraNear = shadow.camera.near;\n          shadowUniforms.shadowCameraFar = shadow.camera.far;\n          state.pointShadow[pointLength] = shadowUniforms;\n          state.pointShadowMap[pointLength] = shadowMap;\n          state.pointShadowMatrix[pointLength] = light.shadow.matrix;\n          numPointShadows++;\n        }\n        state.point[pointLength] = uniforms;\n        pointLength++;\n      } else if (light.isHemisphereLight) {\n        const uniforms = cache.get(light);\n        uniforms.skyColor.copy(light.color).multiplyScalar(intensity * scaleFactor);\n        uniforms.groundColor.copy(light.groundColor).multiplyScalar(intensity * scaleFactor);\n        state.hemi[hemiLength] = uniforms;\n        hemiLength++;\n      }\n    }\n    if (rectAreaLength > 0) {\n      if (capabilities.isWebGL2) {\n        state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n        state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n      } else {\n        if (extensions.has(\"OES_texture_float_linear\") === true) {\n          state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n          state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n        } else if (extensions.has(\"OES_texture_half_float_linear\") === true) {\n          state.rectAreaLTC1 = UniformsLib.LTC_HALF_1;\n          state.rectAreaLTC2 = UniformsLib.LTC_HALF_2;\n        } else {\n          console.error(\"THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.\");\n        }\n      }\n    }\n    state.ambient[0] = r;\n    state.ambient[1] = g;\n    state.ambient[2] = b;\n    const hash = state.hash;\n    if (hash.directionalLength !== directionalLength || hash.pointLength !== pointLength || hash.spotLength !== spotLength || hash.rectAreaLength !== rectAreaLength || hash.hemiLength !== hemiLength || hash.numDirectionalShadows !== numDirectionalShadows || hash.numPointShadows !== numPointShadows || hash.numSpotShadows !== numSpotShadows || hash.numSpotMaps !== numSpotMaps) {\n      state.directional.length = directionalLength;\n      state.spot.length = spotLength;\n      state.rectArea.length = rectAreaLength;\n      state.point.length = pointLength;\n      state.hemi.length = hemiLength;\n      state.directionalShadow.length = numDirectionalShadows;\n      state.directionalShadowMap.length = numDirectionalShadows;\n      state.pointShadow.length = numPointShadows;\n      state.pointShadowMap.length = numPointShadows;\n      state.spotShadow.length = numSpotShadows;\n      state.spotShadowMap.length = numSpotShadows;\n      state.directionalShadowMatrix.length = numDirectionalShadows;\n      state.pointShadowMatrix.length = numPointShadows;\n      state.spotLightMatrix.length = numSpotShadows + numSpotMaps - numSpotShadowsWithMaps;\n      state.spotLightMap.length = numSpotMaps;\n      state.numSpotLightShadowsWithMaps = numSpotShadowsWithMaps;\n      hash.directionalLength = directionalLength;\n      hash.pointLength = pointLength;\n      hash.spotLength = spotLength;\n      hash.rectAreaLength = rectAreaLength;\n      hash.hemiLength = hemiLength;\n      hash.numDirectionalShadows = numDirectionalShadows;\n      hash.numPointShadows = numPointShadows;\n      hash.numSpotShadows = numSpotShadows;\n      hash.numSpotMaps = numSpotMaps;\n      state.version = nextVersion++;\n    }\n  }\n  function setupView(lights, camera) {\n    let directionalLength = 0;\n    let pointLength = 0;\n    let spotLength = 0;\n    let rectAreaLength = 0;\n    let hemiLength = 0;\n    const viewMatrix = camera.matrixWorldInverse;\n    for (let i = 0, l = lights.length; i < l; i++) {\n      const light = lights[i];\n      if (light.isDirectionalLight) {\n        const uniforms = state.directional[directionalLength];\n        uniforms.direction.setFromMatrixPosition(light.matrixWorld);\n        vector3.setFromMatrixPosition(light.target.matrixWorld);\n        uniforms.direction.sub(vector3);\n        uniforms.direction.transformDirection(viewMatrix);\n        directionalLength++;\n      } else if (light.isSpotLight) {\n        const uniforms = state.spot[spotLength];\n        uniforms.position.setFromMatrixPosition(light.matrixWorld);\n        uniforms.position.applyMatrix4(viewMatrix);\n        uniforms.direction.setFromMatrixPosition(light.matrixWorld);\n        vector3.setFromMatrixPosition(light.target.matrixWorld);\n        uniforms.direction.sub(vector3);\n        uniforms.direction.transformDirection(viewMatrix);\n        spotLength++;\n      } else if (light.isRectAreaLight) {\n        const uniforms = state.rectArea[rectAreaLength];\n        uniforms.position.setFromMatrixPosition(light.matrixWorld);\n        uniforms.position.applyMatrix4(viewMatrix);\n        matrix42.identity();\n        matrix4.copy(light.matrixWorld);\n        matrix4.premultiply(viewMatrix);\n        matrix42.extractRotation(matrix4);\n        uniforms.halfWidth.set(light.width * 0.5, 0, 0);\n        uniforms.halfHeight.set(0, light.height * 0.5, 0);\n        uniforms.halfWidth.applyMatrix4(matrix42);\n        uniforms.halfHeight.applyMatrix4(matrix42);\n        rectAreaLength++;\n      } else if (light.isPointLight) {\n        const uniforms = state.point[pointLength];\n        uniforms.position.setFromMatrixPosition(light.matrixWorld);\n        uniforms.position.applyMatrix4(viewMatrix);\n        pointLength++;\n      } else if (light.isHemisphereLight) {\n        const uniforms = state.hemi[hemiLength];\n        uniforms.direction.setFromMatrixPosition(light.matrixWorld);\n        uniforms.direction.transformDirection(viewMatrix);\n        hemiLength++;\n      }\n    }\n  }\n  return {\n    setup,\n    setupView,\n    state\n  };\n}\nfunction WebGLRenderState(extensions, capabilities) {\n  const lights = new WebGLLights(extensions, capabilities);\n  const lightsArray = [];\n  const shadowsArray = [];\n  function init() {\n    lightsArray.length = 0;\n    shadowsArray.length = 0;\n  }\n  function pushLight(light) {\n    lightsArray.push(light);\n  }\n  function pushShadow(shadowLight) {\n    shadowsArray.push(shadowLight);\n  }\n  function setupLights(physicallyCorrectLights) {\n    lights.setup(lightsArray, physicallyCorrectLights);\n  }\n  function setupLightsView(camera) {\n    lights.setupView(lightsArray, camera);\n  }\n  const state = {\n    lightsArray,\n    shadowsArray,\n    lights\n  };\n  return {\n    init,\n    state,\n    setupLights,\n    setupLightsView,\n    pushLight,\n    pushShadow\n  };\n}\nfunction WebGLRenderStates(extensions, capabilities) {\n  let renderStates = new WeakMap();\n  function get(scene, renderCallDepth = 0) {\n    const renderStateArray = renderStates.get(scene);\n    let renderState;\n    if (renderStateArray === void 0) {\n      renderState = new WebGLRenderState(extensions, capabilities);\n      renderStates.set(scene, [renderState]);\n    } else {\n      if (renderCallDepth >= renderStateArray.length) {\n        renderState = new WebGLRenderState(extensions, capabilities);\n        renderStateArray.push(renderState);\n      } else {\n        renderState = renderStateArray[renderCallDepth];\n      }\n    }\n    return renderState;\n  }\n  function dispose() {\n    renderStates = new WeakMap();\n  }\n  return {\n    get,\n    dispose\n  };\n}\nclass MeshDepthMaterial extends Material {\n  constructor(parameters) {\n    super();\n    this.isMeshDepthMaterial = true;\n    this.type = \"MeshDepthMaterial\";\n    this.depthPacking = BasicDepthPacking;\n    this.map = null;\n    this.alphaMap = null;\n    this.displacementMap = null;\n    this.displacementScale = 1;\n    this.displacementBias = 0;\n    this.wireframe = false;\n    this.wireframeLinewidth = 1;\n    this.setValues(parameters);\n  }\n  copy(source) {\n    super.copy(source);\n    this.depthPacking = source.depthPacking;\n    this.map = source.map;\n    this.alphaMap = source.alphaMap;\n    this.displacementMap = source.displacementMap;\n    this.displacementScale = source.displacementScale;\n    this.displacementBias = source.displacementBias;\n    this.wireframe = source.wireframe;\n    this.wireframeLinewidth = source.wireframeLinewidth;\n    return this;\n  }\n}\nclass MeshDistanceMaterial extends Material {\n  constructor(parameters) {\n    super();\n    this.isMeshDistanceMaterial = true;\n    this.type = \"MeshDistanceMaterial\";\n    this.referencePosition = new Vector3();\n    this.nearDistance = 1;\n    this.farDistance = 1e3;\n    this.map = null;\n    this.alphaMap = null;\n    this.displacementMap = null;\n    this.displacementScale = 1;\n    this.displacementBias = 0;\n    this.setValues(parameters);\n  }\n  copy(source) {\n    super.copy(source);\n    this.referencePosition.copy(source.referencePosition);\n    this.nearDistance = source.nearDistance;\n    this.farDistance = source.farDistance;\n    this.map = source.map;\n    this.alphaMap = source.alphaMap;\n    this.displacementMap = source.displacementMap;\n    this.displacementScale = source.displacementScale;\n    this.displacementBias = source.displacementBias;\n    return this;\n  }\n}\nconst vertex = \"void main() {\\n\tgl_Position = vec4( position, 1.0 );\\n}\";\nconst fragment = \"uniform sampler2D shadow_pass;\\nuniform vec2 resolution;\\nuniform float radius;\\n#include <packing>\\nvoid main() {\\n\tconst float samples = float( VSM_SAMPLES );\\n\tfloat mean = 0.0;\\n\tfloat squared_mean = 0.0;\\n\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\\n\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\\n\tfor ( float i = 0.0; i < samples; i ++ ) {\\n\t\tfloat uvOffset = uvStart + i * uvStride;\\n\t\t#ifdef HORIZONTAL_PASS\\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ) );\\n\t\t\tmean += distribution.x;\\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\\n\t\t#else\\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ) );\\n\t\t\tmean += depth;\\n\t\t\tsquared_mean += depth * depth;\\n\t\t#endif\\n\t}\\n\tmean = mean / samples;\\n\tsquared_mean = squared_mean / samples;\\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\\n}\";\nfunction WebGLShadowMap(_renderer, _objects, _capabilities) {\n  let _frustum = new Frustum();\n  const _shadowMapSize = new Vector2(), _viewportSize = new Vector2(), _viewport = new Vector4(), _depthMaterial = new MeshDepthMaterial({depthPacking: RGBADepthPacking}), _distanceMaterial = new MeshDistanceMaterial(), _materialCache = {}, _maxTextureSize = _capabilities.maxTextureSize;\n  const shadowSide = {0: BackSide, 1: FrontSide, 2: DoubleSide};\n  const shadowMaterialVertical = new ShaderMaterial({\n    defines: {\n      VSM_SAMPLES: 8\n    },\n    uniforms: {\n      shadow_pass: {value: null},\n      resolution: {value: new Vector2()},\n      radius: {value: 4}\n    },\n    vertexShader: vertex,\n    fragmentShader: fragment\n  });\n  const shadowMaterialHorizontal = shadowMaterialVertical.clone();\n  shadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;\n  const fullScreenTri = new BufferGeometry();\n  fullScreenTri.setAttribute(\"position\", new BufferAttribute(new Float32Array([-1, -1, 0.5, 3, -1, 0.5, -1, 3, 0.5]), 3));\n  const fullScreenMesh = new Mesh(fullScreenTri, shadowMaterialVertical);\n  const scope = this;\n  this.enabled = false;\n  this.autoUpdate = true;\n  this.needsUpdate = false;\n  this.type = PCFShadowMap;\n  this.render = function(lights, scene, camera) {\n    if (scope.enabled === false)\n      return;\n    if (scope.autoUpdate === false && scope.needsUpdate === false)\n      return;\n    if (lights.length === 0)\n      return;\n    const currentRenderTarget = _renderer.getRenderTarget();\n    const activeCubeFace = _renderer.getActiveCubeFace();\n    const activeMipmapLevel = _renderer.getActiveMipmapLevel();\n    const _state = _renderer.state;\n    _state.setBlending(NoBlending);\n    _state.buffers.color.setClear(1, 1, 1, 1);\n    _state.buffers.depth.setTest(true);\n    _state.setScissorTest(false);\n    for (let i = 0, il = lights.length; i < il; i++) {\n      const light = lights[i];\n      const shadow = light.shadow;\n      if (shadow === void 0) {\n        console.warn(\"THREE.WebGLShadowMap:\", light, \"has no shadow.\");\n        continue;\n      }\n      if (shadow.autoUpdate === false && shadow.needsUpdate === false)\n        continue;\n      _shadowMapSize.copy(shadow.mapSize);\n      const shadowFrameExtents = shadow.getFrameExtents();\n      _shadowMapSize.multiply(shadowFrameExtents);\n      _viewportSize.copy(shadow.mapSize);\n      if (_shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize) {\n        if (_shadowMapSize.x > _maxTextureSize) {\n          _viewportSize.x = Math.floor(_maxTextureSize / shadowFrameExtents.x);\n          _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;\n          shadow.mapSize.x = _viewportSize.x;\n        }\n        if (_shadowMapSize.y > _maxTextureSize) {\n          _viewportSize.y = Math.floor(_maxTextureSize / shadowFrameExtents.y);\n          _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;\n          shadow.mapSize.y = _viewportSize.y;\n        }\n      }\n      if (shadow.map === null) {\n        const pars = this.type !== VSMShadowMap ? {minFilter: NearestFilter, magFilter: NearestFilter} : {};\n        shadow.map = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars);\n        shadow.map.texture.name = light.name + \".shadowMap\";\n        shadow.camera.updateProjectionMatrix();\n      }\n      _renderer.setRenderTarget(shadow.map);\n      _renderer.clear();\n      const viewportCount = shadow.getViewportCount();\n      for (let vp = 0; vp < viewportCount; vp++) {\n        const viewport = shadow.getViewport(vp);\n        _viewport.set(_viewportSize.x * viewport.x, _viewportSize.y * viewport.y, _viewportSize.x * viewport.z, _viewportSize.y * viewport.w);\n        _state.viewport(_viewport);\n        shadow.updateMatrices(light, vp);\n        _frustum = shadow.getFrustum();\n        renderObject(scene, camera, shadow.camera, light, this.type);\n      }\n      if (shadow.isPointLightShadow !== true && this.type === VSMShadowMap) {\n        VSMPass(shadow, camera);\n      }\n      shadow.needsUpdate = false;\n    }\n    scope.needsUpdate = false;\n    _renderer.setRenderTarget(currentRenderTarget, activeCubeFace, activeMipmapLevel);\n  };\n  function VSMPass(shadow, camera) {\n    const geometry = _objects.update(fullScreenMesh);\n    if (shadowMaterialVertical.defines.VSM_SAMPLES !== shadow.blurSamples) {\n      shadowMaterialVertical.defines.VSM_SAMPLES = shadow.blurSamples;\n      shadowMaterialHorizontal.defines.VSM_SAMPLES = shadow.blurSamples;\n      shadowMaterialVertical.needsUpdate = true;\n      shadowMaterialHorizontal.needsUpdate = true;\n    }\n    if (shadow.mapPass === null) {\n      shadow.mapPass = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y);\n    }\n    shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;\n    shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;\n    shadowMaterialVertical.uniforms.radius.value = shadow.radius;\n    _renderer.setRenderTarget(shadow.mapPass);\n    _renderer.clear();\n    _renderer.renderBufferDirect(camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null);\n    shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;\n    shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;\n    shadowMaterialHorizontal.uniforms.radius.value = shadow.radius;\n    _renderer.setRenderTarget(shadow.map);\n    _renderer.clear();\n    _renderer.renderBufferDirect(camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null);\n  }\n  function getDepthMaterial(object, material, light, shadowCameraNear, shadowCameraFar, type) {\n    let result = null;\n    const customMaterial = light.isPointLight === true ? object.customDistanceMaterial : object.customDepthMaterial;\n    if (customMaterial !== void 0) {\n      result = customMaterial;\n    } else {\n      result = light.isPointLight === true ? _distanceMaterial : _depthMaterial;\n      if (_renderer.localClippingEnabled && material.clipShadows === true && Array.isArray(material.clippingPlanes) && material.clippingPlanes.length !== 0 || material.displacementMap && material.displacementScale !== 0 || material.alphaMap && material.alphaTest > 0 || material.map && material.alphaTest > 0) {\n        const keyA = result.uuid, keyB = material.uuid;\n        let materialsForVariant = _materialCache[keyA];\n        if (materialsForVariant === void 0) {\n          materialsForVariant = {};\n          _materialCache[keyA] = materialsForVariant;\n        }\n        let cachedMaterial = materialsForVariant[keyB];\n        if (cachedMaterial === void 0) {\n          cachedMaterial = result.clone();\n          materialsForVariant[keyB] = cachedMaterial;\n        }\n        result = cachedMaterial;\n      }\n    }\n    result.visible = material.visible;\n    result.wireframe = material.wireframe;\n    if (type === VSMShadowMap) {\n      result.side = material.shadowSide !== null ? material.shadowSide : material.side;\n    } else {\n      result.side = material.shadowSide !== null ? material.shadowSide : shadowSide[material.side];\n    }\n    result.alphaMap = material.alphaMap;\n    result.alphaTest = material.alphaTest;\n    result.map = material.map;\n    result.clipShadows = material.clipShadows;\n    result.clippingPlanes = material.clippingPlanes;\n    result.clipIntersection = material.clipIntersection;\n    result.displacementMap = material.displacementMap;\n    result.displacementScale = material.displacementScale;\n    result.displacementBias = material.displacementBias;\n    result.wireframeLinewidth = material.wireframeLinewidth;\n    result.linewidth = material.linewidth;\n    if (light.isPointLight === true && result.isMeshDistanceMaterial === true) {\n      result.referencePosition.setFromMatrixPosition(light.matrixWorld);\n      result.nearDistance = shadowCameraNear;\n      result.farDistance = shadowCameraFar;\n    }\n    return result;\n  }\n  function renderObject(object, camera, shadowCamera, light, type) {\n    if (object.visible === false)\n      return;\n    const visible = object.layers.test(camera.layers);\n    if (visible && (object.isMesh || object.isLine || object.isPoints)) {\n      if ((object.castShadow || object.receiveShadow && type === VSMShadowMap) && (!object.frustumCulled || _frustum.intersectsObject(object))) {\n        object.modelViewMatrix.multiplyMatrices(shadowCamera.matrixWorldInverse, object.matrixWorld);\n        const geometry = _objects.update(object);\n        const material = object.material;\n        if (Array.isArray(material)) {\n          const groups = geometry.groups;\n          for (let k = 0, kl = groups.length; k < kl; k++) {\n            const group = groups[k];\n            const groupMaterial = material[group.materialIndex];\n            if (groupMaterial && groupMaterial.visible) {\n              const depthMaterial = getDepthMaterial(object, groupMaterial, light, shadowCamera.near, shadowCamera.far, type);\n              _renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, group);\n            }\n          }\n        } else if (material.visible) {\n          const depthMaterial = getDepthMaterial(object, material, light, shadowCamera.near, shadowCamera.far, type);\n          _renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, null);\n        }\n      }\n    }\n    const children = object.children;\n    for (let i = 0, l = children.length; i < l; i++) {\n      renderObject(children[i], camera, shadowCamera, light, type);\n    }\n  }\n}\nfunction WebGLState(gl, extensions, capabilities) {\n  const isWebGL2 = capabilities.isWebGL2;\n  function ColorBuffer() {\n    let locked = false;\n    const color = new Vector4();\n    let currentColorMask = null;\n    const currentColorClear = new Vector4(0, 0, 0, 0);\n    return {\n      setMask: function(colorMask) {\n        if (currentColorMask !== colorMask && !locked) {\n          gl.colorMask(colorMask, colorMask, colorMask, colorMask);\n          currentColorMask = colorMask;\n        }\n      },\n      setLocked: function(lock) {\n        locked = lock;\n      },\n      setClear: function(r, g, b, a, premultipliedAlpha) {\n        if (premultipliedAlpha === true) {\n          r *= a;\n          g *= a;\n          b *= a;\n        }\n        color.set(r, g, b, a);\n        if (currentColorClear.equals(color) === false) {\n          gl.clearColor(r, g, b, a);\n          currentColorClear.copy(color);\n        }\n      },\n      reset: function() {\n        locked = false;\n        currentColorMask = null;\n        currentColorClear.set(-1, 0, 0, 0);\n      }\n    };\n  }\n  function DepthBuffer() {\n    let locked = false;\n    let currentDepthMask = null;\n    let currentDepthFunc = null;\n    let currentDepthClear = null;\n    return {\n      setTest: function(depthTest) {\n        if (depthTest) {\n          enable(2929);\n        } else {\n          disable(2929);\n        }\n      },\n      setMask: function(depthMask) {\n        if (currentDepthMask !== depthMask && !locked) {\n          gl.depthMask(depthMask);\n          currentDepthMask = depthMask;\n        }\n      },\n      setFunc: function(depthFunc) {\n        if (currentDepthFunc !== depthFunc) {\n          switch (depthFunc) {\n            case NeverDepth:\n              gl.depthFunc(512);\n              break;\n            case AlwaysDepth:\n              gl.depthFunc(519);\n              break;\n            case LessDepth:\n              gl.depthFunc(513);\n              break;\n            case LessEqualDepth:\n              gl.depthFunc(515);\n              break;\n            case EqualDepth:\n              gl.depthFunc(514);\n              break;\n            case GreaterEqualDepth:\n              gl.depthFunc(518);\n              break;\n            case GreaterDepth:\n              gl.depthFunc(516);\n              break;\n            case NotEqualDepth:\n              gl.depthFunc(517);\n              break;\n            default:\n              gl.depthFunc(515);\n          }\n          currentDepthFunc = depthFunc;\n        }\n      },\n      setLocked: function(lock) {\n        locked = lock;\n      },\n      setClear: function(depth) {\n        if (currentDepthClear !== depth) {\n          gl.clearDepth(depth);\n          currentDepthClear = depth;\n        }\n      },\n      reset: function() {\n        locked = false;\n        currentDepthMask = null;\n        currentDepthFunc = null;\n        currentDepthClear = null;\n      }\n    };\n  }\n  function StencilBuffer() {\n    let locked = false;\n    let currentStencilMask = null;\n    let currentStencilFunc = null;\n    let currentStencilRef = null;\n    let currentStencilFuncMask = null;\n    let currentStencilFail = null;\n    let currentStencilZFail = null;\n    let currentStencilZPass = null;\n    let currentStencilClear = null;\n    return {\n      setTest: function(stencilTest) {\n        if (!locked) {\n          if (stencilTest) {\n            enable(2960);\n          } else {\n            disable(2960);\n          }\n        }\n      },\n      setMask: function(stencilMask) {\n        if (currentStencilMask !== stencilMask && !locked) {\n          gl.stencilMask(stencilMask);\n          currentStencilMask = stencilMask;\n        }\n      },\n      setFunc: function(stencilFunc, stencilRef, stencilMask) {\n        if (currentStencilFunc !== stencilFunc || currentStencilRef !== stencilRef || currentStencilFuncMask !== stencilMask) {\n          gl.stencilFunc(stencilFunc, stencilRef, stencilMask);\n          currentStencilFunc = stencilFunc;\n          currentStencilRef = stencilRef;\n          currentStencilFuncMask = stencilMask;\n        }\n      },\n      setOp: function(stencilFail, stencilZFail, stencilZPass) {\n        if (currentStencilFail !== stencilFail || currentStencilZFail !== stencilZFail || currentStencilZPass !== stencilZPass) {\n          gl.stencilOp(stencilFail, stencilZFail, stencilZPass);\n          currentStencilFail = stencilFail;\n          currentStencilZFail = stencilZFail;\n          currentStencilZPass = stencilZPass;\n        }\n      },\n      setLocked: function(lock) {\n        locked = lock;\n      },\n      setClear: function(stencil) {\n        if (currentStencilClear !== stencil) {\n          gl.clearStencil(stencil);\n          currentStencilClear = stencil;\n        }\n      },\n      reset: function() {\n        locked = false;\n        currentStencilMask = null;\n        currentStencilFunc = null;\n        currentStencilRef = null;\n        currentStencilFuncMask = null;\n        currentStencilFail = null;\n        currentStencilZFail = null;\n        currentStencilZPass = null;\n        currentStencilClear = null;\n      }\n    };\n  }\n  const colorBuffer = new ColorBuffer();\n  const depthBuffer = new DepthBuffer();\n  const stencilBuffer = new StencilBuffer();\n  const uboBindings = new WeakMap();\n  const uboProgramMap = new WeakMap();\n  let enabledCapabilities = {};\n  let currentBoundFramebuffers = {};\n  let currentDrawbuffers = new WeakMap();\n  let defaultDrawbuffers = [];\n  let currentProgram = null;\n  let currentBlendingEnabled = false;\n  let currentBlending = null;\n  let currentBlendEquation = null;\n  let currentBlendSrc = null;\n  let currentBlendDst = null;\n  let currentBlendEquationAlpha = null;\n  let currentBlendSrcAlpha = null;\n  let currentBlendDstAlpha = null;\n  let currentPremultipledAlpha = false;\n  let currentFlipSided = null;\n  let currentCullFace = null;\n  let currentLineWidth = null;\n  let currentPolygonOffsetFactor = null;\n  let currentPolygonOffsetUnits = null;\n  const maxTextures = gl.getParameter(35661);\n  let lineWidthAvailable = false;\n  let version = 0;\n  const glVersion = gl.getParameter(7938);\n  if (glVersion.indexOf(\"WebGL\") !== -1) {\n    version = parseFloat(/^WebGL (\\d)/.exec(glVersion)[1]);\n    lineWidthAvailable = version >= 1;\n  } else if (glVersion.indexOf(\"OpenGL ES\") !== -1) {\n    version = parseFloat(/^OpenGL ES (\\d)/.exec(glVersion)[1]);\n    lineWidthAvailable = version >= 2;\n  }\n  let currentTextureSlot = null;\n  let currentBoundTextures = {};\n  const scissorParam = gl.getParameter(3088);\n  const viewportParam = gl.getParameter(2978);\n  const currentScissor = new Vector4().fromArray(scissorParam);\n  const currentViewport = new Vector4().fromArray(viewportParam);\n  function createTexture(type, target, count) {\n    const data = new Uint8Array(4);\n    const texture = gl.createTexture();\n    gl.bindTexture(type, texture);\n    gl.texParameteri(type, 10241, 9728);\n    gl.texParameteri(type, 10240, 9728);\n    for (let i = 0; i < count; i++) {\n      gl.texImage2D(target + i, 0, 6408, 1, 1, 0, 6408, 5121, data);\n    }\n    return texture;\n  }\n  const emptyTextures = {};\n  emptyTextures[3553] = createTexture(3553, 3553, 1);\n  emptyTextures[34067] = createTexture(34067, 34069, 6);\n  colorBuffer.setClear(0, 0, 0, 1);\n  depthBuffer.setClear(1);\n  stencilBuffer.setClear(0);\n  enable(2929);\n  depthBuffer.setFunc(LessEqualDepth);\n  setFlipSided(false);\n  setCullFace(CullFaceBack);\n  enable(2884);\n  setBlending(NoBlending);\n  function enable(id2) {\n    if (enabledCapabilities[id2] !== true) {\n      gl.enable(id2);\n      enabledCapabilities[id2] = true;\n    }\n  }\n  function disable(id2) {\n    if (enabledCapabilities[id2] !== false) {\n      gl.disable(id2);\n      enabledCapabilities[id2] = false;\n    }\n  }\n  function bindFramebuffer(target, framebuffer) {\n    if (currentBoundFramebuffers[target] !== framebuffer) {\n      gl.bindFramebuffer(target, framebuffer);\n      currentBoundFramebuffers[target] = framebuffer;\n      if (isWebGL2) {\n        if (target === 36009) {\n          currentBoundFramebuffers[36160] = framebuffer;\n        }\n        if (target === 36160) {\n          currentBoundFramebuffers[36009] = framebuffer;\n        }\n      }\n      return true;\n    }\n    return false;\n  }\n  function drawBuffers(renderTarget, framebuffer) {\n    let drawBuffers2 = defaultDrawbuffers;\n    let needsUpdate = false;\n    if (renderTarget) {\n      drawBuffers2 = currentDrawbuffers.get(framebuffer);\n      if (drawBuffers2 === void 0) {\n        drawBuffers2 = [];\n        currentDrawbuffers.set(framebuffer, drawBuffers2);\n      }\n      if (renderTarget.isWebGLMultipleRenderTargets) {\n        const textures = renderTarget.texture;\n        if (drawBuffers2.length !== textures.length || drawBuffers2[0] !== 36064) {\n          for (let i = 0, il = textures.length; i < il; i++) {\n            drawBuffers2[i] = 36064 + i;\n          }\n          drawBuffers2.length = textures.length;\n          needsUpdate = true;\n        }\n      } else {\n        if (drawBuffers2[0] !== 36064) {\n          drawBuffers2[0] = 36064;\n          needsUpdate = true;\n        }\n      }\n    } else {\n      if (drawBuffers2[0] !== 1029) {\n        drawBuffers2[0] = 1029;\n        needsUpdate = true;\n      }\n    }\n    if (needsUpdate) {\n      if (capabilities.isWebGL2) {\n        gl.drawBuffers(drawBuffers2);\n      } else {\n        extensions.get(\"WEBGL_draw_buffers\").drawBuffersWEBGL(drawBuffers2);\n      }\n    }\n  }\n  function useProgram(program) {\n    if (currentProgram !== program) {\n      gl.useProgram(program);\n      currentProgram = program;\n      return true;\n    }\n    return false;\n  }\n  const equationToGL = {\n    [AddEquation]: 32774,\n    [SubtractEquation]: 32778,\n    [ReverseSubtractEquation]: 32779\n  };\n  if (isWebGL2) {\n    equationToGL[MinEquation] = 32775;\n    equationToGL[MaxEquation] = 32776;\n  } else {\n    const extension = extensions.get(\"EXT_blend_minmax\");\n    if (extension !== null) {\n      equationToGL[MinEquation] = extension.MIN_EXT;\n      equationToGL[MaxEquation] = extension.MAX_EXT;\n    }\n  }\n  const factorToGL = {\n    [ZeroFactor]: 0,\n    [OneFactor]: 1,\n    [SrcColorFactor]: 768,\n    [SrcAlphaFactor]: 770,\n    [SrcAlphaSaturateFactor]: 776,\n    [DstColorFactor]: 774,\n    [DstAlphaFactor]: 772,\n    [OneMinusSrcColorFactor]: 769,\n    [OneMinusSrcAlphaFactor]: 771,\n    [OneMinusDstColorFactor]: 775,\n    [OneMinusDstAlphaFactor]: 773\n  };\n  function setBlending(blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha) {\n    if (blending === NoBlending) {\n      if (currentBlendingEnabled === true) {\n        disable(3042);\n        currentBlendingEnabled = false;\n      }\n      return;\n    }\n    if (currentBlendingEnabled === false) {\n      enable(3042);\n      currentBlendingEnabled = true;\n    }\n    if (blending !== CustomBlending) {\n      if (blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha) {\n        if (currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation) {\n          gl.blendEquation(32774);\n          currentBlendEquation = AddEquation;\n          currentBlendEquationAlpha = AddEquation;\n        }\n        if (premultipliedAlpha) {\n          switch (blending) {\n            case NormalBlending:\n              gl.blendFuncSeparate(1, 771, 1, 771);\n              break;\n            case AdditiveBlending:\n              gl.blendFunc(1, 1);\n              break;\n            case SubtractiveBlending:\n              gl.blendFuncSeparate(0, 769, 0, 1);\n              break;\n            case MultiplyBlending:\n              gl.blendFuncSeparate(0, 768, 0, 770);\n              break;\n            default:\n              console.error(\"THREE.WebGLState: Invalid blending: \", blending);\n              break;\n          }\n        } else {\n          switch (blending) {\n            case NormalBlending:\n              gl.blendFuncSeparate(770, 771, 1, 771);\n              break;\n            case AdditiveBlending:\n              gl.blendFunc(770, 1);\n              break;\n            case SubtractiveBlending:\n              gl.blendFuncSeparate(0, 769, 0, 1);\n              break;\n            case MultiplyBlending:\n              gl.blendFunc(0, 768);\n              break;\n            default:\n              console.error(\"THREE.WebGLState: Invalid blending: \", blending);\n              break;\n          }\n        }\n        currentBlendSrc = null;\n        currentBlendDst = null;\n        currentBlendSrcAlpha = null;\n        currentBlendDstAlpha = null;\n        currentBlending = blending;\n        currentPremultipledAlpha = premultipliedAlpha;\n      }\n      return;\n    }\n    blendEquationAlpha = blendEquationAlpha || blendEquation;\n    blendSrcAlpha = blendSrcAlpha || blendSrc;\n    blendDstAlpha = blendDstAlpha || blendDst;\n    if (blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha) {\n      gl.blendEquationSeparate(equationToGL[blendEquation], equationToGL[blendEquationAlpha]);\n      currentBlendEquation = blendEquation;\n      currentBlendEquationAlpha = blendEquationAlpha;\n    }\n    if (blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha) {\n      gl.blendFuncSeparate(factorToGL[blendSrc], factorToGL[blendDst], factorToGL[blendSrcAlpha], factorToGL[blendDstAlpha]);\n      currentBlendSrc = blendSrc;\n      currentBlendDst = blendDst;\n      currentBlendSrcAlpha = blendSrcAlpha;\n      currentBlendDstAlpha = blendDstAlpha;\n    }\n    currentBlending = blending;\n    currentPremultipledAlpha = false;\n  }\n  function setMaterial(material, frontFaceCW) {\n    material.side === DoubleSide ? disable(2884) : enable(2884);\n    let flipSided = material.side === BackSide;\n    if (frontFaceCW)\n      flipSided = !flipSided;\n    setFlipSided(flipSided);\n    material.blending === NormalBlending && material.transparent === false ? setBlending(NoBlending) : setBlending(material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha);\n    depthBuffer.setFunc(material.depthFunc);\n    depthBuffer.setTest(material.depthTest);\n    depthBuffer.setMask(material.depthWrite);\n    colorBuffer.setMask(material.colorWrite);\n    const stencilWrite = material.stencilWrite;\n    stencilBuffer.setTest(stencilWrite);\n    if (stencilWrite) {\n      stencilBuffer.setMask(material.stencilWriteMask);\n      stencilBuffer.setFunc(material.stencilFunc, material.stencilRef, material.stencilFuncMask);\n      stencilBuffer.setOp(material.stencilFail, material.stencilZFail, material.stencilZPass);\n    }\n    setPolygonOffset(material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits);\n    material.alphaToCoverage === true ? enable(32926) : disable(32926);\n  }\n  function setFlipSided(flipSided) {\n    if (currentFlipSided !== flipSided) {\n      if (flipSided) {\n        gl.frontFace(2304);\n      } else {\n        gl.frontFace(2305);\n      }\n      currentFlipSided = flipSided;\n    }\n  }\n  function setCullFace(cullFace) {\n    if (cullFace !== CullFaceNone) {\n      enable(2884);\n      if (cullFace !== currentCullFace) {\n        if (cullFace === CullFaceBack) {\n          gl.cullFace(1029);\n        } else if (cullFace === CullFaceFront) {\n          gl.cullFace(1028);\n        } else {\n          gl.cullFace(1032);\n        }\n      }\n    } else {\n      disable(2884);\n    }\n    currentCullFace = cullFace;\n  }\n  function setLineWidth(width) {\n    if (width !== currentLineWidth) {\n      if (lineWidthAvailable)\n        gl.lineWidth(width);\n      currentLineWidth = width;\n    }\n  }\n  function setPolygonOffset(polygonOffset, factor, units) {\n    if (polygonOffset) {\n      enable(32823);\n      if (currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units) {\n        gl.polygonOffset(factor, units);\n        currentPolygonOffsetFactor = factor;\n        currentPolygonOffsetUnits = units;\n      }\n    } else {\n      disable(32823);\n    }\n  }\n  function setScissorTest(scissorTest) {\n    if (scissorTest) {\n      enable(3089);\n    } else {\n      disable(3089);\n    }\n  }\n  function activeTexture(webglSlot) {\n    if (webglSlot === void 0)\n      webglSlot = 33984 + maxTextures - 1;\n    if (currentTextureSlot !== webglSlot) {\n      gl.activeTexture(webglSlot);\n      currentTextureSlot = webglSlot;\n    }\n  }\n  function bindTexture(webglType, webglTexture, webglSlot) {\n    if (webglSlot === void 0) {\n      if (currentTextureSlot === null) {\n        webglSlot = 33984 + maxTextures - 1;\n      } else {\n        webglSlot = currentTextureSlot;\n      }\n    }\n    let boundTexture = currentBoundTextures[webglSlot];\n    if (boundTexture === void 0) {\n      boundTexture = {type: void 0, texture: void 0};\n      currentBoundTextures[webglSlot] = boundTexture;\n    }\n    if (boundTexture.type !== webglType || boundTexture.texture !== webglTexture) {\n      if (currentTextureSlot !== webglSlot) {\n        gl.activeTexture(webglSlot);\n        currentTextureSlot = webglSlot;\n      }\n      gl.bindTexture(webglType, webglTexture || emptyTextures[webglType]);\n      boundTexture.type = webglType;\n      boundTexture.texture = webglTexture;\n    }\n  }\n  function unbindTexture() {\n    const boundTexture = currentBoundTextures[currentTextureSlot];\n    if (boundTexture !== void 0 && boundTexture.type !== void 0) {\n      gl.bindTexture(boundTexture.type, null);\n      boundTexture.type = void 0;\n      boundTexture.texture = void 0;\n    }\n  }\n  function compressedTexImage2D() {\n    try {\n      gl.compressedTexImage2D.apply(gl, arguments);\n    } catch (error) {\n      console.error(\"THREE.WebGLState:\", error);\n    }\n  }\n  function compressedTexImage3D() {\n    try {\n      gl.compressedTexImage3D.apply(gl, arguments);\n    } catch (error) {\n      console.error(\"THREE.WebGLState:\", error);\n    }\n  }\n  function texSubImage2D() {\n    try {\n      gl.texSubImage2D.apply(gl, arguments);\n    } catch (error) {\n      console.error(\"THREE.WebGLState:\", error);\n    }\n  }\n  function texSubImage3D() {\n    try {\n      gl.texSubImage3D.apply(gl, arguments);\n    } catch (error) {\n      console.error(\"THREE.WebGLState:\", error);\n    }\n  }\n  function compressedTexSubImage2D() {\n    try {\n      gl.compressedTexSubImage2D.apply(gl, arguments);\n    } catch (error) {\n      console.error(\"THREE.WebGLState:\", error);\n    }\n  }\n  function compressedTexSubImage3D() {\n    try {\n      gl.compressedTexSubImage3D.apply(gl, arguments);\n    } catch (error) {\n      console.error(\"THREE.WebGLState:\", error);\n    }\n  }\n  function texStorage2D() {\n    try {\n      gl.texStorage2D.apply(gl, arguments);\n    } catch (error) {\n      console.error(\"THREE.WebGLState:\", error);\n    }\n  }\n  function texStorage3D() {\n    try {\n      gl.texStorage3D.apply(gl, arguments);\n    } catch (error) {\n      console.error(\"THREE.WebGLState:\", error);\n    }\n  }\n  function texImage2D() {\n    try {\n      gl.texImage2D.apply(gl, arguments);\n    } catch (error) {\n      console.error(\"THREE.WebGLState:\", error);\n    }\n  }\n  function texImage3D() {\n    try {\n      gl.texImage3D.apply(gl, arguments);\n    } catch (error) {\n      console.error(\"THREE.WebGLState:\", error);\n    }\n  }\n  function scissor(scissor2) {\n    if (currentScissor.equals(scissor2) === false) {\n      gl.scissor(scissor2.x, scissor2.y, scissor2.z, scissor2.w);\n      currentScissor.copy(scissor2);\n    }\n  }\n  function viewport(viewport2) {\n    if (currentViewport.equals(viewport2) === false) {\n      gl.viewport(viewport2.x, viewport2.y, viewport2.z, viewport2.w);\n      currentViewport.copy(viewport2);\n    }\n  }\n  function updateUBOMapping(uniformsGroup, program) {\n    let mapping = uboProgramMap.get(program);\n    if (mapping === void 0) {\n      mapping = new WeakMap();\n      uboProgramMap.set(program, mapping);\n    }\n    let blockIndex = mapping.get(uniformsGroup);\n    if (blockIndex === void 0) {\n      blockIndex = gl.getUniformBlockIndex(program, uniformsGroup.name);\n      mapping.set(uniformsGroup, blockIndex);\n    }\n  }\n  function uniformBlockBinding(uniformsGroup, program) {\n    const mapping = uboProgramMap.get(program);\n    const blockIndex = mapping.get(uniformsGroup);\n    if (uboBindings.get(program) !== blockIndex) {\n      gl.uniformBlockBinding(program, blockIndex, uniformsGroup.__bindingPointIndex);\n      uboBindings.set(program, blockIndex);\n    }\n  }\n  function reset() {\n    gl.disable(3042);\n    gl.disable(2884);\n    gl.disable(2929);\n    gl.disable(32823);\n    gl.disable(3089);\n    gl.disable(2960);\n    gl.disable(32926);\n    gl.blendEquation(32774);\n    gl.blendFunc(1, 0);\n    gl.blendFuncSeparate(1, 0, 1, 0);\n    gl.colorMask(true, true, true, true);\n    gl.clearColor(0, 0, 0, 0);\n    gl.depthMask(true);\n    gl.depthFunc(513);\n    gl.clearDepth(1);\n    gl.stencilMask(4294967295);\n    gl.stencilFunc(519, 0, 4294967295);\n    gl.stencilOp(7680, 7680, 7680);\n    gl.clearStencil(0);\n    gl.cullFace(1029);\n    gl.frontFace(2305);\n    gl.polygonOffset(0, 0);\n    gl.activeTexture(33984);\n    gl.bindFramebuffer(36160, null);\n    if (isWebGL2 === true) {\n      gl.bindFramebuffer(36009, null);\n      gl.bindFramebuffer(36008, null);\n    }\n    gl.useProgram(null);\n    gl.lineWidth(1);\n    gl.scissor(0, 0, gl.canvas.width, gl.canvas.height);\n    gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);\n    enabledCapabilities = {};\n    currentTextureSlot = null;\n    currentBoundTextures = {};\n    currentBoundFramebuffers = {};\n    currentDrawbuffers = new WeakMap();\n    defaultDrawbuffers = [];\n    currentProgram = null;\n    currentBlendingEnabled = false;\n    currentBlending = null;\n    currentBlendEquation = null;\n    currentBlendSrc = null;\n    currentBlendDst = null;\n    currentBlendEquationAlpha = null;\n    currentBlendSrcAlpha = null;\n    currentBlendDstAlpha = null;\n    currentPremultipledAlpha = false;\n    currentFlipSided = null;\n    currentCullFace = null;\n    currentLineWidth = null;\n    currentPolygonOffsetFactor = null;\n    currentPolygonOffsetUnits = null;\n    currentScissor.set(0, 0, gl.canvas.width, gl.canvas.height);\n    currentViewport.set(0, 0, gl.canvas.width, gl.canvas.height);\n    colorBuffer.reset();\n    depthBuffer.reset();\n    stencilBuffer.reset();\n  }\n  return {\n    buffers: {\n      color: colorBuffer,\n      depth: depthBuffer,\n      stencil: stencilBuffer\n    },\n    enable,\n    disable,\n    bindFramebuffer,\n    drawBuffers,\n    useProgram,\n    setBlending,\n    setMaterial,\n    setFlipSided,\n    setCullFace,\n    setLineWidth,\n    setPolygonOffset,\n    setScissorTest,\n    activeTexture,\n    bindTexture,\n    unbindTexture,\n    compressedTexImage2D,\n    compressedTexImage3D,\n    texImage2D,\n    texImage3D,\n    updateUBOMapping,\n    uniformBlockBinding,\n    texStorage2D,\n    texStorage3D,\n    texSubImage2D,\n    texSubImage3D,\n    compressedTexSubImage2D,\n    compressedTexSubImage3D,\n    scissor,\n    viewport,\n    reset\n  };\n}\nfunction WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info) {\n  const isWebGL2 = capabilities.isWebGL2;\n  const maxTextures = capabilities.maxTextures;\n  const maxCubemapSize = capabilities.maxCubemapSize;\n  const maxTextureSize = capabilities.maxTextureSize;\n  const maxSamples = capabilities.maxSamples;\n  const multisampledRTTExt = extensions.has(\"WEBGL_multisampled_render_to_texture\") ? extensions.get(\"WEBGL_multisampled_render_to_texture\") : null;\n  const supportsInvalidateFramebuffer = typeof navigator === \"undefined\" ? false : /OculusBrowser/g.test(navigator.userAgent);\n  const _videoTextures = new WeakMap();\n  let _canvas2;\n  const _sources = new WeakMap();\n  let useOffscreenCanvas = false;\n  try {\n    useOffscreenCanvas = typeof OffscreenCanvas !== \"undefined\" && new OffscreenCanvas(1, 1).getContext(\"2d\") !== null;\n  } catch (err) {\n  }\n  function createCanvas(width, height) {\n    return useOffscreenCanvas ? new OffscreenCanvas(width, height) : createElementNS(\"canvas\");\n  }\n  function resizeImage(image, needsPowerOfTwo, needsNewCanvas, maxSize) {\n    let scale = 1;\n    if (image.width > maxSize || image.height > maxSize) {\n      scale = maxSize / Math.max(image.width, image.height);\n    }\n    if (scale < 1 || needsPowerOfTwo === true) {\n      if (typeof HTMLImageElement !== \"undefined\" && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== \"undefined\" && image instanceof HTMLCanvasElement || typeof ImageBitmap !== \"undefined\" && image instanceof ImageBitmap) {\n        const floor = needsPowerOfTwo ? floorPowerOfTwo : Math.floor;\n        const width = floor(scale * image.width);\n        const height = floor(scale * image.height);\n        if (_canvas2 === void 0)\n          _canvas2 = createCanvas(width, height);\n        const canvas = needsNewCanvas ? createCanvas(width, height) : _canvas2;\n        canvas.width = width;\n        canvas.height = height;\n        const context = canvas.getContext(\"2d\");\n        context.drawImage(image, 0, 0, width, height);\n        console.warn(\"THREE.WebGLRenderer: Texture has been resized from (\" + image.width + \"x\" + image.height + \") to (\" + width + \"x\" + height + \").\");\n        return canvas;\n      } else {\n        if (\"data\" in image) {\n          console.warn(\"THREE.WebGLRenderer: Image in DataTexture is too big (\" + image.width + \"x\" + image.height + \").\");\n        }\n        return image;\n      }\n    }\n    return image;\n  }\n  function isPowerOfTwo$1(image) {\n    return isPowerOfTwo(image.width) && isPowerOfTwo(image.height);\n  }\n  function textureNeedsPowerOfTwo(texture) {\n    if (isWebGL2)\n      return false;\n    return texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping || texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;\n  }\n  function textureNeedsGenerateMipmaps(texture, supportsMips) {\n    return texture.generateMipmaps && supportsMips && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;\n  }\n  function generateMipmap(target) {\n    _gl.generateMipmap(target);\n  }\n  function getInternalFormat(internalFormatName, glFormat, glType, encoding, forceLinearEncoding = false) {\n    if (isWebGL2 === false)\n      return glFormat;\n    if (internalFormatName !== null) {\n      if (_gl[internalFormatName] !== void 0)\n        return _gl[internalFormatName];\n      console.warn(\"THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format '\" + internalFormatName + \"'\");\n    }\n    let internalFormat = glFormat;\n    if (glFormat === 6403) {\n      if (glType === 5126)\n        internalFormat = 33326;\n      if (glType === 5131)\n        internalFormat = 33325;\n      if (glType === 5121)\n        internalFormat = 33321;\n    }\n    if (glFormat === 33319) {\n      if (glType === 5126)\n        internalFormat = 33328;\n      if (glType === 5131)\n        internalFormat = 33327;\n      if (glType === 5121)\n        internalFormat = 33323;\n    }\n    if (glFormat === 6408) {\n      if (glType === 5126)\n        internalFormat = 34836;\n      if (glType === 5131)\n        internalFormat = 34842;\n      if (glType === 5121)\n        internalFormat = encoding === sRGBEncoding && forceLinearEncoding === false ? 35907 : 32856;\n      if (glType === 32819)\n        internalFormat = 32854;\n      if (glType === 32820)\n        internalFormat = 32855;\n    }\n    if (internalFormat === 33325 || internalFormat === 33326 || internalFormat === 33327 || internalFormat === 33328 || internalFormat === 34842 || internalFormat === 34836) {\n      extensions.get(\"EXT_color_buffer_float\");\n    }\n    return internalFormat;\n  }\n  function getMipLevels(texture, image, supportsMips) {\n    if (textureNeedsGenerateMipmaps(texture, supportsMips) === true || texture.isFramebufferTexture && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter) {\n      return Math.log2(Math.max(image.width, image.height)) + 1;\n    } else if (texture.mipmaps !== void 0 && texture.mipmaps.length > 0) {\n      return texture.mipmaps.length;\n    } else if (texture.isCompressedTexture && Array.isArray(texture.image)) {\n      return image.mipmaps.length;\n    } else {\n      return 1;\n    }\n  }\n  function filterFallback(f) {\n    if (f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter) {\n      return 9728;\n    }\n    return 9729;\n  }\n  function onTextureDispose(event) {\n    const texture = event.target;\n    texture.removeEventListener(\"dispose\", onTextureDispose);\n    deallocateTexture(texture);\n    if (texture.isVideoTexture) {\n      _videoTextures.delete(texture);\n    }\n  }\n  function onRenderTargetDispose(event) {\n    const renderTarget = event.target;\n    renderTarget.removeEventListener(\"dispose\", onRenderTargetDispose);\n    deallocateRenderTarget(renderTarget);\n  }\n  function deallocateTexture(texture) {\n    const textureProperties = properties.get(texture);\n    if (textureProperties.__webglInit === void 0)\n      return;\n    const source = texture.source;\n    const webglTextures = _sources.get(source);\n    if (webglTextures) {\n      const webglTexture = webglTextures[textureProperties.__cacheKey];\n      webglTexture.usedTimes--;\n      if (webglTexture.usedTimes === 0) {\n        deleteTexture(texture);\n      }\n      if (Object.keys(webglTextures).length === 0) {\n        _sources.delete(source);\n      }\n    }\n    properties.remove(texture);\n  }\n  function deleteTexture(texture) {\n    const textureProperties = properties.get(texture);\n    _gl.deleteTexture(textureProperties.__webglTexture);\n    const source = texture.source;\n    const webglTextures = _sources.get(source);\n    delete webglTextures[textureProperties.__cacheKey];\n    info.memory.textures--;\n  }\n  function deallocateRenderTarget(renderTarget) {\n    const texture = renderTarget.texture;\n    const renderTargetProperties = properties.get(renderTarget);\n    const textureProperties = properties.get(texture);\n    if (textureProperties.__webglTexture !== void 0) {\n      _gl.deleteTexture(textureProperties.__webglTexture);\n      info.memory.textures--;\n    }\n    if (renderTarget.depthTexture) {\n      renderTarget.depthTexture.dispose();\n    }\n    if (renderTarget.isWebGLCubeRenderTarget) {\n      for (let i = 0; i < 6; i++) {\n        _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer[i]);\n        if (renderTargetProperties.__webglDepthbuffer)\n          _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer[i]);\n      }\n    } else {\n      _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer);\n      if (renderTargetProperties.__webglDepthbuffer)\n        _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer);\n      if (renderTargetProperties.__webglMultisampledFramebuffer)\n        _gl.deleteFramebuffer(renderTargetProperties.__webglMultisampledFramebuffer);\n      if (renderTargetProperties.__webglColorRenderbuffer) {\n        for (let i = 0; i < renderTargetProperties.__webglColorRenderbuffer.length; i++) {\n          if (renderTargetProperties.__webglColorRenderbuffer[i])\n            _gl.deleteRenderbuffer(renderTargetProperties.__webglColorRenderbuffer[i]);\n        }\n      }\n      if (renderTargetProperties.__webglDepthRenderbuffer)\n        _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthRenderbuffer);\n    }\n    if (renderTarget.isWebGLMultipleRenderTargets) {\n      for (let i = 0, il = texture.length; i < il; i++) {\n        const attachmentProperties = properties.get(texture[i]);\n        if (attachmentProperties.__webglTexture) {\n          _gl.deleteTexture(attachmentProperties.__webglTexture);\n          info.memory.textures--;\n        }\n        properties.remove(texture[i]);\n      }\n    }\n    properties.remove(texture);\n    properties.remove(renderTarget);\n  }\n  let textureUnits = 0;\n  function resetTextureUnits() {\n    textureUnits = 0;\n  }\n  function allocateTextureUnit() {\n    const textureUnit = textureUnits;\n    if (textureUnit >= maxTextures) {\n      console.warn(\"THREE.WebGLTextures: Trying to use \" + textureUnit + \" texture units while this GPU supports only \" + maxTextures);\n    }\n    textureUnits += 1;\n    return textureUnit;\n  }\n  function getTextureCacheKey(texture) {\n    const array = [];\n    array.push(texture.wrapS);\n    array.push(texture.wrapT);\n    array.push(texture.wrapR || 0);\n    array.push(texture.magFilter);\n    array.push(texture.minFilter);\n    array.push(texture.anisotropy);\n    array.push(texture.internalFormat);\n    array.push(texture.format);\n    array.push(texture.type);\n    array.push(texture.generateMipmaps);\n    array.push(texture.premultiplyAlpha);\n    array.push(texture.flipY);\n    array.push(texture.unpackAlignment);\n    array.push(texture.encoding);\n    return array.join();\n  }\n  function setTexture2D(texture, slot) {\n    const textureProperties = properties.get(texture);\n    if (texture.isVideoTexture)\n      updateVideoTexture(texture);\n    if (texture.isRenderTargetTexture === false && texture.version > 0 && textureProperties.__version !== texture.version) {\n      const image = texture.image;\n      if (image === null) {\n        console.warn(\"THREE.WebGLRenderer: Texture marked for update but no image data found.\");\n      } else if (image.complete === false) {\n        console.warn(\"THREE.WebGLRenderer: Texture marked for update but image is incomplete\");\n      } else {\n        uploadTexture(textureProperties, texture, slot);\n        return;\n      }\n    }\n    state.bindTexture(3553, textureProperties.__webglTexture, 33984 + slot);\n  }\n  function setTexture2DArray(texture, slot) {\n    const textureProperties = properties.get(texture);\n    if (texture.version > 0 && textureProperties.__version !== texture.version) {\n      uploadTexture(textureProperties, texture, slot);\n      return;\n    }\n    state.bindTexture(35866, textureProperties.__webglTexture, 33984 + slot);\n  }\n  function setTexture3D(texture, slot) {\n    const textureProperties = properties.get(texture);\n    if (texture.version > 0 && textureProperties.__version !== texture.version) {\n      uploadTexture(textureProperties, texture, slot);\n      return;\n    }\n    state.bindTexture(32879, textureProperties.__webglTexture, 33984 + slot);\n  }\n  function setTextureCube(texture, slot) {\n    const textureProperties = properties.get(texture);\n    if (texture.version > 0 && textureProperties.__version !== texture.version) {\n      uploadCubeTexture(textureProperties, texture, slot);\n      return;\n    }\n    state.bindTexture(34067, textureProperties.__webglTexture, 33984 + slot);\n  }\n  const wrappingToGL = {\n    [RepeatWrapping]: 10497,\n    [ClampToEdgeWrapping]: 33071,\n    [MirroredRepeatWrapping]: 33648\n  };\n  const filterToGL = {\n    [NearestFilter]: 9728,\n    [NearestMipmapNearestFilter]: 9984,\n    [NearestMipmapLinearFilter]: 9986,\n    [LinearFilter]: 9729,\n    [LinearMipmapNearestFilter]: 9985,\n    [LinearMipmapLinearFilter]: 9987\n  };\n  function setTextureParameters(textureType, texture, supportsMips) {\n    if (supportsMips) {\n      _gl.texParameteri(textureType, 10242, wrappingToGL[texture.wrapS]);\n      _gl.texParameteri(textureType, 10243, wrappingToGL[texture.wrapT]);\n      if (textureType === 32879 || textureType === 35866) {\n        _gl.texParameteri(textureType, 32882, wrappingToGL[texture.wrapR]);\n      }\n      _gl.texParameteri(textureType, 10240, filterToGL[texture.magFilter]);\n      _gl.texParameteri(textureType, 10241, filterToGL[texture.minFilter]);\n    } else {\n      _gl.texParameteri(textureType, 10242, 33071);\n      _gl.texParameteri(textureType, 10243, 33071);\n      if (textureType === 32879 || textureType === 35866) {\n        _gl.texParameteri(textureType, 32882, 33071);\n      }\n      if (texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping) {\n        console.warn(\"THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.\");\n      }\n      _gl.texParameteri(textureType, 10240, filterFallback(texture.magFilter));\n      _gl.texParameteri(textureType, 10241, filterFallback(texture.minFilter));\n      if (texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter) {\n        console.warn(\"THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.\");\n      }\n    }\n    if (extensions.has(\"EXT_texture_filter_anisotropic\") === true) {\n      const extension = extensions.get(\"EXT_texture_filter_anisotropic\");\n      if (texture.magFilter === NearestFilter)\n        return;\n      if (texture.minFilter !== NearestMipmapLinearFilter && texture.minFilter !== LinearMipmapLinearFilter)\n        return;\n      if (texture.type === FloatType && extensions.has(\"OES_texture_float_linear\") === false)\n        return;\n      if (isWebGL2 === false && (texture.type === HalfFloatType && extensions.has(\"OES_texture_half_float_linear\") === false))\n        return;\n      if (texture.anisotropy > 1 || properties.get(texture).__currentAnisotropy) {\n        _gl.texParameterf(textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(texture.anisotropy, capabilities.getMaxAnisotropy()));\n        properties.get(texture).__currentAnisotropy = texture.anisotropy;\n      }\n    }\n  }\n  function initTexture(textureProperties, texture) {\n    let forceUpload = false;\n    if (textureProperties.__webglInit === void 0) {\n      textureProperties.__webglInit = true;\n      texture.addEventListener(\"dispose\", onTextureDispose);\n    }\n    const source = texture.source;\n    let webglTextures = _sources.get(source);\n    if (webglTextures === void 0) {\n      webglTextures = {};\n      _sources.set(source, webglTextures);\n    }\n    const textureCacheKey = getTextureCacheKey(texture);\n    if (textureCacheKey !== textureProperties.__cacheKey) {\n      if (webglTextures[textureCacheKey] === void 0) {\n        webglTextures[textureCacheKey] = {\n          texture: _gl.createTexture(),\n          usedTimes: 0\n        };\n        info.memory.textures++;\n        forceUpload = true;\n      }\n      webglTextures[textureCacheKey].usedTimes++;\n      const webglTexture = webglTextures[textureProperties.__cacheKey];\n      if (webglTexture !== void 0) {\n        webglTextures[textureProperties.__cacheKey].usedTimes--;\n        if (webglTexture.usedTimes === 0) {\n          deleteTexture(texture);\n        }\n      }\n      textureProperties.__cacheKey = textureCacheKey;\n      textureProperties.__webglTexture = webglTextures[textureCacheKey].texture;\n    }\n    return forceUpload;\n  }\n  function uploadTexture(textureProperties, texture, slot) {\n    let textureType = 3553;\n    if (texture.isDataArrayTexture || texture.isCompressedArrayTexture)\n      textureType = 35866;\n    if (texture.isData3DTexture)\n      textureType = 32879;\n    const forceUpload = initTexture(textureProperties, texture);\n    const source = texture.source;\n    state.bindTexture(textureType, textureProperties.__webglTexture, 33984 + slot);\n    const sourceProperties = properties.get(source);\n    if (source.version !== sourceProperties.__version || forceUpload === true) {\n      state.activeTexture(33984 + slot);\n      _gl.pixelStorei(37440, texture.flipY);\n      _gl.pixelStorei(37441, texture.premultiplyAlpha);\n      _gl.pixelStorei(3317, texture.unpackAlignment);\n      _gl.pixelStorei(37443, 0);\n      const needsPowerOfTwo = textureNeedsPowerOfTwo(texture) && isPowerOfTwo$1(texture.image) === false;\n      let image = resizeImage(texture.image, needsPowerOfTwo, false, maxTextureSize);\n      image = verifyColorSpace(texture, image);\n      const supportsMips = isPowerOfTwo$1(image) || isWebGL2, glFormat = utils.convert(texture.format, texture.encoding);\n      let glType = utils.convert(texture.type), glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.encoding, texture.isVideoTexture);\n      setTextureParameters(textureType, texture, supportsMips);\n      let mipmap;\n      const mipmaps = texture.mipmaps;\n      const useTexStorage = isWebGL2 && texture.isVideoTexture !== true;\n      const allocateMemory = sourceProperties.__version === void 0 || forceUpload === true;\n      const levels = getMipLevels(texture, image, supportsMips);\n      if (texture.isDepthTexture) {\n        glInternalFormat = 6402;\n        if (isWebGL2) {\n          if (texture.type === FloatType) {\n            glInternalFormat = 36012;\n          } else if (texture.type === UnsignedIntType) {\n            glInternalFormat = 33190;\n          } else if (texture.type === UnsignedInt248Type) {\n            glInternalFormat = 35056;\n          } else {\n            glInternalFormat = 33189;\n          }\n        } else {\n          if (texture.type === FloatType) {\n            console.error(\"WebGLRenderer: Floating point depth texture requires WebGL2.\");\n          }\n        }\n        if (texture.format === DepthFormat && glInternalFormat === 6402) {\n          if (texture.type !== UnsignedShortType && texture.type !== UnsignedIntType) {\n            console.warn(\"THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.\");\n            texture.type = UnsignedIntType;\n            glType = utils.convert(texture.type);\n          }\n        }\n        if (texture.format === DepthStencilFormat && glInternalFormat === 6402) {\n          glInternalFormat = 34041;\n          if (texture.type !== UnsignedInt248Type) {\n            console.warn(\"THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.\");\n            texture.type = UnsignedInt248Type;\n            glType = utils.convert(texture.type);\n          }\n        }\n        if (allocateMemory) {\n          if (useTexStorage) {\n            state.texStorage2D(3553, 1, glInternalFormat, image.width, image.height);\n          } else {\n            state.texImage2D(3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null);\n          }\n        }\n      } else if (texture.isDataTexture) {\n        if (mipmaps.length > 0 && supportsMips) {\n          if (useTexStorage && allocateMemory) {\n            state.texStorage2D(3553, levels, glInternalFormat, mipmaps[0].width, mipmaps[0].height);\n          }\n          for (let i = 0, il = mipmaps.length; i < il; i++) {\n            mipmap = mipmaps[i];\n            if (useTexStorage) {\n              state.texSubImage2D(3553, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data);\n            } else {\n              state.texImage2D(3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);\n            }\n          }\n          texture.generateMipmaps = false;\n        } else {\n          if (useTexStorage) {\n            if (allocateMemory) {\n              state.texStorage2D(3553, levels, glInternalFormat, image.width, image.height);\n            }\n            state.texSubImage2D(3553, 0, 0, 0, image.width, image.height, glFormat, glType, image.data);\n          } else {\n            state.texImage2D(3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data);\n          }\n        }\n      } else if (texture.isCompressedTexture) {\n        if (texture.isCompressedArrayTexture) {\n          if (useTexStorage && allocateMemory) {\n            state.texStorage3D(35866, levels, glInternalFormat, mipmaps[0].width, mipmaps[0].height, image.depth);\n          }\n          for (let i = 0, il = mipmaps.length; i < il; i++) {\n            mipmap = mipmaps[i];\n            if (texture.format !== RGBAFormat) {\n              if (glFormat !== null) {\n                if (useTexStorage) {\n                  state.compressedTexSubImage3D(35866, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data, 0, 0);\n                } else {\n                  state.compressedTexImage3D(35866, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, mipmap.data, 0, 0);\n                }\n              } else {\n                console.warn(\"THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()\");\n              }\n            } else {\n              if (useTexStorage) {\n                state.texSubImage3D(35866, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, glType, mipmap.data);\n              } else {\n                state.texImage3D(35866, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, glFormat, glType, mipmap.data);\n              }\n            }\n          }\n        } else {\n          if (useTexStorage && allocateMemory) {\n            state.texStorage2D(3553, levels, glInternalFormat, mipmaps[0].width, mipmaps[0].height);\n          }\n          for (let i = 0, il = mipmaps.length; i < il; i++) {\n            mipmap = mipmaps[i];\n            if (texture.format !== RGBAFormat) {\n              if (glFormat !== null) {\n                if (useTexStorage) {\n                  state.compressedTexSubImage2D(3553, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data);\n                } else {\n                  state.compressedTexImage2D(3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data);\n                }\n              } else {\n                console.warn(\"THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()\");\n              }\n            } else {\n              if (useTexStorage) {\n                state.texSubImage2D(3553, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data);\n              } else {\n                state.texImage2D(3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);\n              }\n            }\n          }\n        }\n      } else if (texture.isDataArrayTexture) {\n        if (useTexStorage) {\n          if (allocateMemory) {\n            state.texStorage3D(35866, levels, glInternalFormat, image.width, image.height, image.depth);\n          }\n          state.texSubImage3D(35866, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data);\n        } else {\n          state.texImage3D(35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data);\n        }\n      } else if (texture.isData3DTexture) {\n        if (useTexStorage) {\n          if (allocateMemory) {\n            state.texStorage3D(32879, levels, glInternalFormat, image.width, image.height, image.depth);\n          }\n          state.texSubImage3D(32879, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data);\n        } else {\n          state.texImage3D(32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data);\n        }\n      } else if (texture.isFramebufferTexture) {\n        if (allocateMemory) {\n          if (useTexStorage) {\n            state.texStorage2D(3553, levels, glInternalFormat, image.width, image.height);\n          } else {\n            let width = image.width, height = image.height;\n            for (let i = 0; i < levels; i++) {\n              state.texImage2D(3553, i, glInternalFormat, width, height, 0, glFormat, glType, null);\n              width >>= 1;\n              height >>= 1;\n            }\n          }\n        }\n      } else {\n        if (mipmaps.length > 0 && supportsMips) {\n          if (useTexStorage && allocateMemory) {\n            state.texStorage2D(3553, levels, glInternalFormat, mipmaps[0].width, mipmaps[0].height);\n          }\n          for (let i = 0, il = mipmaps.length; i < il; i++) {\n            mipmap = mipmaps[i];\n            if (useTexStorage) {\n              state.texSubImage2D(3553, i, 0, 0, glFormat, glType, mipmap);\n            } else {\n              state.texImage2D(3553, i, glInternalFormat, glFormat, glType, mipmap);\n            }\n          }\n          texture.generateMipmaps = false;\n        } else {\n          if (useTexStorage) {\n            if (allocateMemory) {\n              state.texStorage2D(3553, levels, glInternalFormat, image.width, image.height);\n            }\n            state.texSubImage2D(3553, 0, 0, 0, glFormat, glType, image);\n          } else {\n            state.texImage2D(3553, 0, glInternalFormat, glFormat, glType, image);\n          }\n        }\n      }\n      if (textureNeedsGenerateMipmaps(texture, supportsMips)) {\n        generateMipmap(textureType);\n      }\n      sourceProperties.__version = source.version;\n      if (texture.onUpdate)\n        texture.onUpdate(texture);\n    }\n    textureProperties.__version = texture.version;\n  }\n  function uploadCubeTexture(textureProperties, texture, slot) {\n    if (texture.image.length !== 6)\n      return;\n    const forceUpload = initTexture(textureProperties, texture);\n    const source = texture.source;\n    state.bindTexture(34067, textureProperties.__webglTexture, 33984 + slot);\n    const sourceProperties = properties.get(source);\n    if (source.version !== sourceProperties.__version || forceUpload === true) {\n      state.activeTexture(33984 + slot);\n      _gl.pixelStorei(37440, texture.flipY);\n      _gl.pixelStorei(37441, texture.premultiplyAlpha);\n      _gl.pixelStorei(3317, texture.unpackAlignment);\n      _gl.pixelStorei(37443, 0);\n      const isCompressed = texture.isCompressedTexture || texture.image[0].isCompressedTexture;\n      const isDataTexture = texture.image[0] && texture.image[0].isDataTexture;\n      const cubeImage = [];\n      for (let i = 0; i < 6; i++) {\n        if (!isCompressed && !isDataTexture) {\n          cubeImage[i] = resizeImage(texture.image[i], false, true, maxCubemapSize);\n        } else {\n          cubeImage[i] = isDataTexture ? texture.image[i].image : texture.image[i];\n        }\n        cubeImage[i] = verifyColorSpace(texture, cubeImage[i]);\n      }\n      const image = cubeImage[0], supportsMips = isPowerOfTwo$1(image) || isWebGL2, glFormat = utils.convert(texture.format, texture.encoding), glType = utils.convert(texture.type), glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.encoding);\n      const useTexStorage = isWebGL2 && texture.isVideoTexture !== true;\n      const allocateMemory = sourceProperties.__version === void 0 || forceUpload === true;\n      let levels = getMipLevels(texture, image, supportsMips);\n      setTextureParameters(34067, texture, supportsMips);\n      let mipmaps;\n      if (isCompressed) {\n        if (useTexStorage && allocateMemory) {\n          state.texStorage2D(34067, levels, glInternalFormat, image.width, image.height);\n        }\n        for (let i = 0; i < 6; i++) {\n          mipmaps = cubeImage[i].mipmaps;\n          for (let j = 0; j < mipmaps.length; j++) {\n            const mipmap = mipmaps[j];\n            if (texture.format !== RGBAFormat) {\n              if (glFormat !== null) {\n                if (useTexStorage) {\n                  state.compressedTexSubImage2D(34069 + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data);\n                } else {\n                  state.compressedTexImage2D(34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data);\n                }\n              } else {\n                console.warn(\"THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()\");\n              }\n            } else {\n              if (useTexStorage) {\n                state.texSubImage2D(34069 + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data);\n              } else {\n                state.texImage2D(34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);\n              }\n            }\n          }\n        }\n      } else {\n        mipmaps = texture.mipmaps;\n        if (useTexStorage && allocateMemory) {\n          if (mipmaps.length > 0)\n            levels++;\n          state.texStorage2D(34067, levels, glInternalFormat, cubeImage[0].width, cubeImage[0].height);\n        }\n        for (let i = 0; i < 6; i++) {\n          if (isDataTexture) {\n            if (useTexStorage) {\n              state.texSubImage2D(34069 + i, 0, 0, 0, cubeImage[i].width, cubeImage[i].height, glFormat, glType, cubeImage[i].data);\n            } else {\n              state.texImage2D(34069 + i, 0, glInternalFormat, cubeImage[i].width, cubeImage[i].height, 0, glFormat, glType, cubeImage[i].data);\n            }\n            for (let j = 0; j < mipmaps.length; j++) {\n              const mipmap = mipmaps[j];\n              const mipmapImage = mipmap.image[i].image;\n              if (useTexStorage) {\n                state.texSubImage2D(34069 + i, j + 1, 0, 0, mipmapImage.width, mipmapImage.height, glFormat, glType, mipmapImage.data);\n              } else {\n                state.texImage2D(34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data);\n              }\n            }\n          } else {\n            if (useTexStorage) {\n              state.texSubImage2D(34069 + i, 0, 0, 0, glFormat, glType, cubeImage[i]);\n            } else {\n              state.texImage2D(34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[i]);\n            }\n            for (let j = 0; j < mipmaps.length; j++) {\n              const mipmap = mipmaps[j];\n              if (useTexStorage) {\n                state.texSubImage2D(34069 + i, j + 1, 0, 0, glFormat, glType, mipmap.image[i]);\n              } else {\n                state.texImage2D(34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[i]);\n              }\n            }\n          }\n        }\n      }\n      if (textureNeedsGenerateMipmaps(texture, supportsMips)) {\n        generateMipmap(34067);\n      }\n      sourceProperties.__version = source.version;\n      if (texture.onUpdate)\n        texture.onUpdate(texture);\n    }\n    textureProperties.__version = texture.version;\n  }\n  function setupFrameBufferTexture(framebuffer, renderTarget, texture, attachment, textureTarget) {\n    const glFormat = utils.convert(texture.format, texture.encoding);\n    const glType = utils.convert(texture.type);\n    const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.encoding);\n    const renderTargetProperties = properties.get(renderTarget);\n    if (!renderTargetProperties.__hasExternalTextures) {\n      if (textureTarget === 32879 || textureTarget === 35866) {\n        state.texImage3D(textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null);\n      } else {\n        state.texImage2D(textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null);\n      }\n    }\n    state.bindFramebuffer(36160, framebuffer);\n    if (useMultisampledRTT(renderTarget)) {\n      multisampledRTTExt.framebufferTexture2DMultisampleEXT(36160, attachment, textureTarget, properties.get(texture).__webglTexture, 0, getRenderTargetSamples(renderTarget));\n    } else if (textureTarget === 3553 || textureTarget >= 34069 && textureTarget <= 34074) {\n      _gl.framebufferTexture2D(36160, attachment, textureTarget, properties.get(texture).__webglTexture, 0);\n    }\n    state.bindFramebuffer(36160, null);\n  }\n  function setupRenderBufferStorage(renderbuffer, renderTarget, isMultisample) {\n    _gl.bindRenderbuffer(36161, renderbuffer);\n    if (renderTarget.depthBuffer && !renderTarget.stencilBuffer) {\n      let glInternalFormat = 33189;\n      if (isMultisample || useMultisampledRTT(renderTarget)) {\n        const depthTexture = renderTarget.depthTexture;\n        if (depthTexture && depthTexture.isDepthTexture) {\n          if (depthTexture.type === FloatType) {\n            glInternalFormat = 36012;\n          } else if (depthTexture.type === UnsignedIntType) {\n            glInternalFormat = 33190;\n          }\n        }\n        const samples = getRenderTargetSamples(renderTarget);\n        if (useMultisampledRTT(renderTarget)) {\n          multisampledRTTExt.renderbufferStorageMultisampleEXT(36161, samples, glInternalFormat, renderTarget.width, renderTarget.height);\n        } else {\n          _gl.renderbufferStorageMultisample(36161, samples, glInternalFormat, renderTarget.width, renderTarget.height);\n        }\n      } else {\n        _gl.renderbufferStorage(36161, glInternalFormat, renderTarget.width, renderTarget.height);\n      }\n      _gl.framebufferRenderbuffer(36160, 36096, 36161, renderbuffer);\n    } else if (renderTarget.depthBuffer && renderTarget.stencilBuffer) {\n      const samples = getRenderTargetSamples(renderTarget);\n      if (isMultisample && useMultisampledRTT(renderTarget) === false) {\n        _gl.renderbufferStorageMultisample(36161, samples, 35056, renderTarget.width, renderTarget.height);\n      } else if (useMultisampledRTT(renderTarget)) {\n        multisampledRTTExt.renderbufferStorageMultisampleEXT(36161, samples, 35056, renderTarget.width, renderTarget.height);\n      } else {\n        _gl.renderbufferStorage(36161, 34041, renderTarget.width, renderTarget.height);\n      }\n      _gl.framebufferRenderbuffer(36160, 33306, 36161, renderbuffer);\n    } else {\n      const textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [renderTarget.texture];\n      for (let i = 0; i < textures.length; i++) {\n        const texture = textures[i];\n        const glFormat = utils.convert(texture.format, texture.encoding);\n        const glType = utils.convert(texture.type);\n        const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.encoding);\n        const samples = getRenderTargetSamples(renderTarget);\n        if (isMultisample && useMultisampledRTT(renderTarget) === false) {\n          _gl.renderbufferStorageMultisample(36161, samples, glInternalFormat, renderTarget.width, renderTarget.height);\n        } else if (useMultisampledRTT(renderTarget)) {\n          multisampledRTTExt.renderbufferStorageMultisampleEXT(36161, samples, glInternalFormat, renderTarget.width, renderTarget.height);\n        } else {\n          _gl.renderbufferStorage(36161, glInternalFormat, renderTarget.width, renderTarget.height);\n        }\n      }\n    }\n    _gl.bindRenderbuffer(36161, null);\n  }\n  function setupDepthTexture(framebuffer, renderTarget) {\n    const isCube = renderTarget && renderTarget.isWebGLCubeRenderTarget;\n    if (isCube)\n      throw new Error(\"Depth Texture with cube render targets is not supported\");\n    state.bindFramebuffer(36160, framebuffer);\n    if (!(renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture)) {\n      throw new Error(\"renderTarget.depthTexture must be an instance of THREE.DepthTexture\");\n    }\n    if (!properties.get(renderTarget.depthTexture).__webglTexture || renderTarget.depthTexture.image.width !== renderTarget.width || renderTarget.depthTexture.image.height !== renderTarget.height) {\n      renderTarget.depthTexture.image.width = renderTarget.width;\n      renderTarget.depthTexture.image.height = renderTarget.height;\n      renderTarget.depthTexture.needsUpdate = true;\n    }\n    setTexture2D(renderTarget.depthTexture, 0);\n    const webglDepthTexture = properties.get(renderTarget.depthTexture).__webglTexture;\n    const samples = getRenderTargetSamples(renderTarget);\n    if (renderTarget.depthTexture.format === DepthFormat) {\n      if (useMultisampledRTT(renderTarget)) {\n        multisampledRTTExt.framebufferTexture2DMultisampleEXT(36160, 36096, 3553, webglDepthTexture, 0, samples);\n      } else {\n        _gl.framebufferTexture2D(36160, 36096, 3553, webglDepthTexture, 0);\n      }\n    } else if (renderTarget.depthTexture.format === DepthStencilFormat) {\n      if (useMultisampledRTT(renderTarget)) {\n        multisampledRTTExt.framebufferTexture2DMultisampleEXT(36160, 33306, 3553, webglDepthTexture, 0, samples);\n      } else {\n        _gl.framebufferTexture2D(36160, 33306, 3553, webglDepthTexture, 0);\n      }\n    } else {\n      throw new Error(\"Unknown depthTexture format\");\n    }\n  }\n  function setupDepthRenderbuffer(renderTarget) {\n    const renderTargetProperties = properties.get(renderTarget);\n    const isCube = renderTarget.isWebGLCubeRenderTarget === true;\n    if (renderTarget.depthTexture && !renderTargetProperties.__autoAllocateDepthBuffer) {\n      if (isCube)\n        throw new Error(\"target.depthTexture not supported in Cube render targets\");\n      setupDepthTexture(renderTargetProperties.__webglFramebuffer, renderTarget);\n    } else {\n      if (isCube) {\n        renderTargetProperties.__webglDepthbuffer = [];\n        for (let i = 0; i < 6; i++) {\n          state.bindFramebuffer(36160, renderTargetProperties.__webglFramebuffer[i]);\n          renderTargetProperties.__webglDepthbuffer[i] = _gl.createRenderbuffer();\n          setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer[i], renderTarget, false);\n        }\n      } else {\n        state.bindFramebuffer(36160, renderTargetProperties.__webglFramebuffer);\n        renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();\n        setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer, renderTarget, false);\n      }\n    }\n    state.bindFramebuffer(36160, null);\n  }\n  function rebindTextures(renderTarget, colorTexture, depthTexture) {\n    const renderTargetProperties = properties.get(renderTarget);\n    if (colorTexture !== void 0) {\n      setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, 36064, 3553);\n    }\n    if (depthTexture !== void 0) {\n      setupDepthRenderbuffer(renderTarget);\n    }\n  }\n  function setupRenderTarget(renderTarget) {\n    const texture = renderTarget.texture;\n    const renderTargetProperties = properties.get(renderTarget);\n    const textureProperties = properties.get(texture);\n    renderTarget.addEventListener(\"dispose\", onRenderTargetDispose);\n    if (renderTarget.isWebGLMultipleRenderTargets !== true) {\n      if (textureProperties.__webglTexture === void 0) {\n        textureProperties.__webglTexture = _gl.createTexture();\n      }\n      textureProperties.__version = texture.version;\n      info.memory.textures++;\n    }\n    const isCube = renderTarget.isWebGLCubeRenderTarget === true;\n    const isMultipleRenderTargets = renderTarget.isWebGLMultipleRenderTargets === true;\n    const supportsMips = isPowerOfTwo$1(renderTarget) || isWebGL2;\n    if (isCube) {\n      renderTargetProperties.__webglFramebuffer = [];\n      for (let i = 0; i < 6; i++) {\n        renderTargetProperties.__webglFramebuffer[i] = _gl.createFramebuffer();\n      }\n    } else {\n      renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();\n      if (isMultipleRenderTargets) {\n        if (capabilities.drawBuffers) {\n          const textures = renderTarget.texture;\n          for (let i = 0, il = textures.length; i < il; i++) {\n            const attachmentProperties = properties.get(textures[i]);\n            if (attachmentProperties.__webglTexture === void 0) {\n              attachmentProperties.__webglTexture = _gl.createTexture();\n              info.memory.textures++;\n            }\n          }\n        } else {\n          console.warn(\"THREE.WebGLRenderer: WebGLMultipleRenderTargets can only be used with WebGL2 or WEBGL_draw_buffers extension.\");\n        }\n      }\n      if (isWebGL2 && renderTarget.samples > 0 && useMultisampledRTT(renderTarget) === false) {\n        const textures = isMultipleRenderTargets ? texture : [texture];\n        renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();\n        renderTargetProperties.__webglColorRenderbuffer = [];\n        state.bindFramebuffer(36160, renderTargetProperties.__webglMultisampledFramebuffer);\n        for (let i = 0; i < textures.length; i++) {\n          const texture2 = textures[i];\n          renderTargetProperties.__webglColorRenderbuffer[i] = _gl.createRenderbuffer();\n          _gl.bindRenderbuffer(36161, renderTargetProperties.__webglColorRenderbuffer[i]);\n          const glFormat = utils.convert(texture2.format, texture2.encoding);\n          const glType = utils.convert(texture2.type);\n          const glInternalFormat = getInternalFormat(texture2.internalFormat, glFormat, glType, texture2.encoding, renderTarget.isXRRenderTarget === true);\n          const samples = getRenderTargetSamples(renderTarget);\n          _gl.renderbufferStorageMultisample(36161, samples, glInternalFormat, renderTarget.width, renderTarget.height);\n          _gl.framebufferRenderbuffer(36160, 36064 + i, 36161, renderTargetProperties.__webglColorRenderbuffer[i]);\n        }\n        _gl.bindRenderbuffer(36161, null);\n        if (renderTarget.depthBuffer) {\n          renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();\n          setupRenderBufferStorage(renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true);\n        }\n        state.bindFramebuffer(36160, null);\n      }\n    }\n    if (isCube) {\n      state.bindTexture(34067, textureProperties.__webglTexture);\n      setTextureParameters(34067, texture, supportsMips);\n      for (let i = 0; i < 6; i++) {\n        setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer[i], renderTarget, texture, 36064, 34069 + i);\n      }\n      if (textureNeedsGenerateMipmaps(texture, supportsMips)) {\n        generateMipmap(34067);\n      }\n      state.unbindTexture();\n    } else if (isMultipleRenderTargets) {\n      const textures = renderTarget.texture;\n      for (let i = 0, il = textures.length; i < il; i++) {\n        const attachment = textures[i];\n        const attachmentProperties = properties.get(attachment);\n        state.bindTexture(3553, attachmentProperties.__webglTexture);\n        setTextureParameters(3553, attachment, supportsMips);\n        setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, attachment, 36064 + i, 3553);\n        if (textureNeedsGenerateMipmaps(attachment, supportsMips)) {\n          generateMipmap(3553);\n        }\n      }\n      state.unbindTexture();\n    } else {\n      let glTextureType = 3553;\n      if (renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget) {\n        if (isWebGL2) {\n          glTextureType = renderTarget.isWebGL3DRenderTarget ? 32879 : 35866;\n        } else {\n          console.error(\"THREE.WebGLTextures: THREE.Data3DTexture and THREE.DataArrayTexture only supported with WebGL2.\");\n        }\n      }\n      state.bindTexture(glTextureType, textureProperties.__webglTexture);\n      setTextureParameters(glTextureType, texture, supportsMips);\n      setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, texture, 36064, glTextureType);\n      if (textureNeedsGenerateMipmaps(texture, supportsMips)) {\n        generateMipmap(glTextureType);\n      }\n      state.unbindTexture();\n    }\n    if (renderTarget.depthBuffer) {\n      setupDepthRenderbuffer(renderTarget);\n    }\n  }\n  function updateRenderTargetMipmap(renderTarget) {\n    const supportsMips = isPowerOfTwo$1(renderTarget) || isWebGL2;\n    const textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [renderTarget.texture];\n    for (let i = 0, il = textures.length; i < il; i++) {\n      const texture = textures[i];\n      if (textureNeedsGenerateMipmaps(texture, supportsMips)) {\n        const target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;\n        const webglTexture = properties.get(texture).__webglTexture;\n        state.bindTexture(target, webglTexture);\n        generateMipmap(target);\n        state.unbindTexture();\n      }\n    }\n  }\n  function updateMultisampleRenderTarget(renderTarget) {\n    if (isWebGL2 && renderTarget.samples > 0 && useMultisampledRTT(renderTarget) === false) {\n      const textures = renderTarget.isWebGLMultipleRenderTargets ? renderTarget.texture : [renderTarget.texture];\n      const width = renderTarget.width;\n      const height = renderTarget.height;\n      let mask = 16384;\n      const invalidationArray = [];\n      const depthStyle = renderTarget.stencilBuffer ? 33306 : 36096;\n      const renderTargetProperties = properties.get(renderTarget);\n      const isMultipleRenderTargets = renderTarget.isWebGLMultipleRenderTargets === true;\n      if (isMultipleRenderTargets) {\n        for (let i = 0; i < textures.length; i++) {\n          state.bindFramebuffer(36160, renderTargetProperties.__webglMultisampledFramebuffer);\n          _gl.framebufferRenderbuffer(36160, 36064 + i, 36161, null);\n          state.bindFramebuffer(36160, renderTargetProperties.__webglFramebuffer);\n          _gl.framebufferTexture2D(36009, 36064 + i, 3553, null, 0);\n        }\n      }\n      state.bindFramebuffer(36008, renderTargetProperties.__webglMultisampledFramebuffer);\n      state.bindFramebuffer(36009, renderTargetProperties.__webglFramebuffer);\n      for (let i = 0; i < textures.length; i++) {\n        invalidationArray.push(36064 + i);\n        if (renderTarget.depthBuffer) {\n          invalidationArray.push(depthStyle);\n        }\n        const ignoreDepthValues = renderTargetProperties.__ignoreDepthValues !== void 0 ? renderTargetProperties.__ignoreDepthValues : false;\n        if (ignoreDepthValues === false) {\n          if (renderTarget.depthBuffer)\n            mask |= 256;\n          if (renderTarget.stencilBuffer)\n            mask |= 1024;\n        }\n        if (isMultipleRenderTargets) {\n          _gl.framebufferRenderbuffer(36008, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer[i]);\n        }\n        if (ignoreDepthValues === true) {\n          _gl.invalidateFramebuffer(36008, [depthStyle]);\n          _gl.invalidateFramebuffer(36009, [depthStyle]);\n        }\n        if (isMultipleRenderTargets) {\n          const webglTexture = properties.get(textures[i]).__webglTexture;\n          _gl.framebufferTexture2D(36009, 36064, 3553, webglTexture, 0);\n        }\n        _gl.blitFramebuffer(0, 0, width, height, 0, 0, width, height, mask, 9728);\n        if (supportsInvalidateFramebuffer) {\n          _gl.invalidateFramebuffer(36008, invalidationArray);\n        }\n      }\n      state.bindFramebuffer(36008, null);\n      state.bindFramebuffer(36009, null);\n      if (isMultipleRenderTargets) {\n        for (let i = 0; i < textures.length; i++) {\n          state.bindFramebuffer(36160, renderTargetProperties.__webglMultisampledFramebuffer);\n          _gl.framebufferRenderbuffer(36160, 36064 + i, 36161, renderTargetProperties.__webglColorRenderbuffer[i]);\n          const webglTexture = properties.get(textures[i]).__webglTexture;\n          state.bindFramebuffer(36160, renderTargetProperties.__webglFramebuffer);\n          _gl.framebufferTexture2D(36009, 36064 + i, 3553, webglTexture, 0);\n        }\n      }\n      state.bindFramebuffer(36009, renderTargetProperties.__webglMultisampledFramebuffer);\n    }\n  }\n  function getRenderTargetSamples(renderTarget) {\n    return Math.min(maxSamples, renderTarget.samples);\n  }\n  function useMultisampledRTT(renderTarget) {\n    const renderTargetProperties = properties.get(renderTarget);\n    return isWebGL2 && renderTarget.samples > 0 && extensions.has(\"WEBGL_multisampled_render_to_texture\") === true && renderTargetProperties.__useRenderToTexture !== false;\n  }\n  function updateVideoTexture(texture) {\n    const frame = info.render.frame;\n    if (_videoTextures.get(texture) !== frame) {\n      _videoTextures.set(texture, frame);\n      texture.update();\n    }\n  }\n  function verifyColorSpace(texture, image) {\n    const encoding = texture.encoding;\n    const format = texture.format;\n    const type = texture.type;\n    if (texture.isCompressedTexture === true || texture.isVideoTexture === true || texture.format === _SRGBAFormat)\n      return image;\n    if (encoding !== LinearEncoding) {\n      if (encoding === sRGBEncoding) {\n        if (isWebGL2 === false) {\n          if (extensions.has(\"EXT_sRGB\") === true && format === RGBAFormat) {\n            texture.format = _SRGBAFormat;\n            texture.minFilter = LinearFilter;\n            texture.generateMipmaps = false;\n          } else {\n            image = ImageUtils.sRGBToLinear(image);\n          }\n        } else {\n          if (format !== RGBAFormat || type !== UnsignedByteType) {\n            console.warn(\"THREE.WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.\");\n          }\n        }\n      } else {\n        console.error(\"THREE.WebGLTextures: Unsupported texture encoding:\", encoding);\n      }\n    }\n    return image;\n  }\n  this.allocateTextureUnit = allocateTextureUnit;\n  this.resetTextureUnits = resetTextureUnits;\n  this.setTexture2D = setTexture2D;\n  this.setTexture2DArray = setTexture2DArray;\n  this.setTexture3D = setTexture3D;\n  this.setTextureCube = setTextureCube;\n  this.rebindTextures = rebindTextures;\n  this.setupRenderTarget = setupRenderTarget;\n  this.updateRenderTargetMipmap = updateRenderTargetMipmap;\n  this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;\n  this.setupDepthRenderbuffer = setupDepthRenderbuffer;\n  this.setupFrameBufferTexture = setupFrameBufferTexture;\n  this.useMultisampledRTT = useMultisampledRTT;\n}\nfunction WebGLUtils(gl, extensions, capabilities) {\n  const isWebGL2 = capabilities.isWebGL2;\n  function convert(p, encoding = null) {\n    let extension;\n    if (p === UnsignedByteType)\n      return 5121;\n    if (p === UnsignedShort4444Type)\n      return 32819;\n    if (p === UnsignedShort5551Type)\n      return 32820;\n    if (p === ByteType)\n      return 5120;\n    if (p === ShortType)\n      return 5122;\n    if (p === UnsignedShortType)\n      return 5123;\n    if (p === IntType)\n      return 5124;\n    if (p === UnsignedIntType)\n      return 5125;\n    if (p === FloatType)\n      return 5126;\n    if (p === HalfFloatType) {\n      if (isWebGL2)\n        return 5131;\n      extension = extensions.get(\"OES_texture_half_float\");\n      if (extension !== null) {\n        return extension.HALF_FLOAT_OES;\n      } else {\n        return null;\n      }\n    }\n    if (p === AlphaFormat)\n      return 6406;\n    if (p === RGBAFormat)\n      return 6408;\n    if (p === LuminanceFormat)\n      return 6409;\n    if (p === LuminanceAlphaFormat)\n      return 6410;\n    if (p === DepthFormat)\n      return 6402;\n    if (p === DepthStencilFormat)\n      return 34041;\n    if (p === RGBFormat) {\n      console.warn(\"THREE.WebGLRenderer: THREE.RGBFormat has been removed. Use THREE.RGBAFormat instead. https://github.com/mrdoob/three.js/pull/23228\");\n      return 6408;\n    }\n    if (p === _SRGBAFormat) {\n      extension = extensions.get(\"EXT_sRGB\");\n      if (extension !== null) {\n        return extension.SRGB_ALPHA_EXT;\n      } else {\n        return null;\n      }\n    }\n    if (p === RedFormat)\n      return 6403;\n    if (p === RedIntegerFormat)\n      return 36244;\n    if (p === RGFormat)\n      return 33319;\n    if (p === RGIntegerFormat)\n      return 33320;\n    if (p === RGBAIntegerFormat)\n      return 36249;\n    if (p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format) {\n      if (encoding === sRGBEncoding) {\n        extension = extensions.get(\"WEBGL_compressed_texture_s3tc_srgb\");\n        if (extension !== null) {\n          if (p === RGB_S3TC_DXT1_Format)\n            return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT;\n          if (p === RGBA_S3TC_DXT1_Format)\n            return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;\n          if (p === RGBA_S3TC_DXT3_Format)\n            return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;\n          if (p === RGBA_S3TC_DXT5_Format)\n            return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;\n        } else {\n          return null;\n        }\n      } else {\n        extension = extensions.get(\"WEBGL_compressed_texture_s3tc\");\n        if (extension !== null) {\n          if (p === RGB_S3TC_DXT1_Format)\n            return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;\n          if (p === RGBA_S3TC_DXT1_Format)\n            return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;\n          if (p === RGBA_S3TC_DXT3_Format)\n            return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;\n          if (p === RGBA_S3TC_DXT5_Format)\n            return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;\n        } else {\n          return null;\n        }\n      }\n    }\n    if (p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format) {\n      extension = extensions.get(\"WEBGL_compressed_texture_pvrtc\");\n      if (extension !== null) {\n        if (p === RGB_PVRTC_4BPPV1_Format)\n          return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;\n        if (p === RGB_PVRTC_2BPPV1_Format)\n          return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;\n        if (p === RGBA_PVRTC_4BPPV1_Format)\n          return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;\n        if (p === RGBA_PVRTC_2BPPV1_Format)\n          return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;\n      } else {\n        return null;\n      }\n    }\n    if (p === RGB_ETC1_Format) {\n      extension = extensions.get(\"WEBGL_compressed_texture_etc1\");\n      if (extension !== null) {\n        return extension.COMPRESSED_RGB_ETC1_WEBGL;\n      } else {\n        return null;\n      }\n    }\n    if (p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format) {\n      extension = extensions.get(\"WEBGL_compressed_texture_etc\");\n      if (extension !== null) {\n        if (p === RGB_ETC2_Format)\n          return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;\n        if (p === RGBA_ETC2_EAC_Format)\n          return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC;\n      } else {\n        return null;\n      }\n    }\n    if (p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format || p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format || p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format || p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format || p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format) {\n      extension = extensions.get(\"WEBGL_compressed_texture_astc\");\n      if (extension !== null) {\n        if (p === RGBA_ASTC_4x4_Format)\n          return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;\n        if (p === RGBA_ASTC_5x4_Format)\n          return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;\n        if (p === RGBA_ASTC_5x5_Format)\n          return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;\n        if (p === RGBA_ASTC_6x5_Format)\n          return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;\n        if (p === RGBA_ASTC_6x6_Format)\n          return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;\n        if (p === RGBA_ASTC_8x5_Format)\n          return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;\n        if (p === RGBA_ASTC_8x6_Format)\n          return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;\n        if (p === RGBA_ASTC_8x8_Format)\n          return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;\n        if (p === RGBA_ASTC_10x5_Format)\n          return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;\n        if (p === RGBA_ASTC_10x6_Format)\n          return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;\n        if (p === RGBA_ASTC_10x8_Format)\n          return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;\n        if (p === RGBA_ASTC_10x10_Format)\n          return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;\n        if (p === RGBA_ASTC_12x10_Format)\n          return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;\n        if (p === RGBA_ASTC_12x12_Format)\n          return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR;\n      } else {\n        return null;\n      }\n    }\n    if (p === RGBA_BPTC_Format) {\n      extension = extensions.get(\"EXT_texture_compression_bptc\");\n      if (extension !== null) {\n        if (p === RGBA_BPTC_Format)\n          return encoding === sRGBEncoding ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;\n      } else {\n        return null;\n      }\n    }\n    if (p === UnsignedInt248Type) {\n      if (isWebGL2)\n        return 34042;\n      extension = extensions.get(\"WEBGL_depth_texture\");\n      if (extension !== null) {\n        return extension.UNSIGNED_INT_24_8_WEBGL;\n      } else {\n        return null;\n      }\n    }\n    return gl[p] !== void 0 ? gl[p] : null;\n  }\n  return {convert};\n}\nclass ArrayCamera extends PerspectiveCamera {\n  constructor(array = []) {\n    super();\n    this.isArrayCamera = true;\n    this.cameras = array;\n  }\n}\nclass Group extends Object3D {\n  constructor() {\n    super();\n    this.isGroup = true;\n    this.type = \"Group\";\n  }\n}\nconst _moveEvent = {type: \"move\"};\nclass WebXRController {\n  constructor() {\n    this._targetRay = null;\n    this._grip = null;\n    this._hand = null;\n  }\n  getHandSpace() {\n    if (this._hand === null) {\n      this._hand = new Group();\n      this._hand.matrixAutoUpdate = false;\n      this._hand.visible = false;\n      this._hand.joints = {};\n      this._hand.inputState = {pinching: false};\n    }\n    return this._hand;\n  }\n  getTargetRaySpace() {\n    if (this._targetRay === null) {\n      this._targetRay = new Group();\n      this._targetRay.matrixAutoUpdate = false;\n      this._targetRay.visible = false;\n      this._targetRay.hasLinearVelocity = false;\n      this._targetRay.linearVelocity = new Vector3();\n      this._targetRay.hasAngularVelocity = false;\n      this._targetRay.angularVelocity = new Vector3();\n    }\n    return this._targetRay;\n  }\n  getGripSpace() {\n    if (this._grip === null) {\n      this._grip = new Group();\n      this._grip.matrixAutoUpdate = false;\n      this._grip.visible = false;\n      this._grip.hasLinearVelocity = false;\n      this._grip.linearVelocity = new Vector3();\n      this._grip.hasAngularVelocity = false;\n      this._grip.angularVelocity = new Vector3();\n    }\n    return this._grip;\n  }\n  dispatchEvent(event) {\n    if (this._targetRay !== null) {\n      this._targetRay.dispatchEvent(event);\n    }\n    if (this._grip !== null) {\n      this._grip.dispatchEvent(event);\n    }\n    if (this._hand !== null) {\n      this._hand.dispatchEvent(event);\n    }\n    return this;\n  }\n  connect(inputSource) {\n    if (inputSource && inputSource.hand) {\n      const hand = this._hand;\n      if (hand) {\n        for (const inputjoint of inputSource.hand.values()) {\n          this._getHandJoint(hand, inputjoint);\n        }\n      }\n    }\n    this.dispatchEvent({type: \"connected\", data: inputSource});\n    return this;\n  }\n  disconnect(inputSource) {\n    this.dispatchEvent({type: \"disconnected\", data: inputSource});\n    if (this._targetRay !== null) {\n      this._targetRay.visible = false;\n    }\n    if (this._grip !== null) {\n      this._grip.visible = false;\n    }\n    if (this._hand !== null) {\n      this._hand.visible = false;\n    }\n    return this;\n  }\n  update(inputSource, frame, referenceSpace) {\n    let inputPose = null;\n    let gripPose = null;\n    let handPose = null;\n    const targetRay = this._targetRay;\n    const grip = this._grip;\n    const hand = this._hand;\n    if (inputSource && frame.session.visibilityState !== \"visible-blurred\") {\n      if (hand && inputSource.hand) {\n        handPose = true;\n        for (const inputjoint of inputSource.hand.values()) {\n          const jointPose = frame.getJointPose(inputjoint, referenceSpace);\n          const joint = this._getHandJoint(hand, inputjoint);\n          if (jointPose !== null) {\n            joint.matrix.fromArray(jointPose.transform.matrix);\n            joint.matrix.decompose(joint.position, joint.rotation, joint.scale);\n            joint.jointRadius = jointPose.radius;\n          }\n          joint.visible = jointPose !== null;\n        }\n        const indexTip = hand.joints[\"index-finger-tip\"];\n        const thumbTip = hand.joints[\"thumb-tip\"];\n        const distance = indexTip.position.distanceTo(thumbTip.position);\n        const distanceToPinch = 0.02;\n        const threshold = 5e-3;\n        if (hand.inputState.pinching && distance > distanceToPinch + threshold) {\n          hand.inputState.pinching = false;\n          this.dispatchEvent({\n            type: \"pinchend\",\n            handedness: inputSource.handedness,\n            target: this\n          });\n        } else if (!hand.inputState.pinching && distance <= distanceToPinch - threshold) {\n          hand.inputState.pinching = true;\n          this.dispatchEvent({\n            type: \"pinchstart\",\n            handedness: inputSource.handedness,\n            target: this\n          });\n        }\n      } else {\n        if (grip !== null && inputSource.gripSpace) {\n          gripPose = frame.getPose(inputSource.gripSpace, referenceSpace);\n          if (gripPose !== null) {\n            grip.matrix.fromArray(gripPose.transform.matrix);\n            grip.matrix.decompose(grip.position, grip.rotation, grip.scale);\n            if (gripPose.linearVelocity) {\n              grip.hasLinearVelocity = true;\n              grip.linearVelocity.copy(gripPose.linearVelocity);\n            } else {\n              grip.hasLinearVelocity = false;\n            }\n            if (gripPose.angularVelocity) {\n              grip.hasAngularVelocity = true;\n              grip.angularVelocity.copy(gripPose.angularVelocity);\n            } else {\n              grip.hasAngularVelocity = false;\n            }\n          }\n        }\n      }\n      if (targetRay !== null) {\n        inputPose = frame.getPose(inputSource.targetRaySpace, referenceSpace);\n        if (inputPose === null && gripPose !== null) {\n          inputPose = gripPose;\n        }\n        if (inputPose !== null) {\n          targetRay.matrix.fromArray(inputPose.transform.matrix);\n          targetRay.matrix.decompose(targetRay.position, targetRay.rotation, targetRay.scale);\n          if (inputPose.linearVelocity) {\n            targetRay.hasLinearVelocity = true;\n            targetRay.linearVelocity.copy(inputPose.linearVelocity);\n          } else {\n            targetRay.hasLinearVelocity = false;\n          }\n          if (inputPose.angularVelocity) {\n            targetRay.hasAngularVelocity = true;\n            targetRay.angularVelocity.copy(inputPose.angularVelocity);\n          } else {\n            targetRay.hasAngularVelocity = false;\n          }\n          this.dispatchEvent(_moveEvent);\n        }\n      }\n    }\n    if (targetRay !== null) {\n      targetRay.visible = inputPose !== null;\n    }\n    if (grip !== null) {\n      grip.visible = gripPose !== null;\n    }\n    if (hand !== null) {\n      hand.visible = handPose !== null;\n    }\n    return this;\n  }\n  _getHandJoint(hand, inputjoint) {\n    if (hand.joints[inputjoint.jointName] === void 0) {\n      const joint = new Group();\n      joint.matrixAutoUpdate = false;\n      joint.visible = false;\n      hand.joints[inputjoint.jointName] = joint;\n      hand.add(joint);\n    }\n    return hand.joints[inputjoint.jointName];\n  }\n}\nclass DepthTexture extends Texture {\n  constructor(width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format) {\n    format = format !== void 0 ? format : DepthFormat;\n    if (format !== DepthFormat && format !== DepthStencilFormat) {\n      throw new Error(\"DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat\");\n    }\n    if (type === void 0 && format === DepthFormat)\n      type = UnsignedIntType;\n    if (type === void 0 && format === DepthStencilFormat)\n      type = UnsignedInt248Type;\n    super(null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);\n    this.isDepthTexture = true;\n    this.image = {width, height};\n    this.magFilter = magFilter !== void 0 ? magFilter : NearestFilter;\n    this.minFilter = minFilter !== void 0 ? minFilter : NearestFilter;\n    this.flipY = false;\n    this.generateMipmaps = false;\n  }\n}\nclass WebXRManager extends EventDispatcher {\n  constructor(renderer, gl) {\n    super();\n    const scope = this;\n    let session = null;\n    let framebufferScaleFactor = 1;\n    let referenceSpace = null;\n    let referenceSpaceType = \"local-floor\";\n    let customReferenceSpace = null;\n    let pose = null;\n    let glBinding = null;\n    let glProjLayer = null;\n    let glBaseLayer = null;\n    let xrFrame = null;\n    const attributes = gl.getContextAttributes();\n    let initialRenderTarget = null;\n    let newRenderTarget = null;\n    const controllers = [];\n    const controllerInputSources = [];\n    const planes = new Set();\n    const planesLastChangedTimes = new Map();\n    const cameraL = new PerspectiveCamera();\n    cameraL.layers.enable(1);\n    cameraL.viewport = new Vector4();\n    const cameraR = new PerspectiveCamera();\n    cameraR.layers.enable(2);\n    cameraR.viewport = new Vector4();\n    const cameras = [cameraL, cameraR];\n    const cameraVR = new ArrayCamera();\n    cameraVR.layers.enable(1);\n    cameraVR.layers.enable(2);\n    let _currentDepthNear = null;\n    let _currentDepthFar = null;\n    this.cameraAutoUpdate = true;\n    this.enabled = false;\n    this.isPresenting = false;\n    this.getController = function(index) {\n      let controller = controllers[index];\n      if (controller === void 0) {\n        controller = new WebXRController();\n        controllers[index] = controller;\n      }\n      return controller.getTargetRaySpace();\n    };\n    this.getControllerGrip = function(index) {\n      let controller = controllers[index];\n      if (controller === void 0) {\n        controller = new WebXRController();\n        controllers[index] = controller;\n      }\n      return controller.getGripSpace();\n    };\n    this.getHand = function(index) {\n      let controller = controllers[index];\n      if (controller === void 0) {\n        controller = new WebXRController();\n        controllers[index] = controller;\n      }\n      return controller.getHandSpace();\n    };\n    function onSessionEvent(event) {\n      const controllerIndex = controllerInputSources.indexOf(event.inputSource);\n      if (controllerIndex === -1) {\n        return;\n      }\n      const controller = controllers[controllerIndex];\n      if (controller !== void 0) {\n        controller.dispatchEvent({type: event.type, data: event.inputSource});\n      }\n    }\n    function onSessionEnd() {\n      session.removeEventListener(\"select\", onSessionEvent);\n      session.removeEventListener(\"selectstart\", onSessionEvent);\n      session.removeEventListener(\"selectend\", onSessionEvent);\n      session.removeEventListener(\"squeeze\", onSessionEvent);\n      session.removeEventListener(\"squeezestart\", onSessionEvent);\n      session.removeEventListener(\"squeezeend\", onSessionEvent);\n      session.removeEventListener(\"end\", onSessionEnd);\n      session.removeEventListener(\"inputsourceschange\", onInputSourcesChange);\n      for (let i = 0; i < controllers.length; i++) {\n        const inputSource = controllerInputSources[i];\n        if (inputSource === null)\n          continue;\n        controllerInputSources[i] = null;\n        controllers[i].disconnect(inputSource);\n      }\n      _currentDepthNear = null;\n      _currentDepthFar = null;\n      renderer.setRenderTarget(initialRenderTarget);\n      glBaseLayer = null;\n      glProjLayer = null;\n      glBinding = null;\n      session = null;\n      newRenderTarget = null;\n      animation.stop();\n      scope.isPresenting = false;\n      scope.dispatchEvent({type: \"sessionend\"});\n    }\n    this.setFramebufferScaleFactor = function(value) {\n      framebufferScaleFactor = value;\n      if (scope.isPresenting === true) {\n        console.warn(\"THREE.WebXRManager: Cannot change framebuffer scale while presenting.\");\n      }\n    };\n    this.setReferenceSpaceType = function(value) {\n      referenceSpaceType = value;\n      if (scope.isPresenting === true) {\n        console.warn(\"THREE.WebXRManager: Cannot change reference space type while presenting.\");\n      }\n    };\n    this.getReferenceSpace = function() {\n      return customReferenceSpace || referenceSpace;\n    };\n    this.setReferenceSpace = function(space) {\n      customReferenceSpace = space;\n    };\n    this.getBaseLayer = function() {\n      return glProjLayer !== null ? glProjLayer : glBaseLayer;\n    };\n    this.getBinding = function() {\n      return glBinding;\n    };\n    this.getFrame = function() {\n      return xrFrame;\n    };\n    this.getSession = function() {\n      return session;\n    };\n    this.setSession = async function(value) {\n      session = value;\n      if (session !== null) {\n        initialRenderTarget = renderer.getRenderTarget();\n        session.addEventListener(\"select\", onSessionEvent);\n        session.addEventListener(\"selectstart\", onSessionEvent);\n        session.addEventListener(\"selectend\", onSessionEvent);\n        session.addEventListener(\"squeeze\", onSessionEvent);\n        session.addEventListener(\"squeezestart\", onSessionEvent);\n        session.addEventListener(\"squeezeend\", onSessionEvent);\n        session.addEventListener(\"end\", onSessionEnd);\n        session.addEventListener(\"inputsourceschange\", onInputSourcesChange);\n        if (attributes.xrCompatible !== true) {\n          await gl.makeXRCompatible();\n        }\n        if (session.renderState.layers === void 0 || renderer.capabilities.isWebGL2 === false) {\n          const layerInit = {\n            antialias: session.renderState.layers === void 0 ? attributes.antialias : true,\n            alpha: attributes.alpha,\n            depth: attributes.depth,\n            stencil: attributes.stencil,\n            framebufferScaleFactor\n          };\n          glBaseLayer = new XRWebGLLayer(session, gl, layerInit);\n          session.updateRenderState({baseLayer: glBaseLayer});\n          newRenderTarget = new WebGLRenderTarget(glBaseLayer.framebufferWidth, glBaseLayer.framebufferHeight, {\n            format: RGBAFormat,\n            type: UnsignedByteType,\n            encoding: renderer.outputEncoding,\n            stencilBuffer: attributes.stencil\n          });\n        } else {\n          let depthFormat = null;\n          let depthType = null;\n          let glDepthFormat = null;\n          if (attributes.depth) {\n            glDepthFormat = attributes.stencil ? 35056 : 33190;\n            depthFormat = attributes.stencil ? DepthStencilFormat : DepthFormat;\n            depthType = attributes.stencil ? UnsignedInt248Type : UnsignedIntType;\n          }\n          const projectionlayerInit = {\n            colorFormat: 32856,\n            depthFormat: glDepthFormat,\n            scaleFactor: framebufferScaleFactor\n          };\n          glBinding = new XRWebGLBinding(session, gl);\n          glProjLayer = glBinding.createProjectionLayer(projectionlayerInit);\n          session.updateRenderState({layers: [glProjLayer]});\n          newRenderTarget = new WebGLRenderTarget(glProjLayer.textureWidth, glProjLayer.textureHeight, {\n            format: RGBAFormat,\n            type: UnsignedByteType,\n            depthTexture: new DepthTexture(glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, void 0, void 0, void 0, void 0, void 0, void 0, depthFormat),\n            stencilBuffer: attributes.stencil,\n            encoding: renderer.outputEncoding,\n            samples: attributes.antialias ? 4 : 0\n          });\n          const renderTargetProperties = renderer.properties.get(newRenderTarget);\n          renderTargetProperties.__ignoreDepthValues = glProjLayer.ignoreDepthValues;\n        }\n        newRenderTarget.isXRRenderTarget = true;\n        this.setFoveation(1);\n        customReferenceSpace = null;\n        referenceSpace = await session.requestReferenceSpace(referenceSpaceType);\n        animation.setContext(session);\n        animation.start();\n        scope.isPresenting = true;\n        scope.dispatchEvent({type: \"sessionstart\"});\n      }\n    };\n    function onInputSourcesChange(event) {\n      for (let i = 0; i < event.removed.length; i++) {\n        const inputSource = event.removed[i];\n        const index = controllerInputSources.indexOf(inputSource);\n        if (index >= 0) {\n          controllerInputSources[index] = null;\n          controllers[index].disconnect(inputSource);\n        }\n      }\n      for (let i = 0; i < event.added.length; i++) {\n        const inputSource = event.added[i];\n        let controllerIndex = controllerInputSources.indexOf(inputSource);\n        if (controllerIndex === -1) {\n          for (let i2 = 0; i2 < controllers.length; i2++) {\n            if (i2 >= controllerInputSources.length) {\n              controllerInputSources.push(inputSource);\n              controllerIndex = i2;\n              break;\n            } else if (controllerInputSources[i2] === null) {\n              controllerInputSources[i2] = inputSource;\n              controllerIndex = i2;\n              break;\n            }\n          }\n          if (controllerIndex === -1)\n            break;\n        }\n        const controller = controllers[controllerIndex];\n        if (controller) {\n          controller.connect(inputSource);\n        }\n      }\n    }\n    const cameraLPos = new Vector3();\n    const cameraRPos = new Vector3();\n    function setProjectionFromUnion(camera, cameraL2, cameraR2) {\n      cameraLPos.setFromMatrixPosition(cameraL2.matrixWorld);\n      cameraRPos.setFromMatrixPosition(cameraR2.matrixWorld);\n      const ipd = cameraLPos.distanceTo(cameraRPos);\n      const projL = cameraL2.projectionMatrix.elements;\n      const projR = cameraR2.projectionMatrix.elements;\n      const near = projL[14] / (projL[10] - 1);\n      const far = projL[14] / (projL[10] + 1);\n      const topFov = (projL[9] + 1) / projL[5];\n      const bottomFov = (projL[9] - 1) / projL[5];\n      const leftFov = (projL[8] - 1) / projL[0];\n      const rightFov = (projR[8] + 1) / projR[0];\n      const left = near * leftFov;\n      const right = near * rightFov;\n      const zOffset = ipd / (-leftFov + rightFov);\n      const xOffset = zOffset * -leftFov;\n      cameraL2.matrixWorld.decompose(camera.position, camera.quaternion, camera.scale);\n      camera.translateX(xOffset);\n      camera.translateZ(zOffset);\n      camera.matrixWorld.compose(camera.position, camera.quaternion, camera.scale);\n      camera.matrixWorldInverse.copy(camera.matrixWorld).invert();\n      const near2 = near + zOffset;\n      const far2 = far + zOffset;\n      const left2 = left - xOffset;\n      const right2 = right + (ipd - xOffset);\n      const top2 = topFov * far / far2 * near2;\n      const bottom2 = bottomFov * far / far2 * near2;\n      camera.projectionMatrix.makePerspective(left2, right2, top2, bottom2, near2, far2);\n    }\n    function updateCamera(camera, parent) {\n      if (parent === null) {\n        camera.matrixWorld.copy(camera.matrix);\n      } else {\n        camera.matrixWorld.multiplyMatrices(parent.matrixWorld, camera.matrix);\n      }\n      camera.matrixWorldInverse.copy(camera.matrixWorld).invert();\n    }\n    this.updateCamera = function(camera) {\n      if (session === null)\n        return;\n      cameraVR.near = cameraR.near = cameraL.near = camera.near;\n      cameraVR.far = cameraR.far = cameraL.far = camera.far;\n      if (_currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far) {\n        session.updateRenderState({\n          depthNear: cameraVR.near,\n          depthFar: cameraVR.far\n        });\n        _currentDepthNear = cameraVR.near;\n        _currentDepthFar = cameraVR.far;\n      }\n      const parent = camera.parent;\n      const cameras2 = cameraVR.cameras;\n      updateCamera(cameraVR, parent);\n      for (let i = 0; i < cameras2.length; i++) {\n        updateCamera(cameras2[i], parent);\n      }\n      cameraVR.matrixWorld.decompose(cameraVR.position, cameraVR.quaternion, cameraVR.scale);\n      camera.matrix.copy(cameraVR.matrix);\n      camera.matrix.decompose(camera.position, camera.quaternion, camera.scale);\n      const children = camera.children;\n      for (let i = 0, l = children.length; i < l; i++) {\n        children[i].updateMatrixWorld(true);\n      }\n      if (cameras2.length === 2) {\n        setProjectionFromUnion(cameraVR, cameraL, cameraR);\n      } else {\n        cameraVR.projectionMatrix.copy(cameraL.projectionMatrix);\n      }\n    };\n    this.getCamera = function() {\n      return cameraVR;\n    };\n    this.getFoveation = function() {\n      if (glProjLayer !== null) {\n        return glProjLayer.fixedFoveation;\n      }\n      if (glBaseLayer !== null) {\n        return glBaseLayer.fixedFoveation;\n      }\n      return void 0;\n    };\n    this.setFoveation = function(foveation) {\n      if (glProjLayer !== null) {\n        glProjLayer.fixedFoveation = foveation;\n      }\n      if (glBaseLayer !== null && glBaseLayer.fixedFoveation !== void 0) {\n        glBaseLayer.fixedFoveation = foveation;\n      }\n    };\n    this.getPlanes = function() {\n      return planes;\n    };\n    let onAnimationFrameCallback = null;\n    function onAnimationFrame(time, frame) {\n      pose = frame.getViewerPose(customReferenceSpace || referenceSpace);\n      xrFrame = frame;\n      if (pose !== null) {\n        const views = pose.views;\n        if (glBaseLayer !== null) {\n          renderer.setRenderTargetFramebuffer(newRenderTarget, glBaseLayer.framebuffer);\n          renderer.setRenderTarget(newRenderTarget);\n        }\n        let cameraVRNeedsUpdate = false;\n        if (views.length !== cameraVR.cameras.length) {\n          cameraVR.cameras.length = 0;\n          cameraVRNeedsUpdate = true;\n        }\n        for (let i = 0; i < views.length; i++) {\n          const view = views[i];\n          let viewport = null;\n          if (glBaseLayer !== null) {\n            viewport = glBaseLayer.getViewport(view);\n          } else {\n            const glSubImage = glBinding.getViewSubImage(glProjLayer, view);\n            viewport = glSubImage.viewport;\n            if (i === 0) {\n              renderer.setRenderTargetTextures(newRenderTarget, glSubImage.colorTexture, glProjLayer.ignoreDepthValues ? void 0 : glSubImage.depthStencilTexture);\n              renderer.setRenderTarget(newRenderTarget);\n            }\n          }\n          let camera = cameras[i];\n          if (camera === void 0) {\n            camera = new PerspectiveCamera();\n            camera.layers.enable(i);\n            camera.viewport = new Vector4();\n            cameras[i] = camera;\n          }\n          camera.matrix.fromArray(view.transform.matrix);\n          camera.projectionMatrix.fromArray(view.projectionMatrix);\n          camera.viewport.set(viewport.x, viewport.y, viewport.width, viewport.height);\n          if (i === 0) {\n            cameraVR.matrix.copy(camera.matrix);\n          }\n          if (cameraVRNeedsUpdate === true) {\n            cameraVR.cameras.push(camera);\n          }\n        }\n      }\n      for (let i = 0; i < controllers.length; i++) {\n        const inputSource = controllerInputSources[i];\n        const controller = controllers[i];\n        if (inputSource !== null && controller !== void 0) {\n          controller.update(inputSource, frame, customReferenceSpace || referenceSpace);\n        }\n      }\n      if (onAnimationFrameCallback)\n        onAnimationFrameCallback(time, frame);\n      if (frame.detectedPlanes) {\n        scope.dispatchEvent({type: \"planesdetected\", data: frame.detectedPlanes});\n        let planesToRemove = null;\n        for (const plane of planes) {\n          if (!frame.detectedPlanes.has(plane)) {\n            if (planesToRemove === null) {\n              planesToRemove = [];\n            }\n            planesToRemove.push(plane);\n          }\n        }\n        if (planesToRemove !== null) {\n          for (const plane of planesToRemove) {\n            planes.delete(plane);\n            planesLastChangedTimes.delete(plane);\n            scope.dispatchEvent({type: \"planeremoved\", data: plane});\n          }\n        }\n        for (const plane of frame.detectedPlanes) {\n          if (!planes.has(plane)) {\n            planes.add(plane);\n            planesLastChangedTimes.set(plane, frame.lastChangedTime);\n            scope.dispatchEvent({type: \"planeadded\", data: plane});\n          } else {\n            const lastKnownTime = planesLastChangedTimes.get(plane);\n            if (plane.lastChangedTime > lastKnownTime) {\n              planesLastChangedTimes.set(plane, plane.lastChangedTime);\n              scope.dispatchEvent({type: \"planechanged\", data: plane});\n            }\n          }\n        }\n      }\n      xrFrame = null;\n    }\n    const animation = new WebGLAnimation();\n    animation.setAnimationLoop(onAnimationFrame);\n    this.setAnimationLoop = function(callback) {\n      onAnimationFrameCallback = callback;\n    };\n    this.dispose = function() {\n    };\n  }\n}\nfunction WebGLMaterials(renderer, properties) {\n  function refreshFogUniforms(uniforms, fog) {\n    fog.color.getRGB(uniforms.fogColor.value, getUnlitUniformColorSpace(renderer));\n    if (fog.isFog) {\n      uniforms.fogNear.value = fog.near;\n      uniforms.fogFar.value = fog.far;\n    } else if (fog.isFogExp2) {\n      uniforms.fogDensity.value = fog.density;\n    }\n  }\n  function refreshMaterialUniforms(uniforms, material, pixelRatio, height, transmissionRenderTarget) {\n    if (material.isMeshBasicMaterial) {\n      refreshUniformsCommon(uniforms, material);\n    } else if (material.isMeshLambertMaterial) {\n      refreshUniformsCommon(uniforms, material);\n    } else if (material.isMeshToonMaterial) {\n      refreshUniformsCommon(uniforms, material);\n      refreshUniformsToon(uniforms, material);\n    } else if (material.isMeshPhongMaterial) {\n      refreshUniformsCommon(uniforms, material);\n      refreshUniformsPhong(uniforms, material);\n    } else if (material.isMeshStandardMaterial) {\n      refreshUniformsCommon(uniforms, material);\n      refreshUniformsStandard(uniforms, material);\n      if (material.isMeshPhysicalMaterial) {\n        refreshUniformsPhysical(uniforms, material, transmissionRenderTarget);\n      }\n    } else if (material.isMeshMatcapMaterial) {\n      refreshUniformsCommon(uniforms, material);\n      refreshUniformsMatcap(uniforms, material);\n    } else if (material.isMeshDepthMaterial) {\n      refreshUniformsCommon(uniforms, material);\n    } else if (material.isMeshDistanceMaterial) {\n      refreshUniformsCommon(uniforms, material);\n      refreshUniformsDistance(uniforms, material);\n    } else if (material.isMeshNormalMaterial) {\n      refreshUniformsCommon(uniforms, material);\n    } else if (material.isLineBasicMaterial) {\n      refreshUniformsLine(uniforms, material);\n      if (material.isLineDashedMaterial) {\n        refreshUniformsDash(uniforms, material);\n      }\n    } else if (material.isPointsMaterial) {\n      refreshUniformsPoints(uniforms, material, pixelRatio, height);\n    } else if (material.isSpriteMaterial) {\n      refreshUniformsSprites(uniforms, material);\n    } else if (material.isShadowMaterial) {\n      uniforms.color.value.copy(material.color);\n      uniforms.opacity.value = material.opacity;\n    } else if (material.isShaderMaterial) {\n      material.uniformsNeedUpdate = false;\n    }\n  }\n  function refreshUniformsCommon(uniforms, material) {\n    uniforms.opacity.value = material.opacity;\n    if (material.color) {\n      uniforms.diffuse.value.copy(material.color);\n    }\n    if (material.emissive) {\n      uniforms.emissive.value.copy(material.emissive).multiplyScalar(material.emissiveIntensity);\n    }\n    if (material.map) {\n      uniforms.map.value = material.map;\n    }\n    if (material.alphaMap) {\n      uniforms.alphaMap.value = material.alphaMap;\n    }\n    if (material.bumpMap) {\n      uniforms.bumpMap.value = material.bumpMap;\n      uniforms.bumpScale.value = material.bumpScale;\n      if (material.side === BackSide)\n        uniforms.bumpScale.value *= -1;\n    }\n    if (material.displacementMap) {\n      uniforms.displacementMap.value = material.displacementMap;\n      uniforms.displacementScale.value = material.displacementScale;\n      uniforms.displacementBias.value = material.displacementBias;\n    }\n    if (material.emissiveMap) {\n      uniforms.emissiveMap.value = material.emissiveMap;\n    }\n    if (material.normalMap) {\n      uniforms.normalMap.value = material.normalMap;\n      uniforms.normalScale.value.copy(material.normalScale);\n      if (material.side === BackSide)\n        uniforms.normalScale.value.negate();\n    }\n    if (material.specularMap) {\n      uniforms.specularMap.value = material.specularMap;\n    }\n    if (material.alphaTest > 0) {\n      uniforms.alphaTest.value = material.alphaTest;\n    }\n    const envMap = properties.get(material).envMap;\n    if (envMap) {\n      uniforms.envMap.value = envMap;\n      uniforms.flipEnvMap.value = envMap.isCubeTexture && envMap.isRenderTargetTexture === false ? -1 : 1;\n      uniforms.reflectivity.value = material.reflectivity;\n      uniforms.ior.value = material.ior;\n      uniforms.refractionRatio.value = material.refractionRatio;\n    }\n    if (material.lightMap) {\n      uniforms.lightMap.value = material.lightMap;\n      const scaleFactor = renderer.physicallyCorrectLights !== true ? Math.PI : 1;\n      uniforms.lightMapIntensity.value = material.lightMapIntensity * scaleFactor;\n    }\n    if (material.aoMap) {\n      uniforms.aoMap.value = material.aoMap;\n      uniforms.aoMapIntensity.value = material.aoMapIntensity;\n    }\n    let uvScaleMap;\n    if (material.map) {\n      uvScaleMap = material.map;\n    } else if (material.specularMap) {\n      uvScaleMap = material.specularMap;\n    } else if (material.displacementMap) {\n      uvScaleMap = material.displacementMap;\n    } else if (material.normalMap) {\n      uvScaleMap = material.normalMap;\n    } else if (material.bumpMap) {\n      uvScaleMap = material.bumpMap;\n    } else if (material.roughnessMap) {\n      uvScaleMap = material.roughnessMap;\n    } else if (material.metalnessMap) {\n      uvScaleMap = material.metalnessMap;\n    } else if (material.alphaMap) {\n      uvScaleMap = material.alphaMap;\n    } else if (material.emissiveMap) {\n      uvScaleMap = material.emissiveMap;\n    } else if (material.clearcoatMap) {\n      uvScaleMap = material.clearcoatMap;\n    } else if (material.clearcoatNormalMap) {\n      uvScaleMap = material.clearcoatNormalMap;\n    } else if (material.clearcoatRoughnessMap) {\n      uvScaleMap = material.clearcoatRoughnessMap;\n    } else if (material.iridescenceMap) {\n      uvScaleMap = material.iridescenceMap;\n    } else if (material.iridescenceThicknessMap) {\n      uvScaleMap = material.iridescenceThicknessMap;\n    } else if (material.specularIntensityMap) {\n      uvScaleMap = material.specularIntensityMap;\n    } else if (material.specularColorMap) {\n      uvScaleMap = material.specularColorMap;\n    } else if (material.transmissionMap) {\n      uvScaleMap = material.transmissionMap;\n    } else if (material.thicknessMap) {\n      uvScaleMap = material.thicknessMap;\n    } else if (material.sheenColorMap) {\n      uvScaleMap = material.sheenColorMap;\n    } else if (material.sheenRoughnessMap) {\n      uvScaleMap = material.sheenRoughnessMap;\n    }\n    if (uvScaleMap !== void 0) {\n      if (uvScaleMap.isWebGLRenderTarget) {\n        uvScaleMap = uvScaleMap.texture;\n      }\n      if (uvScaleMap.matrixAutoUpdate === true) {\n        uvScaleMap.updateMatrix();\n      }\n      uniforms.uvTransform.value.copy(uvScaleMap.matrix);\n    }\n    let uv2ScaleMap;\n    if (material.aoMap) {\n      uv2ScaleMap = material.aoMap;\n    } else if (material.lightMap) {\n      uv2ScaleMap = material.lightMap;\n    }\n    if (uv2ScaleMap !== void 0) {\n      if (uv2ScaleMap.isWebGLRenderTarget) {\n        uv2ScaleMap = uv2ScaleMap.texture;\n      }\n      if (uv2ScaleMap.matrixAutoUpdate === true) {\n        uv2ScaleMap.updateMatrix();\n      }\n      uniforms.uv2Transform.value.copy(uv2ScaleMap.matrix);\n    }\n  }\n  function refreshUniformsLine(uniforms, material) {\n    uniforms.diffuse.value.copy(material.color);\n    uniforms.opacity.value = material.opacity;\n  }\n  function refreshUniformsDash(uniforms, material) {\n    uniforms.dashSize.value = material.dashSize;\n    uniforms.totalSize.value = material.dashSize + material.gapSize;\n    uniforms.scale.value = material.scale;\n  }\n  function refreshUniformsPoints(uniforms, material, pixelRatio, height) {\n    uniforms.diffuse.value.copy(material.color);\n    uniforms.opacity.value = material.opacity;\n    uniforms.size.value = material.size * pixelRatio;\n    uniforms.scale.value = height * 0.5;\n    if (material.map) {\n      uniforms.map.value = material.map;\n    }\n    if (material.alphaMap) {\n      uniforms.alphaMap.value = material.alphaMap;\n    }\n    if (material.alphaTest > 0) {\n      uniforms.alphaTest.value = material.alphaTest;\n    }\n    let uvScaleMap;\n    if (material.map) {\n      uvScaleMap = material.map;\n    } else if (material.alphaMap) {\n      uvScaleMap = material.alphaMap;\n    }\n    if (uvScaleMap !== void 0) {\n      if (uvScaleMap.matrixAutoUpdate === true) {\n        uvScaleMap.updateMatrix();\n      }\n      uniforms.uvTransform.value.copy(uvScaleMap.matrix);\n    }\n  }\n  function refreshUniformsSprites(uniforms, material) {\n    uniforms.diffuse.value.copy(material.color);\n    uniforms.opacity.value = material.opacity;\n    uniforms.rotation.value = material.rotation;\n    if (material.map) {\n      uniforms.map.value = material.map;\n    }\n    if (material.alphaMap) {\n      uniforms.alphaMap.value = material.alphaMap;\n    }\n    if (material.alphaTest > 0) {\n      uniforms.alphaTest.value = material.alphaTest;\n    }\n    let uvScaleMap;\n    if (material.map) {\n      uvScaleMap = material.map;\n    } else if (material.alphaMap) {\n      uvScaleMap = material.alphaMap;\n    }\n    if (uvScaleMap !== void 0) {\n      if (uvScaleMap.matrixAutoUpdate === true) {\n        uvScaleMap.updateMatrix();\n      }\n      uniforms.uvTransform.value.copy(uvScaleMap.matrix);\n    }\n  }\n  function refreshUniformsPhong(uniforms, material) {\n    uniforms.specular.value.copy(material.specular);\n    uniforms.shininess.value = Math.max(material.shininess, 1e-4);\n  }\n  function refreshUniformsToon(uniforms, material) {\n    if (material.gradientMap) {\n      uniforms.gradientMap.value = material.gradientMap;\n    }\n  }\n  function refreshUniformsStandard(uniforms, material) {\n    uniforms.roughness.value = material.roughness;\n    uniforms.metalness.value = material.metalness;\n    if (material.roughnessMap) {\n      uniforms.roughnessMap.value = material.roughnessMap;\n    }\n    if (material.metalnessMap) {\n      uniforms.metalnessMap.value = material.metalnessMap;\n    }\n    const envMap = properties.get(material).envMap;\n    if (envMap) {\n      uniforms.envMapIntensity.value = material.envMapIntensity;\n    }\n  }\n  function refreshUniformsPhysical(uniforms, material, transmissionRenderTarget) {\n    uniforms.ior.value = material.ior;\n    if (material.sheen > 0) {\n      uniforms.sheenColor.value.copy(material.sheenColor).multiplyScalar(material.sheen);\n      uniforms.sheenRoughness.value = material.sheenRoughness;\n      if (material.sheenColorMap) {\n        uniforms.sheenColorMap.value = material.sheenColorMap;\n      }\n      if (material.sheenRoughnessMap) {\n        uniforms.sheenRoughnessMap.value = material.sheenRoughnessMap;\n      }\n    }\n    if (material.clearcoat > 0) {\n      uniforms.clearcoat.value = material.clearcoat;\n      uniforms.clearcoatRoughness.value = material.clearcoatRoughness;\n      if (material.clearcoatMap) {\n        uniforms.clearcoatMap.value = material.clearcoatMap;\n      }\n      if (material.clearcoatRoughnessMap) {\n        uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;\n      }\n      if (material.clearcoatNormalMap) {\n        uniforms.clearcoatNormalScale.value.copy(material.clearcoatNormalScale);\n        uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;\n        if (material.side === BackSide) {\n          uniforms.clearcoatNormalScale.value.negate();\n        }\n      }\n    }\n    if (material.iridescence > 0) {\n      uniforms.iridescence.value = material.iridescence;\n      uniforms.iridescenceIOR.value = material.iridescenceIOR;\n      uniforms.iridescenceThicknessMinimum.value = material.iridescenceThicknessRange[0];\n      uniforms.iridescenceThicknessMaximum.value = material.iridescenceThicknessRange[1];\n      if (material.iridescenceMap) {\n        uniforms.iridescenceMap.value = material.iridescenceMap;\n      }\n      if (material.iridescenceThicknessMap) {\n        uniforms.iridescenceThicknessMap.value = material.iridescenceThicknessMap;\n      }\n    }\n    if (material.transmission > 0) {\n      uniforms.transmission.value = material.transmission;\n      uniforms.transmissionSamplerMap.value = transmissionRenderTarget.texture;\n      uniforms.transmissionSamplerSize.value.set(transmissionRenderTarget.width, transmissionRenderTarget.height);\n      if (material.transmissionMap) {\n        uniforms.transmissionMap.value = material.transmissionMap;\n      }\n      uniforms.thickness.value = material.thickness;\n      if (material.thicknessMap) {\n        uniforms.thicknessMap.value = material.thicknessMap;\n      }\n      uniforms.attenuationDistance.value = material.attenuationDistance;\n      uniforms.attenuationColor.value.copy(material.attenuationColor);\n    }\n    uniforms.specularIntensity.value = material.specularIntensity;\n    uniforms.specularColor.value.copy(material.specularColor);\n    if (material.specularIntensityMap) {\n      uniforms.specularIntensityMap.value = material.specularIntensityMap;\n    }\n    if (material.specularColorMap) {\n      uniforms.specularColorMap.value = material.specularColorMap;\n    }\n  }\n  function refreshUniformsMatcap(uniforms, material) {\n    if (material.matcap) {\n      uniforms.matcap.value = material.matcap;\n    }\n  }\n  function refreshUniformsDistance(uniforms, material) {\n    uniforms.referencePosition.value.copy(material.referencePosition);\n    uniforms.nearDistance.value = material.nearDistance;\n    uniforms.farDistance.value = material.farDistance;\n  }\n  return {\n    refreshFogUniforms,\n    refreshMaterialUniforms\n  };\n}\nfunction WebGLUniformsGroups(gl, info, capabilities, state) {\n  let buffers = {};\n  let updateList = {};\n  let allocatedBindingPoints = [];\n  const maxBindingPoints = capabilities.isWebGL2 ? gl.getParameter(35375) : 0;\n  function bind(uniformsGroup, program) {\n    const webglProgram = program.program;\n    state.uniformBlockBinding(uniformsGroup, webglProgram);\n  }\n  function update(uniformsGroup, program) {\n    let buffer = buffers[uniformsGroup.id];\n    if (buffer === void 0) {\n      prepareUniformsGroup(uniformsGroup);\n      buffer = createBuffer(uniformsGroup);\n      buffers[uniformsGroup.id] = buffer;\n      uniformsGroup.addEventListener(\"dispose\", onUniformsGroupsDispose);\n    }\n    const webglProgram = program.program;\n    state.updateUBOMapping(uniformsGroup, webglProgram);\n    const frame = info.render.frame;\n    if (updateList[uniformsGroup.id] !== frame) {\n      updateBufferData(uniformsGroup);\n      updateList[uniformsGroup.id] = frame;\n    }\n  }\n  function createBuffer(uniformsGroup) {\n    const bindingPointIndex = allocateBindingPointIndex();\n    uniformsGroup.__bindingPointIndex = bindingPointIndex;\n    const buffer = gl.createBuffer();\n    const size = uniformsGroup.__size;\n    const usage = uniformsGroup.usage;\n    gl.bindBuffer(35345, buffer);\n    gl.bufferData(35345, size, usage);\n    gl.bindBuffer(35345, null);\n    gl.bindBufferBase(35345, bindingPointIndex, buffer);\n    return buffer;\n  }\n  function allocateBindingPointIndex() {\n    for (let i = 0; i < maxBindingPoints; i++) {\n      if (allocatedBindingPoints.indexOf(i) === -1) {\n        allocatedBindingPoints.push(i);\n        return i;\n      }\n    }\n    console.error(\"THREE.WebGLRenderer: Maximum number of simultaneously usable uniforms groups reached.\");\n    return 0;\n  }\n  function updateBufferData(uniformsGroup) {\n    const buffer = buffers[uniformsGroup.id];\n    const uniforms = uniformsGroup.uniforms;\n    const cache = uniformsGroup.__cache;\n    gl.bindBuffer(35345, buffer);\n    for (let i = 0, il = uniforms.length; i < il; i++) {\n      const uniform = uniforms[i];\n      if (hasUniformChanged(uniform, i, cache) === true) {\n        const offset = uniform.__offset;\n        const values = Array.isArray(uniform.value) ? uniform.value : [uniform.value];\n        let arrayOffset = 0;\n        for (let i2 = 0; i2 < values.length; i2++) {\n          const value = values[i2];\n          const info2 = getUniformSize(value);\n          if (typeof value === \"number\") {\n            uniform.__data[0] = value;\n            gl.bufferSubData(35345, offset + arrayOffset, uniform.__data);\n          } else if (value.isMatrix3) {\n            uniform.__data[0] = value.elements[0];\n            uniform.__data[1] = value.elements[1];\n            uniform.__data[2] = value.elements[2];\n            uniform.__data[3] = value.elements[0];\n            uniform.__data[4] = value.elements[3];\n            uniform.__data[5] = value.elements[4];\n            uniform.__data[6] = value.elements[5];\n            uniform.__data[7] = value.elements[0];\n            uniform.__data[8] = value.elements[6];\n            uniform.__data[9] = value.elements[7];\n            uniform.__data[10] = value.elements[8];\n            uniform.__data[11] = value.elements[0];\n          } else {\n            value.toArray(uniform.__data, arrayOffset);\n            arrayOffset += info2.storage / Float32Array.BYTES_PER_ELEMENT;\n          }\n        }\n        gl.bufferSubData(35345, offset, uniform.__data);\n      }\n    }\n    gl.bindBuffer(35345, null);\n  }\n  function hasUniformChanged(uniform, index, cache) {\n    const value = uniform.value;\n    if (cache[index] === void 0) {\n      if (typeof value === \"number\") {\n        cache[index] = value;\n      } else {\n        const values = Array.isArray(value) ? value : [value];\n        const tempValues = [];\n        for (let i = 0; i < values.length; i++) {\n          tempValues.push(values[i].clone());\n        }\n        cache[index] = tempValues;\n      }\n      return true;\n    } else {\n      if (typeof value === \"number\") {\n        if (cache[index] !== value) {\n          cache[index] = value;\n          return true;\n        }\n      } else {\n        const cachedObjects = Array.isArray(cache[index]) ? cache[index] : [cache[index]];\n        const values = Array.isArray(value) ? value : [value];\n        for (let i = 0; i < cachedObjects.length; i++) {\n          const cachedObject = cachedObjects[i];\n          if (cachedObject.equals(values[i]) === false) {\n            cachedObject.copy(values[i]);\n            return true;\n          }\n        }\n      }\n    }\n    return false;\n  }\n  function prepareUniformsGroup(uniformsGroup) {\n    const uniforms = uniformsGroup.uniforms;\n    let offset = 0;\n    const chunkSize = 16;\n    let chunkOffset = 0;\n    for (let i = 0, l = uniforms.length; i < l; i++) {\n      const uniform = uniforms[i];\n      const infos = {\n        boundary: 0,\n        storage: 0\n      };\n      const values = Array.isArray(uniform.value) ? uniform.value : [uniform.value];\n      for (let j = 0, jl = values.length; j < jl; j++) {\n        const value = values[j];\n        const info2 = getUniformSize(value);\n        infos.boundary += info2.boundary;\n        infos.storage += info2.storage;\n      }\n      uniform.__data = new Float32Array(infos.storage / Float32Array.BYTES_PER_ELEMENT);\n      uniform.__offset = offset;\n      if (i > 0) {\n        chunkOffset = offset % chunkSize;\n        const remainingSizeInChunk = chunkSize - chunkOffset;\n        if (chunkOffset !== 0 && remainingSizeInChunk - infos.boundary < 0) {\n          offset += chunkSize - chunkOffset;\n          uniform.__offset = offset;\n        }\n      }\n      offset += infos.storage;\n    }\n    chunkOffset = offset % chunkSize;\n    if (chunkOffset > 0)\n      offset += chunkSize - chunkOffset;\n    uniformsGroup.__size = offset;\n    uniformsGroup.__cache = {};\n    return this;\n  }\n  function getUniformSize(value) {\n    const info2 = {\n      boundary: 0,\n      storage: 0\n    };\n    if (typeof value === \"number\") {\n      info2.boundary = 4;\n      info2.storage = 4;\n    } else if (value.isVector2) {\n      info2.boundary = 8;\n      info2.storage = 8;\n    } else if (value.isVector3 || value.isColor) {\n      info2.boundary = 16;\n      info2.storage = 12;\n    } else if (value.isVector4) {\n      info2.boundary = 16;\n      info2.storage = 16;\n    } else if (value.isMatrix3) {\n      info2.boundary = 48;\n      info2.storage = 48;\n    } else if (value.isMatrix4) {\n      info2.boundary = 64;\n      info2.storage = 64;\n    } else if (value.isTexture) {\n      console.warn(\"THREE.WebGLRenderer: Texture samplers can not be part of an uniforms group.\");\n    } else {\n      console.warn(\"THREE.WebGLRenderer: Unsupported uniform value type.\", value);\n    }\n    return info2;\n  }\n  function onUniformsGroupsDispose(event) {\n    const uniformsGroup = event.target;\n    uniformsGroup.removeEventListener(\"dispose\", onUniformsGroupsDispose);\n    const index = allocatedBindingPoints.indexOf(uniformsGroup.__bindingPointIndex);\n    allocatedBindingPoints.splice(index, 1);\n    gl.deleteBuffer(buffers[uniformsGroup.id]);\n    delete buffers[uniformsGroup.id];\n    delete updateList[uniformsGroup.id];\n  }\n  function dispose() {\n    for (const id2 in buffers) {\n      gl.deleteBuffer(buffers[id2]);\n    }\n    allocatedBindingPoints = [];\n    buffers = {};\n    updateList = {};\n  }\n  return {\n    bind,\n    update,\n    dispose\n  };\n}\nfunction createCanvasElement() {\n  const canvas = createElementNS(\"canvas\");\n  canvas.style.display = \"block\";\n  return canvas;\n}\nfunction WebGLRenderer(parameters = {}) {\n  this.isWebGLRenderer = true;\n  const _canvas2 = parameters.canvas !== void 0 ? parameters.canvas : createCanvasElement(), _context2 = parameters.context !== void 0 ? parameters.context : null, _depth = parameters.depth !== void 0 ? parameters.depth : true, _stencil = parameters.stencil !== void 0 ? parameters.stencil : true, _antialias = parameters.antialias !== void 0 ? parameters.antialias : false, _premultipliedAlpha = parameters.premultipliedAlpha !== void 0 ? parameters.premultipliedAlpha : true, _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== void 0 ? parameters.preserveDrawingBuffer : false, _powerPreference = parameters.powerPreference !== void 0 ? parameters.powerPreference : \"default\", _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== void 0 ? parameters.failIfMajorPerformanceCaveat : false;\n  let _alpha;\n  if (_context2 !== null) {\n    _alpha = _context2.getContextAttributes().alpha;\n  } else {\n    _alpha = parameters.alpha !== void 0 ? parameters.alpha : false;\n  }\n  let currentRenderList = null;\n  let currentRenderState = null;\n  const renderListStack = [];\n  const renderStateStack = [];\n  this.domElement = _canvas2;\n  this.debug = {\n    checkShaderErrors: true\n  };\n  this.autoClear = true;\n  this.autoClearColor = true;\n  this.autoClearDepth = true;\n  this.autoClearStencil = true;\n  this.sortObjects = true;\n  this.clippingPlanes = [];\n  this.localClippingEnabled = false;\n  this.outputEncoding = LinearEncoding;\n  this.physicallyCorrectLights = false;\n  this.toneMapping = NoToneMapping;\n  this.toneMappingExposure = 1;\n  const _this = this;\n  let _isContextLost = false;\n  let _currentActiveCubeFace = 0;\n  let _currentActiveMipmapLevel = 0;\n  let _currentRenderTarget = null;\n  let _currentMaterialId = -1;\n  let _currentCamera = null;\n  const _currentViewport = new Vector4();\n  const _currentScissor = new Vector4();\n  let _currentScissorTest = null;\n  let _width = _canvas2.width;\n  let _height = _canvas2.height;\n  let _pixelRatio = 1;\n  let _opaqueSort = null;\n  let _transparentSort = null;\n  const _viewport = new Vector4(0, 0, _width, _height);\n  const _scissor = new Vector4(0, 0, _width, _height);\n  let _scissorTest = false;\n  const _frustum = new Frustum();\n  let _clippingEnabled = false;\n  let _localClippingEnabled = false;\n  let _transmissionRenderTarget = null;\n  const _projScreenMatrix2 = new Matrix4();\n  const _vector22 = new Vector2();\n  const _vector3 = new Vector3();\n  const _emptyScene = {background: null, fog: null, environment: null, overrideMaterial: null, isScene: true};\n  function getTargetPixelRatio() {\n    return _currentRenderTarget === null ? _pixelRatio : 1;\n  }\n  let _gl = _context2;\n  function getContext(contextNames, contextAttributes) {\n    for (let i = 0; i < contextNames.length; i++) {\n      const contextName = contextNames[i];\n      const context = _canvas2.getContext(contextName, contextAttributes);\n      if (context !== null)\n        return context;\n    }\n    return null;\n  }\n  try {\n    const contextAttributes = {\n      alpha: true,\n      depth: _depth,\n      stencil: _stencil,\n      antialias: _antialias,\n      premultipliedAlpha: _premultipliedAlpha,\n      preserveDrawingBuffer: _preserveDrawingBuffer,\n      powerPreference: _powerPreference,\n      failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat\n    };\n    if (\"setAttribute\" in _canvas2)\n      _canvas2.setAttribute(\"data-engine\", `three.js r${REVISION}`);\n    _canvas2.addEventListener(\"webglcontextlost\", onContextLost, false);\n    _canvas2.addEventListener(\"webglcontextrestored\", onContextRestore, false);\n    _canvas2.addEventListener(\"webglcontextcreationerror\", onContextCreationError, false);\n    if (_gl === null) {\n      const contextNames = [\"webgl2\", \"webgl\", \"experimental-webgl\"];\n      if (_this.isWebGL1Renderer === true) {\n        contextNames.shift();\n      }\n      _gl = getContext(contextNames, contextAttributes);\n      if (_gl === null) {\n        if (getContext(contextNames)) {\n          throw new Error(\"Error creating WebGL context with your selected attributes.\");\n        } else {\n          throw new Error(\"Error creating WebGL context.\");\n        }\n      }\n    }\n    if (_gl.getShaderPrecisionFormat === void 0) {\n      _gl.getShaderPrecisionFormat = function() {\n        return {rangeMin: 1, rangeMax: 1, precision: 1};\n      };\n    }\n  } catch (error) {\n    console.error(\"THREE.WebGLRenderer: \" + error.message);\n    throw error;\n  }\n  let extensions, capabilities, state, info;\n  let properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects;\n  let programCache, materials, renderLists, renderStates, clipping, shadowMap;\n  let background, morphtargets, bufferRenderer, indexedBufferRenderer;\n  let utils, bindingStates, uniformsGroups;\n  function initGLContext() {\n    extensions = new WebGLExtensions(_gl);\n    capabilities = new WebGLCapabilities(_gl, extensions, parameters);\n    extensions.init(capabilities);\n    utils = new WebGLUtils(_gl, extensions, capabilities);\n    state = new WebGLState(_gl, extensions, capabilities);\n    info = new WebGLInfo();\n    properties = new WebGLProperties();\n    textures = new WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info);\n    cubemaps = new WebGLCubeMaps(_this);\n    cubeuvmaps = new WebGLCubeUVMaps(_this);\n    attributes = new WebGLAttributes(_gl, capabilities);\n    bindingStates = new WebGLBindingStates(_gl, extensions, attributes, capabilities);\n    geometries = new WebGLGeometries(_gl, attributes, info, bindingStates);\n    objects = new WebGLObjects(_gl, geometries, attributes, info);\n    morphtargets = new WebGLMorphtargets(_gl, capabilities, textures);\n    clipping = new WebGLClipping(properties);\n    programCache = new WebGLPrograms(_this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping);\n    materials = new WebGLMaterials(_this, properties);\n    renderLists = new WebGLRenderLists();\n    renderStates = new WebGLRenderStates(extensions, capabilities);\n    background = new WebGLBackground(_this, cubemaps, cubeuvmaps, state, objects, _alpha, _premultipliedAlpha);\n    shadowMap = new WebGLShadowMap(_this, objects, capabilities);\n    uniformsGroups = new WebGLUniformsGroups(_gl, info, capabilities, state);\n    bufferRenderer = new WebGLBufferRenderer(_gl, extensions, info, capabilities);\n    indexedBufferRenderer = new WebGLIndexedBufferRenderer(_gl, extensions, info, capabilities);\n    info.programs = programCache.programs;\n    _this.capabilities = capabilities;\n    _this.extensions = extensions;\n    _this.properties = properties;\n    _this.renderLists = renderLists;\n    _this.shadowMap = shadowMap;\n    _this.state = state;\n    _this.info = info;\n  }\n  initGLContext();\n  const xr = new WebXRManager(_this, _gl);\n  this.xr = xr;\n  this.getContext = function() {\n    return _gl;\n  };\n  this.getContextAttributes = function() {\n    return _gl.getContextAttributes();\n  };\n  this.forceContextLoss = function() {\n    const extension = extensions.get(\"WEBGL_lose_context\");\n    if (extension)\n      extension.loseContext();\n  };\n  this.forceContextRestore = function() {\n    const extension = extensions.get(\"WEBGL_lose_context\");\n    if (extension)\n      extension.restoreContext();\n  };\n  this.getPixelRatio = function() {\n    return _pixelRatio;\n  };\n  this.setPixelRatio = function(value) {\n    if (value === void 0)\n      return;\n    _pixelRatio = value;\n    this.setSize(_width, _height, false);\n  };\n  this.getSize = function(target) {\n    return target.set(_width, _height);\n  };\n  this.setSize = function(width, height, updateStyle) {\n    if (xr.isPresenting) {\n      console.warn(\"THREE.WebGLRenderer: Can't change size while VR device is presenting.\");\n      return;\n    }\n    _width = width;\n    _height = height;\n    _canvas2.width = Math.floor(width * _pixelRatio);\n    _canvas2.height = Math.floor(height * _pixelRatio);\n    if (updateStyle !== false) {\n      _canvas2.style.width = width + \"px\";\n      _canvas2.style.height = height + \"px\";\n    }\n    this.setViewport(0, 0, width, height);\n  };\n  this.getDrawingBufferSize = function(target) {\n    return target.set(_width * _pixelRatio, _height * _pixelRatio).floor();\n  };\n  this.setDrawingBufferSize = function(width, height, pixelRatio) {\n    _width = width;\n    _height = height;\n    _pixelRatio = pixelRatio;\n    _canvas2.width = Math.floor(width * pixelRatio);\n    _canvas2.height = Math.floor(height * pixelRatio);\n    this.setViewport(0, 0, width, height);\n  };\n  this.getCurrentViewport = function(target) {\n    return target.copy(_currentViewport);\n  };\n  this.getViewport = function(target) {\n    return target.copy(_viewport);\n  };\n  this.setViewport = function(x, y, width, height) {\n    if (x.isVector4) {\n      _viewport.set(x.x, x.y, x.z, x.w);\n    } else {\n      _viewport.set(x, y, width, height);\n    }\n    state.viewport(_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor());\n  };\n  this.getScissor = function(target) {\n    return target.copy(_scissor);\n  };\n  this.setScissor = function(x, y, width, height) {\n    if (x.isVector4) {\n      _scissor.set(x.x, x.y, x.z, x.w);\n    } else {\n      _scissor.set(x, y, width, height);\n    }\n    state.scissor(_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor());\n  };\n  this.getScissorTest = function() {\n    return _scissorTest;\n  };\n  this.setScissorTest = function(boolean) {\n    state.setScissorTest(_scissorTest = boolean);\n  };\n  this.setOpaqueSort = function(method) {\n    _opaqueSort = method;\n  };\n  this.setTransparentSort = function(method) {\n    _transparentSort = method;\n  };\n  this.getClearColor = function(target) {\n    return target.copy(background.getClearColor());\n  };\n  this.setClearColor = function() {\n    background.setClearColor.apply(background, arguments);\n  };\n  this.getClearAlpha = function() {\n    return background.getClearAlpha();\n  };\n  this.setClearAlpha = function() {\n    background.setClearAlpha.apply(background, arguments);\n  };\n  this.clear = function(color = true, depth = true, stencil = true) {\n    let bits = 0;\n    if (color)\n      bits |= 16384;\n    if (depth)\n      bits |= 256;\n    if (stencil)\n      bits |= 1024;\n    _gl.clear(bits);\n  };\n  this.clearColor = function() {\n    this.clear(true, false, false);\n  };\n  this.clearDepth = function() {\n    this.clear(false, true, false);\n  };\n  this.clearStencil = function() {\n    this.clear(false, false, true);\n  };\n  this.dispose = function() {\n    _canvas2.removeEventListener(\"webglcontextlost\", onContextLost, false);\n    _canvas2.removeEventListener(\"webglcontextrestored\", onContextRestore, false);\n    _canvas2.removeEventListener(\"webglcontextcreationerror\", onContextCreationError, false);\n    renderLists.dispose();\n    renderStates.dispose();\n    properties.dispose();\n    cubemaps.dispose();\n    cubeuvmaps.dispose();\n    objects.dispose();\n    bindingStates.dispose();\n    uniformsGroups.dispose();\n    programCache.dispose();\n    xr.dispose();\n    xr.removeEventListener(\"sessionstart\", onXRSessionStart);\n    xr.removeEventListener(\"sessionend\", onXRSessionEnd);\n    if (_transmissionRenderTarget) {\n      _transmissionRenderTarget.dispose();\n      _transmissionRenderTarget = null;\n    }\n    animation.stop();\n  };\n  function onContextLost(event) {\n    event.preventDefault();\n    console.log(\"THREE.WebGLRenderer: Context Lost.\");\n    _isContextLost = true;\n  }\n  function onContextRestore() {\n    console.log(\"THREE.WebGLRenderer: Context Restored.\");\n    _isContextLost = false;\n    const infoAutoReset = info.autoReset;\n    const shadowMapEnabled = shadowMap.enabled;\n    const shadowMapAutoUpdate = shadowMap.autoUpdate;\n    const shadowMapNeedsUpdate = shadowMap.needsUpdate;\n    const shadowMapType = shadowMap.type;\n    initGLContext();\n    info.autoReset = infoAutoReset;\n    shadowMap.enabled = shadowMapEnabled;\n    shadowMap.autoUpdate = shadowMapAutoUpdate;\n    shadowMap.needsUpdate = shadowMapNeedsUpdate;\n    shadowMap.type = shadowMapType;\n  }\n  function onContextCreationError(event) {\n    console.error(\"THREE.WebGLRenderer: A WebGL context could not be created. Reason: \", event.statusMessage);\n  }\n  function onMaterialDispose(event) {\n    const material = event.target;\n    material.removeEventListener(\"dispose\", onMaterialDispose);\n    deallocateMaterial(material);\n  }\n  function deallocateMaterial(material) {\n    releaseMaterialProgramReferences(material);\n    properties.remove(material);\n  }\n  function releaseMaterialProgramReferences(material) {\n    const programs = properties.get(material).programs;\n    if (programs !== void 0) {\n      programs.forEach(function(program) {\n        programCache.releaseProgram(program);\n      });\n      if (material.isShaderMaterial) {\n        programCache.releaseShaderCache(material);\n      }\n    }\n  }\n  this.renderBufferDirect = function(camera, scene, geometry, material, object, group) {\n    if (scene === null)\n      scene = _emptyScene;\n    const frontFaceCW = object.isMesh && object.matrixWorld.determinant() < 0;\n    const program = setProgram(camera, scene, geometry, material, object);\n    state.setMaterial(material, frontFaceCW);\n    let index = geometry.index;\n    let rangeFactor = 1;\n    if (material.wireframe === true) {\n      index = geometries.getWireframeAttribute(geometry);\n      rangeFactor = 2;\n    }\n    const drawRange = geometry.drawRange;\n    const position = geometry.attributes.position;\n    let drawStart = drawRange.start * rangeFactor;\n    let drawEnd = (drawRange.start + drawRange.count) * rangeFactor;\n    if (group !== null) {\n      drawStart = Math.max(drawStart, group.start * rangeFactor);\n      drawEnd = Math.min(drawEnd, (group.start + group.count) * rangeFactor);\n    }\n    if (index !== null) {\n      drawStart = Math.max(drawStart, 0);\n      drawEnd = Math.min(drawEnd, index.count);\n    } else if (position !== void 0 && position !== null) {\n      drawStart = Math.max(drawStart, 0);\n      drawEnd = Math.min(drawEnd, position.count);\n    }\n    const drawCount = drawEnd - drawStart;\n    if (drawCount < 0 || drawCount === Infinity)\n      return;\n    bindingStates.setup(object, material, program, geometry, index);\n    let attribute;\n    let renderer = bufferRenderer;\n    if (index !== null) {\n      attribute = attributes.get(index);\n      renderer = indexedBufferRenderer;\n      renderer.setIndex(attribute);\n    }\n    if (object.isMesh) {\n      if (material.wireframe === true) {\n        state.setLineWidth(material.wireframeLinewidth * getTargetPixelRatio());\n        renderer.setMode(1);\n      } else {\n        renderer.setMode(4);\n      }\n    } else if (object.isLine) {\n      let lineWidth = material.linewidth;\n      if (lineWidth === void 0)\n        lineWidth = 1;\n      state.setLineWidth(lineWidth * getTargetPixelRatio());\n      if (object.isLineSegments) {\n        renderer.setMode(1);\n      } else if (object.isLineLoop) {\n        renderer.setMode(2);\n      } else {\n        renderer.setMode(3);\n      }\n    } else if (object.isPoints) {\n      renderer.setMode(0);\n    } else if (object.isSprite) {\n      renderer.setMode(4);\n    }\n    if (object.isInstancedMesh) {\n      renderer.renderInstances(drawStart, drawCount, object.count);\n    } else if (geometry.isInstancedBufferGeometry) {\n      const maxInstanceCount = geometry._maxInstanceCount !== void 0 ? geometry._maxInstanceCount : Infinity;\n      const instanceCount = Math.min(geometry.instanceCount, maxInstanceCount);\n      renderer.renderInstances(drawStart, drawCount, instanceCount);\n    } else {\n      renderer.render(drawStart, drawCount);\n    }\n  };\n  this.compile = function(scene, camera) {\n    function prepare(material, scene2, object) {\n      if (material.transparent === true && material.side === TwoPassDoubleSide) {\n        material.side = BackSide;\n        material.needsUpdate = true;\n        getProgram(material, scene2, object);\n        material.side = FrontSide;\n        material.needsUpdate = true;\n        getProgram(material, scene2, object);\n        material.side = TwoPassDoubleSide;\n      } else {\n        getProgram(material, scene2, object);\n      }\n    }\n    currentRenderState = renderStates.get(scene);\n    currentRenderState.init();\n    renderStateStack.push(currentRenderState);\n    scene.traverseVisible(function(object) {\n      if (object.isLight && object.layers.test(camera.layers)) {\n        currentRenderState.pushLight(object);\n        if (object.castShadow) {\n          currentRenderState.pushShadow(object);\n        }\n      }\n    });\n    currentRenderState.setupLights(_this.physicallyCorrectLights);\n    scene.traverse(function(object) {\n      const material = object.material;\n      if (material) {\n        if (Array.isArray(material)) {\n          for (let i = 0; i < material.length; i++) {\n            const material2 = material[i];\n            prepare(material2, scene, object);\n          }\n        } else {\n          prepare(material, scene, object);\n        }\n      }\n    });\n    renderStateStack.pop();\n    currentRenderState = null;\n  };\n  let onAnimationFrameCallback = null;\n  function onAnimationFrame(time) {\n    if (onAnimationFrameCallback)\n      onAnimationFrameCallback(time);\n  }\n  function onXRSessionStart() {\n    animation.stop();\n  }\n  function onXRSessionEnd() {\n    animation.start();\n  }\n  const animation = new WebGLAnimation();\n  animation.setAnimationLoop(onAnimationFrame);\n  if (typeof self !== \"undefined\")\n    animation.setContext(self);\n  this.setAnimationLoop = function(callback) {\n    onAnimationFrameCallback = callback;\n    xr.setAnimationLoop(callback);\n    callback === null ? animation.stop() : animation.start();\n  };\n  xr.addEventListener(\"sessionstart\", onXRSessionStart);\n  xr.addEventListener(\"sessionend\", onXRSessionEnd);\n  this.render = function(scene, camera) {\n    if (camera !== void 0 && camera.isCamera !== true) {\n      console.error(\"THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.\");\n      return;\n    }\n    if (_isContextLost === true)\n      return;\n    if (scene.matrixWorldAutoUpdate === true)\n      scene.updateMatrixWorld();\n    if (camera.parent === null && camera.matrixWorldAutoUpdate === true)\n      camera.updateMatrixWorld();\n    if (xr.enabled === true && xr.isPresenting === true) {\n      if (xr.cameraAutoUpdate === true)\n        xr.updateCamera(camera);\n      camera = xr.getCamera();\n    }\n    if (scene.isScene === true)\n      scene.onBeforeRender(_this, scene, camera, _currentRenderTarget);\n    currentRenderState = renderStates.get(scene, renderStateStack.length);\n    currentRenderState.init();\n    renderStateStack.push(currentRenderState);\n    _projScreenMatrix2.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);\n    _frustum.setFromProjectionMatrix(_projScreenMatrix2);\n    _localClippingEnabled = this.localClippingEnabled;\n    _clippingEnabled = clipping.init(this.clippingPlanes, _localClippingEnabled, camera);\n    currentRenderList = renderLists.get(scene, renderListStack.length);\n    currentRenderList.init();\n    renderListStack.push(currentRenderList);\n    projectObject(scene, camera, 0, _this.sortObjects);\n    currentRenderList.finish();\n    if (_this.sortObjects === true) {\n      currentRenderList.sort(_opaqueSort, _transparentSort);\n    }\n    if (_clippingEnabled === true)\n      clipping.beginShadows();\n    const shadowsArray = currentRenderState.state.shadowsArray;\n    shadowMap.render(shadowsArray, scene, camera);\n    if (_clippingEnabled === true)\n      clipping.endShadows();\n    if (this.info.autoReset === true)\n      this.info.reset();\n    background.render(currentRenderList, scene);\n    currentRenderState.setupLights(_this.physicallyCorrectLights);\n    if (camera.isArrayCamera) {\n      const cameras = camera.cameras;\n      for (let i = 0, l = cameras.length; i < l; i++) {\n        const camera2 = cameras[i];\n        renderScene(currentRenderList, scene, camera2, camera2.viewport);\n      }\n    } else {\n      renderScene(currentRenderList, scene, camera);\n    }\n    if (_currentRenderTarget !== null) {\n      textures.updateMultisampleRenderTarget(_currentRenderTarget);\n      textures.updateRenderTargetMipmap(_currentRenderTarget);\n    }\n    if (scene.isScene === true)\n      scene.onAfterRender(_this, scene, camera);\n    bindingStates.resetDefaultState();\n    _currentMaterialId = -1;\n    _currentCamera = null;\n    renderStateStack.pop();\n    if (renderStateStack.length > 0) {\n      currentRenderState = renderStateStack[renderStateStack.length - 1];\n    } else {\n      currentRenderState = null;\n    }\n    renderListStack.pop();\n    if (renderListStack.length > 0) {\n      currentRenderList = renderListStack[renderListStack.length - 1];\n    } else {\n      currentRenderList = null;\n    }\n  };\n  function projectObject(object, camera, groupOrder, sortObjects) {\n    if (object.visible === false)\n      return;\n    const visible = object.layers.test(camera.layers);\n    if (visible) {\n      if (object.isGroup) {\n        groupOrder = object.renderOrder;\n      } else if (object.isLOD) {\n        if (object.autoUpdate === true)\n          object.update(camera);\n      } else if (object.isLight) {\n        currentRenderState.pushLight(object);\n        if (object.castShadow) {\n          currentRenderState.pushShadow(object);\n        }\n      } else if (object.isSprite) {\n        if (!object.frustumCulled || _frustum.intersectsSprite(object)) {\n          if (sortObjects) {\n            _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix2);\n          }\n          const geometry = objects.update(object);\n          const material = object.material;\n          if (material.visible) {\n            currentRenderList.push(object, geometry, material, groupOrder, _vector3.z, null);\n          }\n        }\n      } else if (object.isMesh || object.isLine || object.isPoints) {\n        if (object.isSkinnedMesh) {\n          if (object.skeleton.frame !== info.render.frame) {\n            object.skeleton.update();\n            object.skeleton.frame = info.render.frame;\n          }\n        }\n        if (!object.frustumCulled || _frustum.intersectsObject(object)) {\n          if (sortObjects) {\n            _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix2);\n          }\n          const geometry = objects.update(object);\n          const material = object.material;\n          if (Array.isArray(material)) {\n            const groups = geometry.groups;\n            for (let i = 0, l = groups.length; i < l; i++) {\n              const group = groups[i];\n              const groupMaterial = material[group.materialIndex];\n              if (groupMaterial && groupMaterial.visible) {\n                currentRenderList.push(object, geometry, groupMaterial, groupOrder, _vector3.z, group);\n              }\n            }\n          } else if (material.visible) {\n            currentRenderList.push(object, geometry, material, groupOrder, _vector3.z, null);\n          }\n        }\n      }\n    }\n    const children = object.children;\n    for (let i = 0, l = children.length; i < l; i++) {\n      projectObject(children[i], camera, groupOrder, sortObjects);\n    }\n  }\n  function renderScene(currentRenderList2, scene, camera, viewport) {\n    const opaqueObjects = currentRenderList2.opaque;\n    const transmissiveObjects = currentRenderList2.transmissive;\n    const transparentObjects = currentRenderList2.transparent;\n    currentRenderState.setupLightsView(camera);\n    if (transmissiveObjects.length > 0)\n      renderTransmissionPass(opaqueObjects, scene, camera);\n    if (viewport)\n      state.viewport(_currentViewport.copy(viewport));\n    if (opaqueObjects.length > 0)\n      renderObjects(opaqueObjects, scene, camera);\n    if (transmissiveObjects.length > 0)\n      renderObjects(transmissiveObjects, scene, camera);\n    if (transparentObjects.length > 0)\n      renderObjects(transparentObjects, scene, camera);\n    state.buffers.depth.setTest(true);\n    state.buffers.depth.setMask(true);\n    state.buffers.color.setMask(true);\n    state.setPolygonOffset(false);\n  }\n  function renderTransmissionPass(opaqueObjects, scene, camera) {\n    const isWebGL2 = capabilities.isWebGL2;\n    if (_transmissionRenderTarget === null) {\n      _transmissionRenderTarget = new WebGLRenderTarget(1, 1, {\n        generateMipmaps: true,\n        type: extensions.has(\"EXT_color_buffer_half_float\") ? HalfFloatType : UnsignedByteType,\n        minFilter: LinearMipmapLinearFilter,\n        samples: isWebGL2 && _antialias === true ? 4 : 0\n      });\n    }\n    _this.getDrawingBufferSize(_vector22);\n    if (isWebGL2) {\n      _transmissionRenderTarget.setSize(_vector22.x, _vector22.y);\n    } else {\n      _transmissionRenderTarget.setSize(floorPowerOfTwo(_vector22.x), floorPowerOfTwo(_vector22.y));\n    }\n    const currentRenderTarget = _this.getRenderTarget();\n    _this.setRenderTarget(_transmissionRenderTarget);\n    _this.clear();\n    const currentToneMapping = _this.toneMapping;\n    _this.toneMapping = NoToneMapping;\n    renderObjects(opaqueObjects, scene, camera);\n    _this.toneMapping = currentToneMapping;\n    textures.updateMultisampleRenderTarget(_transmissionRenderTarget);\n    textures.updateRenderTargetMipmap(_transmissionRenderTarget);\n    _this.setRenderTarget(currentRenderTarget);\n  }\n  function renderObjects(renderList, scene, camera) {\n    const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;\n    for (let i = 0, l = renderList.length; i < l; i++) {\n      const renderItem = renderList[i];\n      const object = renderItem.object;\n      const geometry = renderItem.geometry;\n      const material = overrideMaterial === null ? renderItem.material : overrideMaterial;\n      const group = renderItem.group;\n      if (object.layers.test(camera.layers)) {\n        renderObject(object, scene, camera, geometry, material, group);\n      }\n    }\n  }\n  function renderObject(object, scene, camera, geometry, material, group) {\n    object.onBeforeRender(_this, scene, camera, geometry, material, group);\n    object.modelViewMatrix.multiplyMatrices(camera.matrixWorldInverse, object.matrixWorld);\n    object.normalMatrix.getNormalMatrix(object.modelViewMatrix);\n    material.onBeforeRender(_this, scene, camera, geometry, object, group);\n    if (material.transparent === true && material.side === TwoPassDoubleSide) {\n      material.side = BackSide;\n      material.needsUpdate = true;\n      _this.renderBufferDirect(camera, scene, geometry, material, object, group);\n      material.side = FrontSide;\n      material.needsUpdate = true;\n      _this.renderBufferDirect(camera, scene, geometry, material, object, group);\n      material.side = TwoPassDoubleSide;\n    } else {\n      _this.renderBufferDirect(camera, scene, geometry, material, object, group);\n    }\n    object.onAfterRender(_this, scene, camera, geometry, material, group);\n  }\n  function getProgram(material, scene, object) {\n    if (scene.isScene !== true)\n      scene = _emptyScene;\n    const materialProperties = properties.get(material);\n    const lights = currentRenderState.state.lights;\n    const shadowsArray = currentRenderState.state.shadowsArray;\n    const lightsStateVersion = lights.state.version;\n    const parameters2 = programCache.getParameters(material, lights.state, shadowsArray, scene, object);\n    const programCacheKey = programCache.getProgramCacheKey(parameters2);\n    let programs = materialProperties.programs;\n    materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;\n    materialProperties.fog = scene.fog;\n    materialProperties.envMap = (material.isMeshStandardMaterial ? cubeuvmaps : cubemaps).get(material.envMap || materialProperties.environment);\n    if (programs === void 0) {\n      material.addEventListener(\"dispose\", onMaterialDispose);\n      programs = new Map();\n      materialProperties.programs = programs;\n    }\n    let program = programs.get(programCacheKey);\n    if (program !== void 0) {\n      if (materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion) {\n        updateCommonMaterialProperties(material, parameters2);\n        return program;\n      }\n    } else {\n      parameters2.uniforms = programCache.getUniforms(material);\n      material.onBuild(object, parameters2, _this);\n      material.onBeforeCompile(parameters2, _this);\n      program = programCache.acquireProgram(parameters2, programCacheKey);\n      programs.set(programCacheKey, program);\n      materialProperties.uniforms = parameters2.uniforms;\n    }\n    const uniforms = materialProperties.uniforms;\n    if (!material.isShaderMaterial && !material.isRawShaderMaterial || material.clipping === true) {\n      uniforms.clippingPlanes = clipping.uniform;\n    }\n    updateCommonMaterialProperties(material, parameters2);\n    materialProperties.needsLights = materialNeedsLights(material);\n    materialProperties.lightsStateVersion = lightsStateVersion;\n    if (materialProperties.needsLights) {\n      uniforms.ambientLightColor.value = lights.state.ambient;\n      uniforms.lightProbe.value = lights.state.probe;\n      uniforms.directionalLights.value = lights.state.directional;\n      uniforms.directionalLightShadows.value = lights.state.directionalShadow;\n      uniforms.spotLights.value = lights.state.spot;\n      uniforms.spotLightShadows.value = lights.state.spotShadow;\n      uniforms.rectAreaLights.value = lights.state.rectArea;\n      uniforms.ltc_1.value = lights.state.rectAreaLTC1;\n      uniforms.ltc_2.value = lights.state.rectAreaLTC2;\n      uniforms.pointLights.value = lights.state.point;\n      uniforms.pointLightShadows.value = lights.state.pointShadow;\n      uniforms.hemisphereLights.value = lights.state.hemi;\n      uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;\n      uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;\n      uniforms.spotShadowMap.value = lights.state.spotShadowMap;\n      uniforms.spotLightMatrix.value = lights.state.spotLightMatrix;\n      uniforms.spotLightMap.value = lights.state.spotLightMap;\n      uniforms.pointShadowMap.value = lights.state.pointShadowMap;\n      uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;\n    }\n    const progUniforms = program.getUniforms();\n    const uniformsList = WebGLUniforms.seqWithValue(progUniforms.seq, uniforms);\n    materialProperties.currentProgram = program;\n    materialProperties.uniformsList = uniformsList;\n    return program;\n  }\n  function updateCommonMaterialProperties(material, parameters2) {\n    const materialProperties = properties.get(material);\n    materialProperties.outputEncoding = parameters2.outputEncoding;\n    materialProperties.instancing = parameters2.instancing;\n    materialProperties.skinning = parameters2.skinning;\n    materialProperties.morphTargets = parameters2.morphTargets;\n    materialProperties.morphNormals = parameters2.morphNormals;\n    materialProperties.morphColors = parameters2.morphColors;\n    materialProperties.morphTargetsCount = parameters2.morphTargetsCount;\n    materialProperties.numClippingPlanes = parameters2.numClippingPlanes;\n    materialProperties.numIntersection = parameters2.numClipIntersection;\n    materialProperties.vertexAlphas = parameters2.vertexAlphas;\n    materialProperties.vertexTangents = parameters2.vertexTangents;\n    materialProperties.toneMapping = parameters2.toneMapping;\n  }\n  function setProgram(camera, scene, geometry, material, object) {\n    if (scene.isScene !== true)\n      scene = _emptyScene;\n    textures.resetTextureUnits();\n    const fog = scene.fog;\n    const environment = material.isMeshStandardMaterial ? scene.environment : null;\n    const encoding = _currentRenderTarget === null ? _this.outputEncoding : _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.encoding : LinearEncoding;\n    const envMap = (material.isMeshStandardMaterial ? cubeuvmaps : cubemaps).get(material.envMap || environment);\n    const vertexAlphas = material.vertexColors === true && !!geometry.attributes.color && geometry.attributes.color.itemSize === 4;\n    const vertexTangents = !!material.normalMap && !!geometry.attributes.tangent;\n    const morphTargets = !!geometry.morphAttributes.position;\n    const morphNormals = !!geometry.morphAttributes.normal;\n    const morphColors = !!geometry.morphAttributes.color;\n    const toneMapping = material.toneMapped ? _this.toneMapping : NoToneMapping;\n    const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;\n    const morphTargetsCount = morphAttribute !== void 0 ? morphAttribute.length : 0;\n    const materialProperties = properties.get(material);\n    const lights = currentRenderState.state.lights;\n    if (_clippingEnabled === true) {\n      if (_localClippingEnabled === true || camera !== _currentCamera) {\n        const useCache = camera === _currentCamera && material.id === _currentMaterialId;\n        clipping.setState(material, camera, useCache);\n      }\n    }\n    let needsProgramChange = false;\n    if (material.version === materialProperties.__version) {\n      if (materialProperties.needsLights && materialProperties.lightsStateVersion !== lights.state.version) {\n        needsProgramChange = true;\n      } else if (materialProperties.outputEncoding !== encoding) {\n        needsProgramChange = true;\n      } else if (object.isInstancedMesh && materialProperties.instancing === false) {\n        needsProgramChange = true;\n      } else if (!object.isInstancedMesh && materialProperties.instancing === true) {\n        needsProgramChange = true;\n      } else if (object.isSkinnedMesh && materialProperties.skinning === false) {\n        needsProgramChange = true;\n      } else if (!object.isSkinnedMesh && materialProperties.skinning === true) {\n        needsProgramChange = true;\n      } else if (materialProperties.envMap !== envMap) {\n        needsProgramChange = true;\n      } else if (material.fog === true && materialProperties.fog !== fog) {\n        needsProgramChange = true;\n      } else if (materialProperties.numClippingPlanes !== void 0 && (materialProperties.numClippingPlanes !== clipping.numPlanes || materialProperties.numIntersection !== clipping.numIntersection)) {\n        needsProgramChange = true;\n      } else if (materialProperties.vertexAlphas !== vertexAlphas) {\n        needsProgramChange = true;\n      } else if (materialProperties.vertexTangents !== vertexTangents) {\n        needsProgramChange = true;\n      } else if (materialProperties.morphTargets !== morphTargets) {\n        needsProgramChange = true;\n      } else if (materialProperties.morphNormals !== morphNormals) {\n        needsProgramChange = true;\n      } else if (materialProperties.morphColors !== morphColors) {\n        needsProgramChange = true;\n      } else if (materialProperties.toneMapping !== toneMapping) {\n        needsProgramChange = true;\n      } else if (capabilities.isWebGL2 === true && materialProperties.morphTargetsCount !== morphTargetsCount) {\n        needsProgramChange = true;\n      }\n    } else {\n      needsProgramChange = true;\n      materialProperties.__version = material.version;\n    }\n    let program = materialProperties.currentProgram;\n    if (needsProgramChange === true) {\n      program = getProgram(material, scene, object);\n    }\n    let refreshProgram = false;\n    let refreshMaterial = false;\n    let refreshLights = false;\n    const p_uniforms = program.getUniforms(), m_uniforms = materialProperties.uniforms;\n    if (state.useProgram(program.program)) {\n      refreshProgram = true;\n      refreshMaterial = true;\n      refreshLights = true;\n    }\n    if (material.id !== _currentMaterialId) {\n      _currentMaterialId = material.id;\n      refreshMaterial = true;\n    }\n    if (refreshProgram || _currentCamera !== camera) {\n      p_uniforms.setValue(_gl, \"projectionMatrix\", camera.projectionMatrix);\n      if (capabilities.logarithmicDepthBuffer) {\n        p_uniforms.setValue(_gl, \"logDepthBufFC\", 2 / (Math.log(camera.far + 1) / Math.LN2));\n      }\n      if (_currentCamera !== camera) {\n        _currentCamera = camera;\n        refreshMaterial = true;\n        refreshLights = true;\n      }\n      if (material.isShaderMaterial || material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshStandardMaterial || material.envMap) {\n        const uCamPos = p_uniforms.map.cameraPosition;\n        if (uCamPos !== void 0) {\n          uCamPos.setValue(_gl, _vector3.setFromMatrixPosition(camera.matrixWorld));\n        }\n      }\n      if (material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial) {\n        p_uniforms.setValue(_gl, \"isOrthographic\", camera.isOrthographicCamera === true);\n      }\n      if (material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial || material.isShadowMaterial || object.isSkinnedMesh) {\n        p_uniforms.setValue(_gl, \"viewMatrix\", camera.matrixWorldInverse);\n      }\n    }\n    if (object.isSkinnedMesh) {\n      p_uniforms.setOptional(_gl, object, \"bindMatrix\");\n      p_uniforms.setOptional(_gl, object, \"bindMatrixInverse\");\n      const skeleton = object.skeleton;\n      if (skeleton) {\n        if (capabilities.floatVertexTextures) {\n          if (skeleton.boneTexture === null)\n            skeleton.computeBoneTexture();\n          p_uniforms.setValue(_gl, \"boneTexture\", skeleton.boneTexture, textures);\n          p_uniforms.setValue(_gl, \"boneTextureSize\", skeleton.boneTextureSize);\n        } else {\n          console.warn(\"THREE.WebGLRenderer: SkinnedMesh can only be used with WebGL 2. With WebGL 1 OES_texture_float and vertex textures support is required.\");\n        }\n      }\n    }\n    const morphAttributes = geometry.morphAttributes;\n    if (morphAttributes.position !== void 0 || morphAttributes.normal !== void 0 || morphAttributes.color !== void 0 && capabilities.isWebGL2 === true) {\n      morphtargets.update(object, geometry, material, program);\n    }\n    if (refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow) {\n      materialProperties.receiveShadow = object.receiveShadow;\n      p_uniforms.setValue(_gl, \"receiveShadow\", object.receiveShadow);\n    }\n    if (material.isMeshGouraudMaterial && material.envMap !== null) {\n      m_uniforms.envMap.value = envMap;\n      m_uniforms.flipEnvMap.value = envMap.isCubeTexture && envMap.isRenderTargetTexture === false ? -1 : 1;\n    }\n    if (refreshMaterial) {\n      p_uniforms.setValue(_gl, \"toneMappingExposure\", _this.toneMappingExposure);\n      if (materialProperties.needsLights) {\n        markUniformsLightsNeedsUpdate(m_uniforms, refreshLights);\n      }\n      if (fog && material.fog === true) {\n        materials.refreshFogUniforms(m_uniforms, fog);\n      }\n      materials.refreshMaterialUniforms(m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget);\n      WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, textures);\n    }\n    if (material.isShaderMaterial && material.uniformsNeedUpdate === true) {\n      WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, textures);\n      material.uniformsNeedUpdate = false;\n    }\n    if (material.isSpriteMaterial) {\n      p_uniforms.setValue(_gl, \"center\", object.center);\n    }\n    p_uniforms.setValue(_gl, \"modelViewMatrix\", object.modelViewMatrix);\n    p_uniforms.setValue(_gl, \"normalMatrix\", object.normalMatrix);\n    p_uniforms.setValue(_gl, \"modelMatrix\", object.matrixWorld);\n    if (material.isShaderMaterial || material.isRawShaderMaterial) {\n      const groups = material.uniformsGroups;\n      for (let i = 0, l = groups.length; i < l; i++) {\n        if (capabilities.isWebGL2) {\n          const group = groups[i];\n          uniformsGroups.update(group, program);\n          uniformsGroups.bind(group, program);\n        } else {\n          console.warn(\"THREE.WebGLRenderer: Uniform Buffer Objects can only be used with WebGL 2.\");\n        }\n      }\n    }\n    return program;\n  }\n  function markUniformsLightsNeedsUpdate(uniforms, value) {\n    uniforms.ambientLightColor.needsUpdate = value;\n    uniforms.lightProbe.needsUpdate = value;\n    uniforms.directionalLights.needsUpdate = value;\n    uniforms.directionalLightShadows.needsUpdate = value;\n    uniforms.pointLights.needsUpdate = value;\n    uniforms.pointLightShadows.needsUpdate = value;\n    uniforms.spotLights.needsUpdate = value;\n    uniforms.spotLightShadows.needsUpdate = value;\n    uniforms.rectAreaLights.needsUpdate = value;\n    uniforms.hemisphereLights.needsUpdate = value;\n  }\n  function materialNeedsLights(material) {\n    return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial || material.isShadowMaterial || material.isShaderMaterial && material.lights === true;\n  }\n  this.getActiveCubeFace = function() {\n    return _currentActiveCubeFace;\n  };\n  this.getActiveMipmapLevel = function() {\n    return _currentActiveMipmapLevel;\n  };\n  this.getRenderTarget = function() {\n    return _currentRenderTarget;\n  };\n  this.setRenderTargetTextures = function(renderTarget, colorTexture, depthTexture) {\n    properties.get(renderTarget.texture).__webglTexture = colorTexture;\n    properties.get(renderTarget.depthTexture).__webglTexture = depthTexture;\n    const renderTargetProperties = properties.get(renderTarget);\n    renderTargetProperties.__hasExternalTextures = true;\n    if (renderTargetProperties.__hasExternalTextures) {\n      renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === void 0;\n      if (!renderTargetProperties.__autoAllocateDepthBuffer) {\n        if (extensions.has(\"WEBGL_multisampled_render_to_texture\") === true) {\n          console.warn(\"THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided\");\n          renderTargetProperties.__useRenderToTexture = false;\n        }\n      }\n    }\n  };\n  this.setRenderTargetFramebuffer = function(renderTarget, defaultFramebuffer) {\n    const renderTargetProperties = properties.get(renderTarget);\n    renderTargetProperties.__webglFramebuffer = defaultFramebuffer;\n    renderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === void 0;\n  };\n  this.setRenderTarget = function(renderTarget, activeCubeFace = 0, activeMipmapLevel = 0) {\n    _currentRenderTarget = renderTarget;\n    _currentActiveCubeFace = activeCubeFace;\n    _currentActiveMipmapLevel = activeMipmapLevel;\n    let useDefaultFramebuffer = true;\n    let framebuffer = null;\n    let isCube = false;\n    let isRenderTarget3D = false;\n    if (renderTarget) {\n      const renderTargetProperties = properties.get(renderTarget);\n      if (renderTargetProperties.__useDefaultFramebuffer !== void 0) {\n        state.bindFramebuffer(36160, null);\n        useDefaultFramebuffer = false;\n      } else if (renderTargetProperties.__webglFramebuffer === void 0) {\n        textures.setupRenderTarget(renderTarget);\n      } else if (renderTargetProperties.__hasExternalTextures) {\n        textures.rebindTextures(renderTarget, properties.get(renderTarget.texture).__webglTexture, properties.get(renderTarget.depthTexture).__webglTexture);\n      }\n      const texture = renderTarget.texture;\n      if (texture.isData3DTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture) {\n        isRenderTarget3D = true;\n      }\n      const __webglFramebuffer = properties.get(renderTarget).__webglFramebuffer;\n      if (renderTarget.isWebGLCubeRenderTarget) {\n        framebuffer = __webglFramebuffer[activeCubeFace];\n        isCube = true;\n      } else if (capabilities.isWebGL2 && renderTarget.samples > 0 && textures.useMultisampledRTT(renderTarget) === false) {\n        framebuffer = properties.get(renderTarget).__webglMultisampledFramebuffer;\n      } else {\n        framebuffer = __webglFramebuffer;\n      }\n      _currentViewport.copy(renderTarget.viewport);\n      _currentScissor.copy(renderTarget.scissor);\n      _currentScissorTest = renderTarget.scissorTest;\n    } else {\n      _currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor();\n      _currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor();\n      _currentScissorTest = _scissorTest;\n    }\n    const framebufferBound = state.bindFramebuffer(36160, framebuffer);\n    if (framebufferBound && capabilities.drawBuffers && useDefaultFramebuffer) {\n      state.drawBuffers(renderTarget, framebuffer);\n    }\n    state.viewport(_currentViewport);\n    state.scissor(_currentScissor);\n    state.setScissorTest(_currentScissorTest);\n    if (isCube) {\n      const textureProperties = properties.get(renderTarget.texture);\n      _gl.framebufferTexture2D(36160, 36064, 34069 + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel);\n    } else if (isRenderTarget3D) {\n      const textureProperties = properties.get(renderTarget.texture);\n      const layer = activeCubeFace || 0;\n      _gl.framebufferTextureLayer(36160, 36064, textureProperties.__webglTexture, activeMipmapLevel || 0, layer);\n    }\n    _currentMaterialId = -1;\n  };\n  this.readRenderTargetPixels = function(renderTarget, x, y, width, height, buffer, activeCubeFaceIndex) {\n    if (!(renderTarget && renderTarget.isWebGLRenderTarget)) {\n      console.error(\"THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.\");\n      return;\n    }\n    let framebuffer = properties.get(renderTarget).__webglFramebuffer;\n    if (renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== void 0) {\n      framebuffer = framebuffer[activeCubeFaceIndex];\n    }\n    if (framebuffer) {\n      state.bindFramebuffer(36160, framebuffer);\n      try {\n        const texture = renderTarget.texture;\n        const textureFormat = texture.format;\n        const textureType = texture.type;\n        if (textureFormat !== RGBAFormat && utils.convert(textureFormat) !== _gl.getParameter(35739)) {\n          console.error(\"THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.\");\n          return;\n        }\n        const halfFloatSupportedByExt = textureType === HalfFloatType && (extensions.has(\"EXT_color_buffer_half_float\") || capabilities.isWebGL2 && extensions.has(\"EXT_color_buffer_float\"));\n        if (textureType !== UnsignedByteType && utils.convert(textureType) !== _gl.getParameter(35738) && !(textureType === FloatType && (capabilities.isWebGL2 || extensions.has(\"OES_texture_float\") || extensions.has(\"WEBGL_color_buffer_float\"))) && !halfFloatSupportedByExt) {\n          console.error(\"THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.\");\n          return;\n        }\n        if (x >= 0 && x <= renderTarget.width - width && (y >= 0 && y <= renderTarget.height - height)) {\n          _gl.readPixels(x, y, width, height, utils.convert(textureFormat), utils.convert(textureType), buffer);\n        }\n      } finally {\n        const framebuffer2 = _currentRenderTarget !== null ? properties.get(_currentRenderTarget).__webglFramebuffer : null;\n        state.bindFramebuffer(36160, framebuffer2);\n      }\n    }\n  };\n  this.copyFramebufferToTexture = function(position, texture, level = 0) {\n    const levelScale = Math.pow(2, -level);\n    const width = Math.floor(texture.image.width * levelScale);\n    const height = Math.floor(texture.image.height * levelScale);\n    textures.setTexture2D(texture, 0);\n    _gl.copyTexSubImage2D(3553, level, 0, 0, position.x, position.y, width, height);\n    state.unbindTexture();\n  };\n  this.copyTextureToTexture = function(position, srcTexture, dstTexture, level = 0) {\n    const width = srcTexture.image.width;\n    const height = srcTexture.image.height;\n    const glFormat = utils.convert(dstTexture.format);\n    const glType = utils.convert(dstTexture.type);\n    textures.setTexture2D(dstTexture, 0);\n    _gl.pixelStorei(37440, dstTexture.flipY);\n    _gl.pixelStorei(37441, dstTexture.premultiplyAlpha);\n    _gl.pixelStorei(3317, dstTexture.unpackAlignment);\n    if (srcTexture.isDataTexture) {\n      _gl.texSubImage2D(3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data);\n    } else {\n      if (srcTexture.isCompressedTexture) {\n        _gl.compressedTexSubImage2D(3553, level, position.x, position.y, srcTexture.mipmaps[0].width, srcTexture.mipmaps[0].height, glFormat, srcTexture.mipmaps[0].data);\n      } else {\n        _gl.texSubImage2D(3553, level, position.x, position.y, glFormat, glType, srcTexture.image);\n      }\n    }\n    if (level === 0 && dstTexture.generateMipmaps)\n      _gl.generateMipmap(3553);\n    state.unbindTexture();\n  };\n  this.copyTextureToTexture3D = function(sourceBox, position, srcTexture, dstTexture, level = 0) {\n    if (_this.isWebGL1Renderer) {\n      console.warn(\"THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.\");\n      return;\n    }\n    const width = sourceBox.max.x - sourceBox.min.x + 1;\n    const height = sourceBox.max.y - sourceBox.min.y + 1;\n    const depth = sourceBox.max.z - sourceBox.min.z + 1;\n    const glFormat = utils.convert(dstTexture.format);\n    const glType = utils.convert(dstTexture.type);\n    let glTarget;\n    if (dstTexture.isData3DTexture) {\n      textures.setTexture3D(dstTexture, 0);\n      glTarget = 32879;\n    } else if (dstTexture.isDataArrayTexture) {\n      textures.setTexture2DArray(dstTexture, 0);\n      glTarget = 35866;\n    } else {\n      console.warn(\"THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.\");\n      return;\n    }\n    _gl.pixelStorei(37440, dstTexture.flipY);\n    _gl.pixelStorei(37441, dstTexture.premultiplyAlpha);\n    _gl.pixelStorei(3317, dstTexture.unpackAlignment);\n    const unpackRowLen = _gl.getParameter(3314);\n    const unpackImageHeight = _gl.getParameter(32878);\n    const unpackSkipPixels = _gl.getParameter(3316);\n    const unpackSkipRows = _gl.getParameter(3315);\n    const unpackSkipImages = _gl.getParameter(32877);\n    const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[0] : srcTexture.image;\n    _gl.pixelStorei(3314, image.width);\n    _gl.pixelStorei(32878, image.height);\n    _gl.pixelStorei(3316, sourceBox.min.x);\n    _gl.pixelStorei(3315, sourceBox.min.y);\n    _gl.pixelStorei(32877, sourceBox.min.z);\n    if (srcTexture.isDataTexture || srcTexture.isData3DTexture) {\n      _gl.texSubImage3D(glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data);\n    } else {\n      if (srcTexture.isCompressedArrayTexture) {\n        console.warn(\"THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture.\");\n        _gl.compressedTexSubImage3D(glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data);\n      } else {\n        _gl.texSubImage3D(glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image);\n      }\n    }\n    _gl.pixelStorei(3314, unpackRowLen);\n    _gl.pixelStorei(32878, unpackImageHeight);\n    _gl.pixelStorei(3316, unpackSkipPixels);\n    _gl.pixelStorei(3315, unpackSkipRows);\n    _gl.pixelStorei(32877, unpackSkipImages);\n    if (level === 0 && dstTexture.generateMipmaps)\n      _gl.generateMipmap(glTarget);\n    state.unbindTexture();\n  };\n  this.initTexture = function(texture) {\n    if (texture.isCubeTexture) {\n      textures.setTextureCube(texture, 0);\n    } else if (texture.isData3DTexture) {\n      textures.setTexture3D(texture, 0);\n    } else if (texture.isDataArrayTexture || texture.isCompressedArrayTexture) {\n      textures.setTexture2DArray(texture, 0);\n    } else {\n      textures.setTexture2D(texture, 0);\n    }\n    state.unbindTexture();\n  };\n  this.resetState = function() {\n    _currentActiveCubeFace = 0;\n    _currentActiveMipmapLevel = 0;\n    _currentRenderTarget = null;\n    state.reset();\n    bindingStates.reset();\n  };\n  if (typeof __THREE_DEVTOOLS__ !== \"undefined\") {\n    __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent(\"observe\", {detail: this}));\n  }\n}\nclass WebGL1Renderer extends WebGLRenderer {\n}\nWebGL1Renderer.prototype.isWebGL1Renderer = true;\nclass FogExp2 {\n  constructor(color, density = 25e-5) {\n    this.isFogExp2 = true;\n    this.name = \"\";\n    this.color = new Color(color);\n    this.density = density;\n  }\n  clone() {\n    return new FogExp2(this.color, this.density);\n  }\n  toJSON() {\n    return {\n      type: \"FogExp2\",\n      color: this.color.getHex(),\n      density: this.density\n    };\n  }\n}\nclass Fog {\n  constructor(color, near = 1, far = 1e3) {\n    this.isFog = true;\n    this.name = \"\";\n    this.color = new Color(color);\n    this.near = near;\n    this.far = far;\n  }\n  clone() {\n    return new Fog(this.color, this.near, this.far);\n  }\n  toJSON() {\n    return {\n      type: \"Fog\",\n      color: this.color.getHex(),\n      near: this.near,\n      far: this.far\n    };\n  }\n}\nclass Scene extends Object3D {\n  constructor() {\n    super();\n    this.isScene = true;\n    this.type = \"Scene\";\n    this.background = null;\n    this.environment = null;\n    this.fog = null;\n    this.backgroundBlurriness = 0;\n    this.backgroundIntensity = 1;\n    this.overrideMaterial = null;\n    if (typeof __THREE_DEVTOOLS__ !== \"undefined\") {\n      __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent(\"observe\", {detail: this}));\n    }\n  }\n  copy(source, recursive) {\n    super.copy(source, recursive);\n    if (source.background !== null)\n      this.background = source.background.clone();\n    if (source.environment !== null)\n      this.environment = source.environment.clone();\n    if (source.fog !== null)\n      this.fog = source.fog.clone();\n    this.backgroundBlurriness = source.backgroundBlurriness;\n    this.backgroundIntensity = source.backgroundIntensity;\n    if (source.overrideMaterial !== null)\n      this.overrideMaterial = source.overrideMaterial.clone();\n    this.matrixAutoUpdate = source.matrixAutoUpdate;\n    return this;\n  }\n  toJSON(meta) {\n    const data = super.toJSON(meta);\n    if (this.fog !== null)\n      data.object.fog = this.fog.toJSON();\n    if (this.backgroundBlurriness > 0)\n      data.backgroundBlurriness = this.backgroundBlurriness;\n    if (this.backgroundIntensity !== 1)\n      data.backgroundIntensity = this.backgroundIntensity;\n    return data;\n  }\n  get autoUpdate() {\n    console.warn(\"THREE.Scene: autoUpdate was renamed to matrixWorldAutoUpdate in r144.\");\n    return this.matrixWorldAutoUpdate;\n  }\n  set autoUpdate(value) {\n    console.warn(\"THREE.Scene: autoUpdate was renamed to matrixWorldAutoUpdate in r144.\");\n    this.matrixWorldAutoUpdate = value;\n  }\n}\nclass InterleavedBuffer {\n  constructor(array, stride) {\n    this.isInterleavedBuffer = true;\n    this.array = array;\n    this.stride = stride;\n    this.count = array !== void 0 ? array.length / stride : 0;\n    this.usage = StaticDrawUsage;\n    this.updateRange = {offset: 0, count: -1};\n    this.version = 0;\n    this.uuid = generateUUID();\n  }\n  onUploadCallback() {\n  }\n  set needsUpdate(value) {\n    if (value === true)\n      this.version++;\n  }\n  setUsage(value) {\n    this.usage = value;\n    return this;\n  }\n  copy(source) {\n    this.array = new source.array.constructor(source.array);\n    this.count = source.count;\n    this.stride = source.stride;\n    this.usage = source.usage;\n    return this;\n  }\n  copyAt(index1, attribute, index2) {\n    index1 *= this.stride;\n    index2 *= attribute.stride;\n    for (let i = 0, l = this.stride; i < l; i++) {\n      this.array[index1 + i] = attribute.array[index2 + i];\n    }\n    return this;\n  }\n  set(value, offset = 0) {\n    this.array.set(value, offset);\n    return this;\n  }\n  clone(data) {\n    if (data.arrayBuffers === void 0) {\n      data.arrayBuffers = {};\n    }\n    if (this.array.buffer._uuid === void 0) {\n      this.array.buffer._uuid = generateUUID();\n    }\n    if (data.arrayBuffers[this.array.buffer._uuid] === void 0) {\n      data.arrayBuffers[this.array.buffer._uuid] = this.array.slice(0).buffer;\n    }\n    const array = new this.array.constructor(data.arrayBuffers[this.array.buffer._uuid]);\n    const ib = new this.constructor(array, this.stride);\n    ib.setUsage(this.usage);\n    return ib;\n  }\n  onUpload(callback) {\n    this.onUploadCallback = callback;\n    return this;\n  }\n  toJSON(data) {\n    if (data.arrayBuffers === void 0) {\n      data.arrayBuffers = {};\n    }\n    if (this.array.buffer._uuid === void 0) {\n      this.array.buffer._uuid = generateUUID();\n    }\n    if (data.arrayBuffers[this.array.buffer._uuid] === void 0) {\n      data.arrayBuffers[this.array.buffer._uuid] = Array.from(new Uint32Array(this.array.buffer));\n    }\n    return {\n      uuid: this.uuid,\n      buffer: this.array.buffer._uuid,\n      type: this.array.constructor.name,\n      stride: this.stride\n    };\n  }\n}\nconst _vector$6 = /* @__PURE__ */ new Vector3();\nclass InterleavedBufferAttribute {\n  constructor(interleavedBuffer, itemSize, offset, normalized = false) {\n    this.isInterleavedBufferAttribute = true;\n    this.name = \"\";\n    this.data = interleavedBuffer;\n    this.itemSize = itemSize;\n    this.offset = offset;\n    this.normalized = normalized;\n  }\n  get count() {\n    return this.data.count;\n  }\n  get array() {\n    return this.data.array;\n  }\n  set needsUpdate(value) {\n    this.data.needsUpdate = value;\n  }\n  applyMatrix4(m) {\n    for (let i = 0, l = this.data.count; i < l; i++) {\n      _vector$6.fromBufferAttribute(this, i);\n      _vector$6.applyMatrix4(m);\n      this.setXYZ(i, _vector$6.x, _vector$6.y, _vector$6.z);\n    }\n    return this;\n  }\n  applyNormalMatrix(m) {\n    for (let i = 0, l = this.count; i < l; i++) {\n      _vector$6.fromBufferAttribute(this, i);\n      _vector$6.applyNormalMatrix(m);\n      this.setXYZ(i, _vector$6.x, _vector$6.y, _vector$6.z);\n    }\n    return this;\n  }\n  transformDirection(m) {\n    for (let i = 0, l = this.count; i < l; i++) {\n      _vector$6.fromBufferAttribute(this, i);\n      _vector$6.transformDirection(m);\n      this.setXYZ(i, _vector$6.x, _vector$6.y, _vector$6.z);\n    }\n    return this;\n  }\n  setX(index, x) {\n    if (this.normalized)\n      x = normalize(x, this.array);\n    this.data.array[index * this.data.stride + this.offset] = x;\n    return this;\n  }\n  setY(index, y) {\n    if (this.normalized)\n      y = normalize(y, this.array);\n    this.data.array[index * this.data.stride + this.offset + 1] = y;\n    return this;\n  }\n  setZ(index, z) {\n    if (this.normalized)\n      z = normalize(z, this.array);\n    this.data.array[index * this.data.stride + this.offset + 2] = z;\n    return this;\n  }\n  setW(index, w) {\n    if (this.normalized)\n      w = normalize(w, this.array);\n    this.data.array[index * this.data.stride + this.offset + 3] = w;\n    return this;\n  }\n  getX(index) {\n    let x = this.data.array[index * this.data.stride + this.offset];\n    if (this.normalized)\n      x = denormalize(x, this.array);\n    return x;\n  }\n  getY(index) {\n    let y = this.data.array[index * this.data.stride + this.offset + 1];\n    if (this.normalized)\n      y = denormalize(y, this.array);\n    return y;\n  }\n  getZ(index) {\n    let z = this.data.array[index * this.data.stride + this.offset + 2];\n    if (this.normalized)\n      z = denormalize(z, this.array);\n    return z;\n  }\n  getW(index) {\n    let w = this.data.array[index * this.data.stride + this.offset + 3];\n    if (this.normalized)\n      w = denormalize(w, this.array);\n    return w;\n  }\n  setXY(index, x, y) {\n    index = index * this.data.stride + this.offset;\n    if (this.normalized) {\n      x = normalize(x, this.array);\n      y = normalize(y, this.array);\n    }\n    this.data.array[index + 0] = x;\n    this.data.array[index + 1] = y;\n    return this;\n  }\n  setXYZ(index, x, y, z) {\n    index = index * this.data.stride + this.offset;\n    if (this.normalized) {\n      x = normalize(x, this.array);\n      y = normalize(y, this.array);\n      z = normalize(z, this.array);\n    }\n    this.data.array[index + 0] = x;\n    this.data.array[index + 1] = y;\n    this.data.array[index + 2] = z;\n    return this;\n  }\n  setXYZW(index, x, y, z, w) {\n    index = index * this.data.stride + this.offset;\n    if (this.normalized) {\n      x = normalize(x, this.array);\n      y = normalize(y, this.array);\n      z = normalize(z, this.array);\n      w = normalize(w, this.array);\n    }\n    this.data.array[index + 0] = x;\n    this.data.array[index + 1] = y;\n    this.data.array[index + 2] = z;\n    this.data.array[index + 3] = w;\n    return this;\n  }\n  clone(data) {\n    if (data === void 0) {\n      console.log(\"THREE.InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.\");\n      const array = [];\n      for (let i = 0; i < this.count; i++) {\n        const index = i * this.data.stride + this.offset;\n        for (let j = 0; j < this.itemSize; j++) {\n          array.push(this.data.array[index + j]);\n        }\n      }\n      return new BufferAttribute(new this.array.constructor(array), this.itemSize, this.normalized);\n    } else {\n      if (data.interleavedBuffers === void 0) {\n        data.interleavedBuffers = {};\n      }\n      if (data.interleavedBuffers[this.data.uuid] === void 0) {\n        data.interleavedBuffers[this.data.uuid] = this.data.clone(data);\n      }\n      return new InterleavedBufferAttribute(data.interleavedBuffers[this.data.uuid], this.itemSize, this.offset, this.normalized);\n    }\n  }\n  toJSON(data) {\n    if (data === void 0) {\n      console.log(\"THREE.InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.\");\n      const array = [];\n      for (let i = 0; i < this.count; i++) {\n        const index = i * this.data.stride + this.offset;\n        for (let j = 0; j < this.itemSize; j++) {\n          array.push(this.data.array[index + j]);\n        }\n      }\n      return {\n        itemSize: this.itemSize,\n        type: this.array.constructor.name,\n        array,\n        normalized: this.normalized\n      };\n    } else {\n      if (data.interleavedBuffers === void 0) {\n        data.interleavedBuffers = {};\n      }\n      if (data.interleavedBuffers[this.data.uuid] === void 0) {\n        data.interleavedBuffers[this.data.uuid] = this.data.toJSON(data);\n      }\n      return {\n        isInterleavedBufferAttribute: true,\n        itemSize: this.itemSize,\n        data: this.data.uuid,\n        offset: this.offset,\n        normalized: this.normalized\n      };\n    }\n  }\n}\nclass SpriteMaterial extends Material {\n  constructor(parameters) {\n    super();\n    this.isSpriteMaterial = true;\n    this.type = \"SpriteMaterial\";\n    this.color = new Color(16777215);\n    this.map = null;\n    this.alphaMap = null;\n    this.rotation = 0;\n    this.sizeAttenuation = true;\n    this.transparent = true;\n    this.fog = true;\n    this.setValues(parameters);\n  }\n  copy(source) {\n    super.copy(source);\n    this.color.copy(source.color);\n    this.map = source.map;\n    this.alphaMap = source.alphaMap;\n    this.rotation = source.rotation;\n    this.sizeAttenuation = source.sizeAttenuation;\n    this.fog = source.fog;\n    return this;\n  }\n}\nlet _geometry;\nconst _intersectPoint = /* @__PURE__ */ new Vector3();\nconst _worldScale = /* @__PURE__ */ new Vector3();\nconst _mvPosition = /* @__PURE__ */ new Vector3();\nconst _alignedPosition = /* @__PURE__ */ new Vector2();\nconst _rotatedPosition = /* @__PURE__ */ new Vector2();\nconst _viewWorldMatrix = /* @__PURE__ */ new Matrix4();\nconst _vA = /* @__PURE__ */ new Vector3();\nconst _vB = /* @__PURE__ */ new Vector3();\nconst _vC = /* @__PURE__ */ new Vector3();\nconst _uvA = /* @__PURE__ */ new Vector2();\nconst _uvB = /* @__PURE__ */ new Vector2();\nconst _uvC = /* @__PURE__ */ new Vector2();\nclass Sprite extends Object3D {\n  constructor(material) {\n    super();\n    this.isSprite = true;\n    this.type = \"Sprite\";\n    if (_geometry === void 0) {\n      _geometry = new BufferGeometry();\n      const float32Array = new Float32Array([\n        -0.5,\n        -0.5,\n        0,\n        0,\n        0,\n        0.5,\n        -0.5,\n        0,\n        1,\n        0,\n        0.5,\n        0.5,\n        0,\n        1,\n        1,\n        -0.5,\n        0.5,\n        0,\n        0,\n        1\n      ]);\n      const interleavedBuffer = new InterleavedBuffer(float32Array, 5);\n      _geometry.setIndex([0, 1, 2, 0, 2, 3]);\n      _geometry.setAttribute(\"position\", new InterleavedBufferAttribute(interleavedBuffer, 3, 0, false));\n      _geometry.setAttribute(\"uv\", new InterleavedBufferAttribute(interleavedBuffer, 2, 3, false));\n    }\n    this.geometry = _geometry;\n    this.material = material !== void 0 ? material : new SpriteMaterial();\n    this.center = new Vector2(0.5, 0.5);\n  }\n  raycast(raycaster, intersects2) {\n    if (raycaster.camera === null) {\n      console.error('THREE.Sprite: \"Raycaster.camera\" needs to be set in order to raycast against sprites.');\n    }\n    _worldScale.setFromMatrixScale(this.matrixWorld);\n    _viewWorldMatrix.copy(raycaster.camera.matrixWorld);\n    this.modelViewMatrix.multiplyMatrices(raycaster.camera.matrixWorldInverse, this.matrixWorld);\n    _mvPosition.setFromMatrixPosition(this.modelViewMatrix);\n    if (raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false) {\n      _worldScale.multiplyScalar(-_mvPosition.z);\n    }\n    const rotation = this.material.rotation;\n    let sin, cos;\n    if (rotation !== 0) {\n      cos = Math.cos(rotation);\n      sin = Math.sin(rotation);\n    }\n    const center = this.center;\n    transformVertex(_vA.set(-0.5, -0.5, 0), _mvPosition, center, _worldScale, sin, cos);\n    transformVertex(_vB.set(0.5, -0.5, 0), _mvPosition, center, _worldScale, sin, cos);\n    transformVertex(_vC.set(0.5, 0.5, 0), _mvPosition, center, _worldScale, sin, cos);\n    _uvA.set(0, 0);\n    _uvB.set(1, 0);\n    _uvC.set(1, 1);\n    let intersect = raycaster.ray.intersectTriangle(_vA, _vB, _vC, false, _intersectPoint);\n    if (intersect === null) {\n      transformVertex(_vB.set(-0.5, 0.5, 0), _mvPosition, center, _worldScale, sin, cos);\n      _uvB.set(0, 1);\n      intersect = raycaster.ray.intersectTriangle(_vA, _vC, _vB, false, _intersectPoint);\n      if (intersect === null) {\n        return;\n      }\n    }\n    const distance = raycaster.ray.origin.distanceTo(_intersectPoint);\n    if (distance < raycaster.near || distance > raycaster.far)\n      return;\n    intersects2.push({\n      distance,\n      point: _intersectPoint.clone(),\n      uv: Triangle.getUV(_intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2()),\n      face: null,\n      object: this\n    });\n  }\n  copy(source, recursive) {\n    super.copy(source, recursive);\n    if (source.center !== void 0)\n      this.center.copy(source.center);\n    this.material = source.material;\n    return this;\n  }\n}\nfunction transformVertex(vertexPosition, mvPosition, center, scale, sin, cos) {\n  _alignedPosition.subVectors(vertexPosition, center).addScalar(0.5).multiply(scale);\n  if (sin !== void 0) {\n    _rotatedPosition.x = cos * _alignedPosition.x - sin * _alignedPosition.y;\n    _rotatedPosition.y = sin * _alignedPosition.x + cos * _alignedPosition.y;\n  } else {\n    _rotatedPosition.copy(_alignedPosition);\n  }\n  vertexPosition.copy(mvPosition);\n  vertexPosition.x += _rotatedPosition.x;\n  vertexPosition.y += _rotatedPosition.y;\n  vertexPosition.applyMatrix4(_viewWorldMatrix);\n}\nconst _v1$2 = /* @__PURE__ */ new Vector3();\nconst _v2$1 = /* @__PURE__ */ new Vector3();\nclass LOD extends Object3D {\n  constructor() {\n    super();\n    this._currentLevel = 0;\n    this.type = \"LOD\";\n    Object.defineProperties(this, {\n      levels: {\n        enumerable: true,\n        value: []\n      },\n      isLOD: {\n        value: true\n      }\n    });\n    this.autoUpdate = true;\n  }\n  copy(source) {\n    super.copy(source, false);\n    const levels = source.levels;\n    for (let i = 0, l = levels.length; i < l; i++) {\n      const level = levels[i];\n      this.addLevel(level.object.clone(), level.distance, level.hysteresis);\n    }\n    this.autoUpdate = source.autoUpdate;\n    return this;\n  }\n  addLevel(object, distance = 0, hysteresis = 0) {\n    distance = Math.abs(distance);\n    const levels = this.levels;\n    let l;\n    for (l = 0; l < levels.length; l++) {\n      if (distance < levels[l].distance) {\n        break;\n      }\n    }\n    levels.splice(l, 0, {distance, hysteresis, object});\n    this.add(object);\n    return this;\n  }\n  getCurrentLevel() {\n    return this._currentLevel;\n  }\n  getObjectForDistance(distance) {\n    const levels = this.levels;\n    if (levels.length > 0) {\n      let i, l;\n      for (i = 1, l = levels.length; i < l; i++) {\n        let levelDistance = levels[i].distance;\n        if (levels[i].object.visible) {\n          levelDistance -= levelDistance * levels[i].hysteresis;\n        }\n        if (distance < levelDistance) {\n          break;\n        }\n      }\n      return levels[i - 1].object;\n    }\n    return null;\n  }\n  raycast(raycaster, intersects2) {\n    const levels = this.levels;\n    if (levels.length > 0) {\n      _v1$2.setFromMatrixPosition(this.matrixWorld);\n      const distance = raycaster.ray.origin.distanceTo(_v1$2);\n      this.getObjectForDistance(distance).raycast(raycaster, intersects2);\n    }\n  }\n  update(camera) {\n    const levels = this.levels;\n    if (levels.length > 1) {\n      _v1$2.setFromMatrixPosition(camera.matrixWorld);\n      _v2$1.setFromMatrixPosition(this.matrixWorld);\n      const distance = _v1$2.distanceTo(_v2$1) / camera.zoom;\n      levels[0].object.visible = true;\n      let i, l;\n      for (i = 1, l = levels.length; i < l; i++) {\n        let levelDistance = levels[i].distance;\n        if (levels[i].object.visible) {\n          levelDistance -= levelDistance * levels[i].hysteresis;\n        }\n        if (distance >= levelDistance) {\n          levels[i - 1].object.visible = false;\n          levels[i].object.visible = true;\n        } else {\n          break;\n        }\n      }\n      this._currentLevel = i - 1;\n      for (; i < l; i++) {\n        levels[i].object.visible = false;\n      }\n    }\n  }\n  toJSON(meta) {\n    const data = super.toJSON(meta);\n    if (this.autoUpdate === false)\n      data.object.autoUpdate = false;\n    data.object.levels = [];\n    const levels = this.levels;\n    for (let i = 0, l = levels.length; i < l; i++) {\n      const level = levels[i];\n      data.object.levels.push({\n        object: level.object.uuid,\n        distance: level.distance,\n        hysteresis: level.hysteresis\n      });\n    }\n    return data;\n  }\n}\nconst _basePosition = /* @__PURE__ */ new Vector3();\nconst _skinIndex = /* @__PURE__ */ new Vector4();\nconst _skinWeight = /* @__PURE__ */ new Vector4();\nconst _vector$5 = /* @__PURE__ */ new Vector3();\nconst _matrix = /* @__PURE__ */ new Matrix4();\nclass SkinnedMesh extends Mesh {\n  constructor(geometry, material) {\n    super(geometry, material);\n    this.isSkinnedMesh = true;\n    this.type = \"SkinnedMesh\";\n    this.bindMode = \"attached\";\n    this.bindMatrix = new Matrix4();\n    this.bindMatrixInverse = new Matrix4();\n  }\n  copy(source, recursive) {\n    super.copy(source, recursive);\n    this.bindMode = source.bindMode;\n    this.bindMatrix.copy(source.bindMatrix);\n    this.bindMatrixInverse.copy(source.bindMatrixInverse);\n    this.skeleton = source.skeleton;\n    return this;\n  }\n  bind(skeleton, bindMatrix) {\n    this.skeleton = skeleton;\n    if (bindMatrix === void 0) {\n      this.updateMatrixWorld(true);\n      this.skeleton.calculateInverses();\n      bindMatrix = this.matrixWorld;\n    }\n    this.bindMatrix.copy(bindMatrix);\n    this.bindMatrixInverse.copy(bindMatrix).invert();\n  }\n  pose() {\n    this.skeleton.pose();\n  }\n  normalizeSkinWeights() {\n    const vector = new Vector4();\n    const skinWeight = this.geometry.attributes.skinWeight;\n    for (let i = 0, l = skinWeight.count; i < l; i++) {\n      vector.fromBufferAttribute(skinWeight, i);\n      const scale = 1 / vector.manhattanLength();\n      if (scale !== Infinity) {\n        vector.multiplyScalar(scale);\n      } else {\n        vector.set(1, 0, 0, 0);\n      }\n      skinWeight.setXYZW(i, vector.x, vector.y, vector.z, vector.w);\n    }\n  }\n  updateMatrixWorld(force) {\n    super.updateMatrixWorld(force);\n    if (this.bindMode === \"attached\") {\n      this.bindMatrixInverse.copy(this.matrixWorld).invert();\n    } else if (this.bindMode === \"detached\") {\n      this.bindMatrixInverse.copy(this.bindMatrix).invert();\n    } else {\n      console.warn(\"THREE.SkinnedMesh: Unrecognized bindMode: \" + this.bindMode);\n    }\n  }\n  boneTransform(index, target) {\n    const skeleton = this.skeleton;\n    const geometry = this.geometry;\n    _skinIndex.fromBufferAttribute(geometry.attributes.skinIndex, index);\n    _skinWeight.fromBufferAttribute(geometry.attributes.skinWeight, index);\n    _basePosition.copy(target).applyMatrix4(this.bindMatrix);\n    target.set(0, 0, 0);\n    for (let i = 0; i < 4; i++) {\n      const weight = _skinWeight.getComponent(i);\n      if (weight !== 0) {\n        const boneIndex = _skinIndex.getComponent(i);\n        _matrix.multiplyMatrices(skeleton.bones[boneIndex].matrixWorld, skeleton.boneInverses[boneIndex]);\n        target.addScaledVector(_vector$5.copy(_basePosition).applyMatrix4(_matrix), weight);\n      }\n    }\n    return target.applyMatrix4(this.bindMatrixInverse);\n  }\n}\nclass Bone extends Object3D {\n  constructor() {\n    super();\n    this.isBone = true;\n    this.type = \"Bone\";\n  }\n}\nclass DataTexture extends Texture {\n  constructor(data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, encoding) {\n    super(null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding);\n    this.isDataTexture = true;\n    this.image = {data, width, height};\n    this.generateMipmaps = false;\n    this.flipY = false;\n    this.unpackAlignment = 1;\n  }\n}\nconst _offsetMatrix = /* @__PURE__ */ new Matrix4();\nconst _identityMatrix = /* @__PURE__ */ new Matrix4();\nclass Skeleton {\n  constructor(bones = [], boneInverses = []) {\n    this.uuid = generateUUID();\n    this.bones = bones.slice(0);\n    this.boneInverses = boneInverses;\n    this.boneMatrices = null;\n    this.boneTexture = null;\n    this.boneTextureSize = 0;\n    this.frame = -1;\n    this.init();\n  }\n  init() {\n    const bones = this.bones;\n    const boneInverses = this.boneInverses;\n    this.boneMatrices = new Float32Array(bones.length * 16);\n    if (boneInverses.length === 0) {\n      this.calculateInverses();\n    } else {\n      if (bones.length !== boneInverses.length) {\n        console.warn(\"THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.\");\n        this.boneInverses = [];\n        for (let i = 0, il = this.bones.length; i < il; i++) {\n          this.boneInverses.push(new Matrix4());\n        }\n      }\n    }\n  }\n  calculateInverses() {\n    this.boneInverses.length = 0;\n    for (let i = 0, il = this.bones.length; i < il; i++) {\n      const inverse = new Matrix4();\n      if (this.bones[i]) {\n        inverse.copy(this.bones[i].matrixWorld).invert();\n      }\n      this.boneInverses.push(inverse);\n    }\n  }\n  pose() {\n    for (let i = 0, il = this.bones.length; i < il; i++) {\n      const bone = this.bones[i];\n      if (bone) {\n        bone.matrixWorld.copy(this.boneInverses[i]).invert();\n      }\n    }\n    for (let i = 0, il = this.bones.length; i < il; i++) {\n      const bone = this.bones[i];\n      if (bone) {\n        if (bone.parent && bone.parent.isBone) {\n          bone.matrix.copy(bone.parent.matrixWorld).invert();\n          bone.matrix.multiply(bone.matrixWorld);\n        } else {\n          bone.matrix.copy(bone.matrixWorld);\n        }\n        bone.matrix.decompose(bone.position, bone.quaternion, bone.scale);\n      }\n    }\n  }\n  update() {\n    const bones = this.bones;\n    const boneInverses = this.boneInverses;\n    const boneMatrices = this.boneMatrices;\n    const boneTexture = this.boneTexture;\n    for (let i = 0, il = bones.length; i < il; i++) {\n      const matrix = bones[i] ? bones[i].matrixWorld : _identityMatrix;\n      _offsetMatrix.multiplyMatrices(matrix, boneInverses[i]);\n      _offsetMatrix.toArray(boneMatrices, i * 16);\n    }\n    if (boneTexture !== null) {\n      boneTexture.needsUpdate = true;\n    }\n  }\n  clone() {\n    return new Skeleton(this.bones, this.boneInverses);\n  }\n  computeBoneTexture() {\n    let size = Math.sqrt(this.bones.length * 4);\n    size = ceilPowerOfTwo(size);\n    size = Math.max(size, 4);\n    const boneMatrices = new Float32Array(size * size * 4);\n    boneMatrices.set(this.boneMatrices);\n    const boneTexture = new DataTexture(boneMatrices, size, size, RGBAFormat, FloatType);\n    boneTexture.needsUpdate = true;\n    this.boneMatrices = boneMatrices;\n    this.boneTexture = boneTexture;\n    this.boneTextureSize = size;\n    return this;\n  }\n  getBoneByName(name) {\n    for (let i = 0, il = this.bones.length; i < il; i++) {\n      const bone = this.bones[i];\n      if (bone.name === name) {\n        return bone;\n      }\n    }\n    return void 0;\n  }\n  dispose() {\n    if (this.boneTexture !== null) {\n      this.boneTexture.dispose();\n      this.boneTexture = null;\n    }\n  }\n  fromJSON(json, bones) {\n    this.uuid = json.uuid;\n    for (let i = 0, l = json.bones.length; i < l; i++) {\n      const uuid = json.bones[i];\n      let bone = bones[uuid];\n      if (bone === void 0) {\n        console.warn(\"THREE.Skeleton: No bone found with UUID:\", uuid);\n        bone = new Bone();\n      }\n      this.bones.push(bone);\n      this.boneInverses.push(new Matrix4().fromArray(json.boneInverses[i]));\n    }\n    this.init();\n    return this;\n  }\n  toJSON() {\n    const data = {\n      metadata: {\n        version: 4.5,\n        type: \"Skeleton\",\n        generator: \"Skeleton.toJSON\"\n      },\n      bones: [],\n      boneInverses: []\n    };\n    data.uuid = this.uuid;\n    const bones = this.bones;\n    const boneInverses = this.boneInverses;\n    for (let i = 0, l = bones.length; i < l; i++) {\n      const bone = bones[i];\n      data.bones.push(bone.uuid);\n      const boneInverse = boneInverses[i];\n      data.boneInverses.push(boneInverse.toArray());\n    }\n    return data;\n  }\n}\nclass InstancedBufferAttribute extends BufferAttribute {\n  constructor(array, itemSize, normalized, meshPerAttribute = 1) {\n    super(array, itemSize, normalized);\n    this.isInstancedBufferAttribute = true;\n    this.meshPerAttribute = meshPerAttribute;\n  }\n  copy(source) {\n    super.copy(source);\n    this.meshPerAttribute = source.meshPerAttribute;\n    return this;\n  }\n  toJSON() {\n    const data = super.toJSON();\n    data.meshPerAttribute = this.meshPerAttribute;\n    data.isInstancedBufferAttribute = true;\n    return data;\n  }\n}\nconst _instanceLocalMatrix = /* @__PURE__ */ new Matrix4();\nconst _instanceWorldMatrix = /* @__PURE__ */ new Matrix4();\nconst _instanceIntersects = [];\nconst _identity = /* @__PURE__ */ new Matrix4();\nconst _mesh = /* @__PURE__ */ new Mesh();\nclass InstancedMesh extends Mesh {\n  constructor(geometry, material, count) {\n    super(geometry, material);\n    this.isInstancedMesh = true;\n    this.instanceMatrix = new InstancedBufferAttribute(new Float32Array(count * 16), 16);\n    this.instanceColor = null;\n    this.count = count;\n    this.frustumCulled = false;\n    for (let i = 0; i < count; i++) {\n      this.setMatrixAt(i, _identity);\n    }\n  }\n  copy(source, recursive) {\n    super.copy(source, recursive);\n    this.instanceMatrix.copy(source.instanceMatrix);\n    if (source.instanceColor !== null)\n      this.instanceColor = source.instanceColor.clone();\n    this.count = source.count;\n    return this;\n  }\n  getColorAt(index, color) {\n    color.fromArray(this.instanceColor.array, index * 3);\n  }\n  getMatrixAt(index, matrix) {\n    matrix.fromArray(this.instanceMatrix.array, index * 16);\n  }\n  raycast(raycaster, intersects2) {\n    const matrixWorld = this.matrixWorld;\n    const raycastTimes = this.count;\n    _mesh.geometry = this.geometry;\n    _mesh.material = this.material;\n    if (_mesh.material === void 0)\n      return;\n    for (let instanceId = 0; instanceId < raycastTimes; instanceId++) {\n      this.getMatrixAt(instanceId, _instanceLocalMatrix);\n      _instanceWorldMatrix.multiplyMatrices(matrixWorld, _instanceLocalMatrix);\n      _mesh.matrixWorld = _instanceWorldMatrix;\n      _mesh.raycast(raycaster, _instanceIntersects);\n      for (let i = 0, l = _instanceIntersects.length; i < l; i++) {\n        const intersect = _instanceIntersects[i];\n        intersect.instanceId = instanceId;\n        intersect.object = this;\n        intersects2.push(intersect);\n      }\n      _instanceIntersects.length = 0;\n    }\n  }\n  setColorAt(index, color) {\n    if (this.instanceColor === null) {\n      this.instanceColor = new InstancedBufferAttribute(new Float32Array(this.instanceMatrix.count * 3), 3);\n    }\n    color.toArray(this.instanceColor.array, index * 3);\n  }\n  setMatrixAt(index, matrix) {\n    matrix.toArray(this.instanceMatrix.array, index * 16);\n  }\n  updateMorphTargets() {\n  }\n  dispose() {\n    this.dispatchEvent({type: \"dispose\"});\n  }\n}\nclass LineBasicMaterial extends Material {\n  constructor(parameters) {\n    super();\n    this.isLineBasicMaterial = true;\n    this.type = \"LineBasicMaterial\";\n    this.color = new Color(16777215);\n    this.linewidth = 1;\n    this.linecap = \"round\";\n    this.linejoin = \"round\";\n    this.fog = true;\n    this.setValues(parameters);\n  }\n  copy(source) {\n    super.copy(source);\n    this.color.copy(source.color);\n    this.linewidth = source.linewidth;\n    this.linecap = source.linecap;\n    this.linejoin = source.linejoin;\n    this.fog = source.fog;\n    return this;\n  }\n}\nconst _start$1 = /* @__PURE__ */ new Vector3();\nconst _end$1 = /* @__PURE__ */ new Vector3();\nconst _inverseMatrix$1 = /* @__PURE__ */ new Matrix4();\nconst _ray$1 = /* @__PURE__ */ new Ray();\nconst _sphere$1 = /* @__PURE__ */ new Sphere();\nclass Line extends Object3D {\n  constructor(geometry = new BufferGeometry(), material = new LineBasicMaterial()) {\n    super();\n    this.isLine = true;\n    this.type = \"Line\";\n    this.geometry = geometry;\n    this.material = material;\n    this.updateMorphTargets();\n  }\n  copy(source, recursive) {\n    super.copy(source, recursive);\n    this.material = source.material;\n    this.geometry = source.geometry;\n    return this;\n  }\n  computeLineDistances() {\n    const geometry = this.geometry;\n    if (geometry.index === null) {\n      const positionAttribute = geometry.attributes.position;\n      const lineDistances = [0];\n      for (let i = 1, l = positionAttribute.count; i < l; i++) {\n        _start$1.fromBufferAttribute(positionAttribute, i - 1);\n        _end$1.fromBufferAttribute(positionAttribute, i);\n        lineDistances[i] = lineDistances[i - 1];\n        lineDistances[i] += _start$1.distanceTo(_end$1);\n      }\n      geometry.setAttribute(\"lineDistance\", new Float32BufferAttribute(lineDistances, 1));\n    } else {\n      console.warn(\"THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.\");\n    }\n    return this;\n  }\n  raycast(raycaster, intersects2) {\n    const geometry = this.geometry;\n    const matrixWorld = this.matrixWorld;\n    const threshold = raycaster.params.Line.threshold;\n    const drawRange = geometry.drawRange;\n    if (geometry.boundingSphere === null)\n      geometry.computeBoundingSphere();\n    _sphere$1.copy(geometry.boundingSphere);\n    _sphere$1.applyMatrix4(matrixWorld);\n    _sphere$1.radius += threshold;\n    if (raycaster.ray.intersectsSphere(_sphere$1) === false)\n      return;\n    _inverseMatrix$1.copy(matrixWorld).invert();\n    _ray$1.copy(raycaster.ray).applyMatrix4(_inverseMatrix$1);\n    const localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3);\n    const localThresholdSq = localThreshold * localThreshold;\n    const vStart = new Vector3();\n    const vEnd = new Vector3();\n    const interSegment = new Vector3();\n    const interRay = new Vector3();\n    const step = this.isLineSegments ? 2 : 1;\n    const index = geometry.index;\n    const attributes = geometry.attributes;\n    const positionAttribute = attributes.position;\n    if (index !== null) {\n      const start = Math.max(0, drawRange.start);\n      const end = Math.min(index.count, drawRange.start + drawRange.count);\n      for (let i = start, l = end - 1; i < l; i += step) {\n        const a = index.getX(i);\n        const b = index.getX(i + 1);\n        vStart.fromBufferAttribute(positionAttribute, a);\n        vEnd.fromBufferAttribute(positionAttribute, b);\n        const distSq = _ray$1.distanceSqToSegment(vStart, vEnd, interRay, interSegment);\n        if (distSq > localThresholdSq)\n          continue;\n        interRay.applyMatrix4(this.matrixWorld);\n        const distance = raycaster.ray.origin.distanceTo(interRay);\n        if (distance < raycaster.near || distance > raycaster.far)\n          continue;\n        intersects2.push({\n          distance,\n          point: interSegment.clone().applyMatrix4(this.matrixWorld),\n          index: i,\n          face: null,\n          faceIndex: null,\n          object: this\n        });\n      }\n    } else {\n      const start = Math.max(0, drawRange.start);\n      const end = Math.min(positionAttribute.count, drawRange.start + drawRange.count);\n      for (let i = start, l = end - 1; i < l; i += step) {\n        vStart.fromBufferAttribute(positionAttribute, i);\n        vEnd.fromBufferAttribute(positionAttribute, i + 1);\n        const distSq = _ray$1.distanceSqToSegment(vStart, vEnd, interRay, interSegment);\n        if (distSq > localThresholdSq)\n          continue;\n        interRay.applyMatrix4(this.matrixWorld);\n        const distance = raycaster.ray.origin.distanceTo(interRay);\n        if (distance < raycaster.near || distance > raycaster.far)\n          continue;\n        intersects2.push({\n          distance,\n          point: interSegment.clone().applyMatrix4(this.matrixWorld),\n          index: i,\n          face: null,\n          faceIndex: null,\n          object: this\n        });\n      }\n    }\n  }\n  updateMorphTargets() {\n    const geometry = this.geometry;\n    const morphAttributes = geometry.morphAttributes;\n    const keys = Object.keys(morphAttributes);\n    if (keys.length > 0) {\n      const morphAttribute = morphAttributes[keys[0]];\n      if (morphAttribute !== void 0) {\n        this.morphTargetInfluences = [];\n        this.morphTargetDictionary = {};\n        for (let m = 0, ml = morphAttribute.length; m < ml; m++) {\n          const name = morphAttribute[m].name || String(m);\n          this.morphTargetInfluences.push(0);\n          this.morphTargetDictionary[name] = m;\n        }\n      }\n    }\n  }\n}\nconst _start = /* @__PURE__ */ new Vector3();\nconst _end = /* @__PURE__ */ new Vector3();\nclass LineSegments extends Line {\n  constructor(geometry, material) {\n    super(geometry, material);\n    this.isLineSegments = true;\n    this.type = \"LineSegments\";\n  }\n  computeLineDistances() {\n    const geometry = this.geometry;\n    if (geometry.index === null) {\n      const positionAttribute = geometry.attributes.position;\n      const lineDistances = [];\n      for (let i = 0, l = positionAttribute.count; i < l; i += 2) {\n        _start.fromBufferAttribute(positionAttribute, i);\n        _end.fromBufferAttribute(positionAttribute, i + 1);\n        lineDistances[i] = i === 0 ? 0 : lineDistances[i - 1];\n        lineDistances[i + 1] = lineDistances[i] + _start.distanceTo(_end);\n      }\n      geometry.setAttribute(\"lineDistance\", new Float32BufferAttribute(lineDistances, 1));\n    } else {\n      console.warn(\"THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.\");\n    }\n    return this;\n  }\n}\nclass LineLoop extends Line {\n  constructor(geometry, material) {\n    super(geometry, material);\n    this.isLineLoop = true;\n    this.type = \"LineLoop\";\n  }\n}\nclass PointsMaterial extends Material {\n  constructor(parameters) {\n    super();\n    this.isPointsMaterial = true;\n    this.type = \"PointsMaterial\";\n    this.color = new Color(16777215);\n    this.map = null;\n    this.alphaMap = null;\n    this.size = 1;\n    this.sizeAttenuation = true;\n    this.fog = true;\n    this.setValues(parameters);\n  }\n  copy(source) {\n    super.copy(source);\n    this.color.copy(source.color);\n    this.map = source.map;\n    this.alphaMap = source.alphaMap;\n    this.size = source.size;\n    this.sizeAttenuation = source.sizeAttenuation;\n    this.fog = source.fog;\n    return this;\n  }\n}\nconst _inverseMatrix = /* @__PURE__ */ new Matrix4();\nconst _ray = /* @__PURE__ */ new Ray();\nconst _sphere = /* @__PURE__ */ new Sphere();\nconst _position$2 = /* @__PURE__ */ new Vector3();\nclass Points extends Object3D {\n  constructor(geometry = new BufferGeometry(), material = new PointsMaterial()) {\n    super();\n    this.isPoints = true;\n    this.type = \"Points\";\n    this.geometry = geometry;\n    this.material = material;\n    this.updateMorphTargets();\n  }\n  copy(source, recursive) {\n    super.copy(source, recursive);\n    this.material = source.material;\n    this.geometry = source.geometry;\n    return this;\n  }\n  raycast(raycaster, intersects2) {\n    const geometry = this.geometry;\n    const matrixWorld = this.matrixWorld;\n    const threshold = raycaster.params.Points.threshold;\n    const drawRange = geometry.drawRange;\n    if (geometry.boundingSphere === null)\n      geometry.computeBoundingSphere();\n    _sphere.copy(geometry.boundingSphere);\n    _sphere.applyMatrix4(matrixWorld);\n    _sphere.radius += threshold;\n    if (raycaster.ray.intersectsSphere(_sphere) === false)\n      return;\n    _inverseMatrix.copy(matrixWorld).invert();\n    _ray.copy(raycaster.ray).applyMatrix4(_inverseMatrix);\n    const localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3);\n    const localThresholdSq = localThreshold * localThreshold;\n    const index = geometry.index;\n    const attributes = geometry.attributes;\n    const positionAttribute = attributes.position;\n    if (index !== null) {\n      const start = Math.max(0, drawRange.start);\n      const end = Math.min(index.count, drawRange.start + drawRange.count);\n      for (let i = start, il = end; i < il; i++) {\n        const a = index.getX(i);\n        _position$2.fromBufferAttribute(positionAttribute, a);\n        testPoint(_position$2, a, localThresholdSq, matrixWorld, raycaster, intersects2, this);\n      }\n    } else {\n      const start = Math.max(0, drawRange.start);\n      const end = Math.min(positionAttribute.count, drawRange.start + drawRange.count);\n      for (let i = start, l = end; i < l; i++) {\n        _position$2.fromBufferAttribute(positionAttribute, i);\n        testPoint(_position$2, i, localThresholdSq, matrixWorld, raycaster, intersects2, this);\n      }\n    }\n  }\n  updateMorphTargets() {\n    const geometry = this.geometry;\n    const morphAttributes = geometry.morphAttributes;\n    const keys = Object.keys(morphAttributes);\n    if (keys.length > 0) {\n      const morphAttribute = morphAttributes[keys[0]];\n      if (morphAttribute !== void 0) {\n        this.morphTargetInfluences = [];\n        this.morphTargetDictionary = {};\n        for (let m = 0, ml = morphAttribute.length; m < ml; m++) {\n          const name = morphAttribute[m].name || String(m);\n          this.morphTargetInfluences.push(0);\n          this.morphTargetDictionary[name] = m;\n        }\n      }\n    }\n  }\n}\nfunction testPoint(point, index, localThresholdSq, matrixWorld, raycaster, intersects2, object) {\n  const rayPointDistanceSq = _ray.distanceSqToPoint(point);\n  if (rayPointDistanceSq < localThresholdSq) {\n    const intersectPoint = new Vector3();\n    _ray.closestPointToPoint(point, intersectPoint);\n    intersectPoint.applyMatrix4(matrixWorld);\n    const distance = raycaster.ray.origin.distanceTo(intersectPoint);\n    if (distance < raycaster.near || distance > raycaster.far)\n      return;\n    intersects2.push({\n      distance,\n      distanceToRay: Math.sqrt(rayPointDistanceSq),\n      point: intersectPoint,\n      index,\n      face: null,\n      object\n    });\n  }\n}\nclass VideoTexture extends Texture {\n  constructor(video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) {\n    super(video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);\n    this.isVideoTexture = true;\n    this.minFilter = minFilter !== void 0 ? minFilter : LinearFilter;\n    this.magFilter = magFilter !== void 0 ? magFilter : LinearFilter;\n    this.generateMipmaps = false;\n    const scope = this;\n    function updateVideo() {\n      scope.needsUpdate = true;\n      video.requestVideoFrameCallback(updateVideo);\n    }\n    if (\"requestVideoFrameCallback\" in video) {\n      video.requestVideoFrameCallback(updateVideo);\n    }\n  }\n  clone() {\n    return new this.constructor(this.image).copy(this);\n  }\n  update() {\n    const video = this.image;\n    const hasVideoFrameCallback = \"requestVideoFrameCallback\" in video;\n    if (hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA) {\n      this.needsUpdate = true;\n    }\n  }\n}\nclass FramebufferTexture extends Texture {\n  constructor(width, height, format) {\n    super({width, height});\n    this.isFramebufferTexture = true;\n    this.format = format;\n    this.magFilter = NearestFilter;\n    this.minFilter = NearestFilter;\n    this.generateMipmaps = false;\n    this.needsUpdate = true;\n  }\n}\nclass CompressedTexture extends Texture {\n  constructor(mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding) {\n    super(null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding);\n    this.isCompressedTexture = true;\n    this.image = {width, height};\n    this.mipmaps = mipmaps;\n    this.flipY = false;\n    this.generateMipmaps = false;\n  }\n}\nclass CompressedArrayTexture extends CompressedTexture {\n  constructor(mipmaps, width, height, depth, format, type) {\n    super(mipmaps, width, height, format, type);\n    this.isCompressedArrayTexture = true;\n    this.image.depth = depth;\n    this.wrapR = ClampToEdgeWrapping;\n  }\n}\nclass CanvasTexture extends Texture {\n  constructor(canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) {\n    super(canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);\n    this.isCanvasTexture = true;\n    this.needsUpdate = true;\n  }\n}\nclass Curve {\n  constructor() {\n    this.type = \"Curve\";\n    this.arcLengthDivisions = 200;\n  }\n  getPoint() {\n    console.warn(\"THREE.Curve: .getPoint() not implemented.\");\n    return null;\n  }\n  getPointAt(u, optionalTarget) {\n    const t = this.getUtoTmapping(u);\n    return this.getPoint(t, optionalTarget);\n  }\n  getPoints(divisions = 5) {\n    const points = [];\n    for (let d = 0; d <= divisions; d++) {\n      points.push(this.getPoint(d / divisions));\n    }\n    return points;\n  }\n  getSpacedPoints(divisions = 5) {\n    const points = [];\n    for (let d = 0; d <= divisions; d++) {\n      points.push(this.getPointAt(d / divisions));\n    }\n    return points;\n  }\n  getLength() {\n    const lengths = this.getLengths();\n    return lengths[lengths.length - 1];\n  }\n  getLengths(divisions = this.arcLengthDivisions) {\n    if (this.cacheArcLengths && this.cacheArcLengths.length === divisions + 1 && !this.needsUpdate) {\n      return this.cacheArcLengths;\n    }\n    this.needsUpdate = false;\n    const cache = [];\n    let current, last = this.getPoint(0);\n    let sum = 0;\n    cache.push(0);\n    for (let p = 1; p <= divisions; p++) {\n      current = this.getPoint(p / divisions);\n      sum += current.distanceTo(last);\n      cache.push(sum);\n      last = current;\n    }\n    this.cacheArcLengths = cache;\n    return cache;\n  }\n  updateArcLengths() {\n    this.needsUpdate = true;\n    this.getLengths();\n  }\n  getUtoTmapping(u, distance) {\n    const arcLengths = this.getLengths();\n    let i = 0;\n    const il = arcLengths.length;\n    let targetArcLength;\n    if (distance) {\n      targetArcLength = distance;\n    } else {\n      targetArcLength = u * arcLengths[il - 1];\n    }\n    let low = 0, high = il - 1, comparison;\n    while (low <= high) {\n      i = Math.floor(low + (high - low) / 2);\n      comparison = arcLengths[i] - targetArcLength;\n      if (comparison < 0) {\n        low = i + 1;\n      } else if (comparison > 0) {\n        high = i - 1;\n      } else {\n        high = i;\n        break;\n      }\n    }\n    i = high;\n    if (arcLengths[i] === targetArcLength) {\n      return i / (il - 1);\n    }\n    const lengthBefore = arcLengths[i];\n    const lengthAfter = arcLengths[i + 1];\n    const segmentLength = lengthAfter - lengthBefore;\n    const segmentFraction = (targetArcLength - lengthBefore) / segmentLength;\n    const t = (i + segmentFraction) / (il - 1);\n    return t;\n  }\n  getTangent(t, optionalTarget) {\n    const delta = 1e-4;\n    let t1 = t - delta;\n    let t2 = t + delta;\n    if (t1 < 0)\n      t1 = 0;\n    if (t2 > 1)\n      t2 = 1;\n    const pt1 = this.getPoint(t1);\n    const pt2 = this.getPoint(t2);\n    const tangent = optionalTarget || (pt1.isVector2 ? new Vector2() : new Vector3());\n    tangent.copy(pt2).sub(pt1).normalize();\n    return tangent;\n  }\n  getTangentAt(u, optionalTarget) {\n    const t = this.getUtoTmapping(u);\n    return this.getTangent(t, optionalTarget);\n  }\n  computeFrenetFrames(segments, closed) {\n    const normal = new Vector3();\n    const tangents = [];\n    const normals = [];\n    const binormals = [];\n    const vec = new Vector3();\n    const mat = new Matrix4();\n    for (let i = 0; i <= segments; i++) {\n      const u = i / segments;\n      tangents[i] = this.getTangentAt(u, new Vector3());\n    }\n    normals[0] = new Vector3();\n    binormals[0] = new Vector3();\n    let min = Number.MAX_VALUE;\n    const tx = Math.abs(tangents[0].x);\n    const ty = Math.abs(tangents[0].y);\n    const tz = Math.abs(tangents[0].z);\n    if (tx <= min) {\n      min = tx;\n      normal.set(1, 0, 0);\n    }\n    if (ty <= min) {\n      min = ty;\n      normal.set(0, 1, 0);\n    }\n    if (tz <= min) {\n      normal.set(0, 0, 1);\n    }\n    vec.crossVectors(tangents[0], normal).normalize();\n    normals[0].crossVectors(tangents[0], vec);\n    binormals[0].crossVectors(tangents[0], normals[0]);\n    for (let i = 1; i <= segments; i++) {\n      normals[i] = normals[i - 1].clone();\n      binormals[i] = binormals[i - 1].clone();\n      vec.crossVectors(tangents[i - 1], tangents[i]);\n      if (vec.length() > Number.EPSILON) {\n        vec.normalize();\n        const theta = Math.acos(clamp(tangents[i - 1].dot(tangents[i]), -1, 1));\n        normals[i].applyMatrix4(mat.makeRotationAxis(vec, theta));\n      }\n      binormals[i].crossVectors(tangents[i], normals[i]);\n    }\n    if (closed === true) {\n      let theta = Math.acos(clamp(normals[0].dot(normals[segments]), -1, 1));\n      theta /= segments;\n      if (tangents[0].dot(vec.crossVectors(normals[0], normals[segments])) > 0) {\n        theta = -theta;\n      }\n      for (let i = 1; i <= segments; i++) {\n        normals[i].applyMatrix4(mat.makeRotationAxis(tangents[i], theta * i));\n        binormals[i].crossVectors(tangents[i], normals[i]);\n      }\n    }\n    return {\n      tangents,\n      normals,\n      binormals\n    };\n  }\n  clone() {\n    return new this.constructor().copy(this);\n  }\n  copy(source) {\n    this.arcLengthDivisions = source.arcLengthDivisions;\n    return this;\n  }\n  toJSON() {\n    const data = {\n      metadata: {\n        version: 4.5,\n        type: \"Curve\",\n        generator: \"Curve.toJSON\"\n      }\n    };\n    data.arcLengthDivisions = this.arcLengthDivisions;\n    data.type = this.type;\n    return data;\n  }\n  fromJSON(json) {\n    this.arcLengthDivisions = json.arcLengthDivisions;\n    return this;\n  }\n}\nclass EllipseCurve extends Curve {\n  constructor(aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0) {\n    super();\n    this.isEllipseCurve = true;\n    this.type = \"EllipseCurve\";\n    this.aX = aX;\n    this.aY = aY;\n    this.xRadius = xRadius;\n    this.yRadius = yRadius;\n    this.aStartAngle = aStartAngle;\n    this.aEndAngle = aEndAngle;\n    this.aClockwise = aClockwise;\n    this.aRotation = aRotation;\n  }\n  getPoint(t, optionalTarget) {\n    const point = optionalTarget || new Vector2();\n    const twoPi = Math.PI * 2;\n    let deltaAngle = this.aEndAngle - this.aStartAngle;\n    const samePoints = Math.abs(deltaAngle) < Number.EPSILON;\n    while (deltaAngle < 0)\n      deltaAngle += twoPi;\n    while (deltaAngle > twoPi)\n      deltaAngle -= twoPi;\n    if (deltaAngle < Number.EPSILON) {\n      if (samePoints) {\n        deltaAngle = 0;\n      } else {\n        deltaAngle = twoPi;\n      }\n    }\n    if (this.aClockwise === true && !samePoints) {\n      if (deltaAngle === twoPi) {\n        deltaAngle = -twoPi;\n      } else {\n        deltaAngle = deltaAngle - twoPi;\n      }\n    }\n    const angle = this.aStartAngle + t * deltaAngle;\n    let x = this.aX + this.xRadius * Math.cos(angle);\n    let y = this.aY + this.yRadius * Math.sin(angle);\n    if (this.aRotation !== 0) {\n      const cos = Math.cos(this.aRotation);\n      const sin = Math.sin(this.aRotation);\n      const tx = x - this.aX;\n      const ty = y - this.aY;\n      x = tx * cos - ty * sin + this.aX;\n      y = tx * sin + ty * cos + this.aY;\n    }\n    return point.set(x, y);\n  }\n  copy(source) {\n    super.copy(source);\n    this.aX = source.aX;\n    this.aY = source.aY;\n    this.xRadius = source.xRadius;\n    this.yRadius = source.yRadius;\n    this.aStartAngle = source.aStartAngle;\n    this.aEndAngle = source.aEndAngle;\n    this.aClockwise = source.aClockwise;\n    this.aRotation = source.aRotation;\n    return this;\n  }\n  toJSON() {\n    const data = super.toJSON();\n    data.aX = this.aX;\n    data.aY = this.aY;\n    data.xRadius = this.xRadius;\n    data.yRadius = this.yRadius;\n    data.aStartAngle = this.aStartAngle;\n    data.aEndAngle = this.aEndAngle;\n    data.aClockwise = this.aClockwise;\n    data.aRotation = this.aRotation;\n    return data;\n  }\n  fromJSON(json) {\n    super.fromJSON(json);\n    this.aX = json.aX;\n    this.aY = json.aY;\n    this.xRadius = json.xRadius;\n    this.yRadius = json.yRadius;\n    this.aStartAngle = json.aStartAngle;\n    this.aEndAngle = json.aEndAngle;\n    this.aClockwise = json.aClockwise;\n    this.aRotation = json.aRotation;\n    return this;\n  }\n}\nclass ArcCurve extends EllipseCurve {\n  constructor(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {\n    super(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);\n    this.isArcCurve = true;\n    this.type = \"ArcCurve\";\n  }\n}\nfunction CubicPoly() {\n  let c0 = 0, c1 = 0, c2 = 0, c3 = 0;\n  function init(x0, x1, t0, t1) {\n    c0 = x0;\n    c1 = t0;\n    c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;\n    c3 = 2 * x0 - 2 * x1 + t0 + t1;\n  }\n  return {\n    initCatmullRom: function(x0, x1, x2, x3, tension) {\n      init(x1, x2, tension * (x2 - x0), tension * (x3 - x1));\n    },\n    initNonuniformCatmullRom: function(x0, x1, x2, x3, dt0, dt1, dt2) {\n      let t1 = (x1 - x0) / dt0 - (x2 - x0) / (dt0 + dt1) + (x2 - x1) / dt1;\n      let t2 = (x2 - x1) / dt1 - (x3 - x1) / (dt1 + dt2) + (x3 - x2) / dt2;\n      t1 *= dt1;\n      t2 *= dt1;\n      init(x1, x2, t1, t2);\n    },\n    calc: function(t) {\n      const t2 = t * t;\n      const t3 = t2 * t;\n      return c0 + c1 * t + c2 * t2 + c3 * t3;\n    }\n  };\n}\nconst tmp = /* @__PURE__ */ new Vector3();\nconst px = /* @__PURE__ */ new CubicPoly();\nconst py = /* @__PURE__ */ new CubicPoly();\nconst pz = /* @__PURE__ */ new CubicPoly();\nclass CatmullRomCurve3 extends Curve {\n  constructor(points = [], closed = false, curveType = \"centripetal\", tension = 0.5) {\n    super();\n    this.isCatmullRomCurve3 = true;\n    this.type = \"CatmullRomCurve3\";\n    this.points = points;\n    this.closed = closed;\n    this.curveType = curveType;\n    this.tension = tension;\n  }\n  getPoint(t, optionalTarget = new Vector3()) {\n    const point = optionalTarget;\n    const points = this.points;\n    const l = points.length;\n    const p = (l - (this.closed ? 0 : 1)) * t;\n    let intPoint = Math.floor(p);\n    let weight = p - intPoint;\n    if (this.closed) {\n      intPoint += intPoint > 0 ? 0 : (Math.floor(Math.abs(intPoint) / l) + 1) * l;\n    } else if (weight === 0 && intPoint === l - 1) {\n      intPoint = l - 2;\n      weight = 1;\n    }\n    let p0, p3;\n    if (this.closed || intPoint > 0) {\n      p0 = points[(intPoint - 1) % l];\n    } else {\n      tmp.subVectors(points[0], points[1]).add(points[0]);\n      p0 = tmp;\n    }\n    const p1 = points[intPoint % l];\n    const p2 = points[(intPoint + 1) % l];\n    if (this.closed || intPoint + 2 < l) {\n      p3 = points[(intPoint + 2) % l];\n    } else {\n      tmp.subVectors(points[l - 1], points[l - 2]).add(points[l - 1]);\n      p3 = tmp;\n    }\n    if (this.curveType === \"centripetal\" || this.curveType === \"chordal\") {\n      const pow = this.curveType === \"chordal\" ? 0.5 : 0.25;\n      let dt0 = Math.pow(p0.distanceToSquared(p1), pow);\n      let dt1 = Math.pow(p1.distanceToSquared(p2), pow);\n      let dt2 = Math.pow(p2.distanceToSquared(p3), pow);\n      if (dt1 < 1e-4)\n        dt1 = 1;\n      if (dt0 < 1e-4)\n        dt0 = dt1;\n      if (dt2 < 1e-4)\n        dt2 = dt1;\n      px.initNonuniformCatmullRom(p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2);\n      py.initNonuniformCatmullRom(p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2);\n      pz.initNonuniformCatmullRom(p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2);\n    } else if (this.curveType === \"catmullrom\") {\n      px.initCatmullRom(p0.x, p1.x, p2.x, p3.x, this.tension);\n      py.initCatmullRom(p0.y, p1.y, p2.y, p3.y, this.tension);\n      pz.initCatmullRom(p0.z, p1.z, p2.z, p3.z, this.tension);\n    }\n    point.set(px.calc(weight), py.calc(weight), pz.calc(weight));\n    return point;\n  }\n  copy(source) {\n    super.copy(source);\n    this.points = [];\n    for (let i = 0, l = source.points.length; i < l; i++) {\n      const point = source.points[i];\n      this.points.push(point.clone());\n    }\n    this.closed = source.closed;\n    this.curveType = source.curveType;\n    this.tension = source.tension;\n    return this;\n  }\n  toJSON() {\n    const data = super.toJSON();\n    data.points = [];\n    for (let i = 0, l = this.points.length; i < l; i++) {\n      const point = this.points[i];\n      data.points.push(point.toArray());\n    }\n    data.closed = this.closed;\n    data.curveType = this.curveType;\n    data.tension = this.tension;\n    return data;\n  }\n  fromJSON(json) {\n    super.fromJSON(json);\n    this.points = [];\n    for (let i = 0, l = json.points.length; i < l; i++) {\n      const point = json.points[i];\n      this.points.push(new Vector3().fromArray(point));\n    }\n    this.closed = json.closed;\n    this.curveType = json.curveType;\n    this.tension = json.tension;\n    return this;\n  }\n}\nfunction CatmullRom(t, p0, p1, p2, p3) {\n  const v0 = (p2 - p0) * 0.5;\n  const v1 = (p3 - p1) * 0.5;\n  const t2 = t * t;\n  const t3 = t * t2;\n  return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1;\n}\nfunction QuadraticBezierP0(t, p) {\n  const k = 1 - t;\n  return k * k * p;\n}\nfunction QuadraticBezierP1(t, p) {\n  return 2 * (1 - t) * t * p;\n}\nfunction QuadraticBezierP2(t, p) {\n  return t * t * p;\n}\nfunction QuadraticBezier(t, p0, p1, p2) {\n  return QuadraticBezierP0(t, p0) + QuadraticBezierP1(t, p1) + QuadraticBezierP2(t, p2);\n}\nfunction CubicBezierP0(t, p) {\n  const k = 1 - t;\n  return k * k * k * p;\n}\nfunction CubicBezierP1(t, p) {\n  const k = 1 - t;\n  return 3 * k * k * t * p;\n}\nfunction CubicBezierP2(t, p) {\n  return 3 * (1 - t) * t * t * p;\n}\nfunction CubicBezierP3(t, p) {\n  return t * t * t * p;\n}\nfunction CubicBezier(t, p0, p1, p2, p3) {\n  return CubicBezierP0(t, p0) + CubicBezierP1(t, p1) + CubicBezierP2(t, p2) + CubicBezierP3(t, p3);\n}\nclass CubicBezierCurve extends Curve {\n  constructor(v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2()) {\n    super();\n    this.isCubicBezierCurve = true;\n    this.type = \"CubicBezierCurve\";\n    this.v0 = v0;\n    this.v1 = v1;\n    this.v2 = v2;\n    this.v3 = v3;\n  }\n  getPoint(t, optionalTarget = new Vector2()) {\n    const point = optionalTarget;\n    const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n    point.set(CubicBezier(t, v0.x, v1.x, v2.x, v3.x), CubicBezier(t, v0.y, v1.y, v2.y, v3.y));\n    return point;\n  }\n  copy(source) {\n    super.copy(source);\n    this.v0.copy(source.v0);\n    this.v1.copy(source.v1);\n    this.v2.copy(source.v2);\n    this.v3.copy(source.v3);\n    return this;\n  }\n  toJSON() {\n    const data = super.toJSON();\n    data.v0 = this.v0.toArray();\n    data.v1 = this.v1.toArray();\n    data.v2 = this.v2.toArray();\n    data.v3 = this.v3.toArray();\n    return data;\n  }\n  fromJSON(json) {\n    super.fromJSON(json);\n    this.v0.fromArray(json.v0);\n    this.v1.fromArray(json.v1);\n    this.v2.fromArray(json.v2);\n    this.v3.fromArray(json.v3);\n    return this;\n  }\n}\nclass CubicBezierCurve3 extends Curve {\n  constructor(v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3()) {\n    super();\n    this.isCubicBezierCurve3 = true;\n    this.type = \"CubicBezierCurve3\";\n    this.v0 = v0;\n    this.v1 = v1;\n    this.v2 = v2;\n    this.v3 = v3;\n  }\n  getPoint(t, optionalTarget = new Vector3()) {\n    const point = optionalTarget;\n    const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n    point.set(CubicBezier(t, v0.x, v1.x, v2.x, v3.x), CubicBezier(t, v0.y, v1.y, v2.y, v3.y), CubicBezier(t, v0.z, v1.z, v2.z, v3.z));\n    return point;\n  }\n  copy(source) {\n    super.copy(source);\n    this.v0.copy(source.v0);\n    this.v1.copy(source.v1);\n    this.v2.copy(source.v2);\n    this.v3.copy(source.v3);\n    return this;\n  }\n  toJSON() {\n    const data = super.toJSON();\n    data.v0 = this.v0.toArray();\n    data.v1 = this.v1.toArray();\n    data.v2 = this.v2.toArray();\n    data.v3 = this.v3.toArray();\n    return data;\n  }\n  fromJSON(json) {\n    super.fromJSON(json);\n    this.v0.fromArray(json.v0);\n    this.v1.fromArray(json.v1);\n    this.v2.fromArray(json.v2);\n    this.v3.fromArray(json.v3);\n    return this;\n  }\n}\nclass LineCurve extends Curve {\n  constructor(v1 = new Vector2(), v2 = new Vector2()) {\n    super();\n    this.isLineCurve = true;\n    this.type = \"LineCurve\";\n    this.v1 = v1;\n    this.v2 = v2;\n  }\n  getPoint(t, optionalTarget = new Vector2()) {\n    const point = optionalTarget;\n    if (t === 1) {\n      point.copy(this.v2);\n    } else {\n      point.copy(this.v2).sub(this.v1);\n      point.multiplyScalar(t).add(this.v1);\n    }\n    return point;\n  }\n  getPointAt(u, optionalTarget) {\n    return this.getPoint(u, optionalTarget);\n  }\n  getTangent(t, optionalTarget) {\n    const tangent = optionalTarget || new Vector2();\n    tangent.copy(this.v2).sub(this.v1).normalize();\n    return tangent;\n  }\n  copy(source) {\n    super.copy(source);\n    this.v1.copy(source.v1);\n    this.v2.copy(source.v2);\n    return this;\n  }\n  toJSON() {\n    const data = super.toJSON();\n    data.v1 = this.v1.toArray();\n    data.v2 = this.v2.toArray();\n    return data;\n  }\n  fromJSON(json) {\n    super.fromJSON(json);\n    this.v1.fromArray(json.v1);\n    this.v2.fromArray(json.v2);\n    return this;\n  }\n}\nclass LineCurve3 extends Curve {\n  constructor(v1 = new Vector3(), v2 = new Vector3()) {\n    super();\n    this.isLineCurve3 = true;\n    this.type = \"LineCurve3\";\n    this.v1 = v1;\n    this.v2 = v2;\n  }\n  getPoint(t, optionalTarget = new Vector3()) {\n    const point = optionalTarget;\n    if (t === 1) {\n      point.copy(this.v2);\n    } else {\n      point.copy(this.v2).sub(this.v1);\n      point.multiplyScalar(t).add(this.v1);\n    }\n    return point;\n  }\n  getPointAt(u, optionalTarget) {\n    return this.getPoint(u, optionalTarget);\n  }\n  copy(source) {\n    super.copy(source);\n    this.v1.copy(source.v1);\n    this.v2.copy(source.v2);\n    return this;\n  }\n  toJSON() {\n    const data = super.toJSON();\n    data.v1 = this.v1.toArray();\n    data.v2 = this.v2.toArray();\n    return data;\n  }\n  fromJSON(json) {\n    super.fromJSON(json);\n    this.v1.fromArray(json.v1);\n    this.v2.fromArray(json.v2);\n    return this;\n  }\n}\nclass QuadraticBezierCurve extends Curve {\n  constructor(v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2()) {\n    super();\n    this.isQuadraticBezierCurve = true;\n    this.type = \"QuadraticBezierCurve\";\n    this.v0 = v0;\n    this.v1 = v1;\n    this.v2 = v2;\n  }\n  getPoint(t, optionalTarget = new Vector2()) {\n    const point = optionalTarget;\n    const v0 = this.v0, v1 = this.v1, v2 = this.v2;\n    point.set(QuadraticBezier(t, v0.x, v1.x, v2.x), QuadraticBezier(t, v0.y, v1.y, v2.y));\n    return point;\n  }\n  copy(source) {\n    super.copy(source);\n    this.v0.copy(source.v0);\n    this.v1.copy(source.v1);\n    this.v2.copy(source.v2);\n    return this;\n  }\n  toJSON() {\n    const data = super.toJSON();\n    data.v0 = this.v0.toArray();\n    data.v1 = this.v1.toArray();\n    data.v2 = this.v2.toArray();\n    return data;\n  }\n  fromJSON(json) {\n    super.fromJSON(json);\n    this.v0.fromArray(json.v0);\n    this.v1.fromArray(json.v1);\n    this.v2.fromArray(json.v2);\n    return this;\n  }\n}\nclass QuadraticBezierCurve3 extends Curve {\n  constructor(v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3()) {\n    super();\n    this.isQuadraticBezierCurve3 = true;\n    this.type = \"QuadraticBezierCurve3\";\n    this.v0 = v0;\n    this.v1 = v1;\n    this.v2 = v2;\n  }\n  getPoint(t, optionalTarget = new Vector3()) {\n    const point = optionalTarget;\n    const v0 = this.v0, v1 = this.v1, v2 = this.v2;\n    point.set(QuadraticBezier(t, v0.x, v1.x, v2.x), QuadraticBezier(t, v0.y, v1.y, v2.y), QuadraticBezier(t, v0.z, v1.z, v2.z));\n    return point;\n  }\n  copy(source) {\n    super.copy(source);\n    this.v0.copy(source.v0);\n    this.v1.copy(source.v1);\n    this.v2.copy(source.v2);\n    return this;\n  }\n  toJSON() {\n    const data = super.toJSON();\n    data.v0 = this.v0.toArray();\n    data.v1 = this.v1.toArray();\n    data.v2 = this.v2.toArray();\n    return data;\n  }\n  fromJSON(json) {\n    super.fromJSON(json);\n    this.v0.fromArray(json.v0);\n    this.v1.fromArray(json.v1);\n    this.v2.fromArray(json.v2);\n    return this;\n  }\n}\nclass SplineCurve extends Curve {\n  constructor(points = []) {\n    super();\n    this.isSplineCurve = true;\n    this.type = \"SplineCurve\";\n    this.points = points;\n  }\n  getPoint(t, optionalTarget = new Vector2()) {\n    const point = optionalTarget;\n    const points = this.points;\n    const p = (points.length - 1) * t;\n    const intPoint = Math.floor(p);\n    const weight = p - intPoint;\n    const p0 = points[intPoint === 0 ? intPoint : intPoint - 1];\n    const p1 = points[intPoint];\n    const p2 = points[intPoint > points.length - 2 ? points.length - 1 : intPoint + 1];\n    const p3 = points[intPoint > points.length - 3 ? points.length - 1 : intPoint + 2];\n    point.set(CatmullRom(weight, p0.x, p1.x, p2.x, p3.x), CatmullRom(weight, p0.y, p1.y, p2.y, p3.y));\n    return point;\n  }\n  copy(source) {\n    super.copy(source);\n    this.points = [];\n    for (let i = 0, l = source.points.length; i < l; i++) {\n      const point = source.points[i];\n      this.points.push(point.clone());\n    }\n    return this;\n  }\n  toJSON() {\n    const data = super.toJSON();\n    data.points = [];\n    for (let i = 0, l = this.points.length; i < l; i++) {\n      const point = this.points[i];\n      data.points.push(point.toArray());\n    }\n    return data;\n  }\n  fromJSON(json) {\n    super.fromJSON(json);\n    this.points = [];\n    for (let i = 0, l = json.points.length; i < l; i++) {\n      const point = json.points[i];\n      this.points.push(new Vector2().fromArray(point));\n    }\n    return this;\n  }\n}\nvar Curves = /* @__PURE__ */ Object.freeze({\n  __proto__: null,\n  ArcCurve,\n  CatmullRomCurve3,\n  CubicBezierCurve,\n  CubicBezierCurve3,\n  EllipseCurve,\n  LineCurve,\n  LineCurve3,\n  QuadraticBezierCurve,\n  QuadraticBezierCurve3,\n  SplineCurve\n});\nclass CurvePath extends Curve {\n  constructor() {\n    super();\n    this.type = \"CurvePath\";\n    this.curves = [];\n    this.autoClose = false;\n  }\n  add(curve) {\n    this.curves.push(curve);\n  }\n  closePath() {\n    const startPoint = this.curves[0].getPoint(0);\n    const endPoint = this.curves[this.curves.length - 1].getPoint(1);\n    if (!startPoint.equals(endPoint)) {\n      this.curves.push(new LineCurve(endPoint, startPoint));\n    }\n  }\n  getPoint(t, optionalTarget) {\n    const d = t * this.getLength();\n    const curveLengths = this.getCurveLengths();\n    let i = 0;\n    while (i < curveLengths.length) {\n      if (curveLengths[i] >= d) {\n        const diff = curveLengths[i] - d;\n        const curve = this.curves[i];\n        const segmentLength = curve.getLength();\n        const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;\n        return curve.getPointAt(u, optionalTarget);\n      }\n      i++;\n    }\n    return null;\n  }\n  getLength() {\n    const lens = this.getCurveLengths();\n    return lens[lens.length - 1];\n  }\n  updateArcLengths() {\n    this.needsUpdate = true;\n    this.cacheLengths = null;\n    this.getCurveLengths();\n  }\n  getCurveLengths() {\n    if (this.cacheLengths && this.cacheLengths.length === this.curves.length) {\n      return this.cacheLengths;\n    }\n    const lengths = [];\n    let sums = 0;\n    for (let i = 0, l = this.curves.length; i < l; i++) {\n      sums += this.curves[i].getLength();\n      lengths.push(sums);\n    }\n    this.cacheLengths = lengths;\n    return lengths;\n  }\n  getSpacedPoints(divisions = 40) {\n    const points = [];\n    for (let i = 0; i <= divisions; i++) {\n      points.push(this.getPoint(i / divisions));\n    }\n    if (this.autoClose) {\n      points.push(points[0]);\n    }\n    return points;\n  }\n  getPoints(divisions = 12) {\n    const points = [];\n    let last;\n    for (let i = 0, curves = this.curves; i < curves.length; i++) {\n      const curve = curves[i];\n      const resolution = curve.isEllipseCurve ? divisions * 2 : curve.isLineCurve || curve.isLineCurve3 ? 1 : curve.isSplineCurve ? divisions * curve.points.length : divisions;\n      const pts = curve.getPoints(resolution);\n      for (let j = 0; j < pts.length; j++) {\n        const point = pts[j];\n        if (last && last.equals(point))\n          continue;\n        points.push(point);\n        last = point;\n      }\n    }\n    if (this.autoClose && points.length > 1 && !points[points.length - 1].equals(points[0])) {\n      points.push(points[0]);\n    }\n    return points;\n  }\n  copy(source) {\n    super.copy(source);\n    this.curves = [];\n    for (let i = 0, l = source.curves.length; i < l; i++) {\n      const curve = source.curves[i];\n      this.curves.push(curve.clone());\n    }\n    this.autoClose = source.autoClose;\n    return this;\n  }\n  toJSON() {\n    const data = super.toJSON();\n    data.autoClose = this.autoClose;\n    data.curves = [];\n    for (let i = 0, l = this.curves.length; i < l; i++) {\n      const curve = this.curves[i];\n      data.curves.push(curve.toJSON());\n    }\n    return data;\n  }\n  fromJSON(json) {\n    super.fromJSON(json);\n    this.autoClose = json.autoClose;\n    this.curves = [];\n    for (let i = 0, l = json.curves.length; i < l; i++) {\n      const curve = json.curves[i];\n      this.curves.push(new Curves[curve.type]().fromJSON(curve));\n    }\n    return this;\n  }\n}\nclass Path extends CurvePath {\n  constructor(points) {\n    super();\n    this.type = \"Path\";\n    this.currentPoint = new Vector2();\n    if (points) {\n      this.setFromPoints(points);\n    }\n  }\n  setFromPoints(points) {\n    this.moveTo(points[0].x, points[0].y);\n    for (let i = 1, l = points.length; i < l; i++) {\n      this.lineTo(points[i].x, points[i].y);\n    }\n    return this;\n  }\n  moveTo(x, y) {\n    this.currentPoint.set(x, y);\n    return this;\n  }\n  lineTo(x, y) {\n    const curve = new LineCurve(this.currentPoint.clone(), new Vector2(x, y));\n    this.curves.push(curve);\n    this.currentPoint.set(x, y);\n    return this;\n  }\n  quadraticCurveTo(aCPx, aCPy, aX, aY) {\n    const curve = new QuadraticBezierCurve(this.currentPoint.clone(), new Vector2(aCPx, aCPy), new Vector2(aX, aY));\n    this.curves.push(curve);\n    this.currentPoint.set(aX, aY);\n    return this;\n  }\n  bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) {\n    const curve = new CubicBezierCurve(this.currentPoint.clone(), new Vector2(aCP1x, aCP1y), new Vector2(aCP2x, aCP2y), new Vector2(aX, aY));\n    this.curves.push(curve);\n    this.currentPoint.set(aX, aY);\n    return this;\n  }\n  splineThru(pts) {\n    const npts = [this.currentPoint.clone()].concat(pts);\n    const curve = new SplineCurve(npts);\n    this.curves.push(curve);\n    this.currentPoint.copy(pts[pts.length - 1]);\n    return this;\n  }\n  arc(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {\n    const x0 = this.currentPoint.x;\n    const y0 = this.currentPoint.y;\n    this.absarc(aX + x0, aY + y0, aRadius, aStartAngle, aEndAngle, aClockwise);\n    return this;\n  }\n  absarc(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {\n    this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);\n    return this;\n  }\n  ellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) {\n    const x0 = this.currentPoint.x;\n    const y0 = this.currentPoint.y;\n    this.absellipse(aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation);\n    return this;\n  }\n  absellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) {\n    const curve = new EllipseCurve(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation);\n    if (this.curves.length > 0) {\n      const firstPoint = curve.getPoint(0);\n      if (!firstPoint.equals(this.currentPoint)) {\n        this.lineTo(firstPoint.x, firstPoint.y);\n      }\n    }\n    this.curves.push(curve);\n    const lastPoint = curve.getPoint(1);\n    this.currentPoint.copy(lastPoint);\n    return this;\n  }\n  copy(source) {\n    super.copy(source);\n    this.currentPoint.copy(source.currentPoint);\n    return this;\n  }\n  toJSON() {\n    const data = super.toJSON();\n    data.currentPoint = this.currentPoint.toArray();\n    return data;\n  }\n  fromJSON(json) {\n    super.fromJSON(json);\n    this.currentPoint.fromArray(json.currentPoint);\n    return this;\n  }\n}\nclass LatheGeometry extends BufferGeometry {\n  constructor(points = [new Vector2(0, -0.5), new Vector2(0.5, 0), new Vector2(0, 0.5)], segments = 12, phiStart = 0, phiLength = Math.PI * 2) {\n    super();\n    this.type = \"LatheGeometry\";\n    this.parameters = {\n      points,\n      segments,\n      phiStart,\n      phiLength\n    };\n    segments = Math.floor(segments);\n    phiLength = clamp(phiLength, 0, Math.PI * 2);\n    const indices = [];\n    const vertices = [];\n    const uvs = [];\n    const initNormals = [];\n    const normals = [];\n    const inverseSegments = 1 / segments;\n    const vertex2 = new Vector3();\n    const uv = new Vector2();\n    const normal = new Vector3();\n    const curNormal = new Vector3();\n    const prevNormal = new Vector3();\n    let dx = 0;\n    let dy = 0;\n    for (let j = 0; j <= points.length - 1; j++) {\n      switch (j) {\n        case 0:\n          dx = points[j + 1].x - points[j].x;\n          dy = points[j + 1].y - points[j].y;\n          normal.x = dy * 1;\n          normal.y = -dx;\n          normal.z = dy * 0;\n          prevNormal.copy(normal);\n          normal.normalize();\n          initNormals.push(normal.x, normal.y, normal.z);\n          break;\n        case points.length - 1:\n          initNormals.push(prevNormal.x, prevNormal.y, prevNormal.z);\n          break;\n        default:\n          dx = points[j + 1].x - points[j].x;\n          dy = points[j + 1].y - points[j].y;\n          normal.x = dy * 1;\n          normal.y = -dx;\n          normal.z = dy * 0;\n          curNormal.copy(normal);\n          normal.x += prevNormal.x;\n          normal.y += prevNormal.y;\n          normal.z += prevNormal.z;\n          normal.normalize();\n          initNormals.push(normal.x, normal.y, normal.z);\n          prevNormal.copy(curNormal);\n      }\n    }\n    for (let i = 0; i <= segments; i++) {\n      const phi = phiStart + i * inverseSegments * phiLength;\n      const sin = Math.sin(phi);\n      const cos = Math.cos(phi);\n      for (let j = 0; j <= points.length - 1; j++) {\n        vertex2.x = points[j].x * sin;\n        vertex2.y = points[j].y;\n        vertex2.z = points[j].x * cos;\n        vertices.push(vertex2.x, vertex2.y, vertex2.z);\n        uv.x = i / segments;\n        uv.y = j / (points.length - 1);\n        uvs.push(uv.x, uv.y);\n        const x = initNormals[3 * j + 0] * sin;\n        const y = initNormals[3 * j + 1];\n        const z = initNormals[3 * j + 0] * cos;\n        normals.push(x, y, z);\n      }\n    }\n    for (let i = 0; i < segments; i++) {\n      for (let j = 0; j < points.length - 1; j++) {\n        const base = j + i * points.length;\n        const a = base;\n        const b = base + points.length;\n        const c = base + points.length + 1;\n        const d = base + 1;\n        indices.push(a, b, d);\n        indices.push(c, d, b);\n      }\n    }\n    this.setIndex(indices);\n    this.setAttribute(\"position\", new Float32BufferAttribute(vertices, 3));\n    this.setAttribute(\"uv\", new Float32BufferAttribute(uvs, 2));\n    this.setAttribute(\"normal\", new Float32BufferAttribute(normals, 3));\n  }\n  static fromJSON(data) {\n    return new LatheGeometry(data.points, data.segments, data.phiStart, data.phiLength);\n  }\n}\nclass CapsuleGeometry extends LatheGeometry {\n  constructor(radius = 1, length = 1, capSegments = 4, radialSegments = 8) {\n    const path = new Path();\n    path.absarc(0, -length / 2, radius, Math.PI * 1.5, 0);\n    path.absarc(0, length / 2, radius, 0, Math.PI * 0.5);\n    super(path.getPoints(capSegments), radialSegments);\n    this.type = \"CapsuleGeometry\";\n    this.parameters = {\n      radius,\n      height: length,\n      capSegments,\n      radialSegments\n    };\n  }\n  static fromJSON(data) {\n    return new CapsuleGeometry(data.radius, data.length, data.capSegments, data.radialSegments);\n  }\n}\nclass CircleGeometry extends BufferGeometry {\n  constructor(radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2) {\n    super();\n    this.type = \"CircleGeometry\";\n    this.parameters = {\n      radius,\n      segments,\n      thetaStart,\n      thetaLength\n    };\n    segments = Math.max(3, segments);\n    const indices = [];\n    const vertices = [];\n    const normals = [];\n    const uvs = [];\n    const vertex2 = new Vector3();\n    const uv = new Vector2();\n    vertices.push(0, 0, 0);\n    normals.push(0, 0, 1);\n    uvs.push(0.5, 0.5);\n    for (let s = 0, i = 3; s <= segments; s++, i += 3) {\n      const segment = thetaStart + s / segments * thetaLength;\n      vertex2.x = radius * Math.cos(segment);\n      vertex2.y = radius * Math.sin(segment);\n      vertices.push(vertex2.x, vertex2.y, vertex2.z);\n      normals.push(0, 0, 1);\n      uv.x = (vertices[i] / radius + 1) / 2;\n      uv.y = (vertices[i + 1] / radius + 1) / 2;\n      uvs.push(uv.x, uv.y);\n    }\n    for (let i = 1; i <= segments; i++) {\n      indices.push(i, i + 1, 0);\n    }\n    this.setIndex(indices);\n    this.setAttribute(\"position\", new Float32BufferAttribute(vertices, 3));\n    this.setAttribute(\"normal\", new Float32BufferAttribute(normals, 3));\n    this.setAttribute(\"uv\", new Float32BufferAttribute(uvs, 2));\n  }\n  static fromJSON(data) {\n    return new CircleGeometry(data.radius, data.segments, data.thetaStart, data.thetaLength);\n  }\n}\nclass CylinderGeometry extends BufferGeometry {\n  constructor(radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2) {\n    super();\n    this.type = \"CylinderGeometry\";\n    this.parameters = {\n      radiusTop,\n      radiusBottom,\n      height,\n      radialSegments,\n      heightSegments,\n      openEnded,\n      thetaStart,\n      thetaLength\n    };\n    const scope = this;\n    radialSegments = Math.floor(radialSegments);\n    heightSegments = Math.floor(heightSegments);\n    const indices = [];\n    const vertices = [];\n    const normals = [];\n    const uvs = [];\n    let index = 0;\n    const indexArray = [];\n    const halfHeight = height / 2;\n    let groupStart = 0;\n    generateTorso();\n    if (openEnded === false) {\n      if (radiusTop > 0)\n        generateCap(true);\n      if (radiusBottom > 0)\n        generateCap(false);\n    }\n    this.setIndex(indices);\n    this.setAttribute(\"position\", new Float32BufferAttribute(vertices, 3));\n    this.setAttribute(\"normal\", new Float32BufferAttribute(normals, 3));\n    this.setAttribute(\"uv\", new Float32BufferAttribute(uvs, 2));\n    function generateTorso() {\n      const normal = new Vector3();\n      const vertex2 = new Vector3();\n      let groupCount = 0;\n      const slope = (radiusBottom - radiusTop) / height;\n      for (let y = 0; y <= heightSegments; y++) {\n        const indexRow = [];\n        const v = y / heightSegments;\n        const radius = v * (radiusBottom - radiusTop) + radiusTop;\n        for (let x = 0; x <= radialSegments; x++) {\n          const u = x / radialSegments;\n          const theta = u * thetaLength + thetaStart;\n          const sinTheta = Math.sin(theta);\n          const cosTheta = Math.cos(theta);\n          vertex2.x = radius * sinTheta;\n          vertex2.y = -v * height + halfHeight;\n          vertex2.z = radius * cosTheta;\n          vertices.push(vertex2.x, vertex2.y, vertex2.z);\n          normal.set(sinTheta, slope, cosTheta).normalize();\n          normals.push(normal.x, normal.y, normal.z);\n          uvs.push(u, 1 - v);\n          indexRow.push(index++);\n        }\n        indexArray.push(indexRow);\n      }\n      for (let x = 0; x < radialSegments; x++) {\n        for (let y = 0; y < heightSegments; y++) {\n          const a = indexArray[y][x];\n          const b = indexArray[y + 1][x];\n          const c = indexArray[y + 1][x + 1];\n          const d = indexArray[y][x + 1];\n          indices.push(a, b, d);\n          indices.push(b, c, d);\n          groupCount += 6;\n        }\n      }\n      scope.addGroup(groupStart, groupCount, 0);\n      groupStart += groupCount;\n    }\n    function generateCap(top) {\n      const centerIndexStart = index;\n      const uv = new Vector2();\n      const vertex2 = new Vector3();\n      let groupCount = 0;\n      const radius = top === true ? radiusTop : radiusBottom;\n      const sign2 = top === true ? 1 : -1;\n      for (let x = 1; x <= radialSegments; x++) {\n        vertices.push(0, halfHeight * sign2, 0);\n        normals.push(0, sign2, 0);\n        uvs.push(0.5, 0.5);\n        index++;\n      }\n      const centerIndexEnd = index;\n      for (let x = 0; x <= radialSegments; x++) {\n        const u = x / radialSegments;\n        const theta = u * thetaLength + thetaStart;\n        const cosTheta = Math.cos(theta);\n        const sinTheta = Math.sin(theta);\n        vertex2.x = radius * sinTheta;\n        vertex2.y = halfHeight * sign2;\n        vertex2.z = radius * cosTheta;\n        vertices.push(vertex2.x, vertex2.y, vertex2.z);\n        normals.push(0, sign2, 0);\n        uv.x = cosTheta * 0.5 + 0.5;\n        uv.y = sinTheta * 0.5 * sign2 + 0.5;\n        uvs.push(uv.x, uv.y);\n        index++;\n      }\n      for (let x = 0; x < radialSegments; x++) {\n        const c = centerIndexStart + x;\n        const i = centerIndexEnd + x;\n        if (top === true) {\n          indices.push(i, i + 1, c);\n        } else {\n          indices.push(i + 1, i, c);\n        }\n        groupCount += 3;\n      }\n      scope.addGroup(groupStart, groupCount, top === true ? 1 : 2);\n      groupStart += groupCount;\n    }\n  }\n  static fromJSON(data) {\n    return new CylinderGeometry(data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength);\n  }\n}\nclass ConeGeometry extends CylinderGeometry {\n  constructor(radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2) {\n    super(0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength);\n    this.type = \"ConeGeometry\";\n    this.parameters = {\n      radius,\n      height,\n      radialSegments,\n      heightSegments,\n      openEnded,\n      thetaStart,\n      thetaLength\n    };\n  }\n  static fromJSON(data) {\n    return new ConeGeometry(data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength);\n  }\n}\nclass PolyhedronGeometry extends BufferGeometry {\n  constructor(vertices = [], indices = [], radius = 1, detail = 0) {\n    super();\n    this.type = \"PolyhedronGeometry\";\n    this.parameters = {\n      vertices,\n      indices,\n      radius,\n      detail\n    };\n    const vertexBuffer = [];\n    const uvBuffer = [];\n    subdivide(detail);\n    applyRadius(radius);\n    generateUVs();\n    this.setAttribute(\"position\", new Float32BufferAttribute(vertexBuffer, 3));\n    this.setAttribute(\"normal\", new Float32BufferAttribute(vertexBuffer.slice(), 3));\n    this.setAttribute(\"uv\", new Float32BufferAttribute(uvBuffer, 2));\n    if (detail === 0) {\n      this.computeVertexNormals();\n    } else {\n      this.normalizeNormals();\n    }\n    function subdivide(detail2) {\n      const a = new Vector3();\n      const b = new Vector3();\n      const c = new Vector3();\n      for (let i = 0; i < indices.length; i += 3) {\n        getVertexByIndex(indices[i + 0], a);\n        getVertexByIndex(indices[i + 1], b);\n        getVertexByIndex(indices[i + 2], c);\n        subdivideFace(a, b, c, detail2);\n      }\n    }\n    function subdivideFace(a, b, c, detail2) {\n      const cols = detail2 + 1;\n      const v = [];\n      for (let i = 0; i <= cols; i++) {\n        v[i] = [];\n        const aj = a.clone().lerp(c, i / cols);\n        const bj = b.clone().lerp(c, i / cols);\n        const rows = cols - i;\n        for (let j = 0; j <= rows; j++) {\n          if (j === 0 && i === cols) {\n            v[i][j] = aj;\n          } else {\n            v[i][j] = aj.clone().lerp(bj, j / rows);\n          }\n        }\n      }\n      for (let i = 0; i < cols; i++) {\n        for (let j = 0; j < 2 * (cols - i) - 1; j++) {\n          const k = Math.floor(j / 2);\n          if (j % 2 === 0) {\n            pushVertex(v[i][k + 1]);\n            pushVertex(v[i + 1][k]);\n            pushVertex(v[i][k]);\n          } else {\n            pushVertex(v[i][k + 1]);\n            pushVertex(v[i + 1][k + 1]);\n            pushVertex(v[i + 1][k]);\n          }\n        }\n      }\n    }\n    function applyRadius(radius2) {\n      const vertex2 = new Vector3();\n      for (let i = 0; i < vertexBuffer.length; i += 3) {\n        vertex2.x = vertexBuffer[i + 0];\n        vertex2.y = vertexBuffer[i + 1];\n        vertex2.z = vertexBuffer[i + 2];\n        vertex2.normalize().multiplyScalar(radius2);\n        vertexBuffer[i + 0] = vertex2.x;\n        vertexBuffer[i + 1] = vertex2.y;\n        vertexBuffer[i + 2] = vertex2.z;\n      }\n    }\n    function generateUVs() {\n      const vertex2 = new Vector3();\n      for (let i = 0; i < vertexBuffer.length; i += 3) {\n        vertex2.x = vertexBuffer[i + 0];\n        vertex2.y = vertexBuffer[i + 1];\n        vertex2.z = vertexBuffer[i + 2];\n        const u = azimuth(vertex2) / 2 / Math.PI + 0.5;\n        const v = inclination(vertex2) / Math.PI + 0.5;\n        uvBuffer.push(u, 1 - v);\n      }\n      correctUVs();\n      correctSeam();\n    }\n    function correctSeam() {\n      for (let i = 0; i < uvBuffer.length; i += 6) {\n        const x0 = uvBuffer[i + 0];\n        const x1 = uvBuffer[i + 2];\n        const x2 = uvBuffer[i + 4];\n        const max = Math.max(x0, x1, x2);\n        const min = Math.min(x0, x1, x2);\n        if (max > 0.9 && min < 0.1) {\n          if (x0 < 0.2)\n            uvBuffer[i + 0] += 1;\n          if (x1 < 0.2)\n            uvBuffer[i + 2] += 1;\n          if (x2 < 0.2)\n            uvBuffer[i + 4] += 1;\n        }\n      }\n    }\n    function pushVertex(vertex2) {\n      vertexBuffer.push(vertex2.x, vertex2.y, vertex2.z);\n    }\n    function getVertexByIndex(index, vertex2) {\n      const stride = index * 3;\n      vertex2.x = vertices[stride + 0];\n      vertex2.y = vertices[stride + 1];\n      vertex2.z = vertices[stride + 2];\n    }\n    function correctUVs() {\n      const a = new Vector3();\n      const b = new Vector3();\n      const c = new Vector3();\n      const centroid = new Vector3();\n      const uvA = new Vector2();\n      const uvB = new Vector2();\n      const uvC = new Vector2();\n      for (let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6) {\n        a.set(vertexBuffer[i + 0], vertexBuffer[i + 1], vertexBuffer[i + 2]);\n        b.set(vertexBuffer[i + 3], vertexBuffer[i + 4], vertexBuffer[i + 5]);\n        c.set(vertexBuffer[i + 6], vertexBuffer[i + 7], vertexBuffer[i + 8]);\n        uvA.set(uvBuffer[j + 0], uvBuffer[j + 1]);\n        uvB.set(uvBuffer[j + 2], uvBuffer[j + 3]);\n        uvC.set(uvBuffer[j + 4], uvBuffer[j + 5]);\n        centroid.copy(a).add(b).add(c).divideScalar(3);\n        const azi = azimuth(centroid);\n        correctUV(uvA, j + 0, a, azi);\n        correctUV(uvB, j + 2, b, azi);\n        correctUV(uvC, j + 4, c, azi);\n      }\n    }\n    function correctUV(uv, stride, vector, azimuth2) {\n      if (azimuth2 < 0 && uv.x === 1) {\n        uvBuffer[stride] = uv.x - 1;\n      }\n      if (vector.x === 0 && vector.z === 0) {\n        uvBuffer[stride] = azimuth2 / 2 / Math.PI + 0.5;\n      }\n    }\n    function azimuth(vector) {\n      return Math.atan2(vector.z, -vector.x);\n    }\n    function inclination(vector) {\n      return Math.atan2(-vector.y, Math.sqrt(vector.x * vector.x + vector.z * vector.z));\n    }\n  }\n  static fromJSON(data) {\n    return new PolyhedronGeometry(data.vertices, data.indices, data.radius, data.details);\n  }\n}\nclass DodecahedronGeometry extends PolyhedronGeometry {\n  constructor(radius = 1, detail = 0) {\n    const t = (1 + Math.sqrt(5)) / 2;\n    const r = 1 / t;\n    const vertices = [\n      -1,\n      -1,\n      -1,\n      -1,\n      -1,\n      1,\n      -1,\n      1,\n      -1,\n      -1,\n      1,\n      1,\n      1,\n      -1,\n      -1,\n      1,\n      -1,\n      1,\n      1,\n      1,\n      -1,\n      1,\n      1,\n      1,\n      0,\n      -r,\n      -t,\n      0,\n      -r,\n      t,\n      0,\n      r,\n      -t,\n      0,\n      r,\n      t,\n      -r,\n      -t,\n      0,\n      -r,\n      t,\n      0,\n      r,\n      -t,\n      0,\n      r,\n      t,\n      0,\n      -t,\n      0,\n      -r,\n      t,\n      0,\n      -r,\n      -t,\n      0,\n      r,\n      t,\n      0,\n      r\n    ];\n    const indices = [\n      3,\n      11,\n      7,\n      3,\n      7,\n      15,\n      3,\n      15,\n      13,\n      7,\n      19,\n      17,\n      7,\n      17,\n      6,\n      7,\n      6,\n      15,\n      17,\n      4,\n      8,\n      17,\n      8,\n      10,\n      17,\n      10,\n      6,\n      8,\n      0,\n      16,\n      8,\n      16,\n      2,\n      8,\n      2,\n      10,\n      0,\n      12,\n      1,\n      0,\n      1,\n      18,\n      0,\n      18,\n      16,\n      6,\n      10,\n      2,\n      6,\n      2,\n      13,\n      6,\n      13,\n      15,\n      2,\n      16,\n      18,\n      2,\n      18,\n      3,\n      2,\n      3,\n      13,\n      18,\n      1,\n      9,\n      18,\n      9,\n      11,\n      18,\n      11,\n      3,\n      4,\n      14,\n      12,\n      4,\n      12,\n      0,\n      4,\n      0,\n      8,\n      11,\n      9,\n      5,\n      11,\n      5,\n      19,\n      11,\n      19,\n      7,\n      19,\n      5,\n      14,\n      19,\n      14,\n      4,\n      19,\n      4,\n      17,\n      1,\n      12,\n      14,\n      1,\n      14,\n      5,\n      1,\n      5,\n      9\n    ];\n    super(vertices, indices, radius, detail);\n    this.type = \"DodecahedronGeometry\";\n    this.parameters = {\n      radius,\n      detail\n    };\n  }\n  static fromJSON(data) {\n    return new DodecahedronGeometry(data.radius, data.detail);\n  }\n}\nconst _v0 = /* @__PURE__ */ new Vector3();\nconst _v1$1 = /* @__PURE__ */ new Vector3();\nconst _normal = /* @__PURE__ */ new Vector3();\nconst _triangle = /* @__PURE__ */ new Triangle();\nclass EdgesGeometry extends BufferGeometry {\n  constructor(geometry = null, thresholdAngle = 1) {\n    super();\n    this.type = \"EdgesGeometry\";\n    this.parameters = {\n      geometry,\n      thresholdAngle\n    };\n    if (geometry !== null) {\n      const precisionPoints = 4;\n      const precision = Math.pow(10, precisionPoints);\n      const thresholdDot = Math.cos(DEG2RAD * thresholdAngle);\n      const indexAttr = geometry.getIndex();\n      const positionAttr = geometry.getAttribute(\"position\");\n      const indexCount = indexAttr ? indexAttr.count : positionAttr.count;\n      const indexArr = [0, 0, 0];\n      const vertKeys = [\"a\", \"b\", \"c\"];\n      const hashes = new Array(3);\n      const edgeData = {};\n      const vertices = [];\n      for (let i = 0; i < indexCount; i += 3) {\n        if (indexAttr) {\n          indexArr[0] = indexAttr.getX(i);\n          indexArr[1] = indexAttr.getX(i + 1);\n          indexArr[2] = indexAttr.getX(i + 2);\n        } else {\n          indexArr[0] = i;\n          indexArr[1] = i + 1;\n          indexArr[2] = i + 2;\n        }\n        const {a, b, c} = _triangle;\n        a.fromBufferAttribute(positionAttr, indexArr[0]);\n        b.fromBufferAttribute(positionAttr, indexArr[1]);\n        c.fromBufferAttribute(positionAttr, indexArr[2]);\n        _triangle.getNormal(_normal);\n        hashes[0] = `${Math.round(a.x * precision)},${Math.round(a.y * precision)},${Math.round(a.z * precision)}`;\n        hashes[1] = `${Math.round(b.x * precision)},${Math.round(b.y * precision)},${Math.round(b.z * precision)}`;\n        hashes[2] = `${Math.round(c.x * precision)},${Math.round(c.y * precision)},${Math.round(c.z * precision)}`;\n        if (hashes[0] === hashes[1] || hashes[1] === hashes[2] || hashes[2] === hashes[0]) {\n          continue;\n        }\n        for (let j = 0; j < 3; j++) {\n          const jNext = (j + 1) % 3;\n          const vecHash0 = hashes[j];\n          const vecHash1 = hashes[jNext];\n          const v0 = _triangle[vertKeys[j]];\n          const v1 = _triangle[vertKeys[jNext]];\n          const hash = `${vecHash0}_${vecHash1}`;\n          const reverseHash = `${vecHash1}_${vecHash0}`;\n          if (reverseHash in edgeData && edgeData[reverseHash]) {\n            if (_normal.dot(edgeData[reverseHash].normal) <= thresholdDot) {\n              vertices.push(v0.x, v0.y, v0.z);\n              vertices.push(v1.x, v1.y, v1.z);\n            }\n            edgeData[reverseHash] = null;\n          } else if (!(hash in edgeData)) {\n            edgeData[hash] = {\n              index0: indexArr[j],\n              index1: indexArr[jNext],\n              normal: _normal.clone()\n            };\n          }\n        }\n      }\n      for (const key in edgeData) {\n        if (edgeData[key]) {\n          const {index0, index1} = edgeData[key];\n          _v0.fromBufferAttribute(positionAttr, index0);\n          _v1$1.fromBufferAttribute(positionAttr, index1);\n          vertices.push(_v0.x, _v0.y, _v0.z);\n          vertices.push(_v1$1.x, _v1$1.y, _v1$1.z);\n        }\n      }\n      this.setAttribute(\"position\", new Float32BufferAttribute(vertices, 3));\n    }\n  }\n}\nclass Shape extends Path {\n  constructor(points) {\n    super(points);\n    this.uuid = generateUUID();\n    this.type = \"Shape\";\n    this.holes = [];\n  }\n  getPointsHoles(divisions) {\n    const holesPts = [];\n    for (let i = 0, l = this.holes.length; i < l; i++) {\n      holesPts[i] = this.holes[i].getPoints(divisions);\n    }\n    return holesPts;\n  }\n  extractPoints(divisions) {\n    return {\n      shape: this.getPoints(divisions),\n      holes: this.getPointsHoles(divisions)\n    };\n  }\n  copy(source) {\n    super.copy(source);\n    this.holes = [];\n    for (let i = 0, l = source.holes.length; i < l; i++) {\n      const hole = source.holes[i];\n      this.holes.push(hole.clone());\n    }\n    return this;\n  }\n  toJSON() {\n    const data = super.toJSON();\n    data.uuid = this.uuid;\n    data.holes = [];\n    for (let i = 0, l = this.holes.length; i < l; i++) {\n      const hole = this.holes[i];\n      data.holes.push(hole.toJSON());\n    }\n    return data;\n  }\n  fromJSON(json) {\n    super.fromJSON(json);\n    this.uuid = json.uuid;\n    this.holes = [];\n    for (let i = 0, l = json.holes.length; i < l; i++) {\n      const hole = json.holes[i];\n      this.holes.push(new Path().fromJSON(hole));\n    }\n    return this;\n  }\n}\nconst Earcut = {\n  triangulate: function(data, holeIndices, dim = 2) {\n    const hasHoles = holeIndices && holeIndices.length;\n    const outerLen = hasHoles ? holeIndices[0] * dim : data.length;\n    let outerNode = linkedList(data, 0, outerLen, dim, true);\n    const triangles = [];\n    if (!outerNode || outerNode.next === outerNode.prev)\n      return triangles;\n    let minX, minY, maxX, maxY, x, y, invSize;\n    if (hasHoles)\n      outerNode = eliminateHoles(data, holeIndices, outerNode, dim);\n    if (data.length > 80 * dim) {\n      minX = maxX = data[0];\n      minY = maxY = data[1];\n      for (let i = dim; i < outerLen; i += dim) {\n        x = data[i];\n        y = data[i + 1];\n        if (x < minX)\n          minX = x;\n        if (y < minY)\n          minY = y;\n        if (x > maxX)\n          maxX = x;\n        if (y > maxY)\n          maxY = y;\n      }\n      invSize = Math.max(maxX - minX, maxY - minY);\n      invSize = invSize !== 0 ? 32767 / invSize : 0;\n    }\n    earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);\n    return triangles;\n  }\n};\nfunction linkedList(data, start, end, dim, clockwise) {\n  let i, last;\n  if (clockwise === signedArea(data, start, end, dim) > 0) {\n    for (i = start; i < end; i += dim)\n      last = insertNode(i, data[i], data[i + 1], last);\n  } else {\n    for (i = end - dim; i >= start; i -= dim)\n      last = insertNode(i, data[i], data[i + 1], last);\n  }\n  if (last && equals(last, last.next)) {\n    removeNode(last);\n    last = last.next;\n  }\n  return last;\n}\nfunction filterPoints(start, end) {\n  if (!start)\n    return start;\n  if (!end)\n    end = start;\n  let p = start, again;\n  do {\n    again = false;\n    if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {\n      removeNode(p);\n      p = end = p.prev;\n      if (p === p.next)\n        break;\n      again = true;\n    } else {\n      p = p.next;\n    }\n  } while (again || p !== end);\n  return end;\n}\nfunction earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {\n  if (!ear)\n    return;\n  if (!pass && invSize)\n    indexCurve(ear, minX, minY, invSize);\n  let stop = ear, prev, next;\n  while (ear.prev !== ear.next) {\n    prev = ear.prev;\n    next = ear.next;\n    if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {\n      triangles.push(prev.i / dim | 0);\n      triangles.push(ear.i / dim | 0);\n      triangles.push(next.i / dim | 0);\n      removeNode(ear);\n      ear = next.next;\n      stop = next.next;\n      continue;\n    }\n    ear = next;\n    if (ear === stop) {\n      if (!pass) {\n        earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);\n      } else if (pass === 1) {\n        ear = cureLocalIntersections(filterPoints(ear), triangles, dim);\n        earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);\n      } else if (pass === 2) {\n        splitEarcut(ear, triangles, dim, minX, minY, invSize);\n      }\n      break;\n    }\n  }\n}\nfunction isEar(ear) {\n  const a = ear.prev, b = ear, c = ear.next;\n  if (area(a, b, c) >= 0)\n    return false;\n  const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;\n  const x0 = ax < bx ? ax < cx ? ax : cx : bx < cx ? bx : cx, y0 = ay < by ? ay < cy ? ay : cy : by < cy ? by : cy, x1 = ax > bx ? ax > cx ? ax : cx : bx > cx ? bx : cx, y1 = ay > by ? ay > cy ? ay : cy : by > cy ? by : cy;\n  let p = c.next;\n  while (p !== a) {\n    if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0)\n      return false;\n    p = p.next;\n  }\n  return true;\n}\nfunction isEarHashed(ear, minX, minY, invSize) {\n  const a = ear.prev, b = ear, c = ear.next;\n  if (area(a, b, c) >= 0)\n    return false;\n  const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;\n  const x0 = ax < bx ? ax < cx ? ax : cx : bx < cx ? bx : cx, y0 = ay < by ? ay < cy ? ay : cy : by < cy ? by : cy, x1 = ax > bx ? ax > cx ? ax : cx : bx > cx ? bx : cx, y1 = ay > by ? ay > cy ? ay : cy : by > cy ? by : cy;\n  const minZ = zOrder(x0, y0, minX, minY, invSize), maxZ = zOrder(x1, y1, minX, minY, invSize);\n  let p = ear.prevZ, n = ear.nextZ;\n  while (p && p.z >= minZ && n && n.z <= maxZ) {\n    if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0)\n      return false;\n    p = p.prevZ;\n    if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0)\n      return false;\n    n = n.nextZ;\n  }\n  while (p && p.z >= minZ) {\n    if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0)\n      return false;\n    p = p.prevZ;\n  }\n  while (n && n.z <= maxZ) {\n    if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0)\n      return false;\n    n = n.nextZ;\n  }\n  return true;\n}\nfunction cureLocalIntersections(start, triangles, dim) {\n  let p = start;\n  do {\n    const a = p.prev, b = p.next.next;\n    if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {\n      triangles.push(a.i / dim | 0);\n      triangles.push(p.i / dim | 0);\n      triangles.push(b.i / dim | 0);\n      removeNode(p);\n      removeNode(p.next);\n      p = start = b;\n    }\n    p = p.next;\n  } while (p !== start);\n  return filterPoints(p);\n}\nfunction splitEarcut(start, triangles, dim, minX, minY, invSize) {\n  let a = start;\n  do {\n    let b = a.next.next;\n    while (b !== a.prev) {\n      if (a.i !== b.i && isValidDiagonal(a, b)) {\n        let c = splitPolygon(a, b);\n        a = filterPoints(a, a.next);\n        c = filterPoints(c, c.next);\n        earcutLinked(a, triangles, dim, minX, minY, invSize, 0);\n        earcutLinked(c, triangles, dim, minX, minY, invSize, 0);\n        return;\n      }\n      b = b.next;\n    }\n    a = a.next;\n  } while (a !== start);\n}\nfunction eliminateHoles(data, holeIndices, outerNode, dim) {\n  const queue = [];\n  let i, len, start, end, list;\n  for (i = 0, len = holeIndices.length; i < len; i++) {\n    start = holeIndices[i] * dim;\n    end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n    list = linkedList(data, start, end, dim, false);\n    if (list === list.next)\n      list.steiner = true;\n    queue.push(getLeftmost(list));\n  }\n  queue.sort(compareX);\n  for (i = 0; i < queue.length; i++) {\n    outerNode = eliminateHole(queue[i], outerNode);\n  }\n  return outerNode;\n}\nfunction compareX(a, b) {\n  return a.x - b.x;\n}\nfunction eliminateHole(hole, outerNode) {\n  const bridge = findHoleBridge(hole, outerNode);\n  if (!bridge) {\n    return outerNode;\n  }\n  const bridgeReverse = splitPolygon(bridge, hole);\n  filterPoints(bridgeReverse, bridgeReverse.next);\n  return filterPoints(bridge, bridge.next);\n}\nfunction findHoleBridge(hole, outerNode) {\n  let p = outerNode, qx = -Infinity, m;\n  const hx = hole.x, hy = hole.y;\n  do {\n    if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {\n      const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);\n      if (x <= hx && x > qx) {\n        qx = x;\n        m = p.x < p.next.x ? p : p.next;\n        if (x === hx)\n          return m;\n      }\n    }\n    p = p.next;\n  } while (p !== outerNode);\n  if (!m)\n    return null;\n  const stop = m, mx = m.x, my = m.y;\n  let tanMin = Infinity, tan;\n  p = m;\n  do {\n    if (hx >= p.x && p.x >= mx && hx !== p.x && pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {\n      tan = Math.abs(hy - p.y) / (hx - p.x);\n      if (locallyInside(p, hole) && (tan < tanMin || tan === tanMin && (p.x > m.x || p.x === m.x && sectorContainsSector(m, p)))) {\n        m = p;\n        tanMin = tan;\n      }\n    }\n    p = p.next;\n  } while (p !== stop);\n  return m;\n}\nfunction sectorContainsSector(m, p) {\n  return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;\n}\nfunction indexCurve(start, minX, minY, invSize) {\n  let p = start;\n  do {\n    if (p.z === 0)\n      p.z = zOrder(p.x, p.y, minX, minY, invSize);\n    p.prevZ = p.prev;\n    p.nextZ = p.next;\n    p = p.next;\n  } while (p !== start);\n  p.prevZ.nextZ = null;\n  p.prevZ = null;\n  sortLinked(p);\n}\nfunction sortLinked(list) {\n  let i, p, q, e, tail, numMerges, pSize, qSize, inSize = 1;\n  do {\n    p = list;\n    list = null;\n    tail = null;\n    numMerges = 0;\n    while (p) {\n      numMerges++;\n      q = p;\n      pSize = 0;\n      for (i = 0; i < inSize; i++) {\n        pSize++;\n        q = q.nextZ;\n        if (!q)\n          break;\n      }\n      qSize = inSize;\n      while (pSize > 0 || qSize > 0 && q) {\n        if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {\n          e = p;\n          p = p.nextZ;\n          pSize--;\n        } else {\n          e = q;\n          q = q.nextZ;\n          qSize--;\n        }\n        if (tail)\n          tail.nextZ = e;\n        else\n          list = e;\n        e.prevZ = tail;\n        tail = e;\n      }\n      p = q;\n    }\n    tail.nextZ = null;\n    inSize *= 2;\n  } while (numMerges > 1);\n  return list;\n}\nfunction zOrder(x, y, minX, minY, invSize) {\n  x = (x - minX) * invSize | 0;\n  y = (y - minY) * invSize | 0;\n  x = (x | x << 8) & 16711935;\n  x = (x | x << 4) & 252645135;\n  x = (x | x << 2) & 858993459;\n  x = (x | x << 1) & 1431655765;\n  y = (y | y << 8) & 16711935;\n  y = (y | y << 4) & 252645135;\n  y = (y | y << 2) & 858993459;\n  y = (y | y << 1) & 1431655765;\n  return x | y << 1;\n}\nfunction getLeftmost(start) {\n  let p = start, leftmost = start;\n  do {\n    if (p.x < leftmost.x || p.x === leftmost.x && p.y < leftmost.y)\n      leftmost = p;\n    p = p.next;\n  } while (p !== start);\n  return leftmost;\n}\nfunction pointInTriangle(ax, ay, bx, by, cx, cy, px2, py2) {\n  return (cx - px2) * (ay - py2) >= (ax - px2) * (cy - py2) && (ax - px2) * (by - py2) >= (bx - px2) * (ay - py2) && (bx - px2) * (cy - py2) >= (cx - px2) * (by - py2);\n}\nfunction isValidDiagonal(a, b) {\n  return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && (area(a.prev, a, b.prev) || area(a, b.prev, b)) || equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0);\n}\nfunction area(p, q, r) {\n  return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);\n}\nfunction equals(p1, p2) {\n  return p1.x === p2.x && p1.y === p2.y;\n}\nfunction intersects(p1, q1, p2, q2) {\n  const o1 = sign(area(p1, q1, p2));\n  const o2 = sign(area(p1, q1, q2));\n  const o3 = sign(area(p2, q2, p1));\n  const o4 = sign(area(p2, q2, q1));\n  if (o1 !== o2 && o3 !== o4)\n    return true;\n  if (o1 === 0 && onSegment(p1, p2, q1))\n    return true;\n  if (o2 === 0 && onSegment(p1, q2, q1))\n    return true;\n  if (o3 === 0 && onSegment(p2, p1, q2))\n    return true;\n  if (o4 === 0 && onSegment(p2, q1, q2))\n    return true;\n  return false;\n}\nfunction onSegment(p, q, r) {\n  return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y);\n}\nfunction sign(num) {\n  return num > 0 ? 1 : num < 0 ? -1 : 0;\n}\nfunction intersectsPolygon(a, b) {\n  let p = a;\n  do {\n    if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && intersects(p, p.next, a, b))\n      return true;\n    p = p.next;\n  } while (p !== a);\n  return false;\n}\nfunction locallyInside(a, b) {\n  return area(a.prev, a, a.next) < 0 ? area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 : area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;\n}\nfunction middleInside(a, b) {\n  let p = a, inside = false;\n  const px2 = (a.x + b.x) / 2, py2 = (a.y + b.y) / 2;\n  do {\n    if (p.y > py2 !== p.next.y > py2 && p.next.y !== p.y && px2 < (p.next.x - p.x) * (py2 - p.y) / (p.next.y - p.y) + p.x)\n      inside = !inside;\n    p = p.next;\n  } while (p !== a);\n  return inside;\n}\nfunction splitPolygon(a, b) {\n  const a2 = new Node(a.i, a.x, a.y), b2 = new Node(b.i, b.x, b.y), an = a.next, bp = b.prev;\n  a.next = b;\n  b.prev = a;\n  a2.next = an;\n  an.prev = a2;\n  b2.next = a2;\n  a2.prev = b2;\n  bp.next = b2;\n  b2.prev = bp;\n  return b2;\n}\nfunction insertNode(i, x, y, last) {\n  const p = new Node(i, x, y);\n  if (!last) {\n    p.prev = p;\n    p.next = p;\n  } else {\n    p.next = last.next;\n    p.prev = last;\n    last.next.prev = p;\n    last.next = p;\n  }\n  return p;\n}\nfunction removeNode(p) {\n  p.next.prev = p.prev;\n  p.prev.next = p.next;\n  if (p.prevZ)\n    p.prevZ.nextZ = p.nextZ;\n  if (p.nextZ)\n    p.nextZ.prevZ = p.prevZ;\n}\nfunction Node(i, x, y) {\n  this.i = i;\n  this.x = x;\n  this.y = y;\n  this.prev = null;\n  this.next = null;\n  this.z = 0;\n  this.prevZ = null;\n  this.nextZ = null;\n  this.steiner = false;\n}\nfunction signedArea(data, start, end, dim) {\n  let sum = 0;\n  for (let i = start, j = end - dim; i < end; i += dim) {\n    sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);\n    j = i;\n  }\n  return sum;\n}\nclass ShapeUtils {\n  static area(contour) {\n    const n = contour.length;\n    let a = 0;\n    for (let p = n - 1, q = 0; q < n; p = q++) {\n      a += contour[p].x * contour[q].y - contour[q].x * contour[p].y;\n    }\n    return a * 0.5;\n  }\n  static isClockWise(pts) {\n    return ShapeUtils.area(pts) < 0;\n  }\n  static triangulateShape(contour, holes) {\n    const vertices = [];\n    const holeIndices = [];\n    const faces = [];\n    removeDupEndPts(contour);\n    addContour(vertices, contour);\n    let holeIndex = contour.length;\n    holes.forEach(removeDupEndPts);\n    for (let i = 0; i < holes.length; i++) {\n      holeIndices.push(holeIndex);\n      holeIndex += holes[i].length;\n      addContour(vertices, holes[i]);\n    }\n    const triangles = Earcut.triangulate(vertices, holeIndices);\n    for (let i = 0; i < triangles.length; i += 3) {\n      faces.push(triangles.slice(i, i + 3));\n    }\n    return faces;\n  }\n}\nfunction removeDupEndPts(points) {\n  const l = points.length;\n  if (l > 2 && points[l - 1].equals(points[0])) {\n    points.pop();\n  }\n}\nfunction addContour(vertices, contour) {\n  for (let i = 0; i < contour.length; i++) {\n    vertices.push(contour[i].x);\n    vertices.push(contour[i].y);\n  }\n}\nclass ExtrudeGeometry extends BufferGeometry {\n  constructor(shapes = new Shape([new Vector2(0.5, 0.5), new Vector2(-0.5, 0.5), new Vector2(-0.5, -0.5), new Vector2(0.5, -0.5)]), options = {}) {\n    super();\n    this.type = \"ExtrudeGeometry\";\n    this.parameters = {\n      shapes,\n      options\n    };\n    shapes = Array.isArray(shapes) ? shapes : [shapes];\n    const scope = this;\n    const verticesArray = [];\n    const uvArray = [];\n    for (let i = 0, l = shapes.length; i < l; i++) {\n      const shape = shapes[i];\n      addShape(shape);\n    }\n    this.setAttribute(\"position\", new Float32BufferAttribute(verticesArray, 3));\n    this.setAttribute(\"uv\", new Float32BufferAttribute(uvArray, 2));\n    this.computeVertexNormals();\n    function addShape(shape) {\n      const placeholder = [];\n      const curveSegments = options.curveSegments !== void 0 ? options.curveSegments : 12;\n      const steps = options.steps !== void 0 ? options.steps : 1;\n      const depth = options.depth !== void 0 ? options.depth : 1;\n      let bevelEnabled = options.bevelEnabled !== void 0 ? options.bevelEnabled : true;\n      let bevelThickness = options.bevelThickness !== void 0 ? options.bevelThickness : 0.2;\n      let bevelSize = options.bevelSize !== void 0 ? options.bevelSize : bevelThickness - 0.1;\n      let bevelOffset = options.bevelOffset !== void 0 ? options.bevelOffset : 0;\n      let bevelSegments = options.bevelSegments !== void 0 ? options.bevelSegments : 3;\n      const extrudePath = options.extrudePath;\n      const uvgen = options.UVGenerator !== void 0 ? options.UVGenerator : WorldUVGenerator;\n      let extrudePts, extrudeByPath = false;\n      let splineTube, binormal, normal, position2;\n      if (extrudePath) {\n        extrudePts = extrudePath.getSpacedPoints(steps);\n        extrudeByPath = true;\n        bevelEnabled = false;\n        splineTube = extrudePath.computeFrenetFrames(steps, false);\n        binormal = new Vector3();\n        normal = new Vector3();\n        position2 = new Vector3();\n      }\n      if (!bevelEnabled) {\n        bevelSegments = 0;\n        bevelThickness = 0;\n        bevelSize = 0;\n        bevelOffset = 0;\n      }\n      const shapePoints = shape.extractPoints(curveSegments);\n      let vertices = shapePoints.shape;\n      const holes = shapePoints.holes;\n      const reverse = !ShapeUtils.isClockWise(vertices);\n      if (reverse) {\n        vertices = vertices.reverse();\n        for (let h = 0, hl = holes.length; h < hl; h++) {\n          const ahole = holes[h];\n          if (ShapeUtils.isClockWise(ahole)) {\n            holes[h] = ahole.reverse();\n          }\n        }\n      }\n      const faces = ShapeUtils.triangulateShape(vertices, holes);\n      const contour = vertices;\n      for (let h = 0, hl = holes.length; h < hl; h++) {\n        const ahole = holes[h];\n        vertices = vertices.concat(ahole);\n      }\n      function scalePt2(pt, vec, size) {\n        if (!vec)\n          console.error(\"THREE.ExtrudeGeometry: vec does not exist\");\n        return vec.clone().multiplyScalar(size).add(pt);\n      }\n      const vlen = vertices.length, flen = faces.length;\n      function getBevelVec(inPt, inPrev, inNext) {\n        let v_trans_x, v_trans_y, shrink_by;\n        const v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y;\n        const v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y;\n        const v_prev_lensq = v_prev_x * v_prev_x + v_prev_y * v_prev_y;\n        const collinear0 = v_prev_x * v_next_y - v_prev_y * v_next_x;\n        if (Math.abs(collinear0) > Number.EPSILON) {\n          const v_prev_len = Math.sqrt(v_prev_lensq);\n          const v_next_len = Math.sqrt(v_next_x * v_next_x + v_next_y * v_next_y);\n          const ptPrevShift_x = inPrev.x - v_prev_y / v_prev_len;\n          const ptPrevShift_y = inPrev.y + v_prev_x / v_prev_len;\n          const ptNextShift_x = inNext.x - v_next_y / v_next_len;\n          const ptNextShift_y = inNext.y + v_next_x / v_next_len;\n          const sf = ((ptNextShift_x - ptPrevShift_x) * v_next_y - (ptNextShift_y - ptPrevShift_y) * v_next_x) / (v_prev_x * v_next_y - v_prev_y * v_next_x);\n          v_trans_x = ptPrevShift_x + v_prev_x * sf - inPt.x;\n          v_trans_y = ptPrevShift_y + v_prev_y * sf - inPt.y;\n          const v_trans_lensq = v_trans_x * v_trans_x + v_trans_y * v_trans_y;\n          if (v_trans_lensq <= 2) {\n            return new Vector2(v_trans_x, v_trans_y);\n          } else {\n            shrink_by = Math.sqrt(v_trans_lensq / 2);\n          }\n        } else {\n          let direction_eq = false;\n          if (v_prev_x > Number.EPSILON) {\n            if (v_next_x > Number.EPSILON) {\n              direction_eq = true;\n            }\n          } else {\n            if (v_prev_x < -Number.EPSILON) {\n              if (v_next_x < -Number.EPSILON) {\n                direction_eq = true;\n              }\n            } else {\n              if (Math.sign(v_prev_y) === Math.sign(v_next_y)) {\n                direction_eq = true;\n              }\n            }\n          }\n          if (direction_eq) {\n            v_trans_x = -v_prev_y;\n            v_trans_y = v_prev_x;\n            shrink_by = Math.sqrt(v_prev_lensq);\n          } else {\n            v_trans_x = v_prev_x;\n            v_trans_y = v_prev_y;\n            shrink_by = Math.sqrt(v_prev_lensq / 2);\n          }\n        }\n        return new Vector2(v_trans_x / shrink_by, v_trans_y / shrink_by);\n      }\n      const contourMovements = [];\n      for (let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i++, j++, k++) {\n        if (j === il)\n          j = 0;\n        if (k === il)\n          k = 0;\n        contourMovements[i] = getBevelVec(contour[i], contour[j], contour[k]);\n      }\n      const holesMovements = [];\n      let oneHoleMovements, verticesMovements = contourMovements.concat();\n      for (let h = 0, hl = holes.length; h < hl; h++) {\n        const ahole = holes[h];\n        oneHoleMovements = [];\n        for (let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i++, j++, k++) {\n          if (j === il)\n            j = 0;\n          if (k === il)\n            k = 0;\n          oneHoleMovements[i] = getBevelVec(ahole[i], ahole[j], ahole[k]);\n        }\n        holesMovements.push(oneHoleMovements);\n        verticesMovements = verticesMovements.concat(oneHoleMovements);\n      }\n      for (let b = 0; b < bevelSegments; b++) {\n        const t = b / bevelSegments;\n        const z = bevelThickness * Math.cos(t * Math.PI / 2);\n        const bs2 = bevelSize * Math.sin(t * Math.PI / 2) + bevelOffset;\n        for (let i = 0, il = contour.length; i < il; i++) {\n          const vert = scalePt2(contour[i], contourMovements[i], bs2);\n          v(vert.x, vert.y, -z);\n        }\n        for (let h = 0, hl = holes.length; h < hl; h++) {\n          const ahole = holes[h];\n          oneHoleMovements = holesMovements[h];\n          for (let i = 0, il = ahole.length; i < il; i++) {\n            const vert = scalePt2(ahole[i], oneHoleMovements[i], bs2);\n            v(vert.x, vert.y, -z);\n          }\n        }\n      }\n      const bs = bevelSize + bevelOffset;\n      for (let i = 0; i < vlen; i++) {\n        const vert = bevelEnabled ? scalePt2(vertices[i], verticesMovements[i], bs) : vertices[i];\n        if (!extrudeByPath) {\n          v(vert.x, vert.y, 0);\n        } else {\n          normal.copy(splineTube.normals[0]).multiplyScalar(vert.x);\n          binormal.copy(splineTube.binormals[0]).multiplyScalar(vert.y);\n          position2.copy(extrudePts[0]).add(normal).add(binormal);\n          v(position2.x, position2.y, position2.z);\n        }\n      }\n      for (let s = 1; s <= steps; s++) {\n        for (let i = 0; i < vlen; i++) {\n          const vert = bevelEnabled ? scalePt2(vertices[i], verticesMovements[i], bs) : vertices[i];\n          if (!extrudeByPath) {\n            v(vert.x, vert.y, depth / steps * s);\n          } else {\n            normal.copy(splineTube.normals[s]).multiplyScalar(vert.x);\n            binormal.copy(splineTube.binormals[s]).multiplyScalar(vert.y);\n            position2.copy(extrudePts[s]).add(normal).add(binormal);\n            v(position2.x, position2.y, position2.z);\n          }\n        }\n      }\n      for (let b = bevelSegments - 1; b >= 0; b--) {\n        const t = b / bevelSegments;\n        const z = bevelThickness * Math.cos(t * Math.PI / 2);\n        const bs2 = bevelSize * Math.sin(t * Math.PI / 2) + bevelOffset;\n        for (let i = 0, il = contour.length; i < il; i++) {\n          const vert = scalePt2(contour[i], contourMovements[i], bs2);\n          v(vert.x, vert.y, depth + z);\n        }\n        for (let h = 0, hl = holes.length; h < hl; h++) {\n          const ahole = holes[h];\n          oneHoleMovements = holesMovements[h];\n          for (let i = 0, il = ahole.length; i < il; i++) {\n            const vert = scalePt2(ahole[i], oneHoleMovements[i], bs2);\n            if (!extrudeByPath) {\n              v(vert.x, vert.y, depth + z);\n            } else {\n              v(vert.x, vert.y + extrudePts[steps - 1].y, extrudePts[steps - 1].x + z);\n            }\n          }\n        }\n      }\n      buildLidFaces();\n      buildSideFaces();\n      function buildLidFaces() {\n        const start = verticesArray.length / 3;\n        if (bevelEnabled) {\n          let layer = 0;\n          let offset = vlen * layer;\n          for (let i = 0; i < flen; i++) {\n            const face = faces[i];\n            f3(face[2] + offset, face[1] + offset, face[0] + offset);\n          }\n          layer = steps + bevelSegments * 2;\n          offset = vlen * layer;\n          for (let i = 0; i < flen; i++) {\n            const face = faces[i];\n            f3(face[0] + offset, face[1] + offset, face[2] + offset);\n          }\n        } else {\n          for (let i = 0; i < flen; i++) {\n            const face = faces[i];\n            f3(face[2], face[1], face[0]);\n          }\n          for (let i = 0; i < flen; i++) {\n            const face = faces[i];\n            f3(face[0] + vlen * steps, face[1] + vlen * steps, face[2] + vlen * steps);\n          }\n        }\n        scope.addGroup(start, verticesArray.length / 3 - start, 0);\n      }\n      function buildSideFaces() {\n        const start = verticesArray.length / 3;\n        let layeroffset = 0;\n        sidewalls(contour, layeroffset);\n        layeroffset += contour.length;\n        for (let h = 0, hl = holes.length; h < hl; h++) {\n          const ahole = holes[h];\n          sidewalls(ahole, layeroffset);\n          layeroffset += ahole.length;\n        }\n        scope.addGroup(start, verticesArray.length / 3 - start, 1);\n      }\n      function sidewalls(contour2, layeroffset) {\n        let i = contour2.length;\n        while (--i >= 0) {\n          const j = i;\n          let k = i - 1;\n          if (k < 0)\n            k = contour2.length - 1;\n          for (let s = 0, sl = steps + bevelSegments * 2; s < sl; s++) {\n            const slen1 = vlen * s;\n            const slen2 = vlen * (s + 1);\n            const a = layeroffset + j + slen1, b = layeroffset + k + slen1, c = layeroffset + k + slen2, d = layeroffset + j + slen2;\n            f4(a, b, c, d);\n          }\n        }\n      }\n      function v(x, y, z) {\n        placeholder.push(x);\n        placeholder.push(y);\n        placeholder.push(z);\n      }\n      function f3(a, b, c) {\n        addVertex(a);\n        addVertex(b);\n        addVertex(c);\n        const nextIndex = verticesArray.length / 3;\n        const uvs = uvgen.generateTopUV(scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1);\n        addUV(uvs[0]);\n        addUV(uvs[1]);\n        addUV(uvs[2]);\n      }\n      function f4(a, b, c, d) {\n        addVertex(a);\n        addVertex(b);\n        addVertex(d);\n        addVertex(b);\n        addVertex(c);\n        addVertex(d);\n        const nextIndex = verticesArray.length / 3;\n        const uvs = uvgen.generateSideWallUV(scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1);\n        addUV(uvs[0]);\n        addUV(uvs[1]);\n        addUV(uvs[3]);\n        addUV(uvs[1]);\n        addUV(uvs[2]);\n        addUV(uvs[3]);\n      }\n      function addVertex(index) {\n        verticesArray.push(placeholder[index * 3 + 0]);\n        verticesArray.push(placeholder[index * 3 + 1]);\n        verticesArray.push(placeholder[index * 3 + 2]);\n      }\n      function addUV(vector2) {\n        uvArray.push(vector2.x);\n        uvArray.push(vector2.y);\n      }\n    }\n  }\n  toJSON() {\n    const data = super.toJSON();\n    const shapes = this.parameters.shapes;\n    const options = this.parameters.options;\n    return toJSON$1(shapes, options, data);\n  }\n  static fromJSON(data, shapes) {\n    const geometryShapes = [];\n    for (let j = 0, jl = data.shapes.length; j < jl; j++) {\n      const shape = shapes[data.shapes[j]];\n      geometryShapes.push(shape);\n    }\n    const extrudePath = data.options.extrudePath;\n    if (extrudePath !== void 0) {\n      data.options.extrudePath = new Curves[extrudePath.type]().fromJSON(extrudePath);\n    }\n    return new ExtrudeGeometry(geometryShapes, data.options);\n  }\n}\nconst WorldUVGenerator = {\n  generateTopUV: function(geometry, vertices, indexA, indexB, indexC) {\n    const a_x = vertices[indexA * 3];\n    const a_y = vertices[indexA * 3 + 1];\n    const b_x = vertices[indexB * 3];\n    const b_y = vertices[indexB * 3 + 1];\n    const c_x = vertices[indexC * 3];\n    const c_y = vertices[indexC * 3 + 1];\n    return [\n      new Vector2(a_x, a_y),\n      new Vector2(b_x, b_y),\n      new Vector2(c_x, c_y)\n    ];\n  },\n  generateSideWallUV: function(geometry, vertices, indexA, indexB, indexC, indexD) {\n    const a_x = vertices[indexA * 3];\n    const a_y = vertices[indexA * 3 + 1];\n    const a_z = vertices[indexA * 3 + 2];\n    const b_x = vertices[indexB * 3];\n    const b_y = vertices[indexB * 3 + 1];\n    const b_z = vertices[indexB * 3 + 2];\n    const c_x = vertices[indexC * 3];\n    const c_y = vertices[indexC * 3 + 1];\n    const c_z = vertices[indexC * 3 + 2];\n    const d_x = vertices[indexD * 3];\n    const d_y = vertices[indexD * 3 + 1];\n    const d_z = vertices[indexD * 3 + 2];\n    if (Math.abs(a_y - b_y) < Math.abs(a_x - b_x)) {\n      return [\n        new Vector2(a_x, 1 - a_z),\n        new Vector2(b_x, 1 - b_z),\n        new Vector2(c_x, 1 - c_z),\n        new Vector2(d_x, 1 - d_z)\n      ];\n    } else {\n      return [\n        new Vector2(a_y, 1 - a_z),\n        new Vector2(b_y, 1 - b_z),\n        new Vector2(c_y, 1 - c_z),\n        new Vector2(d_y, 1 - d_z)\n      ];\n    }\n  }\n};\nfunction toJSON$1(shapes, options, data) {\n  data.shapes = [];\n  if (Array.isArray(shapes)) {\n    for (let i = 0, l = shapes.length; i < l; i++) {\n      const shape = shapes[i];\n      data.shapes.push(shape.uuid);\n    }\n  } else {\n    data.shapes.push(shapes.uuid);\n  }\n  data.options = Object.assign({}, options);\n  if (options.extrudePath !== void 0)\n    data.options.extrudePath = options.extrudePath.toJSON();\n  return data;\n}\nclass IcosahedronGeometry extends PolyhedronGeometry {\n  constructor(radius = 1, detail = 0) {\n    const t = (1 + Math.sqrt(5)) / 2;\n    const vertices = [\n      -1,\n      t,\n      0,\n      1,\n      t,\n      0,\n      -1,\n      -t,\n      0,\n      1,\n      -t,\n      0,\n      0,\n      -1,\n      t,\n      0,\n      1,\n      t,\n      0,\n      -1,\n      -t,\n      0,\n      1,\n      -t,\n      t,\n      0,\n      -1,\n      t,\n      0,\n      1,\n      -t,\n      0,\n      -1,\n      -t,\n      0,\n      1\n    ];\n    const indices = [\n      0,\n      11,\n      5,\n      0,\n      5,\n      1,\n      0,\n      1,\n      7,\n      0,\n      7,\n      10,\n      0,\n      10,\n      11,\n      1,\n      5,\n      9,\n      5,\n      11,\n      4,\n      11,\n      10,\n      2,\n      10,\n      7,\n      6,\n      7,\n      1,\n      8,\n      3,\n      9,\n      4,\n      3,\n      4,\n      2,\n      3,\n      2,\n      6,\n      3,\n      6,\n      8,\n      3,\n      8,\n      9,\n      4,\n      9,\n      5,\n      2,\n      4,\n      11,\n      6,\n      2,\n      10,\n      8,\n      6,\n      7,\n      9,\n      8,\n      1\n    ];\n    super(vertices, indices, radius, detail);\n    this.type = \"IcosahedronGeometry\";\n    this.parameters = {\n      radius,\n      detail\n    };\n  }\n  static fromJSON(data) {\n    return new IcosahedronGeometry(data.radius, data.detail);\n  }\n}\nclass OctahedronGeometry extends PolyhedronGeometry {\n  constructor(radius = 1, detail = 0) {\n    const vertices = [\n      1,\n      0,\n      0,\n      -1,\n      0,\n      0,\n      0,\n      1,\n      0,\n      0,\n      -1,\n      0,\n      0,\n      0,\n      1,\n      0,\n      0,\n      -1\n    ];\n    const indices = [\n      0,\n      2,\n      4,\n      0,\n      4,\n      3,\n      0,\n      3,\n      5,\n      0,\n      5,\n      2,\n      1,\n      2,\n      5,\n      1,\n      5,\n      3,\n      1,\n      3,\n      4,\n      1,\n      4,\n      2\n    ];\n    super(vertices, indices, radius, detail);\n    this.type = \"OctahedronGeometry\";\n    this.parameters = {\n      radius,\n      detail\n    };\n  }\n  static fromJSON(data) {\n    return new OctahedronGeometry(data.radius, data.detail);\n  }\n}\nclass RingGeometry extends BufferGeometry {\n  constructor(innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2) {\n    super();\n    this.type = \"RingGeometry\";\n    this.parameters = {\n      innerRadius,\n      outerRadius,\n      thetaSegments,\n      phiSegments,\n      thetaStart,\n      thetaLength\n    };\n    thetaSegments = Math.max(3, thetaSegments);\n    phiSegments = Math.max(1, phiSegments);\n    const indices = [];\n    const vertices = [];\n    const normals = [];\n    const uvs = [];\n    let radius = innerRadius;\n    const radiusStep = (outerRadius - innerRadius) / phiSegments;\n    const vertex2 = new Vector3();\n    const uv = new Vector2();\n    for (let j = 0; j <= phiSegments; j++) {\n      for (let i = 0; i <= thetaSegments; i++) {\n        const segment = thetaStart + i / thetaSegments * thetaLength;\n        vertex2.x = radius * Math.cos(segment);\n        vertex2.y = radius * Math.sin(segment);\n        vertices.push(vertex2.x, vertex2.y, vertex2.z);\n        normals.push(0, 0, 1);\n        uv.x = (vertex2.x / outerRadius + 1) / 2;\n        uv.y = (vertex2.y / outerRadius + 1) / 2;\n        uvs.push(uv.x, uv.y);\n      }\n      radius += radiusStep;\n    }\n    for (let j = 0; j < phiSegments; j++) {\n      const thetaSegmentLevel = j * (thetaSegments + 1);\n      for (let i = 0; i < thetaSegments; i++) {\n        const segment = i + thetaSegmentLevel;\n        const a = segment;\n        const b = segment + thetaSegments + 1;\n        const c = segment + thetaSegments + 2;\n        const d = segment + 1;\n        indices.push(a, b, d);\n        indices.push(b, c, d);\n      }\n    }\n    this.setIndex(indices);\n    this.setAttribute(\"position\", new Float32BufferAttribute(vertices, 3));\n    this.setAttribute(\"normal\", new Float32BufferAttribute(normals, 3));\n    this.setAttribute(\"uv\", new Float32BufferAttribute(uvs, 2));\n  }\n  static fromJSON(data) {\n    return new RingGeometry(data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength);\n  }\n}\nclass ShapeGeometry extends BufferGeometry {\n  constructor(shapes = new Shape([new Vector2(0, 0.5), new Vector2(-0.5, -0.5), new Vector2(0.5, -0.5)]), curveSegments = 12) {\n    super();\n    this.type = \"ShapeGeometry\";\n    this.parameters = {\n      shapes,\n      curveSegments\n    };\n    const indices = [];\n    const vertices = [];\n    const normals = [];\n    const uvs = [];\n    let groupStart = 0;\n    let groupCount = 0;\n    if (Array.isArray(shapes) === false) {\n      addShape(shapes);\n    } else {\n      for (let i = 0; i < shapes.length; i++) {\n        addShape(shapes[i]);\n        this.addGroup(groupStart, groupCount, i);\n        groupStart += groupCount;\n        groupCount = 0;\n      }\n    }\n    this.setIndex(indices);\n    this.setAttribute(\"position\", new Float32BufferAttribute(vertices, 3));\n    this.setAttribute(\"normal\", new Float32BufferAttribute(normals, 3));\n    this.setAttribute(\"uv\", new Float32BufferAttribute(uvs, 2));\n    function addShape(shape) {\n      const indexOffset = vertices.length / 3;\n      const points = shape.extractPoints(curveSegments);\n      let shapeVertices = points.shape;\n      const shapeHoles = points.holes;\n      if (ShapeUtils.isClockWise(shapeVertices) === false) {\n        shapeVertices = shapeVertices.reverse();\n      }\n      for (let i = 0, l = shapeHoles.length; i < l; i++) {\n        const shapeHole = shapeHoles[i];\n        if (ShapeUtils.isClockWise(shapeHole) === true) {\n          shapeHoles[i] = shapeHole.reverse();\n        }\n      }\n      const faces = ShapeUtils.triangulateShape(shapeVertices, shapeHoles);\n      for (let i = 0, l = shapeHoles.length; i < l; i++) {\n        const shapeHole = shapeHoles[i];\n        shapeVertices = shapeVertices.concat(shapeHole);\n      }\n      for (let i = 0, l = shapeVertices.length; i < l; i++) {\n        const vertex2 = shapeVertices[i];\n        vertices.push(vertex2.x, vertex2.y, 0);\n        normals.push(0, 0, 1);\n        uvs.push(vertex2.x, vertex2.y);\n      }\n      for (let i = 0, l = faces.length; i < l; i++) {\n        const face = faces[i];\n        const a = face[0] + indexOffset;\n        const b = face[1] + indexOffset;\n        const c = face[2] + indexOffset;\n        indices.push(a, b, c);\n        groupCount += 3;\n      }\n    }\n  }\n  toJSON() {\n    const data = super.toJSON();\n    const shapes = this.parameters.shapes;\n    return toJSON(shapes, data);\n  }\n  static fromJSON(data, shapes) {\n    const geometryShapes = [];\n    for (let j = 0, jl = data.shapes.length; j < jl; j++) {\n      const shape = shapes[data.shapes[j]];\n      geometryShapes.push(shape);\n    }\n    return new ShapeGeometry(geometryShapes, data.curveSegments);\n  }\n}\nfunction toJSON(shapes, data) {\n  data.shapes = [];\n  if (Array.isArray(shapes)) {\n    for (let i = 0, l = shapes.length; i < l; i++) {\n      const shape = shapes[i];\n      data.shapes.push(shape.uuid);\n    }\n  } else {\n    data.shapes.push(shapes.uuid);\n  }\n  return data;\n}\nclass SphereGeometry extends BufferGeometry {\n  constructor(radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI) {\n    super();\n    this.type = \"SphereGeometry\";\n    this.parameters = {\n      radius,\n      widthSegments,\n      heightSegments,\n      phiStart,\n      phiLength,\n      thetaStart,\n      thetaLength\n    };\n    widthSegments = Math.max(3, Math.floor(widthSegments));\n    heightSegments = Math.max(2, Math.floor(heightSegments));\n    const thetaEnd = Math.min(thetaStart + thetaLength, Math.PI);\n    let index = 0;\n    const grid = [];\n    const vertex2 = new Vector3();\n    const normal = new Vector3();\n    const indices = [];\n    const vertices = [];\n    const normals = [];\n    const uvs = [];\n    for (let iy = 0; iy <= heightSegments; iy++) {\n      const verticesRow = [];\n      const v = iy / heightSegments;\n      let uOffset = 0;\n      if (iy == 0 && thetaStart == 0) {\n        uOffset = 0.5 / widthSegments;\n      } else if (iy == heightSegments && thetaEnd == Math.PI) {\n        uOffset = -0.5 / widthSegments;\n      }\n      for (let ix = 0; ix <= widthSegments; ix++) {\n        const u = ix / widthSegments;\n        vertex2.x = -radius * Math.cos(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength);\n        vertex2.y = radius * Math.cos(thetaStart + v * thetaLength);\n        vertex2.z = radius * Math.sin(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength);\n        vertices.push(vertex2.x, vertex2.y, vertex2.z);\n        normal.copy(vertex2).normalize();\n        normals.push(normal.x, normal.y, normal.z);\n        uvs.push(u + uOffset, 1 - v);\n        verticesRow.push(index++);\n      }\n      grid.push(verticesRow);\n    }\n    for (let iy = 0; iy < heightSegments; iy++) {\n      for (let ix = 0; ix < widthSegments; ix++) {\n        const a = grid[iy][ix + 1];\n        const b = grid[iy][ix];\n        const c = grid[iy + 1][ix];\n        const d = grid[iy + 1][ix + 1];\n        if (iy !== 0 || thetaStart > 0)\n          indices.push(a, b, d);\n        if (iy !== heightSegments - 1 || thetaEnd < Math.PI)\n          indices.push(b, c, d);\n      }\n    }\n    this.setIndex(indices);\n    this.setAttribute(\"position\", new Float32BufferAttribute(vertices, 3));\n    this.setAttribute(\"normal\", new Float32BufferAttribute(normals, 3));\n    this.setAttribute(\"uv\", new Float32BufferAttribute(uvs, 2));\n  }\n  static fromJSON(data) {\n    return new SphereGeometry(data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength);\n  }\n}\nclass TetrahedronGeometry extends PolyhedronGeometry {\n  constructor(radius = 1, detail = 0) {\n    const vertices = [\n      1,\n      1,\n      1,\n      -1,\n      -1,\n      1,\n      -1,\n      1,\n      -1,\n      1,\n      -1,\n      -1\n    ];\n    const indices = [\n      2,\n      1,\n      0,\n      0,\n      3,\n      2,\n      1,\n      3,\n      0,\n      2,\n      3,\n      1\n    ];\n    super(vertices, indices, radius, detail);\n    this.type = \"TetrahedronGeometry\";\n    this.parameters = {\n      radius,\n      detail\n    };\n  }\n  static fromJSON(data) {\n    return new TetrahedronGeometry(data.radius, data.detail);\n  }\n}\nclass TorusGeometry extends BufferGeometry {\n  constructor(radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2) {\n    super();\n    this.type = \"TorusGeometry\";\n    this.parameters = {\n      radius,\n      tube,\n      radialSegments,\n      tubularSegments,\n      arc\n    };\n    radialSegments = Math.floor(radialSegments);\n    tubularSegments = Math.floor(tubularSegments);\n    const indices = [];\n    const vertices = [];\n    const normals = [];\n    const uvs = [];\n    const center = new Vector3();\n    const vertex2 = new Vector3();\n    const normal = new Vector3();\n    for (let j = 0; j <= radialSegments; j++) {\n      for (let i = 0; i <= tubularSegments; i++) {\n        const u = i / tubularSegments * arc;\n        const v = j / radialSegments * Math.PI * 2;\n        vertex2.x = (radius + tube * Math.cos(v)) * Math.cos(u);\n        vertex2.y = (radius + tube * Math.cos(v)) * Math.sin(u);\n        vertex2.z = tube * Math.sin(v);\n        vertices.push(vertex2.x, vertex2.y, vertex2.z);\n        center.x = radius * Math.cos(u);\n        center.y = radius * Math.sin(u);\n        normal.subVectors(vertex2, center).normalize();\n        normals.push(normal.x, normal.y, normal.z);\n        uvs.push(i / tubularSegments);\n        uvs.push(j / radialSegments);\n      }\n    }\n    for (let j = 1; j <= radialSegments; j++) {\n      for (let i = 1; i <= tubularSegments; i++) {\n        const a = (tubularSegments + 1) * j + i - 1;\n        const b = (tubularSegments + 1) * (j - 1) + i - 1;\n        const c = (tubularSegments + 1) * (j - 1) + i;\n        const d = (tubularSegments + 1) * j + i;\n        indices.push(a, b, d);\n        indices.push(b, c, d);\n      }\n    }\n    this.setIndex(indices);\n    this.setAttribute(\"position\", new Float32BufferAttribute(vertices, 3));\n    this.setAttribute(\"normal\", new Float32BufferAttribute(normals, 3));\n    this.setAttribute(\"uv\", new Float32BufferAttribute(uvs, 2));\n  }\n  static fromJSON(data) {\n    return new TorusGeometry(data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc);\n  }\n}\nclass TorusKnotGeometry extends BufferGeometry {\n  constructor(radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3) {\n    super();\n    this.type = \"TorusKnotGeometry\";\n    this.parameters = {\n      radius,\n      tube,\n      tubularSegments,\n      radialSegments,\n      p,\n      q\n    };\n    tubularSegments = Math.floor(tubularSegments);\n    radialSegments = Math.floor(radialSegments);\n    const indices = [];\n    const vertices = [];\n    const normals = [];\n    const uvs = [];\n    const vertex2 = new Vector3();\n    const normal = new Vector3();\n    const P1 = new Vector3();\n    const P2 = new Vector3();\n    const B = new Vector3();\n    const T = new Vector3();\n    const N = new Vector3();\n    for (let i = 0; i <= tubularSegments; ++i) {\n      const u = i / tubularSegments * p * Math.PI * 2;\n      calculatePositionOnCurve(u, p, q, radius, P1);\n      calculatePositionOnCurve(u + 0.01, p, q, radius, P2);\n      T.subVectors(P2, P1);\n      N.addVectors(P2, P1);\n      B.crossVectors(T, N);\n      N.crossVectors(B, T);\n      B.normalize();\n      N.normalize();\n      for (let j = 0; j <= radialSegments; ++j) {\n        const v = j / radialSegments * Math.PI * 2;\n        const cx = -tube * Math.cos(v);\n        const cy = tube * Math.sin(v);\n        vertex2.x = P1.x + (cx * N.x + cy * B.x);\n        vertex2.y = P1.y + (cx * N.y + cy * B.y);\n        vertex2.z = P1.z + (cx * N.z + cy * B.z);\n        vertices.push(vertex2.x, vertex2.y, vertex2.z);\n        normal.subVectors(vertex2, P1).normalize();\n        normals.push(normal.x, normal.y, normal.z);\n        uvs.push(i / tubularSegments);\n        uvs.push(j / radialSegments);\n      }\n    }\n    for (let j = 1; j <= tubularSegments; j++) {\n      for (let i = 1; i <= radialSegments; i++) {\n        const a = (radialSegments + 1) * (j - 1) + (i - 1);\n        const b = (radialSegments + 1) * j + (i - 1);\n        const c = (radialSegments + 1) * j + i;\n        const d = (radialSegments + 1) * (j - 1) + i;\n        indices.push(a, b, d);\n        indices.push(b, c, d);\n      }\n    }\n    this.setIndex(indices);\n    this.setAttribute(\"position\", new Float32BufferAttribute(vertices, 3));\n    this.setAttribute(\"normal\", new Float32BufferAttribute(normals, 3));\n    this.setAttribute(\"uv\", new Float32BufferAttribute(uvs, 2));\n    function calculatePositionOnCurve(u, p2, q2, radius2, position) {\n      const cu = Math.cos(u);\n      const su = Math.sin(u);\n      const quOverP = q2 / p2 * u;\n      const cs = Math.cos(quOverP);\n      position.x = radius2 * (2 + cs) * 0.5 * cu;\n      position.y = radius2 * (2 + cs) * su * 0.5;\n      position.z = radius2 * Math.sin(quOverP) * 0.5;\n    }\n  }\n  static fromJSON(data) {\n    return new TorusKnotGeometry(data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q);\n  }\n}\nclass TubeGeometry extends BufferGeometry {\n  constructor(path = new QuadraticBezierCurve3(new Vector3(-1, -1, 0), new Vector3(-1, 1, 0), new Vector3(1, 1, 0)), tubularSegments = 64, radius = 1, radialSegments = 8, closed = false) {\n    super();\n    this.type = \"TubeGeometry\";\n    this.parameters = {\n      path,\n      tubularSegments,\n      radius,\n      radialSegments,\n      closed\n    };\n    const frames = path.computeFrenetFrames(tubularSegments, closed);\n    this.tangents = frames.tangents;\n    this.normals = frames.normals;\n    this.binormals = frames.binormals;\n    const vertex2 = new Vector3();\n    const normal = new Vector3();\n    const uv = new Vector2();\n    let P = new Vector3();\n    const vertices = [];\n    const normals = [];\n    const uvs = [];\n    const indices = [];\n    generateBufferData();\n    this.setIndex(indices);\n    this.setAttribute(\"position\", new Float32BufferAttribute(vertices, 3));\n    this.setAttribute(\"normal\", new Float32BufferAttribute(normals, 3));\n    this.setAttribute(\"uv\", new Float32BufferAttribute(uvs, 2));\n    function generateBufferData() {\n      for (let i = 0; i < tubularSegments; i++) {\n        generateSegment(i);\n      }\n      generateSegment(closed === false ? tubularSegments : 0);\n      generateUVs();\n      generateIndices();\n    }\n    function generateSegment(i) {\n      P = path.getPointAt(i / tubularSegments, P);\n      const N = frames.normals[i];\n      const B = frames.binormals[i];\n      for (let j = 0; j <= radialSegments; j++) {\n        const v = j / radialSegments * Math.PI * 2;\n        const sin = Math.sin(v);\n        const cos = -Math.cos(v);\n        normal.x = cos * N.x + sin * B.x;\n        normal.y = cos * N.y + sin * B.y;\n        normal.z = cos * N.z + sin * B.z;\n        normal.normalize();\n        normals.push(normal.x, normal.y, normal.z);\n        vertex2.x = P.x + radius * normal.x;\n        vertex2.y = P.y + radius * normal.y;\n        vertex2.z = P.z + radius * normal.z;\n        vertices.push(vertex2.x, vertex2.y, vertex2.z);\n      }\n    }\n    function generateIndices() {\n      for (let j = 1; j <= tubularSegments; j++) {\n        for (let i = 1; i <= radialSegments; i++) {\n          const a = (radialSegments + 1) * (j - 1) + (i - 1);\n          const b = (radialSegments + 1) * j + (i - 1);\n          const c = (radialSegments + 1) * j + i;\n          const d = (radialSegments + 1) * (j - 1) + i;\n          indices.push(a, b, d);\n          indices.push(b, c, d);\n        }\n      }\n    }\n    function generateUVs() {\n      for (let i = 0; i <= tubularSegments; i++) {\n        for (let j = 0; j <= radialSegments; j++) {\n          uv.x = i / tubularSegments;\n          uv.y = j / radialSegments;\n          uvs.push(uv.x, uv.y);\n        }\n      }\n    }\n  }\n  toJSON() {\n    const data = super.toJSON();\n    data.path = this.parameters.path.toJSON();\n    return data;\n  }\n  static fromJSON(data) {\n    return new TubeGeometry(new Curves[data.path.type]().fromJSON(data.path), data.tubularSegments, data.radius, data.radialSegments, data.closed);\n  }\n}\nclass WireframeGeometry extends BufferGeometry {\n  constructor(geometry = null) {\n    super();\n    this.type = \"WireframeGeometry\";\n    this.parameters = {\n      geometry\n    };\n    if (geometry !== null) {\n      const vertices = [];\n      const edges = new Set();\n      const start = new Vector3();\n      const end = new Vector3();\n      if (geometry.index !== null) {\n        const position = geometry.attributes.position;\n        const indices = geometry.index;\n        let groups = geometry.groups;\n        if (groups.length === 0) {\n          groups = [{start: 0, count: indices.count, materialIndex: 0}];\n        }\n        for (let o = 0, ol = groups.length; o < ol; ++o) {\n          const group = groups[o];\n          const groupStart = group.start;\n          const groupCount = group.count;\n          for (let i = groupStart, l = groupStart + groupCount; i < l; i += 3) {\n            for (let j = 0; j < 3; j++) {\n              const index1 = indices.getX(i + j);\n              const index2 = indices.getX(i + (j + 1) % 3);\n              start.fromBufferAttribute(position, index1);\n              end.fromBufferAttribute(position, index2);\n              if (isUniqueEdge(start, end, edges) === true) {\n                vertices.push(start.x, start.y, start.z);\n                vertices.push(end.x, end.y, end.z);\n              }\n            }\n          }\n        }\n      } else {\n        const position = geometry.attributes.position;\n        for (let i = 0, l = position.count / 3; i < l; i++) {\n          for (let j = 0; j < 3; j++) {\n            const index1 = 3 * i + j;\n            const index2 = 3 * i + (j + 1) % 3;\n            start.fromBufferAttribute(position, index1);\n            end.fromBufferAttribute(position, index2);\n            if (isUniqueEdge(start, end, edges) === true) {\n              vertices.push(start.x, start.y, start.z);\n              vertices.push(end.x, end.y, end.z);\n            }\n          }\n        }\n      }\n      this.setAttribute(\"position\", new Float32BufferAttribute(vertices, 3));\n    }\n  }\n}\nfunction isUniqueEdge(start, end, edges) {\n  const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;\n  const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`;\n  if (edges.has(hash1) === true || edges.has(hash2) === true) {\n    return false;\n  } else {\n    edges.add(hash1);\n    edges.add(hash2);\n    return true;\n  }\n}\nvar Geometries = /* @__PURE__ */ Object.freeze({\n  __proto__: null,\n  BoxGeometry,\n  CapsuleGeometry,\n  CircleGeometry,\n  ConeGeometry,\n  CylinderGeometry,\n  DodecahedronGeometry,\n  EdgesGeometry,\n  ExtrudeGeometry,\n  IcosahedronGeometry,\n  LatheGeometry,\n  OctahedronGeometry,\n  PlaneGeometry,\n  PolyhedronGeometry,\n  RingGeometry,\n  ShapeGeometry,\n  SphereGeometry,\n  TetrahedronGeometry,\n  TorusGeometry,\n  TorusKnotGeometry,\n  TubeGeometry,\n  WireframeGeometry\n});\nclass ShadowMaterial extends Material {\n  constructor(parameters) {\n    super();\n    this.isShadowMaterial = true;\n    this.type = \"ShadowMaterial\";\n    this.color = new Color(0);\n    this.transparent = true;\n    this.fog = true;\n    this.setValues(parameters);\n  }\n  copy(source) {\n    super.copy(source);\n    this.color.copy(source.color);\n    this.fog = source.fog;\n    return this;\n  }\n}\nclass RawShaderMaterial extends ShaderMaterial {\n  constructor(parameters) {\n    super(parameters);\n    this.isRawShaderMaterial = true;\n    this.type = \"RawShaderMaterial\";\n  }\n}\nclass MeshStandardMaterial extends Material {\n  constructor(parameters) {\n    super();\n    this.isMeshStandardMaterial = true;\n    this.defines = {STANDARD: \"\"};\n    this.type = \"MeshStandardMaterial\";\n    this.color = new Color(16777215);\n    this.roughness = 1;\n    this.metalness = 0;\n    this.map = null;\n    this.lightMap = null;\n    this.lightMapIntensity = 1;\n    this.aoMap = null;\n    this.aoMapIntensity = 1;\n    this.emissive = new Color(0);\n    this.emissiveIntensity = 1;\n    this.emissiveMap = null;\n    this.bumpMap = null;\n    this.bumpScale = 1;\n    this.normalMap = null;\n    this.normalMapType = TangentSpaceNormalMap;\n    this.normalScale = new Vector2(1, 1);\n    this.displacementMap = null;\n    this.displacementScale = 1;\n    this.displacementBias = 0;\n    this.roughnessMap = null;\n    this.metalnessMap = null;\n    this.alphaMap = null;\n    this.envMap = null;\n    this.envMapIntensity = 1;\n    this.wireframe = false;\n    this.wireframeLinewidth = 1;\n    this.wireframeLinecap = \"round\";\n    this.wireframeLinejoin = \"round\";\n    this.flatShading = false;\n    this.fog = true;\n    this.setValues(parameters);\n  }\n  copy(source) {\n    super.copy(source);\n    this.defines = {STANDARD: \"\"};\n    this.color.copy(source.color);\n    this.roughness = source.roughness;\n    this.metalness = source.metalness;\n    this.map = source.map;\n    this.lightMap = source.lightMap;\n    this.lightMapIntensity = source.lightMapIntensity;\n    this.aoMap = source.aoMap;\n    this.aoMapIntensity = source.aoMapIntensity;\n    this.emissive.copy(source.emissive);\n    this.emissiveMap = source.emissiveMap;\n    this.emissiveIntensity = source.emissiveIntensity;\n    this.bumpMap = source.bumpMap;\n    this.bumpScale = source.bumpScale;\n    this.normalMap = source.normalMap;\n    this.normalMapType = source.normalMapType;\n    this.normalScale.copy(source.normalScale);\n    this.displacementMap = source.displacementMap;\n    this.displacementScale = source.displacementScale;\n    this.displacementBias = source.displacementBias;\n    this.roughnessMap = source.roughnessMap;\n    this.metalnessMap = source.metalnessMap;\n    this.alphaMap = source.alphaMap;\n    this.envMap = source.envMap;\n    this.envMapIntensity = source.envMapIntensity;\n    this.wireframe = source.wireframe;\n    this.wireframeLinewidth = source.wireframeLinewidth;\n    this.wireframeLinecap = source.wireframeLinecap;\n    this.wireframeLinejoin = source.wireframeLinejoin;\n    this.flatShading = source.flatShading;\n    this.fog = source.fog;\n    return this;\n  }\n}\nclass MeshPhysicalMaterial extends MeshStandardMaterial {\n  constructor(parameters) {\n    super();\n    this.isMeshPhysicalMaterial = true;\n    this.defines = {\n      STANDARD: \"\",\n      PHYSICAL: \"\"\n    };\n    this.type = \"MeshPhysicalMaterial\";\n    this.clearcoatMap = null;\n    this.clearcoatRoughness = 0;\n    this.clearcoatRoughnessMap = null;\n    this.clearcoatNormalScale = new Vector2(1, 1);\n    this.clearcoatNormalMap = null;\n    this.ior = 1.5;\n    Object.defineProperty(this, \"reflectivity\", {\n      get: function() {\n        return clamp(2.5 * (this.ior - 1) / (this.ior + 1), 0, 1);\n      },\n      set: function(reflectivity) {\n        this.ior = (1 + 0.4 * reflectivity) / (1 - 0.4 * reflectivity);\n      }\n    });\n    this.iridescenceMap = null;\n    this.iridescenceIOR = 1.3;\n    this.iridescenceThicknessRange = [100, 400];\n    this.iridescenceThicknessMap = null;\n    this.sheenColor = new Color(0);\n    this.sheenColorMap = null;\n    this.sheenRoughness = 1;\n    this.sheenRoughnessMap = null;\n    this.transmissionMap = null;\n    this.thickness = 0;\n    this.thicknessMap = null;\n    this.attenuationDistance = Infinity;\n    this.attenuationColor = new Color(1, 1, 1);\n    this.specularIntensity = 1;\n    this.specularIntensityMap = null;\n    this.specularColor = new Color(1, 1, 1);\n    this.specularColorMap = null;\n    this._sheen = 0;\n    this._clearcoat = 0;\n    this._iridescence = 0;\n    this._transmission = 0;\n    this.setValues(parameters);\n  }\n  get sheen() {\n    return this._sheen;\n  }\n  set sheen(value) {\n    if (this._sheen > 0 !== value > 0) {\n      this.version++;\n    }\n    this._sheen = value;\n  }\n  get clearcoat() {\n    return this._clearcoat;\n  }\n  set clearcoat(value) {\n    if (this._clearcoat > 0 !== value > 0) {\n      this.version++;\n    }\n    this._clearcoat = value;\n  }\n  get iridescence() {\n    return this._iridescence;\n  }\n  set iridescence(value) {\n    if (this._iridescence > 0 !== value > 0) {\n      this.version++;\n    }\n    this._iridescence = value;\n  }\n  get transmission() {\n    return this._transmission;\n  }\n  set transmission(value) {\n    if (this._transmission > 0 !== value > 0) {\n      this.version++;\n    }\n    this._transmission = value;\n  }\n  copy(source) {\n    super.copy(source);\n    this.defines = {\n      STANDARD: \"\",\n      PHYSICAL: \"\"\n    };\n    this.clearcoat = source.clearcoat;\n    this.clearcoatMap = source.clearcoatMap;\n    this.clearcoatRoughness = source.clearcoatRoughness;\n    this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;\n    this.clearcoatNormalMap = source.clearcoatNormalMap;\n    this.clearcoatNormalScale.copy(source.clearcoatNormalScale);\n    this.ior = source.ior;\n    this.iridescence = source.iridescence;\n    this.iridescenceMap = source.iridescenceMap;\n    this.iridescenceIOR = source.iridescenceIOR;\n    this.iridescenceThicknessRange = [...source.iridescenceThicknessRange];\n    this.iridescenceThicknessMap = source.iridescenceThicknessMap;\n    this.sheen = source.sheen;\n    this.sheenColor.copy(source.sheenColor);\n    this.sheenColorMap = source.sheenColorMap;\n    this.sheenRoughness = source.sheenRoughness;\n    this.sheenRoughnessMap = source.sheenRoughnessMap;\n    this.transmission = source.transmission;\n    this.transmissionMap = source.transmissionMap;\n    this.thickness = source.thickness;\n    this.thicknessMap = source.thicknessMap;\n    this.attenuationDistance = source.attenuationDistance;\n    this.attenuationColor.copy(source.attenuationColor);\n    this.specularIntensity = source.specularIntensity;\n    this.specularIntensityMap = source.specularIntensityMap;\n    this.specularColor.copy(source.specularColor);\n    this.specularColorMap = source.specularColorMap;\n    return this;\n  }\n}\nclass MeshPhongMaterial extends Material {\n  constructor(parameters) {\n    super();\n    this.isMeshPhongMaterial = true;\n    this.type = \"MeshPhongMaterial\";\n    this.color = new Color(16777215);\n    this.specular = new Color(1118481);\n    this.shininess = 30;\n    this.map = null;\n    this.lightMap = null;\n    this.lightMapIntensity = 1;\n    this.aoMap = null;\n    this.aoMapIntensity = 1;\n    this.emissive = new Color(0);\n    this.emissiveIntensity = 1;\n    this.emissiveMap = null;\n    this.bumpMap = null;\n    this.bumpScale = 1;\n    this.normalMap = null;\n    this.normalMapType = TangentSpaceNormalMap;\n    this.normalScale = new Vector2(1, 1);\n    this.displacementMap = null;\n    this.displacementScale = 1;\n    this.displacementBias = 0;\n    this.specularMap = null;\n    this.alphaMap = null;\n    this.envMap = null;\n    this.combine = MultiplyOperation;\n    this.reflectivity = 1;\n    this.refractionRatio = 0.98;\n    this.wireframe = false;\n    this.wireframeLinewidth = 1;\n    this.wireframeLinecap = \"round\";\n    this.wireframeLinejoin = \"round\";\n    this.flatShading = false;\n    this.fog = true;\n    this.setValues(parameters);\n  }\n  copy(source) {\n    super.copy(source);\n    this.color.copy(source.color);\n    this.specular.copy(source.specular);\n    this.shininess = source.shininess;\n    this.map = source.map;\n    this.lightMap = source.lightMap;\n    this.lightMapIntensity = source.lightMapIntensity;\n    this.aoMap = source.aoMap;\n    this.aoMapIntensity = source.aoMapIntensity;\n    this.emissive.copy(source.emissive);\n    this.emissiveMap = source.emissiveMap;\n    this.emissiveIntensity = source.emissiveIntensity;\n    this.bumpMap = source.bumpMap;\n    this.bumpScale = source.bumpScale;\n    this.normalMap = source.normalMap;\n    this.normalMapType = source.normalMapType;\n    this.normalScale.copy(source.normalScale);\n    this.displacementMap = source.displacementMap;\n    this.displacementScale = source.displacementScale;\n    this.displacementBias = source.displacementBias;\n    this.specularMap = source.specularMap;\n    this.alphaMap = source.alphaMap;\n    this.envMap = source.envMap;\n    this.combine = source.combine;\n    this.reflectivity = source.reflectivity;\n    this.refractionRatio = source.refractionRatio;\n    this.wireframe = source.wireframe;\n    this.wireframeLinewidth = source.wireframeLinewidth;\n    this.wireframeLinecap = source.wireframeLinecap;\n    this.wireframeLinejoin = source.wireframeLinejoin;\n    this.flatShading = source.flatShading;\n    this.fog = source.fog;\n    return this;\n  }\n}\nclass MeshToonMaterial extends Material {\n  constructor(parameters) {\n    super();\n    this.isMeshToonMaterial = true;\n    this.defines = {TOON: \"\"};\n    this.type = \"MeshToonMaterial\";\n    this.color = new Color(16777215);\n    this.map = null;\n    this.gradientMap = null;\n    this.lightMap = null;\n    this.lightMapIntensity = 1;\n    this.aoMap = null;\n    this.aoMapIntensity = 1;\n    this.emissive = new Color(0);\n    this.emissiveIntensity = 1;\n    this.emissiveMap = null;\n    this.bumpMap = null;\n    this.bumpScale = 1;\n    this.normalMap = null;\n    this.normalMapType = TangentSpaceNormalMap;\n    this.normalScale = new Vector2(1, 1);\n    this.displacementMap = null;\n    this.displacementScale = 1;\n    this.displacementBias = 0;\n    this.alphaMap = null;\n    this.wireframe = false;\n    this.wireframeLinewidth = 1;\n    this.wireframeLinecap = \"round\";\n    this.wireframeLinejoin = \"round\";\n    this.fog = true;\n    this.setValues(parameters);\n  }\n  copy(source) {\n    super.copy(source);\n    this.color.copy(source.color);\n    this.map = source.map;\n    this.gradientMap = source.gradientMap;\n    this.lightMap = source.lightMap;\n    this.lightMapIntensity = source.lightMapIntensity;\n    this.aoMap = source.aoMap;\n    this.aoMapIntensity = source.aoMapIntensity;\n    this.emissive.copy(source.emissive);\n    this.emissiveMap = source.emissiveMap;\n    this.emissiveIntensity = source.emissiveIntensity;\n    this.bumpMap = source.bumpMap;\n    this.bumpScale = source.bumpScale;\n    this.normalMap = source.normalMap;\n    this.normalMapType = source.normalMapType;\n    this.normalScale.copy(source.normalScale);\n    this.displacementMap = source.displacementMap;\n    this.displacementScale = source.displacementScale;\n    this.displacementBias = source.displacementBias;\n    this.alphaMap = source.alphaMap;\n    this.wireframe = source.wireframe;\n    this.wireframeLinewidth = source.wireframeLinewidth;\n    this.wireframeLinecap = source.wireframeLinecap;\n    this.wireframeLinejoin = source.wireframeLinejoin;\n    this.fog = source.fog;\n    return this;\n  }\n}\nclass MeshNormalMaterial extends Material {\n  constructor(parameters) {\n    super();\n    this.isMeshNormalMaterial = true;\n    this.type = \"MeshNormalMaterial\";\n    this.bumpMap = null;\n    this.bumpScale = 1;\n    this.normalMap = null;\n    this.normalMapType = TangentSpaceNormalMap;\n    this.normalScale = new Vector2(1, 1);\n    this.displacementMap = null;\n    this.displacementScale = 1;\n    this.displacementBias = 0;\n    this.wireframe = false;\n    this.wireframeLinewidth = 1;\n    this.flatShading = false;\n    this.setValues(parameters);\n  }\n  copy(source) {\n    super.copy(source);\n    this.bumpMap = source.bumpMap;\n    this.bumpScale = source.bumpScale;\n    this.normalMap = source.normalMap;\n    this.normalMapType = source.normalMapType;\n    this.normalScale.copy(source.normalScale);\n    this.displacementMap = source.displacementMap;\n    this.displacementScale = source.displacementScale;\n    this.displacementBias = source.displacementBias;\n    this.wireframe = source.wireframe;\n    this.wireframeLinewidth = source.wireframeLinewidth;\n    this.flatShading = source.flatShading;\n    return this;\n  }\n}\nclass MeshLambertMaterial extends Material {\n  constructor(parameters) {\n    super();\n    this.isMeshLambertMaterial = true;\n    this.type = \"MeshLambertMaterial\";\n    this.color = new Color(16777215);\n    this.map = null;\n    this.lightMap = null;\n    this.lightMapIntensity = 1;\n    this.aoMap = null;\n    this.aoMapIntensity = 1;\n    this.emissive = new Color(0);\n    this.emissiveIntensity = 1;\n    this.emissiveMap = null;\n    this.bumpMap = null;\n    this.bumpScale = 1;\n    this.normalMap = null;\n    this.normalMapType = TangentSpaceNormalMap;\n    this.normalScale = new Vector2(1, 1);\n    this.displacementMap = null;\n    this.displacementScale = 1;\n    this.displacementBias = 0;\n    this.specularMap = null;\n    this.alphaMap = null;\n    this.envMap = null;\n    this.combine = MultiplyOperation;\n    this.reflectivity = 1;\n    this.refractionRatio = 0.98;\n    this.wireframe = false;\n    this.wireframeLinewidth = 1;\n    this.wireframeLinecap = \"round\";\n    this.wireframeLinejoin = \"round\";\n    this.flatShading = false;\n    this.fog = true;\n    this.setValues(parameters);\n  }\n  copy(source) {\n    super.copy(source);\n    this.color.copy(source.color);\n    this.map = source.map;\n    this.lightMap = source.lightMap;\n    this.lightMapIntensity = source.lightMapIntensity;\n    this.aoMap = source.aoMap;\n    this.aoMapIntensity = source.aoMapIntensity;\n    this.emissive.copy(source.emissive);\n    this.emissiveMap = source.emissiveMap;\n    this.emissiveIntensity = source.emissiveIntensity;\n    this.bumpMap = source.bumpMap;\n    this.bumpScale = source.bumpScale;\n    this.normalMap = source.normalMap;\n    this.normalMapType = source.normalMapType;\n    this.normalScale.copy(source.normalScale);\n    this.displacementMap = source.displacementMap;\n    this.displacementScale = source.displacementScale;\n    this.displacementBias = source.displacementBias;\n    this.specularMap = source.specularMap;\n    this.alphaMap = source.alphaMap;\n    this.envMap = source.envMap;\n    this.combine = source.combine;\n    this.reflectivity = source.reflectivity;\n    this.refractionRatio = source.refractionRatio;\n    this.wireframe = source.wireframe;\n    this.wireframeLinewidth = source.wireframeLinewidth;\n    this.wireframeLinecap = source.wireframeLinecap;\n    this.wireframeLinejoin = source.wireframeLinejoin;\n    this.flatShading = source.flatShading;\n    this.fog = source.fog;\n    return this;\n  }\n}\nclass MeshMatcapMaterial extends Material {\n  constructor(parameters) {\n    super();\n    this.isMeshMatcapMaterial = true;\n    this.defines = {MATCAP: \"\"};\n    this.type = \"MeshMatcapMaterial\";\n    this.color = new Color(16777215);\n    this.matcap = null;\n    this.map = null;\n    this.bumpMap = null;\n    this.bumpScale = 1;\n    this.normalMap = null;\n    this.normalMapType = TangentSpaceNormalMap;\n    this.normalScale = new Vector2(1, 1);\n    this.displacementMap = null;\n    this.displacementScale = 1;\n    this.displacementBias = 0;\n    this.alphaMap = null;\n    this.flatShading = false;\n    this.fog = true;\n    this.setValues(parameters);\n  }\n  copy(source) {\n    super.copy(source);\n    this.defines = {MATCAP: \"\"};\n    this.color.copy(source.color);\n    this.matcap = source.matcap;\n    this.map = source.map;\n    this.bumpMap = source.bumpMap;\n    this.bumpScale = source.bumpScale;\n    this.normalMap = source.normalMap;\n    this.normalMapType = source.normalMapType;\n    this.normalScale.copy(source.normalScale);\n    this.displacementMap = source.displacementMap;\n    this.displacementScale = source.displacementScale;\n    this.displacementBias = source.displacementBias;\n    this.alphaMap = source.alphaMap;\n    this.flatShading = source.flatShading;\n    this.fog = source.fog;\n    return this;\n  }\n}\nclass LineDashedMaterial extends LineBasicMaterial {\n  constructor(parameters) {\n    super();\n    this.isLineDashedMaterial = true;\n    this.type = \"LineDashedMaterial\";\n    this.scale = 1;\n    this.dashSize = 3;\n    this.gapSize = 1;\n    this.setValues(parameters);\n  }\n  copy(source) {\n    super.copy(source);\n    this.scale = source.scale;\n    this.dashSize = source.dashSize;\n    this.gapSize = source.gapSize;\n    return this;\n  }\n}\nfunction arraySlice(array, from, to) {\n  if (isTypedArray(array)) {\n    return new array.constructor(array.subarray(from, to !== void 0 ? to : array.length));\n  }\n  return array.slice(from, to);\n}\nfunction convertArray(array, type, forceClone) {\n  if (!array || !forceClone && array.constructor === type)\n    return array;\n  if (typeof type.BYTES_PER_ELEMENT === \"number\") {\n    return new type(array);\n  }\n  return Array.prototype.slice.call(array);\n}\nfunction isTypedArray(object) {\n  return ArrayBuffer.isView(object) && !(object instanceof DataView);\n}\nfunction getKeyframeOrder(times) {\n  function compareTime(i, j) {\n    return times[i] - times[j];\n  }\n  const n = times.length;\n  const result = new Array(n);\n  for (let i = 0; i !== n; ++i)\n    result[i] = i;\n  result.sort(compareTime);\n  return result;\n}\nfunction sortedArray(values, stride, order) {\n  const nValues = values.length;\n  const result = new values.constructor(nValues);\n  for (let i = 0, dstOffset = 0; dstOffset !== nValues; ++i) {\n    const srcOffset = order[i] * stride;\n    for (let j = 0; j !== stride; ++j) {\n      result[dstOffset++] = values[srcOffset + j];\n    }\n  }\n  return result;\n}\nfunction flattenJSON(jsonKeys, times, values, valuePropertyName) {\n  let i = 1, key = jsonKeys[0];\n  while (key !== void 0 && key[valuePropertyName] === void 0) {\n    key = jsonKeys[i++];\n  }\n  if (key === void 0)\n    return;\n  let value = key[valuePropertyName];\n  if (value === void 0)\n    return;\n  if (Array.isArray(value)) {\n    do {\n      value = key[valuePropertyName];\n      if (value !== void 0) {\n        times.push(key.time);\n        values.push.apply(values, value);\n      }\n      key = jsonKeys[i++];\n    } while (key !== void 0);\n  } else if (value.toArray !== void 0) {\n    do {\n      value = key[valuePropertyName];\n      if (value !== void 0) {\n        times.push(key.time);\n        value.toArray(values, values.length);\n      }\n      key = jsonKeys[i++];\n    } while (key !== void 0);\n  } else {\n    do {\n      value = key[valuePropertyName];\n      if (value !== void 0) {\n        times.push(key.time);\n        values.push(value);\n      }\n      key = jsonKeys[i++];\n    } while (key !== void 0);\n  }\n}\nfunction subclip(sourceClip, name, startFrame, endFrame, fps = 30) {\n  const clip = sourceClip.clone();\n  clip.name = name;\n  const tracks = [];\n  for (let i = 0; i < clip.tracks.length; ++i) {\n    const track = clip.tracks[i];\n    const valueSize = track.getValueSize();\n    const times = [];\n    const values = [];\n    for (let j = 0; j < track.times.length; ++j) {\n      const frame = track.times[j] * fps;\n      if (frame < startFrame || frame >= endFrame)\n        continue;\n      times.push(track.times[j]);\n      for (let k = 0; k < valueSize; ++k) {\n        values.push(track.values[j * valueSize + k]);\n      }\n    }\n    if (times.length === 0)\n      continue;\n    track.times = convertArray(times, track.times.constructor);\n    track.values = convertArray(values, track.values.constructor);\n    tracks.push(track);\n  }\n  clip.tracks = tracks;\n  let minStartTime = Infinity;\n  for (let i = 0; i < clip.tracks.length; ++i) {\n    if (minStartTime > clip.tracks[i].times[0]) {\n      minStartTime = clip.tracks[i].times[0];\n    }\n  }\n  for (let i = 0; i < clip.tracks.length; ++i) {\n    clip.tracks[i].shift(-1 * minStartTime);\n  }\n  clip.resetDuration();\n  return clip;\n}\nfunction makeClipAdditive(targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30) {\n  if (fps <= 0)\n    fps = 30;\n  const numTracks = referenceClip.tracks.length;\n  const referenceTime = referenceFrame / fps;\n  for (let i = 0; i < numTracks; ++i) {\n    const referenceTrack = referenceClip.tracks[i];\n    const referenceTrackType = referenceTrack.ValueTypeName;\n    if (referenceTrackType === \"bool\" || referenceTrackType === \"string\")\n      continue;\n    const targetTrack = targetClip.tracks.find(function(track) {\n      return track.name === referenceTrack.name && track.ValueTypeName === referenceTrackType;\n    });\n    if (targetTrack === void 0)\n      continue;\n    let referenceOffset = 0;\n    const referenceValueSize = referenceTrack.getValueSize();\n    if (referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline) {\n      referenceOffset = referenceValueSize / 3;\n    }\n    let targetOffset = 0;\n    const targetValueSize = targetTrack.getValueSize();\n    if (targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline) {\n      targetOffset = targetValueSize / 3;\n    }\n    const lastIndex = referenceTrack.times.length - 1;\n    let referenceValue;\n    if (referenceTime <= referenceTrack.times[0]) {\n      const startIndex = referenceOffset;\n      const endIndex = referenceValueSize - referenceOffset;\n      referenceValue = arraySlice(referenceTrack.values, startIndex, endIndex);\n    } else if (referenceTime >= referenceTrack.times[lastIndex]) {\n      const startIndex = lastIndex * referenceValueSize + referenceOffset;\n      const endIndex = startIndex + referenceValueSize - referenceOffset;\n      referenceValue = arraySlice(referenceTrack.values, startIndex, endIndex);\n    } else {\n      const interpolant = referenceTrack.createInterpolant();\n      const startIndex = referenceOffset;\n      const endIndex = referenceValueSize - referenceOffset;\n      interpolant.evaluate(referenceTime);\n      referenceValue = arraySlice(interpolant.resultBuffer, startIndex, endIndex);\n    }\n    if (referenceTrackType === \"quaternion\") {\n      const referenceQuat = new Quaternion().fromArray(referenceValue).normalize().conjugate();\n      referenceQuat.toArray(referenceValue);\n    }\n    const numTimes = targetTrack.times.length;\n    for (let j = 0; j < numTimes; ++j) {\n      const valueStart = j * targetValueSize + targetOffset;\n      if (referenceTrackType === \"quaternion\") {\n        Quaternion.multiplyQuaternionsFlat(targetTrack.values, valueStart, referenceValue, 0, targetTrack.values, valueStart);\n      } else {\n        const valueEnd = targetValueSize - targetOffset * 2;\n        for (let k = 0; k < valueEnd; ++k) {\n          targetTrack.values[valueStart + k] -= referenceValue[k];\n        }\n      }\n    }\n  }\n  targetClip.blendMode = AdditiveAnimationBlendMode;\n  return targetClip;\n}\nvar AnimationUtils = /* @__PURE__ */ Object.freeze({\n  __proto__: null,\n  arraySlice,\n  convertArray,\n  isTypedArray,\n  getKeyframeOrder,\n  sortedArray,\n  flattenJSON,\n  subclip,\n  makeClipAdditive\n});\nclass Interpolant {\n  constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {\n    this.parameterPositions = parameterPositions;\n    this._cachedIndex = 0;\n    this.resultBuffer = resultBuffer !== void 0 ? resultBuffer : new sampleValues.constructor(sampleSize);\n    this.sampleValues = sampleValues;\n    this.valueSize = sampleSize;\n    this.settings = null;\n    this.DefaultSettings_ = {};\n  }\n  evaluate(t) {\n    const pp = this.parameterPositions;\n    let i1 = this._cachedIndex, t1 = pp[i1], t0 = pp[i1 - 1];\n    validate_interval: {\n      seek: {\n        let right;\n        linear_scan: {\n          forward_scan:\n            if (!(t < t1)) {\n              for (let giveUpAt = i1 + 2; ; ) {\n                if (t1 === void 0) {\n                  if (t < t0)\n                    break forward_scan;\n                  i1 = pp.length;\n                  this._cachedIndex = i1;\n                  return this.copySampleValue_(i1 - 1);\n                }\n                if (i1 === giveUpAt)\n                  break;\n                t0 = t1;\n                t1 = pp[++i1];\n                if (t < t1) {\n                  break seek;\n                }\n              }\n              right = pp.length;\n              break linear_scan;\n            }\n          if (!(t >= t0)) {\n            const t1global = pp[1];\n            if (t < t1global) {\n              i1 = 2;\n              t0 = t1global;\n            }\n            for (let giveUpAt = i1 - 2; ; ) {\n              if (t0 === void 0) {\n                this._cachedIndex = 0;\n                return this.copySampleValue_(0);\n              }\n              if (i1 === giveUpAt)\n                break;\n              t1 = t0;\n              t0 = pp[--i1 - 1];\n              if (t >= t0) {\n                break seek;\n              }\n            }\n            right = i1;\n            i1 = 0;\n            break linear_scan;\n          }\n          break validate_interval;\n        }\n        while (i1 < right) {\n          const mid = i1 + right >>> 1;\n          if (t < pp[mid]) {\n            right = mid;\n          } else {\n            i1 = mid + 1;\n          }\n        }\n        t1 = pp[i1];\n        t0 = pp[i1 - 1];\n        if (t0 === void 0) {\n          this._cachedIndex = 0;\n          return this.copySampleValue_(0);\n        }\n        if (t1 === void 0) {\n          i1 = pp.length;\n          this._cachedIndex = i1;\n          return this.copySampleValue_(i1 - 1);\n        }\n      }\n      this._cachedIndex = i1;\n      this.intervalChanged_(i1, t0, t1);\n    }\n    return this.interpolate_(i1, t0, t, t1);\n  }\n  getSettings_() {\n    return this.settings || this.DefaultSettings_;\n  }\n  copySampleValue_(index) {\n    const result = this.resultBuffer, values = this.sampleValues, stride = this.valueSize, offset = index * stride;\n    for (let i = 0; i !== stride; ++i) {\n      result[i] = values[offset + i];\n    }\n    return result;\n  }\n  interpolate_() {\n    throw new Error(\"call to abstract method\");\n  }\n  intervalChanged_() {\n  }\n}\nclass CubicInterpolant extends Interpolant {\n  constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {\n    super(parameterPositions, sampleValues, sampleSize, resultBuffer);\n    this._weightPrev = -0;\n    this._offsetPrev = -0;\n    this._weightNext = -0;\n    this._offsetNext = -0;\n    this.DefaultSettings_ = {\n      endingStart: ZeroCurvatureEnding,\n      endingEnd: ZeroCurvatureEnding\n    };\n  }\n  intervalChanged_(i1, t0, t1) {\n    const pp = this.parameterPositions;\n    let iPrev = i1 - 2, iNext = i1 + 1, tPrev = pp[iPrev], tNext = pp[iNext];\n    if (tPrev === void 0) {\n      switch (this.getSettings_().endingStart) {\n        case ZeroSlopeEnding:\n          iPrev = i1;\n          tPrev = 2 * t0 - t1;\n          break;\n        case WrapAroundEnding:\n          iPrev = pp.length - 2;\n          tPrev = t0 + pp[iPrev] - pp[iPrev + 1];\n          break;\n        default:\n          iPrev = i1;\n          tPrev = t1;\n      }\n    }\n    if (tNext === void 0) {\n      switch (this.getSettings_().endingEnd) {\n        case ZeroSlopeEnding:\n          iNext = i1;\n          tNext = 2 * t1 - t0;\n          break;\n        case WrapAroundEnding:\n          iNext = 1;\n          tNext = t1 + pp[1] - pp[0];\n          break;\n        default:\n          iNext = i1 - 1;\n          tNext = t0;\n      }\n    }\n    const halfDt = (t1 - t0) * 0.5, stride = this.valueSize;\n    this._weightPrev = halfDt / (t0 - tPrev);\n    this._weightNext = halfDt / (tNext - t1);\n    this._offsetPrev = iPrev * stride;\n    this._offsetNext = iNext * stride;\n  }\n  interpolate_(i1, t0, t, t1) {\n    const result = this.resultBuffer, values = this.sampleValues, stride = this.valueSize, o1 = i1 * stride, o0 = o1 - stride, oP = this._offsetPrev, oN = this._offsetNext, wP = this._weightPrev, wN = this._weightNext, p = (t - t0) / (t1 - t0), pp = p * p, ppp = pp * p;\n    const sP = -wP * ppp + 2 * wP * pp - wP * p;\n    const s0 = (1 + wP) * ppp + (-1.5 - 2 * wP) * pp + (-0.5 + wP) * p + 1;\n    const s1 = (-1 - wN) * ppp + (1.5 + wN) * pp + 0.5 * p;\n    const sN = wN * ppp - wN * pp;\n    for (let i = 0; i !== stride; ++i) {\n      result[i] = sP * values[oP + i] + s0 * values[o0 + i] + s1 * values[o1 + i] + sN * values[oN + i];\n    }\n    return result;\n  }\n}\nclass LinearInterpolant extends Interpolant {\n  constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {\n    super(parameterPositions, sampleValues, sampleSize, resultBuffer);\n  }\n  interpolate_(i1, t0, t, t1) {\n    const result = this.resultBuffer, values = this.sampleValues, stride = this.valueSize, offset1 = i1 * stride, offset0 = offset1 - stride, weight1 = (t - t0) / (t1 - t0), weight0 = 1 - weight1;\n    for (let i = 0; i !== stride; ++i) {\n      result[i] = values[offset0 + i] * weight0 + values[offset1 + i] * weight1;\n    }\n    return result;\n  }\n}\nclass DiscreteInterpolant extends Interpolant {\n  constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {\n    super(parameterPositions, sampleValues, sampleSize, resultBuffer);\n  }\n  interpolate_(i1) {\n    return this.copySampleValue_(i1 - 1);\n  }\n}\nclass KeyframeTrack {\n  constructor(name, times, values, interpolation) {\n    if (name === void 0)\n      throw new Error(\"THREE.KeyframeTrack: track name is undefined\");\n    if (times === void 0 || times.length === 0)\n      throw new Error(\"THREE.KeyframeTrack: no keyframes in track named \" + name);\n    this.name = name;\n    this.times = convertArray(times, this.TimeBufferType);\n    this.values = convertArray(values, this.ValueBufferType);\n    this.setInterpolation(interpolation || this.DefaultInterpolation);\n  }\n  static toJSON(track) {\n    const trackType = track.constructor;\n    let json;\n    if (trackType.toJSON !== this.toJSON) {\n      json = trackType.toJSON(track);\n    } else {\n      json = {\n        name: track.name,\n        times: convertArray(track.times, Array),\n        values: convertArray(track.values, Array)\n      };\n      const interpolation = track.getInterpolation();\n      if (interpolation !== track.DefaultInterpolation) {\n        json.interpolation = interpolation;\n      }\n    }\n    json.type = track.ValueTypeName;\n    return json;\n  }\n  InterpolantFactoryMethodDiscrete(result) {\n    return new DiscreteInterpolant(this.times, this.values, this.getValueSize(), result);\n  }\n  InterpolantFactoryMethodLinear(result) {\n    return new LinearInterpolant(this.times, this.values, this.getValueSize(), result);\n  }\n  InterpolantFactoryMethodSmooth(result) {\n    return new CubicInterpolant(this.times, this.values, this.getValueSize(), result);\n  }\n  setInterpolation(interpolation) {\n    let factoryMethod;\n    switch (interpolation) {\n      case InterpolateDiscrete:\n        factoryMethod = this.InterpolantFactoryMethodDiscrete;\n        break;\n      case InterpolateLinear:\n        factoryMethod = this.InterpolantFactoryMethodLinear;\n        break;\n      case InterpolateSmooth:\n        factoryMethod = this.InterpolantFactoryMethodSmooth;\n        break;\n    }\n    if (factoryMethod === void 0) {\n      const message = \"unsupported interpolation for \" + this.ValueTypeName + \" keyframe track named \" + this.name;\n      if (this.createInterpolant === void 0) {\n        if (interpolation !== this.DefaultInterpolation) {\n          this.setInterpolation(this.DefaultInterpolation);\n        } else {\n          throw new Error(message);\n        }\n      }\n      console.warn(\"THREE.KeyframeTrack:\", message);\n      return this;\n    }\n    this.createInterpolant = factoryMethod;\n    return this;\n  }\n  getInterpolation() {\n    switch (this.createInterpolant) {\n      case this.InterpolantFactoryMethodDiscrete:\n        return InterpolateDiscrete;\n      case this.InterpolantFactoryMethodLinear:\n        return InterpolateLinear;\n      case this.InterpolantFactoryMethodSmooth:\n        return InterpolateSmooth;\n    }\n  }\n  getValueSize() {\n    return this.values.length / this.times.length;\n  }\n  shift(timeOffset) {\n    if (timeOffset !== 0) {\n      const times = this.times;\n      for (let i = 0, n = times.length; i !== n; ++i) {\n        times[i] += timeOffset;\n      }\n    }\n    return this;\n  }\n  scale(timeScale) {\n    if (timeScale !== 1) {\n      const times = this.times;\n      for (let i = 0, n = times.length; i !== n; ++i) {\n        times[i] *= timeScale;\n      }\n    }\n    return this;\n  }\n  trim(startTime, endTime) {\n    const times = this.times, nKeys = times.length;\n    let from = 0, to = nKeys - 1;\n    while (from !== nKeys && times[from] < startTime) {\n      ++from;\n    }\n    while (to !== -1 && times[to] > endTime) {\n      --to;\n    }\n    ++to;\n    if (from !== 0 || to !== nKeys) {\n      if (from >= to) {\n        to = Math.max(to, 1);\n        from = to - 1;\n      }\n      const stride = this.getValueSize();\n      this.times = arraySlice(times, from, to);\n      this.values = arraySlice(this.values, from * stride, to * stride);\n    }\n    return this;\n  }\n  validate() {\n    let valid = true;\n    const valueSize = this.getValueSize();\n    if (valueSize - Math.floor(valueSize) !== 0) {\n      console.error(\"THREE.KeyframeTrack: Invalid value size in track.\", this);\n      valid = false;\n    }\n    const times = this.times, values = this.values, nKeys = times.length;\n    if (nKeys === 0) {\n      console.error(\"THREE.KeyframeTrack: Track is empty.\", this);\n      valid = false;\n    }\n    let prevTime = null;\n    for (let i = 0; i !== nKeys; i++) {\n      const currTime = times[i];\n      if (typeof currTime === \"number\" && isNaN(currTime)) {\n        console.error(\"THREE.KeyframeTrack: Time is not a valid number.\", this, i, currTime);\n        valid = false;\n        break;\n      }\n      if (prevTime !== null && prevTime > currTime) {\n        console.error(\"THREE.KeyframeTrack: Out of order keys.\", this, i, currTime, prevTime);\n        valid = false;\n        break;\n      }\n      prevTime = currTime;\n    }\n    if (values !== void 0) {\n      if (isTypedArray(values)) {\n        for (let i = 0, n = values.length; i !== n; ++i) {\n          const value = values[i];\n          if (isNaN(value)) {\n            console.error(\"THREE.KeyframeTrack: Value is not a valid number.\", this, i, value);\n            valid = false;\n            break;\n          }\n        }\n      }\n    }\n    return valid;\n  }\n  optimize() {\n    const times = arraySlice(this.times), values = arraySlice(this.values), stride = this.getValueSize(), smoothInterpolation = this.getInterpolation() === InterpolateSmooth, lastIndex = times.length - 1;\n    let writeIndex = 1;\n    for (let i = 1; i < lastIndex; ++i) {\n      let keep = false;\n      const time = times[i];\n      const timeNext = times[i + 1];\n      if (time !== timeNext && (i !== 1 || time !== times[0])) {\n        if (!smoothInterpolation) {\n          const offset = i * stride, offsetP = offset - stride, offsetN = offset + stride;\n          for (let j = 0; j !== stride; ++j) {\n            const value = values[offset + j];\n            if (value !== values[offsetP + j] || value !== values[offsetN + j]) {\n              keep = true;\n              break;\n            }\n          }\n        } else {\n          keep = true;\n        }\n      }\n      if (keep) {\n        if (i !== writeIndex) {\n          times[writeIndex] = times[i];\n          const readOffset = i * stride, writeOffset = writeIndex * stride;\n          for (let j = 0; j !== stride; ++j) {\n            values[writeOffset + j] = values[readOffset + j];\n          }\n        }\n        ++writeIndex;\n      }\n    }\n    if (lastIndex > 0) {\n      times[writeIndex] = times[lastIndex];\n      for (let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++j) {\n        values[writeOffset + j] = values[readOffset + j];\n      }\n      ++writeIndex;\n    }\n    if (writeIndex !== times.length) {\n      this.times = arraySlice(times, 0, writeIndex);\n      this.values = arraySlice(values, 0, writeIndex * stride);\n    } else {\n      this.times = times;\n      this.values = values;\n    }\n    return this;\n  }\n  clone() {\n    const times = arraySlice(this.times, 0);\n    const values = arraySlice(this.values, 0);\n    const TypedKeyframeTrack = this.constructor;\n    const track = new TypedKeyframeTrack(this.name, times, values);\n    track.createInterpolant = this.createInterpolant;\n    return track;\n  }\n}\nKeyframeTrack.prototype.TimeBufferType = Float32Array;\nKeyframeTrack.prototype.ValueBufferType = Float32Array;\nKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;\nclass BooleanKeyframeTrack extends KeyframeTrack {\n}\nBooleanKeyframeTrack.prototype.ValueTypeName = \"bool\";\nBooleanKeyframeTrack.prototype.ValueBufferType = Array;\nBooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;\nBooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = void 0;\nBooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = void 0;\nclass ColorKeyframeTrack extends KeyframeTrack {\n}\nColorKeyframeTrack.prototype.ValueTypeName = \"color\";\nclass NumberKeyframeTrack extends KeyframeTrack {\n}\nNumberKeyframeTrack.prototype.ValueTypeName = \"number\";\nclass QuaternionLinearInterpolant extends Interpolant {\n  constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {\n    super(parameterPositions, sampleValues, sampleSize, resultBuffer);\n  }\n  interpolate_(i1, t0, t, t1) {\n    const result = this.resultBuffer, values = this.sampleValues, stride = this.valueSize, alpha = (t - t0) / (t1 - t0);\n    let offset = i1 * stride;\n    for (let end = offset + stride; offset !== end; offset += 4) {\n      Quaternion.slerpFlat(result, 0, values, offset - stride, values, offset, alpha);\n    }\n    return result;\n  }\n}\nclass QuaternionKeyframeTrack extends KeyframeTrack {\n  InterpolantFactoryMethodLinear(result) {\n    return new QuaternionLinearInterpolant(this.times, this.values, this.getValueSize(), result);\n  }\n}\nQuaternionKeyframeTrack.prototype.ValueTypeName = \"quaternion\";\nQuaternionKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;\nQuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = void 0;\nclass StringKeyframeTrack extends KeyframeTrack {\n}\nStringKeyframeTrack.prototype.ValueTypeName = \"string\";\nStringKeyframeTrack.prototype.ValueBufferType = Array;\nStringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;\nStringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = void 0;\nStringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = void 0;\nclass VectorKeyframeTrack extends KeyframeTrack {\n}\nVectorKeyframeTrack.prototype.ValueTypeName = \"vector\";\nclass AnimationClip {\n  constructor(name, duration = -1, tracks, blendMode = NormalAnimationBlendMode) {\n    this.name = name;\n    this.tracks = tracks;\n    this.duration = duration;\n    this.blendMode = blendMode;\n    this.uuid = generateUUID();\n    if (this.duration < 0) {\n      this.resetDuration();\n    }\n  }\n  static parse(json) {\n    const tracks = [], jsonTracks = json.tracks, frameTime = 1 / (json.fps || 1);\n    for (let i = 0, n = jsonTracks.length; i !== n; ++i) {\n      tracks.push(parseKeyframeTrack(jsonTracks[i]).scale(frameTime));\n    }\n    const clip = new this(json.name, json.duration, tracks, json.blendMode);\n    clip.uuid = json.uuid;\n    return clip;\n  }\n  static toJSON(clip) {\n    const tracks = [], clipTracks = clip.tracks;\n    const json = {\n      name: clip.name,\n      duration: clip.duration,\n      tracks,\n      uuid: clip.uuid,\n      blendMode: clip.blendMode\n    };\n    for (let i = 0, n = clipTracks.length; i !== n; ++i) {\n      tracks.push(KeyframeTrack.toJSON(clipTracks[i]));\n    }\n    return json;\n  }\n  static CreateFromMorphTargetSequence(name, morphTargetSequence, fps, noLoop) {\n    const numMorphTargets = morphTargetSequence.length;\n    const tracks = [];\n    for (let i = 0; i < numMorphTargets; i++) {\n      let times = [];\n      let values = [];\n      times.push((i + numMorphTargets - 1) % numMorphTargets, i, (i + 1) % numMorphTargets);\n      values.push(0, 1, 0);\n      const order = getKeyframeOrder(times);\n      times = sortedArray(times, 1, order);\n      values = sortedArray(values, 1, order);\n      if (!noLoop && times[0] === 0) {\n        times.push(numMorphTargets);\n        values.push(values[0]);\n      }\n      tracks.push(new NumberKeyframeTrack(\".morphTargetInfluences[\" + morphTargetSequence[i].name + \"]\", times, values).scale(1 / fps));\n    }\n    return new this(name, -1, tracks);\n  }\n  static findByName(objectOrClipArray, name) {\n    let clipArray = objectOrClipArray;\n    if (!Array.isArray(objectOrClipArray)) {\n      const o = objectOrClipArray;\n      clipArray = o.geometry && o.geometry.animations || o.animations;\n    }\n    for (let i = 0; i < clipArray.length; i++) {\n      if (clipArray[i].name === name) {\n        return clipArray[i];\n      }\n    }\n    return null;\n  }\n  static CreateClipsFromMorphTargetSequences(morphTargets, fps, noLoop) {\n    const animationToMorphTargets = {};\n    const pattern = /^([\\w-]*?)([\\d]+)$/;\n    for (let i = 0, il = morphTargets.length; i < il; i++) {\n      const morphTarget = morphTargets[i];\n      const parts = morphTarget.name.match(pattern);\n      if (parts && parts.length > 1) {\n        const name = parts[1];\n        let animationMorphTargets = animationToMorphTargets[name];\n        if (!animationMorphTargets) {\n          animationToMorphTargets[name] = animationMorphTargets = [];\n        }\n        animationMorphTargets.push(morphTarget);\n      }\n    }\n    const clips = [];\n    for (const name in animationToMorphTargets) {\n      clips.push(this.CreateFromMorphTargetSequence(name, animationToMorphTargets[name], fps, noLoop));\n    }\n    return clips;\n  }\n  static parseAnimation(animation, bones) {\n    if (!animation) {\n      console.error(\"THREE.AnimationClip: No animation in JSONLoader data.\");\n      return null;\n    }\n    const addNonemptyTrack = function(trackType, trackName, animationKeys, propertyName, destTracks) {\n      if (animationKeys.length !== 0) {\n        const times = [];\n        const values = [];\n        flattenJSON(animationKeys, times, values, propertyName);\n        if (times.length !== 0) {\n          destTracks.push(new trackType(trackName, times, values));\n        }\n      }\n    };\n    const tracks = [];\n    const clipName = animation.name || \"default\";\n    const fps = animation.fps || 30;\n    const blendMode = animation.blendMode;\n    let duration = animation.length || -1;\n    const hierarchyTracks = animation.hierarchy || [];\n    for (let h = 0; h < hierarchyTracks.length; h++) {\n      const animationKeys = hierarchyTracks[h].keys;\n      if (!animationKeys || animationKeys.length === 0)\n        continue;\n      if (animationKeys[0].morphTargets) {\n        const morphTargetNames = {};\n        let k;\n        for (k = 0; k < animationKeys.length; k++) {\n          if (animationKeys[k].morphTargets) {\n            for (let m = 0; m < animationKeys[k].morphTargets.length; m++) {\n              morphTargetNames[animationKeys[k].morphTargets[m]] = -1;\n            }\n          }\n        }\n        for (const morphTargetName in morphTargetNames) {\n          const times = [];\n          const values = [];\n          for (let m = 0; m !== animationKeys[k].morphTargets.length; ++m) {\n            const animationKey = animationKeys[k];\n            times.push(animationKey.time);\n            values.push(animationKey.morphTarget === morphTargetName ? 1 : 0);\n          }\n          tracks.push(new NumberKeyframeTrack(\".morphTargetInfluence[\" + morphTargetName + \"]\", times, values));\n        }\n        duration = morphTargetNames.length * fps;\n      } else {\n        const boneName = \".bones[\" + bones[h].name + \"]\";\n        addNonemptyTrack(VectorKeyframeTrack, boneName + \".position\", animationKeys, \"pos\", tracks);\n        addNonemptyTrack(QuaternionKeyframeTrack, boneName + \".quaternion\", animationKeys, \"rot\", tracks);\n        addNonemptyTrack(VectorKeyframeTrack, boneName + \".scale\", animationKeys, \"scl\", tracks);\n      }\n    }\n    if (tracks.length === 0) {\n      return null;\n    }\n    const clip = new this(clipName, duration, tracks, blendMode);\n    return clip;\n  }\n  resetDuration() {\n    const tracks = this.tracks;\n    let duration = 0;\n    for (let i = 0, n = tracks.length; i !== n; ++i) {\n      const track = this.tracks[i];\n      duration = Math.max(duration, track.times[track.times.length - 1]);\n    }\n    this.duration = duration;\n    return this;\n  }\n  trim() {\n    for (let i = 0; i < this.tracks.length; i++) {\n      this.tracks[i].trim(0, this.duration);\n    }\n    return this;\n  }\n  validate() {\n    let valid = true;\n    for (let i = 0; i < this.tracks.length; i++) {\n      valid = valid && this.tracks[i].validate();\n    }\n    return valid;\n  }\n  optimize() {\n    for (let i = 0; i < this.tracks.length; i++) {\n      this.tracks[i].optimize();\n    }\n    return this;\n  }\n  clone() {\n    const tracks = [];\n    for (let i = 0; i < this.tracks.length; i++) {\n      tracks.push(this.tracks[i].clone());\n    }\n    return new this.constructor(this.name, this.duration, tracks, this.blendMode);\n  }\n  toJSON() {\n    return this.constructor.toJSON(this);\n  }\n}\nfunction getTrackTypeForValueTypeName(typeName) {\n  switch (typeName.toLowerCase()) {\n    case \"scalar\":\n    case \"double\":\n    case \"float\":\n    case \"number\":\n    case \"integer\":\n      return NumberKeyframeTrack;\n    case \"vector\":\n    case \"vector2\":\n    case \"vector3\":\n    case \"vector4\":\n      return VectorKeyframeTrack;\n    case \"color\":\n      return ColorKeyframeTrack;\n    case \"quaternion\":\n      return QuaternionKeyframeTrack;\n    case \"bool\":\n    case \"boolean\":\n      return BooleanKeyframeTrack;\n    case \"string\":\n      return StringKeyframeTrack;\n  }\n  throw new Error(\"THREE.KeyframeTrack: Unsupported typeName: \" + typeName);\n}\nfunction parseKeyframeTrack(json) {\n  if (json.type === void 0) {\n    throw new Error(\"THREE.KeyframeTrack: track type undefined, can not parse\");\n  }\n  const trackType = getTrackTypeForValueTypeName(json.type);\n  if (json.times === void 0) {\n    const times = [], values = [];\n    flattenJSON(json.keys, times, values, \"value\");\n    json.times = times;\n    json.values = values;\n  }\n  if (trackType.parse !== void 0) {\n    return trackType.parse(json);\n  } else {\n    return new trackType(json.name, json.times, json.values, json.interpolation);\n  }\n}\nconst Cache = {\n  enabled: false,\n  files: {},\n  add: function(key, file) {\n    if (this.enabled === false)\n      return;\n    this.files[key] = file;\n  },\n  get: function(key) {\n    if (this.enabled === false)\n      return;\n    return this.files[key];\n  },\n  remove: function(key) {\n    delete this.files[key];\n  },\n  clear: function() {\n    this.files = {};\n  }\n};\nclass LoadingManager {\n  constructor(onLoad, onProgress, onError) {\n    const scope = this;\n    let isLoading = false;\n    let itemsLoaded = 0;\n    let itemsTotal = 0;\n    let urlModifier = void 0;\n    const handlers = [];\n    this.onStart = void 0;\n    this.onLoad = onLoad;\n    this.onProgress = onProgress;\n    this.onError = onError;\n    this.itemStart = function(url) {\n      itemsTotal++;\n      if (isLoading === false) {\n        if (scope.onStart !== void 0) {\n          scope.onStart(url, itemsLoaded, itemsTotal);\n        }\n      }\n      isLoading = true;\n    };\n    this.itemEnd = function(url) {\n      itemsLoaded++;\n      if (scope.onProgress !== void 0) {\n        scope.onProgress(url, itemsLoaded, itemsTotal);\n      }\n      if (itemsLoaded === itemsTotal) {\n        isLoading = false;\n        if (scope.onLoad !== void 0) {\n          scope.onLoad();\n        }\n      }\n    };\n    this.itemError = function(url) {\n      if (scope.onError !== void 0) {\n        scope.onError(url);\n      }\n    };\n    this.resolveURL = function(url) {\n      if (urlModifier) {\n        return urlModifier(url);\n      }\n      return url;\n    };\n    this.setURLModifier = function(transform) {\n      urlModifier = transform;\n      return this;\n    };\n    this.addHandler = function(regex, loader) {\n      handlers.push(regex, loader);\n      return this;\n    };\n    this.removeHandler = function(regex) {\n      const index = handlers.indexOf(regex);\n      if (index !== -1) {\n        handlers.splice(index, 2);\n      }\n      return this;\n    };\n    this.getHandler = function(file) {\n      for (let i = 0, l = handlers.length; i < l; i += 2) {\n        const regex = handlers[i];\n        const loader = handlers[i + 1];\n        if (regex.global)\n          regex.lastIndex = 0;\n        if (regex.test(file)) {\n          return loader;\n        }\n      }\n      return null;\n    };\n  }\n}\nconst DefaultLoadingManager = /* @__PURE__ */ new LoadingManager();\nclass Loader {\n  constructor(manager) {\n    this.manager = manager !== void 0 ? manager : DefaultLoadingManager;\n    this.crossOrigin = \"anonymous\";\n    this.withCredentials = false;\n    this.path = \"\";\n    this.resourcePath = \"\";\n    this.requestHeader = {};\n  }\n  load() {\n  }\n  loadAsync(url, onProgress) {\n    const scope = this;\n    return new Promise(function(resolve, reject) {\n      scope.load(url, resolve, onProgress, reject);\n    });\n  }\n  parse() {\n  }\n  setCrossOrigin(crossOrigin) {\n    this.crossOrigin = crossOrigin;\n    return this;\n  }\n  setWithCredentials(value) {\n    this.withCredentials = value;\n    return this;\n  }\n  setPath(path) {\n    this.path = path;\n    return this;\n  }\n  setResourcePath(resourcePath) {\n    this.resourcePath = resourcePath;\n    return this;\n  }\n  setRequestHeader(requestHeader) {\n    this.requestHeader = requestHeader;\n    return this;\n  }\n}\nconst loading = {};\nclass HttpError extends Error {\n  constructor(message, response) {\n    super(message);\n    this.response = response;\n  }\n}\nclass FileLoader extends Loader {\n  constructor(manager) {\n    super(manager);\n  }\n  load(url, onLoad, onProgress, onError) {\n    if (url === void 0)\n      url = \"\";\n    if (this.path !== void 0)\n      url = this.path + url;\n    url = this.manager.resolveURL(url);\n    const cached = Cache.get(url);\n    if (cached !== void 0) {\n      this.manager.itemStart(url);\n      setTimeout(() => {\n        if (onLoad)\n          onLoad(cached);\n        this.manager.itemEnd(url);\n      }, 0);\n      return cached;\n    }\n    if (loading[url] !== void 0) {\n      loading[url].push({\n        onLoad,\n        onProgress,\n        onError\n      });\n      return;\n    }\n    loading[url] = [];\n    loading[url].push({\n      onLoad,\n      onProgress,\n      onError\n    });\n    const req = new Request(url, {\n      headers: new Headers(this.requestHeader),\n      credentials: this.withCredentials ? \"include\" : \"same-origin\"\n    });\n    const mimeType = this.mimeType;\n    const responseType = this.responseType;\n    fetch(req).then((response) => {\n      if (response.status === 200 || response.status === 0) {\n        if (response.status === 0) {\n          console.warn(\"THREE.FileLoader: HTTP Status 0 received.\");\n        }\n        if (typeof ReadableStream === \"undefined\" || response.body === void 0 || response.body.getReader === void 0) {\n          return response;\n        }\n        const callbacks = loading[url];\n        const reader = response.body.getReader();\n        const contentLength = response.headers.get(\"Content-Length\") || response.headers.get(\"X-File-Size\");\n        const total = contentLength ? parseInt(contentLength) : 0;\n        const lengthComputable = total !== 0;\n        let loaded = 0;\n        const stream = new ReadableStream({\n          start(controller) {\n            readData();\n            function readData() {\n              reader.read().then(({done, value}) => {\n                if (done) {\n                  controller.close();\n                } else {\n                  loaded += value.byteLength;\n                  const event = new ProgressEvent(\"progress\", {lengthComputable, loaded, total});\n                  for (let i = 0, il = callbacks.length; i < il; i++) {\n                    const callback = callbacks[i];\n                    if (callback.onProgress)\n                      callback.onProgress(event);\n                  }\n                  controller.enqueue(value);\n                  readData();\n                }\n              });\n            }\n          }\n        });\n        return new Response(stream);\n      } else {\n        throw new HttpError(`fetch for \"${response.url}\" responded with ${response.status}: ${response.statusText}`, response);\n      }\n    }).then((response) => {\n      switch (responseType) {\n        case \"arraybuffer\":\n          return response.arrayBuffer();\n        case \"blob\":\n          return response.blob();\n        case \"document\":\n          return response.text().then((text) => {\n            const parser = new DOMParser();\n            return parser.parseFromString(text, mimeType);\n          });\n        case \"json\":\n          return response.json();\n        default:\n          if (mimeType === void 0) {\n            return response.text();\n          } else {\n            const re = /charset=\"?([^;\"\\s]*)\"?/i;\n            const exec = re.exec(mimeType);\n            const label = exec && exec[1] ? exec[1].toLowerCase() : void 0;\n            const decoder = new TextDecoder(label);\n            return response.arrayBuffer().then((ab) => decoder.decode(ab));\n          }\n      }\n    }).then((data) => {\n      Cache.add(url, data);\n      const callbacks = loading[url];\n      delete loading[url];\n      for (let i = 0, il = callbacks.length; i < il; i++) {\n        const callback = callbacks[i];\n        if (callback.onLoad)\n          callback.onLoad(data);\n      }\n    }).catch((err) => {\n      const callbacks = loading[url];\n      if (callbacks === void 0) {\n        this.manager.itemError(url);\n        throw err;\n      }\n      delete loading[url];\n      for (let i = 0, il = callbacks.length; i < il; i++) {\n        const callback = callbacks[i];\n        if (callback.onError)\n          callback.onError(err);\n      }\n      this.manager.itemError(url);\n    }).finally(() => {\n      this.manager.itemEnd(url);\n    });\n    this.manager.itemStart(url);\n  }\n  setResponseType(value) {\n    this.responseType = value;\n    return this;\n  }\n  setMimeType(value) {\n    this.mimeType = value;\n    return this;\n  }\n}\nclass AnimationLoader extends Loader {\n  constructor(manager) {\n    super(manager);\n  }\n  load(url, onLoad, onProgress, onError) {\n    const scope = this;\n    const loader = new FileLoader(this.manager);\n    loader.setPath(this.path);\n    loader.setRequestHeader(this.requestHeader);\n    loader.setWithCredentials(this.withCredentials);\n    loader.load(url, function(text) {\n      try {\n        onLoad(scope.parse(JSON.parse(text)));\n      } catch (e) {\n        if (onError) {\n          onError(e);\n        } else {\n          console.error(e);\n        }\n        scope.manager.itemError(url);\n      }\n    }, onProgress, onError);\n  }\n  parse(json) {\n    const animations = [];\n    for (let i = 0; i < json.length; i++) {\n      const clip = AnimationClip.parse(json[i]);\n      animations.push(clip);\n    }\n    return animations;\n  }\n}\nclass CompressedTextureLoader extends Loader {\n  constructor(manager) {\n    super(manager);\n  }\n  load(url, onLoad, onProgress, onError) {\n    const scope = this;\n    const images = [];\n    const texture = new CompressedTexture();\n    const loader = new FileLoader(this.manager);\n    loader.setPath(this.path);\n    loader.setResponseType(\"arraybuffer\");\n    loader.setRequestHeader(this.requestHeader);\n    loader.setWithCredentials(scope.withCredentials);\n    let loaded = 0;\n    function loadTexture(i) {\n      loader.load(url[i], function(buffer) {\n        const texDatas = scope.parse(buffer, true);\n        images[i] = {\n          width: texDatas.width,\n          height: texDatas.height,\n          format: texDatas.format,\n          mipmaps: texDatas.mipmaps\n        };\n        loaded += 1;\n        if (loaded === 6) {\n          if (texDatas.mipmapCount === 1)\n            texture.minFilter = LinearFilter;\n          texture.image = images;\n          texture.format = texDatas.format;\n          texture.needsUpdate = true;\n          if (onLoad)\n            onLoad(texture);\n        }\n      }, onProgress, onError);\n    }\n    if (Array.isArray(url)) {\n      for (let i = 0, il = url.length; i < il; ++i) {\n        loadTexture(i);\n      }\n    } else {\n      loader.load(url, function(buffer) {\n        const texDatas = scope.parse(buffer, true);\n        if (texDatas.isCubemap) {\n          const faces = texDatas.mipmaps.length / texDatas.mipmapCount;\n          for (let f = 0; f < faces; f++) {\n            images[f] = {mipmaps: []};\n            for (let i = 0; i < texDatas.mipmapCount; i++) {\n              images[f].mipmaps.push(texDatas.mipmaps[f * texDatas.mipmapCount + i]);\n              images[f].format = texDatas.format;\n              images[f].width = texDatas.width;\n              images[f].height = texDatas.height;\n            }\n          }\n          texture.image = images;\n        } else {\n          texture.image.width = texDatas.width;\n          texture.image.height = texDatas.height;\n          texture.mipmaps = texDatas.mipmaps;\n        }\n        if (texDatas.mipmapCount === 1) {\n          texture.minFilter = LinearFilter;\n        }\n        texture.format = texDatas.format;\n        texture.needsUpdate = true;\n        if (onLoad)\n          onLoad(texture);\n      }, onProgress, onError);\n    }\n    return texture;\n  }\n}\nclass ImageLoader extends Loader {\n  constructor(manager) {\n    super(manager);\n  }\n  load(url, onLoad, onProgress, onError) {\n    if (this.path !== void 0)\n      url = this.path + url;\n    url = this.manager.resolveURL(url);\n    const scope = this;\n    const cached = Cache.get(url);\n    if (cached !== void 0) {\n      scope.manager.itemStart(url);\n      setTimeout(function() {\n        if (onLoad)\n          onLoad(cached);\n        scope.manager.itemEnd(url);\n      }, 0);\n      return cached;\n    }\n    const image = createElementNS(\"img\");\n    function onImageLoad() {\n      removeEventListeners();\n      Cache.add(url, this);\n      if (onLoad)\n        onLoad(this);\n      scope.manager.itemEnd(url);\n    }\n    function onImageError(event) {\n      removeEventListeners();\n      if (onError)\n        onError(event);\n      scope.manager.itemError(url);\n      scope.manager.itemEnd(url);\n    }\n    function removeEventListeners() {\n      image.removeEventListener(\"load\", onImageLoad, false);\n      image.removeEventListener(\"error\", onImageError, false);\n    }\n    image.addEventListener(\"load\", onImageLoad, false);\n    image.addEventListener(\"error\", onImageError, false);\n    if (url.slice(0, 5) !== \"data:\") {\n      if (this.crossOrigin !== void 0)\n        image.crossOrigin = this.crossOrigin;\n    }\n    scope.manager.itemStart(url);\n    image.src = url;\n    return image;\n  }\n}\nclass CubeTextureLoader extends Loader {\n  constructor(manager) {\n    super(manager);\n  }\n  load(urls, onLoad, onProgress, onError) {\n    const texture = new CubeTexture();\n    const loader = new ImageLoader(this.manager);\n    loader.setCrossOrigin(this.crossOrigin);\n    loader.setPath(this.path);\n    let loaded = 0;\n    function loadTexture(i) {\n      loader.load(urls[i], function(image) {\n        texture.images[i] = image;\n        loaded++;\n        if (loaded === 6) {\n          texture.needsUpdate = true;\n          if (onLoad)\n            onLoad(texture);\n        }\n      }, void 0, onError);\n    }\n    for (let i = 0; i < urls.length; ++i) {\n      loadTexture(i);\n    }\n    return texture;\n  }\n}\nclass DataTextureLoader extends Loader {\n  constructor(manager) {\n    super(manager);\n  }\n  load(url, onLoad, onProgress, onError) {\n    const scope = this;\n    const texture = new DataTexture();\n    const loader = new FileLoader(this.manager);\n    loader.setResponseType(\"arraybuffer\");\n    loader.setRequestHeader(this.requestHeader);\n    loader.setPath(this.path);\n    loader.setWithCredentials(scope.withCredentials);\n    loader.load(url, function(buffer) {\n      const texData = scope.parse(buffer);\n      if (!texData)\n        return;\n      if (texData.image !== void 0) {\n        texture.image = texData.image;\n      } else if (texData.data !== void 0) {\n        texture.image.width = texData.width;\n        texture.image.height = texData.height;\n        texture.image.data = texData.data;\n      }\n      texture.wrapS = texData.wrapS !== void 0 ? texData.wrapS : ClampToEdgeWrapping;\n      texture.wrapT = texData.wrapT !== void 0 ? texData.wrapT : ClampToEdgeWrapping;\n      texture.magFilter = texData.magFilter !== void 0 ? texData.magFilter : LinearFilter;\n      texture.minFilter = texData.minFilter !== void 0 ? texData.minFilter : LinearFilter;\n      texture.anisotropy = texData.anisotropy !== void 0 ? texData.anisotropy : 1;\n      if (texData.encoding !== void 0) {\n        texture.encoding = texData.encoding;\n      }\n      if (texData.flipY !== void 0) {\n        texture.flipY = texData.flipY;\n      }\n      if (texData.format !== void 0) {\n        texture.format = texData.format;\n      }\n      if (texData.type !== void 0) {\n        texture.type = texData.type;\n      }\n      if (texData.mipmaps !== void 0) {\n        texture.mipmaps = texData.mipmaps;\n        texture.minFilter = LinearMipmapLinearFilter;\n      }\n      if (texData.mipmapCount === 1) {\n        texture.minFilter = LinearFilter;\n      }\n      if (texData.generateMipmaps !== void 0) {\n        texture.generateMipmaps = texData.generateMipmaps;\n      }\n      texture.needsUpdate = true;\n      if (onLoad)\n        onLoad(texture, texData);\n    }, onProgress, onError);\n    return texture;\n  }\n}\nclass TextureLoader extends Loader {\n  constructor(manager) {\n    super(manager);\n  }\n  load(url, onLoad, onProgress, onError) {\n    const texture = new Texture();\n    const loader = new ImageLoader(this.manager);\n    loader.setCrossOrigin(this.crossOrigin);\n    loader.setPath(this.path);\n    loader.load(url, function(image) {\n      texture.image = image;\n      texture.needsUpdate = true;\n      if (onLoad !== void 0) {\n        onLoad(texture);\n      }\n    }, onProgress, onError);\n    return texture;\n  }\n}\nclass Light extends Object3D {\n  constructor(color, intensity = 1) {\n    super();\n    this.isLight = true;\n    this.type = \"Light\";\n    this.color = new Color(color);\n    this.intensity = intensity;\n  }\n  dispose() {\n  }\n  copy(source, recursive) {\n    super.copy(source, recursive);\n    this.color.copy(source.color);\n    this.intensity = source.intensity;\n    return this;\n  }\n  toJSON(meta) {\n    const data = super.toJSON(meta);\n    data.object.color = this.color.getHex();\n    data.object.intensity = this.intensity;\n    if (this.groundColor !== void 0)\n      data.object.groundColor = this.groundColor.getHex();\n    if (this.distance !== void 0)\n      data.object.distance = this.distance;\n    if (this.angle !== void 0)\n      data.object.angle = this.angle;\n    if (this.decay !== void 0)\n      data.object.decay = this.decay;\n    if (this.penumbra !== void 0)\n      data.object.penumbra = this.penumbra;\n    if (this.shadow !== void 0)\n      data.object.shadow = this.shadow.toJSON();\n    return data;\n  }\n}\nclass HemisphereLight extends Light {\n  constructor(skyColor, groundColor, intensity) {\n    super(skyColor, intensity);\n    this.isHemisphereLight = true;\n    this.type = \"HemisphereLight\";\n    this.position.copy(Object3D.DefaultUp);\n    this.updateMatrix();\n    this.groundColor = new Color(groundColor);\n  }\n  copy(source, recursive) {\n    super.copy(source, recursive);\n    this.groundColor.copy(source.groundColor);\n    return this;\n  }\n}\nconst _projScreenMatrix$1 = /* @__PURE__ */ new Matrix4();\nconst _lightPositionWorld$1 = /* @__PURE__ */ new Vector3();\nconst _lookTarget$1 = /* @__PURE__ */ new Vector3();\nclass LightShadow {\n  constructor(camera) {\n    this.camera = camera;\n    this.bias = 0;\n    this.normalBias = 0;\n    this.radius = 1;\n    this.blurSamples = 8;\n    this.mapSize = new Vector2(512, 512);\n    this.map = null;\n    this.mapPass = null;\n    this.matrix = new Matrix4();\n    this.autoUpdate = true;\n    this.needsUpdate = false;\n    this._frustum = new Frustum();\n    this._frameExtents = new Vector2(1, 1);\n    this._viewportCount = 1;\n    this._viewports = [\n      new Vector4(0, 0, 1, 1)\n    ];\n  }\n  getViewportCount() {\n    return this._viewportCount;\n  }\n  getFrustum() {\n    return this._frustum;\n  }\n  updateMatrices(light) {\n    const shadowCamera = this.camera;\n    const shadowMatrix = this.matrix;\n    _lightPositionWorld$1.setFromMatrixPosition(light.matrixWorld);\n    shadowCamera.position.copy(_lightPositionWorld$1);\n    _lookTarget$1.setFromMatrixPosition(light.target.matrixWorld);\n    shadowCamera.lookAt(_lookTarget$1);\n    shadowCamera.updateMatrixWorld();\n    _projScreenMatrix$1.multiplyMatrices(shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse);\n    this._frustum.setFromProjectionMatrix(_projScreenMatrix$1);\n    shadowMatrix.set(0.5, 0, 0, 0.5, 0, 0.5, 0, 0.5, 0, 0, 0.5, 0.5, 0, 0, 0, 1);\n    shadowMatrix.multiply(_projScreenMatrix$1);\n  }\n  getViewport(viewportIndex) {\n    return this._viewports[viewportIndex];\n  }\n  getFrameExtents() {\n    return this._frameExtents;\n  }\n  dispose() {\n    if (this.map) {\n      this.map.dispose();\n    }\n    if (this.mapPass) {\n      this.mapPass.dispose();\n    }\n  }\n  copy(source) {\n    this.camera = source.camera.clone();\n    this.bias = source.bias;\n    this.radius = source.radius;\n    this.mapSize.copy(source.mapSize);\n    return this;\n  }\n  clone() {\n    return new this.constructor().copy(this);\n  }\n  toJSON() {\n    const object = {};\n    if (this.bias !== 0)\n      object.bias = this.bias;\n    if (this.normalBias !== 0)\n      object.normalBias = this.normalBias;\n    if (this.radius !== 1)\n      object.radius = this.radius;\n    if (this.mapSize.x !== 512 || this.mapSize.y !== 512)\n      object.mapSize = this.mapSize.toArray();\n    object.camera = this.camera.toJSON(false).object;\n    delete object.camera.matrix;\n    return object;\n  }\n}\nclass SpotLightShadow extends LightShadow {\n  constructor() {\n    super(new PerspectiveCamera(50, 1, 0.5, 500));\n    this.isSpotLightShadow = true;\n    this.focus = 1;\n  }\n  updateMatrices(light) {\n    const camera = this.camera;\n    const fov2 = RAD2DEG * 2 * light.angle * this.focus;\n    const aspect2 = this.mapSize.width / this.mapSize.height;\n    const far = light.distance || camera.far;\n    if (fov2 !== camera.fov || aspect2 !== camera.aspect || far !== camera.far) {\n      camera.fov = fov2;\n      camera.aspect = aspect2;\n      camera.far = far;\n      camera.updateProjectionMatrix();\n    }\n    super.updateMatrices(light);\n  }\n  copy(source) {\n    super.copy(source);\n    this.focus = source.focus;\n    return this;\n  }\n}\nclass SpotLight extends Light {\n  constructor(color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2) {\n    super(color, intensity);\n    this.isSpotLight = true;\n    this.type = \"SpotLight\";\n    this.position.copy(Object3D.DefaultUp);\n    this.updateMatrix();\n    this.target = new Object3D();\n    this.distance = distance;\n    this.angle = angle;\n    this.penumbra = penumbra;\n    this.decay = decay;\n    this.map = null;\n    this.shadow = new SpotLightShadow();\n  }\n  get power() {\n    return this.intensity * Math.PI;\n  }\n  set power(power) {\n    this.intensity = power / Math.PI;\n  }\n  dispose() {\n    this.shadow.dispose();\n  }\n  copy(source, recursive) {\n    super.copy(source, recursive);\n    this.distance = source.distance;\n    this.angle = source.angle;\n    this.penumbra = source.penumbra;\n    this.decay = source.decay;\n    this.target = source.target.clone();\n    this.shadow = source.shadow.clone();\n    return this;\n  }\n}\nconst _projScreenMatrix = /* @__PURE__ */ new Matrix4();\nconst _lightPositionWorld = /* @__PURE__ */ new Vector3();\nconst _lookTarget = /* @__PURE__ */ new Vector3();\nclass PointLightShadow extends LightShadow {\n  constructor() {\n    super(new PerspectiveCamera(90, 1, 0.5, 500));\n    this.isPointLightShadow = true;\n    this._frameExtents = new Vector2(4, 2);\n    this._viewportCount = 6;\n    this._viewports = [\n      new Vector4(2, 1, 1, 1),\n      new Vector4(0, 1, 1, 1),\n      new Vector4(3, 1, 1, 1),\n      new Vector4(1, 1, 1, 1),\n      new Vector4(3, 0, 1, 1),\n      new Vector4(1, 0, 1, 1)\n    ];\n    this._cubeDirections = [\n      new Vector3(1, 0, 0),\n      new Vector3(-1, 0, 0),\n      new Vector3(0, 0, 1),\n      new Vector3(0, 0, -1),\n      new Vector3(0, 1, 0),\n      new Vector3(0, -1, 0)\n    ];\n    this._cubeUps = [\n      new Vector3(0, 1, 0),\n      new Vector3(0, 1, 0),\n      new Vector3(0, 1, 0),\n      new Vector3(0, 1, 0),\n      new Vector3(0, 0, 1),\n      new Vector3(0, 0, -1)\n    ];\n  }\n  updateMatrices(light, viewportIndex = 0) {\n    const camera = this.camera;\n    const shadowMatrix = this.matrix;\n    const far = light.distance || camera.far;\n    if (far !== camera.far) {\n      camera.far = far;\n      camera.updateProjectionMatrix();\n    }\n    _lightPositionWorld.setFromMatrixPosition(light.matrixWorld);\n    camera.position.copy(_lightPositionWorld);\n    _lookTarget.copy(camera.position);\n    _lookTarget.add(this._cubeDirections[viewportIndex]);\n    camera.up.copy(this._cubeUps[viewportIndex]);\n    camera.lookAt(_lookTarget);\n    camera.updateMatrixWorld();\n    shadowMatrix.makeTranslation(-_lightPositionWorld.x, -_lightPositionWorld.y, -_lightPositionWorld.z);\n    _projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);\n    this._frustum.setFromProjectionMatrix(_projScreenMatrix);\n  }\n}\nclass PointLight extends Light {\n  constructor(color, intensity, distance = 0, decay = 2) {\n    super(color, intensity);\n    this.isPointLight = true;\n    this.type = \"PointLight\";\n    this.distance = distance;\n    this.decay = decay;\n    this.shadow = new PointLightShadow();\n  }\n  get power() {\n    return this.intensity * 4 * Math.PI;\n  }\n  set power(power) {\n    this.intensity = power / (4 * Math.PI);\n  }\n  dispose() {\n    this.shadow.dispose();\n  }\n  copy(source, recursive) {\n    super.copy(source, recursive);\n    this.distance = source.distance;\n    this.decay = source.decay;\n    this.shadow = source.shadow.clone();\n    return this;\n  }\n}\nclass DirectionalLightShadow extends LightShadow {\n  constructor() {\n    super(new OrthographicCamera(-5, 5, 5, -5, 0.5, 500));\n    this.isDirectionalLightShadow = true;\n  }\n}\nclass DirectionalLight extends Light {\n  constructor(color, intensity) {\n    super(color, intensity);\n    this.isDirectionalLight = true;\n    this.type = \"DirectionalLight\";\n    this.position.copy(Object3D.DefaultUp);\n    this.updateMatrix();\n    this.target = new Object3D();\n    this.shadow = new DirectionalLightShadow();\n  }\n  dispose() {\n    this.shadow.dispose();\n  }\n  copy(source) {\n    super.copy(source);\n    this.target = source.target.clone();\n    this.shadow = source.shadow.clone();\n    return this;\n  }\n}\nclass AmbientLight extends Light {\n  constructor(color, intensity) {\n    super(color, intensity);\n    this.isAmbientLight = true;\n    this.type = \"AmbientLight\";\n  }\n}\nclass RectAreaLight extends Light {\n  constructor(color, intensity, width = 10, height = 10) {\n    super(color, intensity);\n    this.isRectAreaLight = true;\n    this.type = \"RectAreaLight\";\n    this.width = width;\n    this.height = height;\n  }\n  get power() {\n    return this.intensity * this.width * this.height * Math.PI;\n  }\n  set power(power) {\n    this.intensity = power / (this.width * this.height * Math.PI);\n  }\n  copy(source) {\n    super.copy(source);\n    this.width = source.width;\n    this.height = source.height;\n    return this;\n  }\n  toJSON(meta) {\n    const data = super.toJSON(meta);\n    data.object.width = this.width;\n    data.object.height = this.height;\n    return data;\n  }\n}\nclass SphericalHarmonics3 {\n  constructor() {\n    this.isSphericalHarmonics3 = true;\n    this.coefficients = [];\n    for (let i = 0; i < 9; i++) {\n      this.coefficients.push(new Vector3());\n    }\n  }\n  set(coefficients) {\n    for (let i = 0; i < 9; i++) {\n      this.coefficients[i].copy(coefficients[i]);\n    }\n    return this;\n  }\n  zero() {\n    for (let i = 0; i < 9; i++) {\n      this.coefficients[i].set(0, 0, 0);\n    }\n    return this;\n  }\n  getAt(normal, target) {\n    const x = normal.x, y = normal.y, z = normal.z;\n    const coeff = this.coefficients;\n    target.copy(coeff[0]).multiplyScalar(0.282095);\n    target.addScaledVector(coeff[1], 0.488603 * y);\n    target.addScaledVector(coeff[2], 0.488603 * z);\n    target.addScaledVector(coeff[3], 0.488603 * x);\n    target.addScaledVector(coeff[4], 1.092548 * (x * y));\n    target.addScaledVector(coeff[5], 1.092548 * (y * z));\n    target.addScaledVector(coeff[6], 0.315392 * (3 * z * z - 1));\n    target.addScaledVector(coeff[7], 1.092548 * (x * z));\n    target.addScaledVector(coeff[8], 0.546274 * (x * x - y * y));\n    return target;\n  }\n  getIrradianceAt(normal, target) {\n    const x = normal.x, y = normal.y, z = normal.z;\n    const coeff = this.coefficients;\n    target.copy(coeff[0]).multiplyScalar(0.886227);\n    target.addScaledVector(coeff[1], 2 * 0.511664 * y);\n    target.addScaledVector(coeff[2], 2 * 0.511664 * z);\n    target.addScaledVector(coeff[3], 2 * 0.511664 * x);\n    target.addScaledVector(coeff[4], 2 * 0.429043 * x * y);\n    target.addScaledVector(coeff[5], 2 * 0.429043 * y * z);\n    target.addScaledVector(coeff[6], 0.743125 * z * z - 0.247708);\n    target.addScaledVector(coeff[7], 2 * 0.429043 * x * z);\n    target.addScaledVector(coeff[8], 0.429043 * (x * x - y * y));\n    return target;\n  }\n  add(sh) {\n    for (let i = 0; i < 9; i++) {\n      this.coefficients[i].add(sh.coefficients[i]);\n    }\n    return this;\n  }\n  addScaledSH(sh, s) {\n    for (let i = 0; i < 9; i++) {\n      this.coefficients[i].addScaledVector(sh.coefficients[i], s);\n    }\n    return this;\n  }\n  scale(s) {\n    for (let i = 0; i < 9; i++) {\n      this.coefficients[i].multiplyScalar(s);\n    }\n    return this;\n  }\n  lerp(sh, alpha) {\n    for (let i = 0; i < 9; i++) {\n      this.coefficients[i].lerp(sh.coefficients[i], alpha);\n    }\n    return this;\n  }\n  equals(sh) {\n    for (let i = 0; i < 9; i++) {\n      if (!this.coefficients[i].equals(sh.coefficients[i])) {\n        return false;\n      }\n    }\n    return true;\n  }\n  copy(sh) {\n    return this.set(sh.coefficients);\n  }\n  clone() {\n    return new this.constructor().copy(this);\n  }\n  fromArray(array, offset = 0) {\n    const coefficients = this.coefficients;\n    for (let i = 0; i < 9; i++) {\n      coefficients[i].fromArray(array, offset + i * 3);\n    }\n    return this;\n  }\n  toArray(array = [], offset = 0) {\n    const coefficients = this.coefficients;\n    for (let i = 0; i < 9; i++) {\n      coefficients[i].toArray(array, offset + i * 3);\n    }\n    return array;\n  }\n  static getBasisAt(normal, shBasis) {\n    const x = normal.x, y = normal.y, z = normal.z;\n    shBasis[0] = 0.282095;\n    shBasis[1] = 0.488603 * y;\n    shBasis[2] = 0.488603 * z;\n    shBasis[3] = 0.488603 * x;\n    shBasis[4] = 1.092548 * x * y;\n    shBasis[5] = 1.092548 * y * z;\n    shBasis[6] = 0.315392 * (3 * z * z - 1);\n    shBasis[7] = 1.092548 * x * z;\n    shBasis[8] = 0.546274 * (x * x - y * y);\n  }\n}\nclass LightProbe extends Light {\n  constructor(sh = new SphericalHarmonics3(), intensity = 1) {\n    super(void 0, intensity);\n    this.isLightProbe = true;\n    this.sh = sh;\n  }\n  copy(source) {\n    super.copy(source);\n    this.sh.copy(source.sh);\n    return this;\n  }\n  fromJSON(json) {\n    this.intensity = json.intensity;\n    this.sh.fromArray(json.sh);\n    return this;\n  }\n  toJSON(meta) {\n    const data = super.toJSON(meta);\n    data.object.sh = this.sh.toArray();\n    return data;\n  }\n}\nclass MaterialLoader extends Loader {\n  constructor(manager) {\n    super(manager);\n    this.textures = {};\n  }\n  load(url, onLoad, onProgress, onError) {\n    const scope = this;\n    const loader = new FileLoader(scope.manager);\n    loader.setPath(scope.path);\n    loader.setRequestHeader(scope.requestHeader);\n    loader.setWithCredentials(scope.withCredentials);\n    loader.load(url, function(text) {\n      try {\n        onLoad(scope.parse(JSON.parse(text)));\n      } catch (e) {\n        if (onError) {\n          onError(e);\n        } else {\n          console.error(e);\n        }\n        scope.manager.itemError(url);\n      }\n    }, onProgress, onError);\n  }\n  parse(json) {\n    const textures = this.textures;\n    function getTexture(name) {\n      if (textures[name] === void 0) {\n        console.warn(\"THREE.MaterialLoader: Undefined texture\", name);\n      }\n      return textures[name];\n    }\n    const material = MaterialLoader.createMaterialFromType(json.type);\n    if (json.uuid !== void 0)\n      material.uuid = json.uuid;\n    if (json.name !== void 0)\n      material.name = json.name;\n    if (json.color !== void 0 && material.color !== void 0)\n      material.color.setHex(json.color);\n    if (json.roughness !== void 0)\n      material.roughness = json.roughness;\n    if (json.metalness !== void 0)\n      material.metalness = json.metalness;\n    if (json.sheen !== void 0)\n      material.sheen = json.sheen;\n    if (json.sheenColor !== void 0)\n      material.sheenColor = new Color().setHex(json.sheenColor);\n    if (json.sheenRoughness !== void 0)\n      material.sheenRoughness = json.sheenRoughness;\n    if (json.emissive !== void 0 && material.emissive !== void 0)\n      material.emissive.setHex(json.emissive);\n    if (json.specular !== void 0 && material.specular !== void 0)\n      material.specular.setHex(json.specular);\n    if (json.specularIntensity !== void 0)\n      material.specularIntensity = json.specularIntensity;\n    if (json.specularColor !== void 0 && material.specularColor !== void 0)\n      material.specularColor.setHex(json.specularColor);\n    if (json.shininess !== void 0)\n      material.shininess = json.shininess;\n    if (json.clearcoat !== void 0)\n      material.clearcoat = json.clearcoat;\n    if (json.clearcoatRoughness !== void 0)\n      material.clearcoatRoughness = json.clearcoatRoughness;\n    if (json.iridescence !== void 0)\n      material.iridescence = json.iridescence;\n    if (json.iridescenceIOR !== void 0)\n      material.iridescenceIOR = json.iridescenceIOR;\n    if (json.iridescenceThicknessRange !== void 0)\n      material.iridescenceThicknessRange = json.iridescenceThicknessRange;\n    if (json.transmission !== void 0)\n      material.transmission = json.transmission;\n    if (json.thickness !== void 0)\n      material.thickness = json.thickness;\n    if (json.attenuationDistance !== void 0)\n      material.attenuationDistance = json.attenuationDistance;\n    if (json.attenuationColor !== void 0 && material.attenuationColor !== void 0)\n      material.attenuationColor.setHex(json.attenuationColor);\n    if (json.fog !== void 0)\n      material.fog = json.fog;\n    if (json.flatShading !== void 0)\n      material.flatShading = json.flatShading;\n    if (json.blending !== void 0)\n      material.blending = json.blending;\n    if (json.combine !== void 0)\n      material.combine = json.combine;\n    if (json.side !== void 0)\n      material.side = json.side;\n    if (json.shadowSide !== void 0)\n      material.shadowSide = json.shadowSide;\n    if (json.opacity !== void 0)\n      material.opacity = json.opacity;\n    if (json.transparent !== void 0)\n      material.transparent = json.transparent;\n    if (json.alphaTest !== void 0)\n      material.alphaTest = json.alphaTest;\n    if (json.depthTest !== void 0)\n      material.depthTest = json.depthTest;\n    if (json.depthWrite !== void 0)\n      material.depthWrite = json.depthWrite;\n    if (json.colorWrite !== void 0)\n      material.colorWrite = json.colorWrite;\n    if (json.stencilWrite !== void 0)\n      material.stencilWrite = json.stencilWrite;\n    if (json.stencilWriteMask !== void 0)\n      material.stencilWriteMask = json.stencilWriteMask;\n    if (json.stencilFunc !== void 0)\n      material.stencilFunc = json.stencilFunc;\n    if (json.stencilRef !== void 0)\n      material.stencilRef = json.stencilRef;\n    if (json.stencilFuncMask !== void 0)\n      material.stencilFuncMask = json.stencilFuncMask;\n    if (json.stencilFail !== void 0)\n      material.stencilFail = json.stencilFail;\n    if (json.stencilZFail !== void 0)\n      material.stencilZFail = json.stencilZFail;\n    if (json.stencilZPass !== void 0)\n      material.stencilZPass = json.stencilZPass;\n    if (json.wireframe !== void 0)\n      material.wireframe = json.wireframe;\n    if (json.wireframeLinewidth !== void 0)\n      material.wireframeLinewidth = json.wireframeLinewidth;\n    if (json.wireframeLinecap !== void 0)\n      material.wireframeLinecap = json.wireframeLinecap;\n    if (json.wireframeLinejoin !== void 0)\n      material.wireframeLinejoin = json.wireframeLinejoin;\n    if (json.rotation !== void 0)\n      material.rotation = json.rotation;\n    if (json.linewidth !== 1)\n      material.linewidth = json.linewidth;\n    if (json.dashSize !== void 0)\n      material.dashSize = json.dashSize;\n    if (json.gapSize !== void 0)\n      material.gapSize = json.gapSize;\n    if (json.scale !== void 0)\n      material.scale = json.scale;\n    if (json.polygonOffset !== void 0)\n      material.polygonOffset = json.polygonOffset;\n    if (json.polygonOffsetFactor !== void 0)\n      material.polygonOffsetFactor = json.polygonOffsetFactor;\n    if (json.polygonOffsetUnits !== void 0)\n      material.polygonOffsetUnits = json.polygonOffsetUnits;\n    if (json.dithering !== void 0)\n      material.dithering = json.dithering;\n    if (json.alphaToCoverage !== void 0)\n      material.alphaToCoverage = json.alphaToCoverage;\n    if (json.premultipliedAlpha !== void 0)\n      material.premultipliedAlpha = json.premultipliedAlpha;\n    if (json.visible !== void 0)\n      material.visible = json.visible;\n    if (json.toneMapped !== void 0)\n      material.toneMapped = json.toneMapped;\n    if (json.userData !== void 0)\n      material.userData = json.userData;\n    if (json.vertexColors !== void 0) {\n      if (typeof json.vertexColors === \"number\") {\n        material.vertexColors = json.vertexColors > 0 ? true : false;\n      } else {\n        material.vertexColors = json.vertexColors;\n      }\n    }\n    if (json.uniforms !== void 0) {\n      for (const name in json.uniforms) {\n        const uniform = json.uniforms[name];\n        material.uniforms[name] = {};\n        switch (uniform.type) {\n          case \"t\":\n            material.uniforms[name].value = getTexture(uniform.value);\n            break;\n          case \"c\":\n            material.uniforms[name].value = new Color().setHex(uniform.value);\n            break;\n          case \"v2\":\n            material.uniforms[name].value = new Vector2().fromArray(uniform.value);\n            break;\n          case \"v3\":\n            material.uniforms[name].value = new Vector3().fromArray(uniform.value);\n            break;\n          case \"v4\":\n            material.uniforms[name].value = new Vector4().fromArray(uniform.value);\n            break;\n          case \"m3\":\n            material.uniforms[name].value = new Matrix3().fromArray(uniform.value);\n            break;\n          case \"m4\":\n            material.uniforms[name].value = new Matrix4().fromArray(uniform.value);\n            break;\n          default:\n            material.uniforms[name].value = uniform.value;\n        }\n      }\n    }\n    if (json.defines !== void 0)\n      material.defines = json.defines;\n    if (json.vertexShader !== void 0)\n      material.vertexShader = json.vertexShader;\n    if (json.fragmentShader !== void 0)\n      material.fragmentShader = json.fragmentShader;\n    if (json.glslVersion !== void 0)\n      material.glslVersion = json.glslVersion;\n    if (json.extensions !== void 0) {\n      for (const key in json.extensions) {\n        material.extensions[key] = json.extensions[key];\n      }\n    }\n    if (json.size !== void 0)\n      material.size = json.size;\n    if (json.sizeAttenuation !== void 0)\n      material.sizeAttenuation = json.sizeAttenuation;\n    if (json.map !== void 0)\n      material.map = getTexture(json.map);\n    if (json.matcap !== void 0)\n      material.matcap = getTexture(json.matcap);\n    if (json.alphaMap !== void 0)\n      material.alphaMap = getTexture(json.alphaMap);\n    if (json.bumpMap !== void 0)\n      material.bumpMap = getTexture(json.bumpMap);\n    if (json.bumpScale !== void 0)\n      material.bumpScale = json.bumpScale;\n    if (json.normalMap !== void 0)\n      material.normalMap = getTexture(json.normalMap);\n    if (json.normalMapType !== void 0)\n      material.normalMapType = json.normalMapType;\n    if (json.normalScale !== void 0) {\n      let normalScale = json.normalScale;\n      if (Array.isArray(normalScale) === false) {\n        normalScale = [normalScale, normalScale];\n      }\n      material.normalScale = new Vector2().fromArray(normalScale);\n    }\n    if (json.displacementMap !== void 0)\n      material.displacementMap = getTexture(json.displacementMap);\n    if (json.displacementScale !== void 0)\n      material.displacementScale = json.displacementScale;\n    if (json.displacementBias !== void 0)\n      material.displacementBias = json.displacementBias;\n    if (json.roughnessMap !== void 0)\n      material.roughnessMap = getTexture(json.roughnessMap);\n    if (json.metalnessMap !== void 0)\n      material.metalnessMap = getTexture(json.metalnessMap);\n    if (json.emissiveMap !== void 0)\n      material.emissiveMap = getTexture(json.emissiveMap);\n    if (json.emissiveIntensity !== void 0)\n      material.emissiveIntensity = json.emissiveIntensity;\n    if (json.specularMap !== void 0)\n      material.specularMap = getTexture(json.specularMap);\n    if (json.specularIntensityMap !== void 0)\n      material.specularIntensityMap = getTexture(json.specularIntensityMap);\n    if (json.specularColorMap !== void 0)\n      material.specularColorMap = getTexture(json.specularColorMap);\n    if (json.envMap !== void 0)\n      material.envMap = getTexture(json.envMap);\n    if (json.envMapIntensity !== void 0)\n      material.envMapIntensity = json.envMapIntensity;\n    if (json.reflectivity !== void 0)\n      material.reflectivity = json.reflectivity;\n    if (json.refractionRatio !== void 0)\n      material.refractionRatio = json.refractionRatio;\n    if (json.lightMap !== void 0)\n      material.lightMap = getTexture(json.lightMap);\n    if (json.lightMapIntensity !== void 0)\n      material.lightMapIntensity = json.lightMapIntensity;\n    if (json.aoMap !== void 0)\n      material.aoMap = getTexture(json.aoMap);\n    if (json.aoMapIntensity !== void 0)\n      material.aoMapIntensity = json.aoMapIntensity;\n    if (json.gradientMap !== void 0)\n      material.gradientMap = getTexture(json.gradientMap);\n    if (json.clearcoatMap !== void 0)\n      material.clearcoatMap = getTexture(json.clearcoatMap);\n    if (json.clearcoatRoughnessMap !== void 0)\n      material.clearcoatRoughnessMap = getTexture(json.clearcoatRoughnessMap);\n    if (json.clearcoatNormalMap !== void 0)\n      material.clearcoatNormalMap = getTexture(json.clearcoatNormalMap);\n    if (json.clearcoatNormalScale !== void 0)\n      material.clearcoatNormalScale = new Vector2().fromArray(json.clearcoatNormalScale);\n    if (json.iridescenceMap !== void 0)\n      material.iridescenceMap = getTexture(json.iridescenceMap);\n    if (json.iridescenceThicknessMap !== void 0)\n      material.iridescenceThicknessMap = getTexture(json.iridescenceThicknessMap);\n    if (json.transmissionMap !== void 0)\n      material.transmissionMap = getTexture(json.transmissionMap);\n    if (json.thicknessMap !== void 0)\n      material.thicknessMap = getTexture(json.thicknessMap);\n    if (json.sheenColorMap !== void 0)\n      material.sheenColorMap = getTexture(json.sheenColorMap);\n    if (json.sheenRoughnessMap !== void 0)\n      material.sheenRoughnessMap = getTexture(json.sheenRoughnessMap);\n    return material;\n  }\n  setTextures(value) {\n    this.textures = value;\n    return this;\n  }\n  static createMaterialFromType(type) {\n    const materialLib = {\n      ShadowMaterial,\n      SpriteMaterial,\n      RawShaderMaterial,\n      ShaderMaterial,\n      PointsMaterial,\n      MeshPhysicalMaterial,\n      MeshStandardMaterial,\n      MeshPhongMaterial,\n      MeshToonMaterial,\n      MeshNormalMaterial,\n      MeshLambertMaterial,\n      MeshDepthMaterial,\n      MeshDistanceMaterial,\n      MeshBasicMaterial,\n      MeshMatcapMaterial,\n      LineDashedMaterial,\n      LineBasicMaterial,\n      Material\n    };\n    return new materialLib[type]();\n  }\n}\nclass LoaderUtils {\n  static decodeText(array) {\n    if (typeof TextDecoder !== \"undefined\") {\n      return new TextDecoder().decode(array);\n    }\n    let s = \"\";\n    for (let i = 0, il = array.length; i < il; i++) {\n      s += String.fromCharCode(array[i]);\n    }\n    try {\n      return decodeURIComponent(escape(s));\n    } catch (e) {\n      return s;\n    }\n  }\n  static extractUrlBase(url) {\n    const index = url.lastIndexOf(\"/\");\n    if (index === -1)\n      return \"./\";\n    return url.slice(0, index + 1);\n  }\n  static resolveURL(url, path) {\n    if (typeof url !== \"string\" || url === \"\")\n      return \"\";\n    if (/^https?:\\/\\//i.test(path) && /^\\//.test(url)) {\n      path = path.replace(/(^https?:\\/\\/[^\\/]+).*/i, \"$1\");\n    }\n    if (/^(https?:)?\\/\\//i.test(url))\n      return url;\n    if (/^data:.*,.*$/i.test(url))\n      return url;\n    if (/^blob:.*$/i.test(url))\n      return url;\n    return path + url;\n  }\n}\nclass InstancedBufferGeometry extends BufferGeometry {\n  constructor() {\n    super();\n    this.isInstancedBufferGeometry = true;\n    this.type = \"InstancedBufferGeometry\";\n    this.instanceCount = Infinity;\n  }\n  copy(source) {\n    super.copy(source);\n    this.instanceCount = source.instanceCount;\n    return this;\n  }\n  toJSON() {\n    const data = super.toJSON();\n    data.instanceCount = this.instanceCount;\n    data.isInstancedBufferGeometry = true;\n    return data;\n  }\n}\nclass BufferGeometryLoader extends Loader {\n  constructor(manager) {\n    super(manager);\n  }\n  load(url, onLoad, onProgress, onError) {\n    const scope = this;\n    const loader = new FileLoader(scope.manager);\n    loader.setPath(scope.path);\n    loader.setRequestHeader(scope.requestHeader);\n    loader.setWithCredentials(scope.withCredentials);\n    loader.load(url, function(text) {\n      try {\n        onLoad(scope.parse(JSON.parse(text)));\n      } catch (e) {\n        if (onError) {\n          onError(e);\n        } else {\n          console.error(e);\n        }\n        scope.manager.itemError(url);\n      }\n    }, onProgress, onError);\n  }\n  parse(json) {\n    const interleavedBufferMap = {};\n    const arrayBufferMap = {};\n    function getInterleavedBuffer(json2, uuid) {\n      if (interleavedBufferMap[uuid] !== void 0)\n        return interleavedBufferMap[uuid];\n      const interleavedBuffers = json2.interleavedBuffers;\n      const interleavedBuffer = interleavedBuffers[uuid];\n      const buffer = getArrayBuffer(json2, interleavedBuffer.buffer);\n      const array = getTypedArray(interleavedBuffer.type, buffer);\n      const ib = new InterleavedBuffer(array, interleavedBuffer.stride);\n      ib.uuid = interleavedBuffer.uuid;\n      interleavedBufferMap[uuid] = ib;\n      return ib;\n    }\n    function getArrayBuffer(json2, uuid) {\n      if (arrayBufferMap[uuid] !== void 0)\n        return arrayBufferMap[uuid];\n      const arrayBuffers = json2.arrayBuffers;\n      const arrayBuffer = arrayBuffers[uuid];\n      const ab = new Uint32Array(arrayBuffer).buffer;\n      arrayBufferMap[uuid] = ab;\n      return ab;\n    }\n    const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();\n    const index = json.data.index;\n    if (index !== void 0) {\n      const typedArray = getTypedArray(index.type, index.array);\n      geometry.setIndex(new BufferAttribute(typedArray, 1));\n    }\n    const attributes = json.data.attributes;\n    for (const key in attributes) {\n      const attribute = attributes[key];\n      let bufferAttribute;\n      if (attribute.isInterleavedBufferAttribute) {\n        const interleavedBuffer = getInterleavedBuffer(json.data, attribute.data);\n        bufferAttribute = new InterleavedBufferAttribute(interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized);\n      } else {\n        const typedArray = getTypedArray(attribute.type, attribute.array);\n        const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;\n        bufferAttribute = new bufferAttributeConstr(typedArray, attribute.itemSize, attribute.normalized);\n      }\n      if (attribute.name !== void 0)\n        bufferAttribute.name = attribute.name;\n      if (attribute.usage !== void 0)\n        bufferAttribute.setUsage(attribute.usage);\n      if (attribute.updateRange !== void 0) {\n        bufferAttribute.updateRange.offset = attribute.updateRange.offset;\n        bufferAttribute.updateRange.count = attribute.updateRange.count;\n      }\n      geometry.setAttribute(key, bufferAttribute);\n    }\n    const morphAttributes = json.data.morphAttributes;\n    if (morphAttributes) {\n      for (const key in morphAttributes) {\n        const attributeArray = morphAttributes[key];\n        const array = [];\n        for (let i = 0, il = attributeArray.length; i < il; i++) {\n          const attribute = attributeArray[i];\n          let bufferAttribute;\n          if (attribute.isInterleavedBufferAttribute) {\n            const interleavedBuffer = getInterleavedBuffer(json.data, attribute.data);\n            bufferAttribute = new InterleavedBufferAttribute(interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized);\n          } else {\n            const typedArray = getTypedArray(attribute.type, attribute.array);\n            bufferAttribute = new BufferAttribute(typedArray, attribute.itemSize, attribute.normalized);\n          }\n          if (attribute.name !== void 0)\n            bufferAttribute.name = attribute.name;\n          array.push(bufferAttribute);\n        }\n        geometry.morphAttributes[key] = array;\n      }\n    }\n    const morphTargetsRelative = json.data.morphTargetsRelative;\n    if (morphTargetsRelative) {\n      geometry.morphTargetsRelative = true;\n    }\n    const groups = json.data.groups || json.data.drawcalls || json.data.offsets;\n    if (groups !== void 0) {\n      for (let i = 0, n = groups.length; i !== n; ++i) {\n        const group = groups[i];\n        geometry.addGroup(group.start, group.count, group.materialIndex);\n      }\n    }\n    const boundingSphere = json.data.boundingSphere;\n    if (boundingSphere !== void 0) {\n      const center = new Vector3();\n      if (boundingSphere.center !== void 0) {\n        center.fromArray(boundingSphere.center);\n      }\n      geometry.boundingSphere = new Sphere(center, boundingSphere.radius);\n    }\n    if (json.name)\n      geometry.name = json.name;\n    if (json.userData)\n      geometry.userData = json.userData;\n    return geometry;\n  }\n}\nclass ObjectLoader extends Loader {\n  constructor(manager) {\n    super(manager);\n  }\n  load(url, onLoad, onProgress, onError) {\n    const scope = this;\n    const path = this.path === \"\" ? LoaderUtils.extractUrlBase(url) : this.path;\n    this.resourcePath = this.resourcePath || path;\n    const loader = new FileLoader(this.manager);\n    loader.setPath(this.path);\n    loader.setRequestHeader(this.requestHeader);\n    loader.setWithCredentials(this.withCredentials);\n    loader.load(url, function(text) {\n      let json = null;\n      try {\n        json = JSON.parse(text);\n      } catch (error) {\n        if (onError !== void 0)\n          onError(error);\n        console.error(\"THREE:ObjectLoader: Can't parse \" + url + \".\", error.message);\n        return;\n      }\n      const metadata = json.metadata;\n      if (metadata === void 0 || metadata.type === void 0 || metadata.type.toLowerCase() === \"geometry\") {\n        if (onError !== void 0)\n          onError(new Error(\"THREE.ObjectLoader: Can't load \" + url));\n        console.error(\"THREE.ObjectLoader: Can't load \" + url);\n        return;\n      }\n      scope.parse(json, onLoad);\n    }, onProgress, onError);\n  }\n  async loadAsync(url, onProgress) {\n    const scope = this;\n    const path = this.path === \"\" ? LoaderUtils.extractUrlBase(url) : this.path;\n    this.resourcePath = this.resourcePath || path;\n    const loader = new FileLoader(this.manager);\n    loader.setPath(this.path);\n    loader.setRequestHeader(this.requestHeader);\n    loader.setWithCredentials(this.withCredentials);\n    const text = await loader.loadAsync(url, onProgress);\n    const json = JSON.parse(text);\n    const metadata = json.metadata;\n    if (metadata === void 0 || metadata.type === void 0 || metadata.type.toLowerCase() === \"geometry\") {\n      throw new Error(\"THREE.ObjectLoader: Can't load \" + url);\n    }\n    return await scope.parseAsync(json);\n  }\n  parse(json, onLoad) {\n    const animations = this.parseAnimations(json.animations);\n    const shapes = this.parseShapes(json.shapes);\n    const geometries = this.parseGeometries(json.geometries, shapes);\n    const images = this.parseImages(json.images, function() {\n      if (onLoad !== void 0)\n        onLoad(object);\n    });\n    const textures = this.parseTextures(json.textures, images);\n    const materials = this.parseMaterials(json.materials, textures);\n    const object = this.parseObject(json.object, geometries, materials, textures, animations);\n    const skeletons = this.parseSkeletons(json.skeletons, object);\n    this.bindSkeletons(object, skeletons);\n    if (onLoad !== void 0) {\n      let hasImages = false;\n      for (const uuid in images) {\n        if (images[uuid].data instanceof HTMLImageElement) {\n          hasImages = true;\n          break;\n        }\n      }\n      if (hasImages === false)\n        onLoad(object);\n    }\n    return object;\n  }\n  async parseAsync(json) {\n    const animations = this.parseAnimations(json.animations);\n    const shapes = this.parseShapes(json.shapes);\n    const geometries = this.parseGeometries(json.geometries, shapes);\n    const images = await this.parseImagesAsync(json.images);\n    const textures = this.parseTextures(json.textures, images);\n    const materials = this.parseMaterials(json.materials, textures);\n    const object = this.parseObject(json.object, geometries, materials, textures, animations);\n    const skeletons = this.parseSkeletons(json.skeletons, object);\n    this.bindSkeletons(object, skeletons);\n    return object;\n  }\n  parseShapes(json) {\n    const shapes = {};\n    if (json !== void 0) {\n      for (let i = 0, l = json.length; i < l; i++) {\n        const shape = new Shape().fromJSON(json[i]);\n        shapes[shape.uuid] = shape;\n      }\n    }\n    return shapes;\n  }\n  parseSkeletons(json, object) {\n    const skeletons = {};\n    const bones = {};\n    object.traverse(function(child) {\n      if (child.isBone)\n        bones[child.uuid] = child;\n    });\n    if (json !== void 0) {\n      for (let i = 0, l = json.length; i < l; i++) {\n        const skeleton = new Skeleton().fromJSON(json[i], bones);\n        skeletons[skeleton.uuid] = skeleton;\n      }\n    }\n    return skeletons;\n  }\n  parseGeometries(json, shapes) {\n    const geometries = {};\n    if (json !== void 0) {\n      const bufferGeometryLoader = new BufferGeometryLoader();\n      for (let i = 0, l = json.length; i < l; i++) {\n        let geometry;\n        const data = json[i];\n        switch (data.type) {\n          case \"BufferGeometry\":\n          case \"InstancedBufferGeometry\":\n            geometry = bufferGeometryLoader.parse(data);\n            break;\n          default:\n            if (data.type in Geometries) {\n              geometry = Geometries[data.type].fromJSON(data, shapes);\n            } else {\n              console.warn(`THREE.ObjectLoader: Unsupported geometry type \"${data.type}\"`);\n            }\n        }\n        geometry.uuid = data.uuid;\n        if (data.name !== void 0)\n          geometry.name = data.name;\n        if (geometry.isBufferGeometry === true && data.userData !== void 0)\n          geometry.userData = data.userData;\n        geometries[data.uuid] = geometry;\n      }\n    }\n    return geometries;\n  }\n  parseMaterials(json, textures) {\n    const cache = {};\n    const materials = {};\n    if (json !== void 0) {\n      const loader = new MaterialLoader();\n      loader.setTextures(textures);\n      for (let i = 0, l = json.length; i < l; i++) {\n        const data = json[i];\n        if (cache[data.uuid] === void 0) {\n          cache[data.uuid] = loader.parse(data);\n        }\n        materials[data.uuid] = cache[data.uuid];\n      }\n    }\n    return materials;\n  }\n  parseAnimations(json) {\n    const animations = {};\n    if (json !== void 0) {\n      for (let i = 0; i < json.length; i++) {\n        const data = json[i];\n        const clip = AnimationClip.parse(data);\n        animations[clip.uuid] = clip;\n      }\n    }\n    return animations;\n  }\n  parseImages(json, onLoad) {\n    const scope = this;\n    const images = {};\n    let loader;\n    function loadImage(url) {\n      scope.manager.itemStart(url);\n      return loader.load(url, function() {\n        scope.manager.itemEnd(url);\n      }, void 0, function() {\n        scope.manager.itemError(url);\n        scope.manager.itemEnd(url);\n      });\n    }\n    function deserializeImage(image) {\n      if (typeof image === \"string\") {\n        const url = image;\n        const path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test(url) ? url : scope.resourcePath + url;\n        return loadImage(path);\n      } else {\n        if (image.data) {\n          return {\n            data: getTypedArray(image.type, image.data),\n            width: image.width,\n            height: image.height\n          };\n        } else {\n          return null;\n        }\n      }\n    }\n    if (json !== void 0 && json.length > 0) {\n      const manager = new LoadingManager(onLoad);\n      loader = new ImageLoader(manager);\n      loader.setCrossOrigin(this.crossOrigin);\n      for (let i = 0, il = json.length; i < il; i++) {\n        const image = json[i];\n        const url = image.url;\n        if (Array.isArray(url)) {\n          const imageArray = [];\n          for (let j = 0, jl = url.length; j < jl; j++) {\n            const currentUrl = url[j];\n            const deserializedImage = deserializeImage(currentUrl);\n            if (deserializedImage !== null) {\n              if (deserializedImage instanceof HTMLImageElement) {\n                imageArray.push(deserializedImage);\n              } else {\n                imageArray.push(new DataTexture(deserializedImage.data, deserializedImage.width, deserializedImage.height));\n              }\n            }\n          }\n          images[image.uuid] = new Source(imageArray);\n        } else {\n          const deserializedImage = deserializeImage(image.url);\n          images[image.uuid] = new Source(deserializedImage);\n        }\n      }\n    }\n    return images;\n  }\n  async parseImagesAsync(json) {\n    const scope = this;\n    const images = {};\n    let loader;\n    async function deserializeImage(image) {\n      if (typeof image === \"string\") {\n        const url = image;\n        const path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test(url) ? url : scope.resourcePath + url;\n        return await loader.loadAsync(path);\n      } else {\n        if (image.data) {\n          return {\n            data: getTypedArray(image.type, image.data),\n            width: image.width,\n            height: image.height\n          };\n        } else {\n          return null;\n        }\n      }\n    }\n    if (json !== void 0 && json.length > 0) {\n      loader = new ImageLoader(this.manager);\n      loader.setCrossOrigin(this.crossOrigin);\n      for (let i = 0, il = json.length; i < il; i++) {\n        const image = json[i];\n        const url = image.url;\n        if (Array.isArray(url)) {\n          const imageArray = [];\n          for (let j = 0, jl = url.length; j < jl; j++) {\n            const currentUrl = url[j];\n            const deserializedImage = await deserializeImage(currentUrl);\n            if (deserializedImage !== null) {\n              if (deserializedImage instanceof HTMLImageElement) {\n                imageArray.push(deserializedImage);\n              } else {\n                imageArray.push(new DataTexture(deserializedImage.data, deserializedImage.width, deserializedImage.height));\n              }\n            }\n          }\n          images[image.uuid] = new Source(imageArray);\n        } else {\n          const deserializedImage = await deserializeImage(image.url);\n          images[image.uuid] = new Source(deserializedImage);\n        }\n      }\n    }\n    return images;\n  }\n  parseTextures(json, images) {\n    function parseConstant(value, type) {\n      if (typeof value === \"number\")\n        return value;\n      console.warn(\"THREE.ObjectLoader.parseTexture: Constant should be in numeric form.\", value);\n      return type[value];\n    }\n    const textures = {};\n    if (json !== void 0) {\n      for (let i = 0, l = json.length; i < l; i++) {\n        const data = json[i];\n        if (data.image === void 0) {\n          console.warn('THREE.ObjectLoader: No \"image\" specified for', data.uuid);\n        }\n        if (images[data.image] === void 0) {\n          console.warn(\"THREE.ObjectLoader: Undefined image\", data.image);\n        }\n        const source = images[data.image];\n        const image = source.data;\n        let texture;\n        if (Array.isArray(image)) {\n          texture = new CubeTexture();\n          if (image.length === 6)\n            texture.needsUpdate = true;\n        } else {\n          if (image && image.data) {\n            texture = new DataTexture();\n          } else {\n            texture = new Texture();\n          }\n          if (image)\n            texture.needsUpdate = true;\n        }\n        texture.source = source;\n        texture.uuid = data.uuid;\n        if (data.name !== void 0)\n          texture.name = data.name;\n        if (data.mapping !== void 0)\n          texture.mapping = parseConstant(data.mapping, TEXTURE_MAPPING);\n        if (data.offset !== void 0)\n          texture.offset.fromArray(data.offset);\n        if (data.repeat !== void 0)\n          texture.repeat.fromArray(data.repeat);\n        if (data.center !== void 0)\n          texture.center.fromArray(data.center);\n        if (data.rotation !== void 0)\n          texture.rotation = data.rotation;\n        if (data.wrap !== void 0) {\n          texture.wrapS = parseConstant(data.wrap[0], TEXTURE_WRAPPING);\n          texture.wrapT = parseConstant(data.wrap[1], TEXTURE_WRAPPING);\n        }\n        if (data.format !== void 0)\n          texture.format = data.format;\n        if (data.type !== void 0)\n          texture.type = data.type;\n        if (data.encoding !== void 0)\n          texture.encoding = data.encoding;\n        if (data.minFilter !== void 0)\n          texture.minFilter = parseConstant(data.minFilter, TEXTURE_FILTER);\n        if (data.magFilter !== void 0)\n          texture.magFilter = parseConstant(data.magFilter, TEXTURE_FILTER);\n        if (data.anisotropy !== void 0)\n          texture.anisotropy = data.anisotropy;\n        if (data.flipY !== void 0)\n          texture.flipY = data.flipY;\n        if (data.generateMipmaps !== void 0)\n          texture.generateMipmaps = data.generateMipmaps;\n        if (data.premultiplyAlpha !== void 0)\n          texture.premultiplyAlpha = data.premultiplyAlpha;\n        if (data.unpackAlignment !== void 0)\n          texture.unpackAlignment = data.unpackAlignment;\n        if (data.userData !== void 0)\n          texture.userData = data.userData;\n        textures[data.uuid] = texture;\n      }\n    }\n    return textures;\n  }\n  parseObject(data, geometries, materials, textures, animations) {\n    let object;\n    function getGeometry(name) {\n      if (geometries[name] === void 0) {\n        console.warn(\"THREE.ObjectLoader: Undefined geometry\", name);\n      }\n      return geometries[name];\n    }\n    function getMaterial(name) {\n      if (name === void 0)\n        return void 0;\n      if (Array.isArray(name)) {\n        const array = [];\n        for (let i = 0, l = name.length; i < l; i++) {\n          const uuid = name[i];\n          if (materials[uuid] === void 0) {\n            console.warn(\"THREE.ObjectLoader: Undefined material\", uuid);\n          }\n          array.push(materials[uuid]);\n        }\n        return array;\n      }\n      if (materials[name] === void 0) {\n        console.warn(\"THREE.ObjectLoader: Undefined material\", name);\n      }\n      return materials[name];\n    }\n    function getTexture(uuid) {\n      if (textures[uuid] === void 0) {\n        console.warn(\"THREE.ObjectLoader: Undefined texture\", uuid);\n      }\n      return textures[uuid];\n    }\n    let geometry, material;\n    switch (data.type) {\n      case \"Scene\":\n        object = new Scene();\n        if (data.background !== void 0) {\n          if (Number.isInteger(data.background)) {\n            object.background = new Color(data.background);\n          } else {\n            object.background = getTexture(data.background);\n          }\n        }\n        if (data.environment !== void 0) {\n          object.environment = getTexture(data.environment);\n        }\n        if (data.fog !== void 0) {\n          if (data.fog.type === \"Fog\") {\n            object.fog = new Fog(data.fog.color, data.fog.near, data.fog.far);\n          } else if (data.fog.type === \"FogExp2\") {\n            object.fog = new FogExp2(data.fog.color, data.fog.density);\n          }\n        }\n        if (data.backgroundBlurriness !== void 0)\n          object.backgroundBlurriness = data.backgroundBlurriness;\n        break;\n      case \"PerspectiveCamera\":\n        object = new PerspectiveCamera(data.fov, data.aspect, data.near, data.far);\n        if (data.focus !== void 0)\n          object.focus = data.focus;\n        if (data.zoom !== void 0)\n          object.zoom = data.zoom;\n        if (data.filmGauge !== void 0)\n          object.filmGauge = data.filmGauge;\n        if (data.filmOffset !== void 0)\n          object.filmOffset = data.filmOffset;\n        if (data.view !== void 0)\n          object.view = Object.assign({}, data.view);\n        break;\n      case \"OrthographicCamera\":\n        object = new OrthographicCamera(data.left, data.right, data.top, data.bottom, data.near, data.far);\n        if (data.zoom !== void 0)\n          object.zoom = data.zoom;\n        if (data.view !== void 0)\n          object.view = Object.assign({}, data.view);\n        break;\n      case \"AmbientLight\":\n        object = new AmbientLight(data.color, data.intensity);\n        break;\n      case \"DirectionalLight\":\n        object = new DirectionalLight(data.color, data.intensity);\n        break;\n      case \"PointLight\":\n        object = new PointLight(data.color, data.intensity, data.distance, data.decay);\n        break;\n      case \"RectAreaLight\":\n        object = new RectAreaLight(data.color, data.intensity, data.width, data.height);\n        break;\n      case \"SpotLight\":\n        object = new SpotLight(data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay);\n        break;\n      case \"HemisphereLight\":\n        object = new HemisphereLight(data.color, data.groundColor, data.intensity);\n        break;\n      case \"LightProbe\":\n        object = new LightProbe().fromJSON(data);\n        break;\n      case \"SkinnedMesh\":\n        geometry = getGeometry(data.geometry);\n        material = getMaterial(data.material);\n        object = new SkinnedMesh(geometry, material);\n        if (data.bindMode !== void 0)\n          object.bindMode = data.bindMode;\n        if (data.bindMatrix !== void 0)\n          object.bindMatrix.fromArray(data.bindMatrix);\n        if (data.skeleton !== void 0)\n          object.skeleton = data.skeleton;\n        break;\n      case \"Mesh\":\n        geometry = getGeometry(data.geometry);\n        material = getMaterial(data.material);\n        object = new Mesh(geometry, material);\n        break;\n      case \"InstancedMesh\":\n        geometry = getGeometry(data.geometry);\n        material = getMaterial(data.material);\n        const count = data.count;\n        const instanceMatrix = data.instanceMatrix;\n        const instanceColor = data.instanceColor;\n        object = new InstancedMesh(geometry, material, count);\n        object.instanceMatrix = new InstancedBufferAttribute(new Float32Array(instanceMatrix.array), 16);\n        if (instanceColor !== void 0)\n          object.instanceColor = new InstancedBufferAttribute(new Float32Array(instanceColor.array), instanceColor.itemSize);\n        break;\n      case \"LOD\":\n        object = new LOD();\n        break;\n      case \"Line\":\n        object = new Line(getGeometry(data.geometry), getMaterial(data.material));\n        break;\n      case \"LineLoop\":\n        object = new LineLoop(getGeometry(data.geometry), getMaterial(data.material));\n        break;\n      case \"LineSegments\":\n        object = new LineSegments(getGeometry(data.geometry), getMaterial(data.material));\n        break;\n      case \"PointCloud\":\n      case \"Points\":\n        object = new Points(getGeometry(data.geometry), getMaterial(data.material));\n        break;\n      case \"Sprite\":\n        object = new Sprite(getMaterial(data.material));\n        break;\n      case \"Group\":\n        object = new Group();\n        break;\n      case \"Bone\":\n        object = new Bone();\n        break;\n      default:\n        object = new Object3D();\n    }\n    object.uuid = data.uuid;\n    if (data.name !== void 0)\n      object.name = data.name;\n    if (data.matrix !== void 0) {\n      object.matrix.fromArray(data.matrix);\n      if (data.matrixAutoUpdate !== void 0)\n        object.matrixAutoUpdate = data.matrixAutoUpdate;\n      if (object.matrixAutoUpdate)\n        object.matrix.decompose(object.position, object.quaternion, object.scale);\n    } else {\n      if (data.position !== void 0)\n        object.position.fromArray(data.position);\n      if (data.rotation !== void 0)\n        object.rotation.fromArray(data.rotation);\n      if (data.quaternion !== void 0)\n        object.quaternion.fromArray(data.quaternion);\n      if (data.scale !== void 0)\n        object.scale.fromArray(data.scale);\n    }\n    if (data.castShadow !== void 0)\n      object.castShadow = data.castShadow;\n    if (data.receiveShadow !== void 0)\n      object.receiveShadow = data.receiveShadow;\n    if (data.shadow) {\n      if (data.shadow.bias !== void 0)\n        object.shadow.bias = data.shadow.bias;\n      if (data.shadow.normalBias !== void 0)\n        object.shadow.normalBias = data.shadow.normalBias;\n      if (data.shadow.radius !== void 0)\n        object.shadow.radius = data.shadow.radius;\n      if (data.shadow.mapSize !== void 0)\n        object.shadow.mapSize.fromArray(data.shadow.mapSize);\n      if (data.shadow.camera !== void 0)\n        object.shadow.camera = this.parseObject(data.shadow.camera);\n    }\n    if (data.visible !== void 0)\n      object.visible = data.visible;\n    if (data.frustumCulled !== void 0)\n      object.frustumCulled = data.frustumCulled;\n    if (data.renderOrder !== void 0)\n      object.renderOrder = data.renderOrder;\n    if (data.userData !== void 0)\n      object.userData = data.userData;\n    if (data.layers !== void 0)\n      object.layers.mask = data.layers;\n    if (data.children !== void 0) {\n      const children = data.children;\n      for (let i = 0; i < children.length; i++) {\n        object.add(this.parseObject(children[i], geometries, materials, textures, animations));\n      }\n    }\n    if (data.animations !== void 0) {\n      const objectAnimations = data.animations;\n      for (let i = 0; i < objectAnimations.length; i++) {\n        const uuid = objectAnimations[i];\n        object.animations.push(animations[uuid]);\n      }\n    }\n    if (data.type === \"LOD\") {\n      if (data.autoUpdate !== void 0)\n        object.autoUpdate = data.autoUpdate;\n      const levels = data.levels;\n      for (let l = 0; l < levels.length; l++) {\n        const level = levels[l];\n        const child = object.getObjectByProperty(\"uuid\", level.object);\n        if (child !== void 0) {\n          object.addLevel(child, level.distance, level.hysteresis);\n        }\n      }\n    }\n    return object;\n  }\n  bindSkeletons(object, skeletons) {\n    if (Object.keys(skeletons).length === 0)\n      return;\n    object.traverse(function(child) {\n      if (child.isSkinnedMesh === true && child.skeleton !== void 0) {\n        const skeleton = skeletons[child.skeleton];\n        if (skeleton === void 0) {\n          console.warn(\"THREE.ObjectLoader: No skeleton found with UUID:\", child.skeleton);\n        } else {\n          child.bind(skeleton, child.bindMatrix);\n        }\n      }\n    });\n  }\n}\nconst TEXTURE_MAPPING = {\n  UVMapping,\n  CubeReflectionMapping,\n  CubeRefractionMapping,\n  EquirectangularReflectionMapping,\n  EquirectangularRefractionMapping,\n  CubeUVReflectionMapping\n};\nconst TEXTURE_WRAPPING = {\n  RepeatWrapping,\n  ClampToEdgeWrapping,\n  MirroredRepeatWrapping\n};\nconst TEXTURE_FILTER = {\n  NearestFilter,\n  NearestMipmapNearestFilter,\n  NearestMipmapLinearFilter,\n  LinearFilter,\n  LinearMipmapNearestFilter,\n  LinearMipmapLinearFilter\n};\nclass ImageBitmapLoader extends Loader {\n  constructor(manager) {\n    super(manager);\n    this.isImageBitmapLoader = true;\n    if (typeof createImageBitmap === \"undefined\") {\n      console.warn(\"THREE.ImageBitmapLoader: createImageBitmap() not supported.\");\n    }\n    if (typeof fetch === \"undefined\") {\n      console.warn(\"THREE.ImageBitmapLoader: fetch() not supported.\");\n    }\n    this.options = {premultiplyAlpha: \"none\"};\n  }\n  setOptions(options) {\n    this.options = options;\n    return this;\n  }\n  load(url, onLoad, onProgress, onError) {\n    if (url === void 0)\n      url = \"\";\n    if (this.path !== void 0)\n      url = this.path + url;\n    url = this.manager.resolveURL(url);\n    const scope = this;\n    const cached = Cache.get(url);\n    if (cached !== void 0) {\n      scope.manager.itemStart(url);\n      setTimeout(function() {\n        if (onLoad)\n          onLoad(cached);\n        scope.manager.itemEnd(url);\n      }, 0);\n      return cached;\n    }\n    const fetchOptions = {};\n    fetchOptions.credentials = this.crossOrigin === \"anonymous\" ? \"same-origin\" : \"include\";\n    fetchOptions.headers = this.requestHeader;\n    fetch(url, fetchOptions).then(function(res) {\n      return res.blob();\n    }).then(function(blob) {\n      return createImageBitmap(blob, Object.assign(scope.options, {colorSpaceConversion: \"none\"}));\n    }).then(function(imageBitmap) {\n      Cache.add(url, imageBitmap);\n      if (onLoad)\n        onLoad(imageBitmap);\n      scope.manager.itemEnd(url);\n    }).catch(function(e) {\n      if (onError)\n        onError(e);\n      scope.manager.itemError(url);\n      scope.manager.itemEnd(url);\n    });\n    scope.manager.itemStart(url);\n  }\n}\nlet _context;\nclass AudioContext {\n  static getContext() {\n    if (_context === void 0) {\n      _context = new (window.AudioContext || window.webkitAudioContext)();\n    }\n    return _context;\n  }\n  static setContext(value) {\n    _context = value;\n  }\n}\nclass AudioLoader extends Loader {\n  constructor(manager) {\n    super(manager);\n  }\n  load(url, onLoad, onProgress, onError) {\n    const scope = this;\n    const loader = new FileLoader(this.manager);\n    loader.setResponseType(\"arraybuffer\");\n    loader.setPath(this.path);\n    loader.setRequestHeader(this.requestHeader);\n    loader.setWithCredentials(this.withCredentials);\n    loader.load(url, function(buffer) {\n      try {\n        const bufferCopy = buffer.slice(0);\n        const context = AudioContext.getContext();\n        context.decodeAudioData(bufferCopy, function(audioBuffer) {\n          onLoad(audioBuffer);\n        });\n      } catch (e) {\n        if (onError) {\n          onError(e);\n        } else {\n          console.error(e);\n        }\n        scope.manager.itemError(url);\n      }\n    }, onProgress, onError);\n  }\n}\nclass HemisphereLightProbe extends LightProbe {\n  constructor(skyColor, groundColor, intensity = 1) {\n    super(void 0, intensity);\n    this.isHemisphereLightProbe = true;\n    const color1 = new Color().set(skyColor);\n    const color2 = new Color().set(groundColor);\n    const sky = new Vector3(color1.r, color1.g, color1.b);\n    const ground = new Vector3(color2.r, color2.g, color2.b);\n    const c0 = Math.sqrt(Math.PI);\n    const c1 = c0 * Math.sqrt(0.75);\n    this.sh.coefficients[0].copy(sky).add(ground).multiplyScalar(c0);\n    this.sh.coefficients[1].copy(sky).sub(ground).multiplyScalar(c1);\n  }\n}\nclass AmbientLightProbe extends LightProbe {\n  constructor(color, intensity = 1) {\n    super(void 0, intensity);\n    this.isAmbientLightProbe = true;\n    const color1 = new Color().set(color);\n    this.sh.coefficients[0].set(color1.r, color1.g, color1.b).multiplyScalar(2 * Math.sqrt(Math.PI));\n  }\n}\nconst _eyeRight = /* @__PURE__ */ new Matrix4();\nconst _eyeLeft = /* @__PURE__ */ new Matrix4();\nconst _projectionMatrix = /* @__PURE__ */ new Matrix4();\nclass StereoCamera {\n  constructor() {\n    this.type = \"StereoCamera\";\n    this.aspect = 1;\n    this.eyeSep = 0.064;\n    this.cameraL = new PerspectiveCamera();\n    this.cameraL.layers.enable(1);\n    this.cameraL.matrixAutoUpdate = false;\n    this.cameraR = new PerspectiveCamera();\n    this.cameraR.layers.enable(2);\n    this.cameraR.matrixAutoUpdate = false;\n    this._cache = {\n      focus: null,\n      fov: null,\n      aspect: null,\n      near: null,\n      far: null,\n      zoom: null,\n      eyeSep: null\n    };\n  }\n  update(camera) {\n    const cache = this._cache;\n    const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov || cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near || cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;\n    if (needsUpdate) {\n      cache.focus = camera.focus;\n      cache.fov = camera.fov;\n      cache.aspect = camera.aspect * this.aspect;\n      cache.near = camera.near;\n      cache.far = camera.far;\n      cache.zoom = camera.zoom;\n      cache.eyeSep = this.eyeSep;\n      _projectionMatrix.copy(camera.projectionMatrix);\n      const eyeSepHalf = cache.eyeSep / 2;\n      const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;\n      const ymax = cache.near * Math.tan(DEG2RAD * cache.fov * 0.5) / cache.zoom;\n      let xmin, xmax;\n      _eyeLeft.elements[12] = -eyeSepHalf;\n      _eyeRight.elements[12] = eyeSepHalf;\n      xmin = -ymax * cache.aspect + eyeSepOnProjection;\n      xmax = ymax * cache.aspect + eyeSepOnProjection;\n      _projectionMatrix.elements[0] = 2 * cache.near / (xmax - xmin);\n      _projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin);\n      this.cameraL.projectionMatrix.copy(_projectionMatrix);\n      xmin = -ymax * cache.aspect - eyeSepOnProjection;\n      xmax = ymax * cache.aspect - eyeSepOnProjection;\n      _projectionMatrix.elements[0] = 2 * cache.near / (xmax - xmin);\n      _projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin);\n      this.cameraR.projectionMatrix.copy(_projectionMatrix);\n    }\n    this.cameraL.matrixWorld.copy(camera.matrixWorld).multiply(_eyeLeft);\n    this.cameraR.matrixWorld.copy(camera.matrixWorld).multiply(_eyeRight);\n  }\n}\nclass Clock {\n  constructor(autoStart = true) {\n    this.autoStart = autoStart;\n    this.startTime = 0;\n    this.oldTime = 0;\n    this.elapsedTime = 0;\n    this.running = false;\n  }\n  start() {\n    this.startTime = now();\n    this.oldTime = this.startTime;\n    this.elapsedTime = 0;\n    this.running = true;\n  }\n  stop() {\n    this.getElapsedTime();\n    this.running = false;\n    this.autoStart = false;\n  }\n  getElapsedTime() {\n    this.getDelta();\n    return this.elapsedTime;\n  }\n  getDelta() {\n    let diff = 0;\n    if (this.autoStart && !this.running) {\n      this.start();\n      return 0;\n    }\n    if (this.running) {\n      const newTime = now();\n      diff = (newTime - this.oldTime) / 1e3;\n      this.oldTime = newTime;\n      this.elapsedTime += diff;\n    }\n    return diff;\n  }\n}\nfunction now() {\n  return (typeof performance === \"undefined\" ? Date : performance).now();\n}\nconst _position$1 = /* @__PURE__ */ new Vector3();\nconst _quaternion$1 = /* @__PURE__ */ new Quaternion();\nconst _scale$1 = /* @__PURE__ */ new Vector3();\nconst _orientation$1 = /* @__PURE__ */ new Vector3();\nclass AudioListener extends Object3D {\n  constructor() {\n    super();\n    this.type = \"AudioListener\";\n    this.context = AudioContext.getContext();\n    this.gain = this.context.createGain();\n    this.gain.connect(this.context.destination);\n    this.filter = null;\n    this.timeDelta = 0;\n    this._clock = new Clock();\n  }\n  getInput() {\n    return this.gain;\n  }\n  removeFilter() {\n    if (this.filter !== null) {\n      this.gain.disconnect(this.filter);\n      this.filter.disconnect(this.context.destination);\n      this.gain.connect(this.context.destination);\n      this.filter = null;\n    }\n    return this;\n  }\n  getFilter() {\n    return this.filter;\n  }\n  setFilter(value) {\n    if (this.filter !== null) {\n      this.gain.disconnect(this.filter);\n      this.filter.disconnect(this.context.destination);\n    } else {\n      this.gain.disconnect(this.context.destination);\n    }\n    this.filter = value;\n    this.gain.connect(this.filter);\n    this.filter.connect(this.context.destination);\n    return this;\n  }\n  getMasterVolume() {\n    return this.gain.gain.value;\n  }\n  setMasterVolume(value) {\n    this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01);\n    return this;\n  }\n  updateMatrixWorld(force) {\n    super.updateMatrixWorld(force);\n    const listener = this.context.listener;\n    const up = this.up;\n    this.timeDelta = this._clock.getDelta();\n    this.matrixWorld.decompose(_position$1, _quaternion$1, _scale$1);\n    _orientation$1.set(0, 0, -1).applyQuaternion(_quaternion$1);\n    if (listener.positionX) {\n      const endTime = this.context.currentTime + this.timeDelta;\n      listener.positionX.linearRampToValueAtTime(_position$1.x, endTime);\n      listener.positionY.linearRampToValueAtTime(_position$1.y, endTime);\n      listener.positionZ.linearRampToValueAtTime(_position$1.z, endTime);\n      listener.forwardX.linearRampToValueAtTime(_orientation$1.x, endTime);\n      listener.forwardY.linearRampToValueAtTime(_orientation$1.y, endTime);\n      listener.forwardZ.linearRampToValueAtTime(_orientation$1.z, endTime);\n      listener.upX.linearRampToValueAtTime(up.x, endTime);\n      listener.upY.linearRampToValueAtTime(up.y, endTime);\n      listener.upZ.linearRampToValueAtTime(up.z, endTime);\n    } else {\n      listener.setPosition(_position$1.x, _position$1.y, _position$1.z);\n      listener.setOrientation(_orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z);\n    }\n  }\n}\nclass Audio extends Object3D {\n  constructor(listener) {\n    super();\n    this.type = \"Audio\";\n    this.listener = listener;\n    this.context = listener.context;\n    this.gain = this.context.createGain();\n    this.gain.connect(listener.getInput());\n    this.autoplay = false;\n    this.buffer = null;\n    this.detune = 0;\n    this.loop = false;\n    this.loopStart = 0;\n    this.loopEnd = 0;\n    this.offset = 0;\n    this.duration = void 0;\n    this.playbackRate = 1;\n    this.isPlaying = false;\n    this.hasPlaybackControl = true;\n    this.source = null;\n    this.sourceType = \"empty\";\n    this._startedAt = 0;\n    this._progress = 0;\n    this._connected = false;\n    this.filters = [];\n  }\n  getOutput() {\n    return this.gain;\n  }\n  setNodeSource(audioNode) {\n    this.hasPlaybackControl = false;\n    this.sourceType = \"audioNode\";\n    this.source = audioNode;\n    this.connect();\n    return this;\n  }\n  setMediaElementSource(mediaElement) {\n    this.hasPlaybackControl = false;\n    this.sourceType = \"mediaNode\";\n    this.source = this.context.createMediaElementSource(mediaElement);\n    this.connect();\n    return this;\n  }\n  setMediaStreamSource(mediaStream) {\n    this.hasPlaybackControl = false;\n    this.sourceType = \"mediaStreamNode\";\n    this.source = this.context.createMediaStreamSource(mediaStream);\n    this.connect();\n    return this;\n  }\n  setBuffer(audioBuffer) {\n    this.buffer = audioBuffer;\n    this.sourceType = \"buffer\";\n    if (this.autoplay)\n      this.play();\n    return this;\n  }\n  play(delay = 0) {\n    if (this.isPlaying === true) {\n      console.warn(\"THREE.Audio: Audio is already playing.\");\n      return;\n    }\n    if (this.hasPlaybackControl === false) {\n      console.warn(\"THREE.Audio: this Audio has no playback control.\");\n      return;\n    }\n    this._startedAt = this.context.currentTime + delay;\n    const source = this.context.createBufferSource();\n    source.buffer = this.buffer;\n    source.loop = this.loop;\n    source.loopStart = this.loopStart;\n    source.loopEnd = this.loopEnd;\n    source.onended = this.onEnded.bind(this);\n    source.start(this._startedAt, this._progress + this.offset, this.duration);\n    this.isPlaying = true;\n    this.source = source;\n    this.setDetune(this.detune);\n    this.setPlaybackRate(this.playbackRate);\n    return this.connect();\n  }\n  pause() {\n    if (this.hasPlaybackControl === false) {\n      console.warn(\"THREE.Audio: this Audio has no playback control.\");\n      return;\n    }\n    if (this.isPlaying === true) {\n      this._progress += Math.max(this.context.currentTime - this._startedAt, 0) * this.playbackRate;\n      if (this.loop === true) {\n        this._progress = this._progress % (this.duration || this.buffer.duration);\n      }\n      this.source.stop();\n      this.source.onended = null;\n      this.isPlaying = false;\n    }\n    return this;\n  }\n  stop() {\n    if (this.hasPlaybackControl === false) {\n      console.warn(\"THREE.Audio: this Audio has no playback control.\");\n      return;\n    }\n    this._progress = 0;\n    this.source.stop();\n    this.source.onended = null;\n    this.isPlaying = false;\n    return this;\n  }\n  connect() {\n    if (this.filters.length > 0) {\n      this.source.connect(this.filters[0]);\n      for (let i = 1, l = this.filters.length; i < l; i++) {\n        this.filters[i - 1].connect(this.filters[i]);\n      }\n      this.filters[this.filters.length - 1].connect(this.getOutput());\n    } else {\n      this.source.connect(this.getOutput());\n    }\n    this._connected = true;\n    return this;\n  }\n  disconnect() {\n    if (this.filters.length > 0) {\n      this.source.disconnect(this.filters[0]);\n      for (let i = 1, l = this.filters.length; i < l; i++) {\n        this.filters[i - 1].disconnect(this.filters[i]);\n      }\n      this.filters[this.filters.length - 1].disconnect(this.getOutput());\n    } else {\n      this.source.disconnect(this.getOutput());\n    }\n    this._connected = false;\n    return this;\n  }\n  getFilters() {\n    return this.filters;\n  }\n  setFilters(value) {\n    if (!value)\n      value = [];\n    if (this._connected === true) {\n      this.disconnect();\n      this.filters = value.slice();\n      this.connect();\n    } else {\n      this.filters = value.slice();\n    }\n    return this;\n  }\n  setDetune(value) {\n    this.detune = value;\n    if (this.source.detune === void 0)\n      return;\n    if (this.isPlaying === true) {\n      this.source.detune.setTargetAtTime(this.detune, this.context.currentTime, 0.01);\n    }\n    return this;\n  }\n  getDetune() {\n    return this.detune;\n  }\n  getFilter() {\n    return this.getFilters()[0];\n  }\n  setFilter(filter) {\n    return this.setFilters(filter ? [filter] : []);\n  }\n  setPlaybackRate(value) {\n    if (this.hasPlaybackControl === false) {\n      console.warn(\"THREE.Audio: this Audio has no playback control.\");\n      return;\n    }\n    this.playbackRate = value;\n    if (this.isPlaying === true) {\n      this.source.playbackRate.setTargetAtTime(this.playbackRate, this.context.currentTime, 0.01);\n    }\n    return this;\n  }\n  getPlaybackRate() {\n    return this.playbackRate;\n  }\n  onEnded() {\n    this.isPlaying = false;\n  }\n  getLoop() {\n    if (this.hasPlaybackControl === false) {\n      console.warn(\"THREE.Audio: this Audio has no playback control.\");\n      return false;\n    }\n    return this.loop;\n  }\n  setLoop(value) {\n    if (this.hasPlaybackControl === false) {\n      console.warn(\"THREE.Audio: this Audio has no playback control.\");\n      return;\n    }\n    this.loop = value;\n    if (this.isPlaying === true) {\n      this.source.loop = this.loop;\n    }\n    return this;\n  }\n  setLoopStart(value) {\n    this.loopStart = value;\n    return this;\n  }\n  setLoopEnd(value) {\n    this.loopEnd = value;\n    return this;\n  }\n  getVolume() {\n    return this.gain.gain.value;\n  }\n  setVolume(value) {\n    this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01);\n    return this;\n  }\n}\nconst _position = /* @__PURE__ */ new Vector3();\nconst _quaternion = /* @__PURE__ */ new Quaternion();\nconst _scale = /* @__PURE__ */ new Vector3();\nconst _orientation = /* @__PURE__ */ new Vector3();\nclass PositionalAudio extends Audio {\n  constructor(listener) {\n    super(listener);\n    this.panner = this.context.createPanner();\n    this.panner.panningModel = \"HRTF\";\n    this.panner.connect(this.gain);\n  }\n  disconnect() {\n    super.disconnect();\n    this.panner.disconnect(this.gain);\n  }\n  getOutput() {\n    return this.panner;\n  }\n  getRefDistance() {\n    return this.panner.refDistance;\n  }\n  setRefDistance(value) {\n    this.panner.refDistance = value;\n    return this;\n  }\n  getRolloffFactor() {\n    return this.panner.rolloffFactor;\n  }\n  setRolloffFactor(value) {\n    this.panner.rolloffFactor = value;\n    return this;\n  }\n  getDistanceModel() {\n    return this.panner.distanceModel;\n  }\n  setDistanceModel(value) {\n    this.panner.distanceModel = value;\n    return this;\n  }\n  getMaxDistance() {\n    return this.panner.maxDistance;\n  }\n  setMaxDistance(value) {\n    this.panner.maxDistance = value;\n    return this;\n  }\n  setDirectionalCone(coneInnerAngle, coneOuterAngle, coneOuterGain) {\n    this.panner.coneInnerAngle = coneInnerAngle;\n    this.panner.coneOuterAngle = coneOuterAngle;\n    this.panner.coneOuterGain = coneOuterGain;\n    return this;\n  }\n  updateMatrixWorld(force) {\n    super.updateMatrixWorld(force);\n    if (this.hasPlaybackControl === true && this.isPlaying === false)\n      return;\n    this.matrixWorld.decompose(_position, _quaternion, _scale);\n    _orientation.set(0, 0, 1).applyQuaternion(_quaternion);\n    const panner = this.panner;\n    if (panner.positionX) {\n      const endTime = this.context.currentTime + this.listener.timeDelta;\n      panner.positionX.linearRampToValueAtTime(_position.x, endTime);\n      panner.positionY.linearRampToValueAtTime(_position.y, endTime);\n      panner.positionZ.linearRampToValueAtTime(_position.z, endTime);\n      panner.orientationX.linearRampToValueAtTime(_orientation.x, endTime);\n      panner.orientationY.linearRampToValueAtTime(_orientation.y, endTime);\n      panner.orientationZ.linearRampToValueAtTime(_orientation.z, endTime);\n    } else {\n      panner.setPosition(_position.x, _position.y, _position.z);\n      panner.setOrientation(_orientation.x, _orientation.y, _orientation.z);\n    }\n  }\n}\nclass AudioAnalyser {\n  constructor(audio, fftSize = 2048) {\n    this.analyser = audio.context.createAnalyser();\n    this.analyser.fftSize = fftSize;\n    this.data = new Uint8Array(this.analyser.frequencyBinCount);\n    audio.getOutput().connect(this.analyser);\n  }\n  getFrequencyData() {\n    this.analyser.getByteFrequencyData(this.data);\n    return this.data;\n  }\n  getAverageFrequency() {\n    let value = 0;\n    const data = this.getFrequencyData();\n    for (let i = 0; i < data.length; i++) {\n      value += data[i];\n    }\n    return value / data.length;\n  }\n}\nclass PropertyMixer {\n  constructor(binding, typeName, valueSize) {\n    this.binding = binding;\n    this.valueSize = valueSize;\n    let mixFunction, mixFunctionAdditive, setIdentity;\n    switch (typeName) {\n      case \"quaternion\":\n        mixFunction = this._slerp;\n        mixFunctionAdditive = this._slerpAdditive;\n        setIdentity = this._setAdditiveIdentityQuaternion;\n        this.buffer = new Float64Array(valueSize * 6);\n        this._workIndex = 5;\n        break;\n      case \"string\":\n      case \"bool\":\n        mixFunction = this._select;\n        mixFunctionAdditive = this._select;\n        setIdentity = this._setAdditiveIdentityOther;\n        this.buffer = new Array(valueSize * 5);\n        break;\n      default:\n        mixFunction = this._lerp;\n        mixFunctionAdditive = this._lerpAdditive;\n        setIdentity = this._setAdditiveIdentityNumeric;\n        this.buffer = new Float64Array(valueSize * 5);\n    }\n    this._mixBufferRegion = mixFunction;\n    this._mixBufferRegionAdditive = mixFunctionAdditive;\n    this._setIdentity = setIdentity;\n    this._origIndex = 3;\n    this._addIndex = 4;\n    this.cumulativeWeight = 0;\n    this.cumulativeWeightAdditive = 0;\n    this.useCount = 0;\n    this.referenceCount = 0;\n  }\n  accumulate(accuIndex, weight) {\n    const buffer = this.buffer, stride = this.valueSize, offset = accuIndex * stride + stride;\n    let currentWeight = this.cumulativeWeight;\n    if (currentWeight === 0) {\n      for (let i = 0; i !== stride; ++i) {\n        buffer[offset + i] = buffer[i];\n      }\n      currentWeight = weight;\n    } else {\n      currentWeight += weight;\n      const mix = weight / currentWeight;\n      this._mixBufferRegion(buffer, offset, 0, mix, stride);\n    }\n    this.cumulativeWeight = currentWeight;\n  }\n  accumulateAdditive(weight) {\n    const buffer = this.buffer, stride = this.valueSize, offset = stride * this._addIndex;\n    if (this.cumulativeWeightAdditive === 0) {\n      this._setIdentity();\n    }\n    this._mixBufferRegionAdditive(buffer, offset, 0, weight, stride);\n    this.cumulativeWeightAdditive += weight;\n  }\n  apply(accuIndex) {\n    const stride = this.valueSize, buffer = this.buffer, offset = accuIndex * stride + stride, weight = this.cumulativeWeight, weightAdditive = this.cumulativeWeightAdditive, binding = this.binding;\n    this.cumulativeWeight = 0;\n    this.cumulativeWeightAdditive = 0;\n    if (weight < 1) {\n      const originalValueOffset = stride * this._origIndex;\n      this._mixBufferRegion(buffer, offset, originalValueOffset, 1 - weight, stride);\n    }\n    if (weightAdditive > 0) {\n      this._mixBufferRegionAdditive(buffer, offset, this._addIndex * stride, 1, stride);\n    }\n    for (let i = stride, e = stride + stride; i !== e; ++i) {\n      if (buffer[i] !== buffer[i + stride]) {\n        binding.setValue(buffer, offset);\n        break;\n      }\n    }\n  }\n  saveOriginalState() {\n    const binding = this.binding;\n    const buffer = this.buffer, stride = this.valueSize, originalValueOffset = stride * this._origIndex;\n    binding.getValue(buffer, originalValueOffset);\n    for (let i = stride, e = originalValueOffset; i !== e; ++i) {\n      buffer[i] = buffer[originalValueOffset + i % stride];\n    }\n    this._setIdentity();\n    this.cumulativeWeight = 0;\n    this.cumulativeWeightAdditive = 0;\n  }\n  restoreOriginalState() {\n    const originalValueOffset = this.valueSize * 3;\n    this.binding.setValue(this.buffer, originalValueOffset);\n  }\n  _setAdditiveIdentityNumeric() {\n    const startIndex = this._addIndex * this.valueSize;\n    const endIndex = startIndex + this.valueSize;\n    for (let i = startIndex; i < endIndex; i++) {\n      this.buffer[i] = 0;\n    }\n  }\n  _setAdditiveIdentityQuaternion() {\n    this._setAdditiveIdentityNumeric();\n    this.buffer[this._addIndex * this.valueSize + 3] = 1;\n  }\n  _setAdditiveIdentityOther() {\n    const startIndex = this._origIndex * this.valueSize;\n    const targetIndex = this._addIndex * this.valueSize;\n    for (let i = 0; i < this.valueSize; i++) {\n      this.buffer[targetIndex + i] = this.buffer[startIndex + i];\n    }\n  }\n  _select(buffer, dstOffset, srcOffset, t, stride) {\n    if (t >= 0.5) {\n      for (let i = 0; i !== stride; ++i) {\n        buffer[dstOffset + i] = buffer[srcOffset + i];\n      }\n    }\n  }\n  _slerp(buffer, dstOffset, srcOffset, t) {\n    Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t);\n  }\n  _slerpAdditive(buffer, dstOffset, srcOffset, t, stride) {\n    const workOffset = this._workIndex * stride;\n    Quaternion.multiplyQuaternionsFlat(buffer, workOffset, buffer, dstOffset, buffer, srcOffset);\n    Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t);\n  }\n  _lerp(buffer, dstOffset, srcOffset, t, stride) {\n    const s = 1 - t;\n    for (let i = 0; i !== stride; ++i) {\n      const j = dstOffset + i;\n      buffer[j] = buffer[j] * s + buffer[srcOffset + i] * t;\n    }\n  }\n  _lerpAdditive(buffer, dstOffset, srcOffset, t, stride) {\n    for (let i = 0; i !== stride; ++i) {\n      const j = dstOffset + i;\n      buffer[j] = buffer[j] + buffer[srcOffset + i] * t;\n    }\n  }\n}\nconst _RESERVED_CHARS_RE = \"\\\\[\\\\]\\\\.:\\\\/\";\nconst _reservedRe = new RegExp(\"[\" + _RESERVED_CHARS_RE + \"]\", \"g\");\nconst _wordChar = \"[^\" + _RESERVED_CHARS_RE + \"]\";\nconst _wordCharOrDot = \"[^\" + _RESERVED_CHARS_RE.replace(\"\\\\.\", \"\") + \"]\";\nconst _directoryRe = /* @__PURE__ */ /((?:WC+[\\/:])*)/.source.replace(\"WC\", _wordChar);\nconst _nodeRe = /* @__PURE__ */ /(WCOD+)?/.source.replace(\"WCOD\", _wordCharOrDot);\nconst _objectRe = /* @__PURE__ */ /(?:\\.(WC+)(?:\\[(.+)\\])?)?/.source.replace(\"WC\", _wordChar);\nconst _propertyRe = /* @__PURE__ */ /\\.(WC+)(?:\\[(.+)\\])?/.source.replace(\"WC\", _wordChar);\nconst _trackRe = new RegExp(\"^\" + _directoryRe + _nodeRe + _objectRe + _propertyRe + \"$\");\nconst _supportedObjectNames = [\"material\", \"materials\", \"bones\", \"map\"];\nclass Composite {\n  constructor(targetGroup, path, optionalParsedPath) {\n    const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName(path);\n    this._targetGroup = targetGroup;\n    this._bindings = targetGroup.subscribe_(path, parsedPath);\n  }\n  getValue(array, offset) {\n    this.bind();\n    const firstValidIndex = this._targetGroup.nCachedObjects_, binding = this._bindings[firstValidIndex];\n    if (binding !== void 0)\n      binding.getValue(array, offset);\n  }\n  setValue(array, offset) {\n    const bindings = this._bindings;\n    for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {\n      bindings[i].setValue(array, offset);\n    }\n  }\n  bind() {\n    const bindings = this._bindings;\n    for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {\n      bindings[i].bind();\n    }\n  }\n  unbind() {\n    const bindings = this._bindings;\n    for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {\n      bindings[i].unbind();\n    }\n  }\n}\nclass PropertyBinding {\n  constructor(rootNode, path, parsedPath) {\n    this.path = path;\n    this.parsedPath = parsedPath || PropertyBinding.parseTrackName(path);\n    this.node = PropertyBinding.findNode(rootNode, this.parsedPath.nodeName) || rootNode;\n    this.rootNode = rootNode;\n    this.getValue = this._getValue_unbound;\n    this.setValue = this._setValue_unbound;\n  }\n  static create(root, path, parsedPath) {\n    if (!(root && root.isAnimationObjectGroup)) {\n      return new PropertyBinding(root, path, parsedPath);\n    } else {\n      return new PropertyBinding.Composite(root, path, parsedPath);\n    }\n  }\n  static sanitizeNodeName(name) {\n    return name.replace(/\\s/g, \"_\").replace(_reservedRe, \"\");\n  }\n  static parseTrackName(trackName) {\n    const matches = _trackRe.exec(trackName);\n    if (matches === null) {\n      throw new Error(\"PropertyBinding: Cannot parse trackName: \" + trackName);\n    }\n    const results = {\n      nodeName: matches[2],\n      objectName: matches[3],\n      objectIndex: matches[4],\n      propertyName: matches[5],\n      propertyIndex: matches[6]\n    };\n    const lastDot = results.nodeName && results.nodeName.lastIndexOf(\".\");\n    if (lastDot !== void 0 && lastDot !== -1) {\n      const objectName = results.nodeName.substring(lastDot + 1);\n      if (_supportedObjectNames.indexOf(objectName) !== -1) {\n        results.nodeName = results.nodeName.substring(0, lastDot);\n        results.objectName = objectName;\n      }\n    }\n    if (results.propertyName === null || results.propertyName.length === 0) {\n      throw new Error(\"PropertyBinding: can not parse propertyName from trackName: \" + trackName);\n    }\n    return results;\n  }\n  static findNode(root, nodeName) {\n    if (nodeName === void 0 || nodeName === \"\" || nodeName === \".\" || nodeName === -1 || nodeName === root.name || nodeName === root.uuid) {\n      return root;\n    }\n    if (root.skeleton) {\n      const bone = root.skeleton.getBoneByName(nodeName);\n      if (bone !== void 0) {\n        return bone;\n      }\n    }\n    if (root.children) {\n      const searchNodeSubtree = function(children) {\n        for (let i = 0; i < children.length; i++) {\n          const childNode = children[i];\n          if (childNode.name === nodeName || childNode.uuid === nodeName) {\n            return childNode;\n          }\n          const result = searchNodeSubtree(childNode.children);\n          if (result)\n            return result;\n        }\n        return null;\n      };\n      const subTreeNode = searchNodeSubtree(root.children);\n      if (subTreeNode) {\n        return subTreeNode;\n      }\n    }\n    return null;\n  }\n  _getValue_unavailable() {\n  }\n  _setValue_unavailable() {\n  }\n  _getValue_direct(buffer, offset) {\n    buffer[offset] = this.targetObject[this.propertyName];\n  }\n  _getValue_array(buffer, offset) {\n    const source = this.resolvedProperty;\n    for (let i = 0, n = source.length; i !== n; ++i) {\n      buffer[offset++] = source[i];\n    }\n  }\n  _getValue_arrayElement(buffer, offset) {\n    buffer[offset] = this.resolvedProperty[this.propertyIndex];\n  }\n  _getValue_toArray(buffer, offset) {\n    this.resolvedProperty.toArray(buffer, offset);\n  }\n  _setValue_direct(buffer, offset) {\n    this.targetObject[this.propertyName] = buffer[offset];\n  }\n  _setValue_direct_setNeedsUpdate(buffer, offset) {\n    this.targetObject[this.propertyName] = buffer[offset];\n    this.targetObject.needsUpdate = true;\n  }\n  _setValue_direct_setMatrixWorldNeedsUpdate(buffer, offset) {\n    this.targetObject[this.propertyName] = buffer[offset];\n    this.targetObject.matrixWorldNeedsUpdate = true;\n  }\n  _setValue_array(buffer, offset) {\n    const dest = this.resolvedProperty;\n    for (let i = 0, n = dest.length; i !== n; ++i) {\n      dest[i] = buffer[offset++];\n    }\n  }\n  _setValue_array_setNeedsUpdate(buffer, offset) {\n    const dest = this.resolvedProperty;\n    for (let i = 0, n = dest.length; i !== n; ++i) {\n      dest[i] = buffer[offset++];\n    }\n    this.targetObject.needsUpdate = true;\n  }\n  _setValue_array_setMatrixWorldNeedsUpdate(buffer, offset) {\n    const dest = this.resolvedProperty;\n    for (let i = 0, n = dest.length; i !== n; ++i) {\n      dest[i] = buffer[offset++];\n    }\n    this.targetObject.matrixWorldNeedsUpdate = true;\n  }\n  _setValue_arrayElement(buffer, offset) {\n    this.resolvedProperty[this.propertyIndex] = buffer[offset];\n  }\n  _setValue_arrayElement_setNeedsUpdate(buffer, offset) {\n    this.resolvedProperty[this.propertyIndex] = buffer[offset];\n    this.targetObject.needsUpdate = true;\n  }\n  _setValue_arrayElement_setMatrixWorldNeedsUpdate(buffer, offset) {\n    this.resolvedProperty[this.propertyIndex] = buffer[offset];\n    this.targetObject.matrixWorldNeedsUpdate = true;\n  }\n  _setValue_fromArray(buffer, offset) {\n    this.resolvedProperty.fromArray(buffer, offset);\n  }\n  _setValue_fromArray_setNeedsUpdate(buffer, offset) {\n    this.resolvedProperty.fromArray(buffer, offset);\n    this.targetObject.needsUpdate = true;\n  }\n  _setValue_fromArray_setMatrixWorldNeedsUpdate(buffer, offset) {\n    this.resolvedProperty.fromArray(buffer, offset);\n    this.targetObject.matrixWorldNeedsUpdate = true;\n  }\n  _getValue_unbound(targetArray, offset) {\n    this.bind();\n    this.getValue(targetArray, offset);\n  }\n  _setValue_unbound(sourceArray, offset) {\n    this.bind();\n    this.setValue(sourceArray, offset);\n  }\n  bind() {\n    let targetObject = this.node;\n    const parsedPath = this.parsedPath;\n    const objectName = parsedPath.objectName;\n    const propertyName = parsedPath.propertyName;\n    let propertyIndex = parsedPath.propertyIndex;\n    if (!targetObject) {\n      targetObject = PropertyBinding.findNode(this.rootNode, parsedPath.nodeName) || this.rootNode;\n      this.node = targetObject;\n    }\n    this.getValue = this._getValue_unavailable;\n    this.setValue = this._setValue_unavailable;\n    if (!targetObject) {\n      console.error(\"THREE.PropertyBinding: Trying to update node for track: \" + this.path + \" but it wasn't found.\");\n      return;\n    }\n    if (objectName) {\n      let objectIndex = parsedPath.objectIndex;\n      switch (objectName) {\n        case \"materials\":\n          if (!targetObject.material) {\n            console.error(\"THREE.PropertyBinding: Can not bind to material as node does not have a material.\", this);\n            return;\n          }\n          if (!targetObject.material.materials) {\n            console.error(\"THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.\", this);\n            return;\n          }\n          targetObject = targetObject.material.materials;\n          break;\n        case \"bones\":\n          if (!targetObject.skeleton) {\n            console.error(\"THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.\", this);\n            return;\n          }\n          targetObject = targetObject.skeleton.bones;\n          for (let i = 0; i < targetObject.length; i++) {\n            if (targetObject[i].name === objectIndex) {\n              objectIndex = i;\n              break;\n            }\n          }\n          break;\n        case \"map\":\n          if (\"map\" in targetObject) {\n            targetObject = targetObject.map;\n            break;\n          }\n          if (!targetObject.material) {\n            console.error(\"THREE.PropertyBinding: Can not bind to material as node does not have a material.\", this);\n            return;\n          }\n          if (!targetObject.material.map) {\n            console.error(\"THREE.PropertyBinding: Can not bind to material.map as node.material does not have a map.\", this);\n            return;\n          }\n          targetObject = targetObject.material.map;\n          break;\n        default:\n          if (targetObject[objectName] === void 0) {\n            console.error(\"THREE.PropertyBinding: Can not bind to objectName of node undefined.\", this);\n            return;\n          }\n          targetObject = targetObject[objectName];\n      }\n      if (objectIndex !== void 0) {\n        if (targetObject[objectIndex] === void 0) {\n          console.error(\"THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.\", this, targetObject);\n          return;\n        }\n        targetObject = targetObject[objectIndex];\n      }\n    }\n    const nodeProperty = targetObject[propertyName];\n    if (nodeProperty === void 0) {\n      const nodeName = parsedPath.nodeName;\n      console.error(\"THREE.PropertyBinding: Trying to update property for track: \" + nodeName + \".\" + propertyName + \" but it wasn't found.\", targetObject);\n      return;\n    }\n    let versioning = this.Versioning.None;\n    this.targetObject = targetObject;\n    if (targetObject.needsUpdate !== void 0) {\n      versioning = this.Versioning.NeedsUpdate;\n    } else if (targetObject.matrixWorldNeedsUpdate !== void 0) {\n      versioning = this.Versioning.MatrixWorldNeedsUpdate;\n    }\n    let bindingType = this.BindingType.Direct;\n    if (propertyIndex !== void 0) {\n      if (propertyName === \"morphTargetInfluences\") {\n        if (!targetObject.geometry) {\n          console.error(\"THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.\", this);\n          return;\n        }\n        if (!targetObject.geometry.morphAttributes) {\n          console.error(\"THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.\", this);\n          return;\n        }\n        if (targetObject.morphTargetDictionary[propertyIndex] !== void 0) {\n          propertyIndex = targetObject.morphTargetDictionary[propertyIndex];\n        }\n      }\n      bindingType = this.BindingType.ArrayElement;\n      this.resolvedProperty = nodeProperty;\n      this.propertyIndex = propertyIndex;\n    } else if (nodeProperty.fromArray !== void 0 && nodeProperty.toArray !== void 0) {\n      bindingType = this.BindingType.HasFromToArray;\n      this.resolvedProperty = nodeProperty;\n    } else if (Array.isArray(nodeProperty)) {\n      bindingType = this.BindingType.EntireArray;\n      this.resolvedProperty = nodeProperty;\n    } else {\n      this.propertyName = propertyName;\n    }\n    this.getValue = this.GetterByBindingType[bindingType];\n    this.setValue = this.SetterByBindingTypeAndVersioning[bindingType][versioning];\n  }\n  unbind() {\n    this.node = null;\n    this.getValue = this._getValue_unbound;\n    this.setValue = this._setValue_unbound;\n  }\n}\nPropertyBinding.Composite = Composite;\nPropertyBinding.prototype.BindingType = {\n  Direct: 0,\n  EntireArray: 1,\n  ArrayElement: 2,\n  HasFromToArray: 3\n};\nPropertyBinding.prototype.Versioning = {\n  None: 0,\n  NeedsUpdate: 1,\n  MatrixWorldNeedsUpdate: 2\n};\nPropertyBinding.prototype.GetterByBindingType = [\n  PropertyBinding.prototype._getValue_direct,\n  PropertyBinding.prototype._getValue_array,\n  PropertyBinding.prototype._getValue_arrayElement,\n  PropertyBinding.prototype._getValue_toArray\n];\nPropertyBinding.prototype.SetterByBindingTypeAndVersioning = [\n  [\n    PropertyBinding.prototype._setValue_direct,\n    PropertyBinding.prototype._setValue_direct_setNeedsUpdate,\n    PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate\n  ],\n  [\n    PropertyBinding.prototype._setValue_array,\n    PropertyBinding.prototype._setValue_array_setNeedsUpdate,\n    PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate\n  ],\n  [\n    PropertyBinding.prototype._setValue_arrayElement,\n    PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,\n    PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate\n  ],\n  [\n    PropertyBinding.prototype._setValue_fromArray,\n    PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,\n    PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate\n  ]\n];\nclass AnimationObjectGroup {\n  constructor() {\n    this.isAnimationObjectGroup = true;\n    this.uuid = generateUUID();\n    this._objects = Array.prototype.slice.call(arguments);\n    this.nCachedObjects_ = 0;\n    const indices = {};\n    this._indicesByUUID = indices;\n    for (let i = 0, n = arguments.length; i !== n; ++i) {\n      indices[arguments[i].uuid] = i;\n    }\n    this._paths = [];\n    this._parsedPaths = [];\n    this._bindings = [];\n    this._bindingsIndicesByPath = {};\n    const scope = this;\n    this.stats = {\n      objects: {\n        get total() {\n          return scope._objects.length;\n        },\n        get inUse() {\n          return this.total - scope.nCachedObjects_;\n        }\n      },\n      get bindingsPerObject() {\n        return scope._bindings.length;\n      }\n    };\n  }\n  add() {\n    const objects = this._objects, indicesByUUID = this._indicesByUUID, paths = this._paths, parsedPaths = this._parsedPaths, bindings = this._bindings, nBindings = bindings.length;\n    let knownObject = void 0, nObjects = objects.length, nCachedObjects = this.nCachedObjects_;\n    for (let i = 0, n = arguments.length; i !== n; ++i) {\n      const object = arguments[i], uuid = object.uuid;\n      let index = indicesByUUID[uuid];\n      if (index === void 0) {\n        index = nObjects++;\n        indicesByUUID[uuid] = index;\n        objects.push(object);\n        for (let j = 0, m = nBindings; j !== m; ++j) {\n          bindings[j].push(new PropertyBinding(object, paths[j], parsedPaths[j]));\n        }\n      } else if (index < nCachedObjects) {\n        knownObject = objects[index];\n        const firstActiveIndex = --nCachedObjects, lastCachedObject = objects[firstActiveIndex];\n        indicesByUUID[lastCachedObject.uuid] = index;\n        objects[index] = lastCachedObject;\n        indicesByUUID[uuid] = firstActiveIndex;\n        objects[firstActiveIndex] = object;\n        for (let j = 0, m = nBindings; j !== m; ++j) {\n          const bindingsForPath = bindings[j], lastCached = bindingsForPath[firstActiveIndex];\n          let binding = bindingsForPath[index];\n          bindingsForPath[index] = lastCached;\n          if (binding === void 0) {\n            binding = new PropertyBinding(object, paths[j], parsedPaths[j]);\n          }\n          bindingsForPath[firstActiveIndex] = binding;\n        }\n      } else if (objects[index] !== knownObject) {\n        console.error(\"THREE.AnimationObjectGroup: Different objects with the same UUID detected. Clean the caches or recreate your infrastructure when reloading scenes.\");\n      }\n    }\n    this.nCachedObjects_ = nCachedObjects;\n  }\n  remove() {\n    const objects = this._objects, indicesByUUID = this._indicesByUUID, bindings = this._bindings, nBindings = bindings.length;\n    let nCachedObjects = this.nCachedObjects_;\n    for (let i = 0, n = arguments.length; i !== n; ++i) {\n      const object = arguments[i], uuid = object.uuid, index = indicesByUUID[uuid];\n      if (index !== void 0 && index >= nCachedObjects) {\n        const lastCachedIndex = nCachedObjects++, firstActiveObject = objects[lastCachedIndex];\n        indicesByUUID[firstActiveObject.uuid] = index;\n        objects[index] = firstActiveObject;\n        indicesByUUID[uuid] = lastCachedIndex;\n        objects[lastCachedIndex] = object;\n        for (let j = 0, m = nBindings; j !== m; ++j) {\n          const bindingsForPath = bindings[j], firstActive = bindingsForPath[lastCachedIndex], binding = bindingsForPath[index];\n          bindingsForPath[index] = firstActive;\n          bindingsForPath[lastCachedIndex] = binding;\n        }\n      }\n    }\n    this.nCachedObjects_ = nCachedObjects;\n  }\n  uncache() {\n    const objects = this._objects, indicesByUUID = this._indicesByUUID, bindings = this._bindings, nBindings = bindings.length;\n    let nCachedObjects = this.nCachedObjects_, nObjects = objects.length;\n    for (let i = 0, n = arguments.length; i !== n; ++i) {\n      const object = arguments[i], uuid = object.uuid, index = indicesByUUID[uuid];\n      if (index !== void 0) {\n        delete indicesByUUID[uuid];\n        if (index < nCachedObjects) {\n          const firstActiveIndex = --nCachedObjects, lastCachedObject = objects[firstActiveIndex], lastIndex = --nObjects, lastObject = objects[lastIndex];\n          indicesByUUID[lastCachedObject.uuid] = index;\n          objects[index] = lastCachedObject;\n          indicesByUUID[lastObject.uuid] = firstActiveIndex;\n          objects[firstActiveIndex] = lastObject;\n          objects.pop();\n          for (let j = 0, m = nBindings; j !== m; ++j) {\n            const bindingsForPath = bindings[j], lastCached = bindingsForPath[firstActiveIndex], last = bindingsForPath[lastIndex];\n            bindingsForPath[index] = lastCached;\n            bindingsForPath[firstActiveIndex] = last;\n            bindingsForPath.pop();\n          }\n        } else {\n          const lastIndex = --nObjects, lastObject = objects[lastIndex];\n          if (lastIndex > 0) {\n            indicesByUUID[lastObject.uuid] = index;\n          }\n          objects[index] = lastObject;\n          objects.pop();\n          for (let j = 0, m = nBindings; j !== m; ++j) {\n            const bindingsForPath = bindings[j];\n            bindingsForPath[index] = bindingsForPath[lastIndex];\n            bindingsForPath.pop();\n          }\n        }\n      }\n    }\n    this.nCachedObjects_ = nCachedObjects;\n  }\n  subscribe_(path, parsedPath) {\n    const indicesByPath = this._bindingsIndicesByPath;\n    let index = indicesByPath[path];\n    const bindings = this._bindings;\n    if (index !== void 0)\n      return bindings[index];\n    const paths = this._paths, parsedPaths = this._parsedPaths, objects = this._objects, nObjects = objects.length, nCachedObjects = this.nCachedObjects_, bindingsForPath = new Array(nObjects);\n    index = bindings.length;\n    indicesByPath[path] = index;\n    paths.push(path);\n    parsedPaths.push(parsedPath);\n    bindings.push(bindingsForPath);\n    for (let i = nCachedObjects, n = objects.length; i !== n; ++i) {\n      const object = objects[i];\n      bindingsForPath[i] = new PropertyBinding(object, path, parsedPath);\n    }\n    return bindingsForPath;\n  }\n  unsubscribe_(path) {\n    const indicesByPath = this._bindingsIndicesByPath, index = indicesByPath[path];\n    if (index !== void 0) {\n      const paths = this._paths, parsedPaths = this._parsedPaths, bindings = this._bindings, lastBindingsIndex = bindings.length - 1, lastBindings = bindings[lastBindingsIndex], lastBindingsPath = path[lastBindingsIndex];\n      indicesByPath[lastBindingsPath] = index;\n      bindings[index] = lastBindings;\n      bindings.pop();\n      parsedPaths[index] = parsedPaths[lastBindingsIndex];\n      parsedPaths.pop();\n      paths[index] = paths[lastBindingsIndex];\n      paths.pop();\n    }\n  }\n}\nclass AnimationAction {\n  constructor(mixer, clip, localRoot = null, blendMode = clip.blendMode) {\n    this._mixer = mixer;\n    this._clip = clip;\n    this._localRoot = localRoot;\n    this.blendMode = blendMode;\n    const tracks = clip.tracks, nTracks = tracks.length, interpolants = new Array(nTracks);\n    const interpolantSettings = {\n      endingStart: ZeroCurvatureEnding,\n      endingEnd: ZeroCurvatureEnding\n    };\n    for (let i = 0; i !== nTracks; ++i) {\n      const interpolant = tracks[i].createInterpolant(null);\n      interpolants[i] = interpolant;\n      interpolant.settings = interpolantSettings;\n    }\n    this._interpolantSettings = interpolantSettings;\n    this._interpolants = interpolants;\n    this._propertyBindings = new Array(nTracks);\n    this._cacheIndex = null;\n    this._byClipCacheIndex = null;\n    this._timeScaleInterpolant = null;\n    this._weightInterpolant = null;\n    this.loop = LoopRepeat;\n    this._loopCount = -1;\n    this._startTime = null;\n    this.time = 0;\n    this.timeScale = 1;\n    this._effectiveTimeScale = 1;\n    this.weight = 1;\n    this._effectiveWeight = 1;\n    this.repetitions = Infinity;\n    this.paused = false;\n    this.enabled = true;\n    this.clampWhenFinished = false;\n    this.zeroSlopeAtStart = true;\n    this.zeroSlopeAtEnd = true;\n  }\n  play() {\n    this._mixer._activateAction(this);\n    return this;\n  }\n  stop() {\n    this._mixer._deactivateAction(this);\n    return this.reset();\n  }\n  reset() {\n    this.paused = false;\n    this.enabled = true;\n    this.time = 0;\n    this._loopCount = -1;\n    this._startTime = null;\n    return this.stopFading().stopWarping();\n  }\n  isRunning() {\n    return this.enabled && !this.paused && this.timeScale !== 0 && this._startTime === null && this._mixer._isActiveAction(this);\n  }\n  isScheduled() {\n    return this._mixer._isActiveAction(this);\n  }\n  startAt(time) {\n    this._startTime = time;\n    return this;\n  }\n  setLoop(mode, repetitions) {\n    this.loop = mode;\n    this.repetitions = repetitions;\n    return this;\n  }\n  setEffectiveWeight(weight) {\n    this.weight = weight;\n    this._effectiveWeight = this.enabled ? weight : 0;\n    return this.stopFading();\n  }\n  getEffectiveWeight() {\n    return this._effectiveWeight;\n  }\n  fadeIn(duration) {\n    return this._scheduleFading(duration, 0, 1);\n  }\n  fadeOut(duration) {\n    return this._scheduleFading(duration, 1, 0);\n  }\n  crossFadeFrom(fadeOutAction, duration, warp) {\n    fadeOutAction.fadeOut(duration);\n    this.fadeIn(duration);\n    if (warp) {\n      const fadeInDuration = this._clip.duration, fadeOutDuration = fadeOutAction._clip.duration, startEndRatio = fadeOutDuration / fadeInDuration, endStartRatio = fadeInDuration / fadeOutDuration;\n      fadeOutAction.warp(1, startEndRatio, duration);\n      this.warp(endStartRatio, 1, duration);\n    }\n    return this;\n  }\n  crossFadeTo(fadeInAction, duration, warp) {\n    return fadeInAction.crossFadeFrom(this, duration, warp);\n  }\n  stopFading() {\n    const weightInterpolant = this._weightInterpolant;\n    if (weightInterpolant !== null) {\n      this._weightInterpolant = null;\n      this._mixer._takeBackControlInterpolant(weightInterpolant);\n    }\n    return this;\n  }\n  setEffectiveTimeScale(timeScale) {\n    this.timeScale = timeScale;\n    this._effectiveTimeScale = this.paused ? 0 : timeScale;\n    return this.stopWarping();\n  }\n  getEffectiveTimeScale() {\n    return this._effectiveTimeScale;\n  }\n  setDuration(duration) {\n    this.timeScale = this._clip.duration / duration;\n    return this.stopWarping();\n  }\n  syncWith(action) {\n    this.time = action.time;\n    this.timeScale = action.timeScale;\n    return this.stopWarping();\n  }\n  halt(duration) {\n    return this.warp(this._effectiveTimeScale, 0, duration);\n  }\n  warp(startTimeScale, endTimeScale, duration) {\n    const mixer = this._mixer, now2 = mixer.time, timeScale = this.timeScale;\n    let interpolant = this._timeScaleInterpolant;\n    if (interpolant === null) {\n      interpolant = mixer._lendControlInterpolant();\n      this._timeScaleInterpolant = interpolant;\n    }\n    const times = interpolant.parameterPositions, values = interpolant.sampleValues;\n    times[0] = now2;\n    times[1] = now2 + duration;\n    values[0] = startTimeScale / timeScale;\n    values[1] = endTimeScale / timeScale;\n    return this;\n  }\n  stopWarping() {\n    const timeScaleInterpolant = this._timeScaleInterpolant;\n    if (timeScaleInterpolant !== null) {\n      this._timeScaleInterpolant = null;\n      this._mixer._takeBackControlInterpolant(timeScaleInterpolant);\n    }\n    return this;\n  }\n  getMixer() {\n    return this._mixer;\n  }\n  getClip() {\n    return this._clip;\n  }\n  getRoot() {\n    return this._localRoot || this._mixer._root;\n  }\n  _update(time, deltaTime, timeDirection, accuIndex) {\n    if (!this.enabled) {\n      this._updateWeight(time);\n      return;\n    }\n    const startTime = this._startTime;\n    if (startTime !== null) {\n      const timeRunning = (time - startTime) * timeDirection;\n      if (timeRunning < 0 || timeDirection === 0) {\n        deltaTime = 0;\n      } else {\n        this._startTime = null;\n        deltaTime = timeDirection * timeRunning;\n      }\n    }\n    deltaTime *= this._updateTimeScale(time);\n    const clipTime = this._updateTime(deltaTime);\n    const weight = this._updateWeight(time);\n    if (weight > 0) {\n      const interpolants = this._interpolants;\n      const propertyMixers = this._propertyBindings;\n      switch (this.blendMode) {\n        case AdditiveAnimationBlendMode:\n          for (let j = 0, m = interpolants.length; j !== m; ++j) {\n            interpolants[j].evaluate(clipTime);\n            propertyMixers[j].accumulateAdditive(weight);\n          }\n          break;\n        case NormalAnimationBlendMode:\n        default:\n          for (let j = 0, m = interpolants.length; j !== m; ++j) {\n            interpolants[j].evaluate(clipTime);\n            propertyMixers[j].accumulate(accuIndex, weight);\n          }\n      }\n    }\n  }\n  _updateWeight(time) {\n    let weight = 0;\n    if (this.enabled) {\n      weight = this.weight;\n      const interpolant = this._weightInterpolant;\n      if (interpolant !== null) {\n        const interpolantValue = interpolant.evaluate(time)[0];\n        weight *= interpolantValue;\n        if (time > interpolant.parameterPositions[1]) {\n          this.stopFading();\n          if (interpolantValue === 0) {\n            this.enabled = false;\n          }\n        }\n      }\n    }\n    this._effectiveWeight = weight;\n    return weight;\n  }\n  _updateTimeScale(time) {\n    let timeScale = 0;\n    if (!this.paused) {\n      timeScale = this.timeScale;\n      const interpolant = this._timeScaleInterpolant;\n      if (interpolant !== null) {\n        const interpolantValue = interpolant.evaluate(time)[0];\n        timeScale *= interpolantValue;\n        if (time > interpolant.parameterPositions[1]) {\n          this.stopWarping();\n          if (timeScale === 0) {\n            this.paused = true;\n          } else {\n            this.timeScale = timeScale;\n          }\n        }\n      }\n    }\n    this._effectiveTimeScale = timeScale;\n    return timeScale;\n  }\n  _updateTime(deltaTime) {\n    const duration = this._clip.duration;\n    const loop = this.loop;\n    let time = this.time + deltaTime;\n    let loopCount = this._loopCount;\n    const pingPong = loop === LoopPingPong;\n    if (deltaTime === 0) {\n      if (loopCount === -1)\n        return time;\n      return pingPong && (loopCount & 1) === 1 ? duration - time : time;\n    }\n    if (loop === LoopOnce) {\n      if (loopCount === -1) {\n        this._loopCount = 0;\n        this._setEndings(true, true, false);\n      }\n      handle_stop: {\n        if (time >= duration) {\n          time = duration;\n        } else if (time < 0) {\n          time = 0;\n        } else {\n          this.time = time;\n          break handle_stop;\n        }\n        if (this.clampWhenFinished)\n          this.paused = true;\n        else\n          this.enabled = false;\n        this.time = time;\n        this._mixer.dispatchEvent({\n          type: \"finished\",\n          action: this,\n          direction: deltaTime < 0 ? -1 : 1\n        });\n      }\n    } else {\n      if (loopCount === -1) {\n        if (deltaTime >= 0) {\n          loopCount = 0;\n          this._setEndings(true, this.repetitions === 0, pingPong);\n        } else {\n          this._setEndings(this.repetitions === 0, true, pingPong);\n        }\n      }\n      if (time >= duration || time < 0) {\n        const loopDelta = Math.floor(time / duration);\n        time -= duration * loopDelta;\n        loopCount += Math.abs(loopDelta);\n        const pending = this.repetitions - loopCount;\n        if (pending <= 0) {\n          if (this.clampWhenFinished)\n            this.paused = true;\n          else\n            this.enabled = false;\n          time = deltaTime > 0 ? duration : 0;\n          this.time = time;\n          this._mixer.dispatchEvent({\n            type: \"finished\",\n            action: this,\n            direction: deltaTime > 0 ? 1 : -1\n          });\n        } else {\n          if (pending === 1) {\n            const atStart = deltaTime < 0;\n            this._setEndings(atStart, !atStart, pingPong);\n          } else {\n            this._setEndings(false, false, pingPong);\n          }\n          this._loopCount = loopCount;\n          this.time = time;\n          this._mixer.dispatchEvent({\n            type: \"loop\",\n            action: this,\n            loopDelta\n          });\n        }\n      } else {\n        this.time = time;\n      }\n      if (pingPong && (loopCount & 1) === 1) {\n        return duration - time;\n      }\n    }\n    return time;\n  }\n  _setEndings(atStart, atEnd, pingPong) {\n    const settings = this._interpolantSettings;\n    if (pingPong) {\n      settings.endingStart = ZeroSlopeEnding;\n      settings.endingEnd = ZeroSlopeEnding;\n    } else {\n      if (atStart) {\n        settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;\n      } else {\n        settings.endingStart = WrapAroundEnding;\n      }\n      if (atEnd) {\n        settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;\n      } else {\n        settings.endingEnd = WrapAroundEnding;\n      }\n    }\n  }\n  _scheduleFading(duration, weightNow, weightThen) {\n    const mixer = this._mixer, now2 = mixer.time;\n    let interpolant = this._weightInterpolant;\n    if (interpolant === null) {\n      interpolant = mixer._lendControlInterpolant();\n      this._weightInterpolant = interpolant;\n    }\n    const times = interpolant.parameterPositions, values = interpolant.sampleValues;\n    times[0] = now2;\n    values[0] = weightNow;\n    times[1] = now2 + duration;\n    values[1] = weightThen;\n    return this;\n  }\n}\nconst _controlInterpolantsResultBuffer = new Float32Array(1);\nclass AnimationMixer extends EventDispatcher {\n  constructor(root) {\n    super();\n    this._root = root;\n    this._initMemoryManager();\n    this._accuIndex = 0;\n    this.time = 0;\n    this.timeScale = 1;\n  }\n  _bindAction(action, prototypeAction) {\n    const root = action._localRoot || this._root, tracks = action._clip.tracks, nTracks = tracks.length, bindings = action._propertyBindings, interpolants = action._interpolants, rootUuid = root.uuid, bindingsByRoot = this._bindingsByRootAndName;\n    let bindingsByName = bindingsByRoot[rootUuid];\n    if (bindingsByName === void 0) {\n      bindingsByName = {};\n      bindingsByRoot[rootUuid] = bindingsByName;\n    }\n    for (let i = 0; i !== nTracks; ++i) {\n      const track = tracks[i], trackName = track.name;\n      let binding = bindingsByName[trackName];\n      if (binding !== void 0) {\n        ++binding.referenceCount;\n        bindings[i] = binding;\n      } else {\n        binding = bindings[i];\n        if (binding !== void 0) {\n          if (binding._cacheIndex === null) {\n            ++binding.referenceCount;\n            this._addInactiveBinding(binding, rootUuid, trackName);\n          }\n          continue;\n        }\n        const path = prototypeAction && prototypeAction._propertyBindings[i].binding.parsedPath;\n        binding = new PropertyMixer(PropertyBinding.create(root, trackName, path), track.ValueTypeName, track.getValueSize());\n        ++binding.referenceCount;\n        this._addInactiveBinding(binding, rootUuid, trackName);\n        bindings[i] = binding;\n      }\n      interpolants[i].resultBuffer = binding.buffer;\n    }\n  }\n  _activateAction(action) {\n    if (!this._isActiveAction(action)) {\n      if (action._cacheIndex === null) {\n        const rootUuid = (action._localRoot || this._root).uuid, clipUuid = action._clip.uuid, actionsForClip = this._actionsByClip[clipUuid];\n        this._bindAction(action, actionsForClip && actionsForClip.knownActions[0]);\n        this._addInactiveAction(action, clipUuid, rootUuid);\n      }\n      const bindings = action._propertyBindings;\n      for (let i = 0, n = bindings.length; i !== n; ++i) {\n        const binding = bindings[i];\n        if (binding.useCount++ === 0) {\n          this._lendBinding(binding);\n          binding.saveOriginalState();\n        }\n      }\n      this._lendAction(action);\n    }\n  }\n  _deactivateAction(action) {\n    if (this._isActiveAction(action)) {\n      const bindings = action._propertyBindings;\n      for (let i = 0, n = bindings.length; i !== n; ++i) {\n        const binding = bindings[i];\n        if (--binding.useCount === 0) {\n          binding.restoreOriginalState();\n          this._takeBackBinding(binding);\n        }\n      }\n      this._takeBackAction(action);\n    }\n  }\n  _initMemoryManager() {\n    this._actions = [];\n    this._nActiveActions = 0;\n    this._actionsByClip = {};\n    this._bindings = [];\n    this._nActiveBindings = 0;\n    this._bindingsByRootAndName = {};\n    this._controlInterpolants = [];\n    this._nActiveControlInterpolants = 0;\n    const scope = this;\n    this.stats = {\n      actions: {\n        get total() {\n          return scope._actions.length;\n        },\n        get inUse() {\n          return scope._nActiveActions;\n        }\n      },\n      bindings: {\n        get total() {\n          return scope._bindings.length;\n        },\n        get inUse() {\n          return scope._nActiveBindings;\n        }\n      },\n      controlInterpolants: {\n        get total() {\n          return scope._controlInterpolants.length;\n        },\n        get inUse() {\n          return scope._nActiveControlInterpolants;\n        }\n      }\n    };\n  }\n  _isActiveAction(action) {\n    const index = action._cacheIndex;\n    return index !== null && index < this._nActiveActions;\n  }\n  _addInactiveAction(action, clipUuid, rootUuid) {\n    const actions = this._actions, actionsByClip = this._actionsByClip;\n    let actionsForClip = actionsByClip[clipUuid];\n    if (actionsForClip === void 0) {\n      actionsForClip = {\n        knownActions: [action],\n        actionByRoot: {}\n      };\n      action._byClipCacheIndex = 0;\n      actionsByClip[clipUuid] = actionsForClip;\n    } else {\n      const knownActions = actionsForClip.knownActions;\n      action._byClipCacheIndex = knownActions.length;\n      knownActions.push(action);\n    }\n    action._cacheIndex = actions.length;\n    actions.push(action);\n    actionsForClip.actionByRoot[rootUuid] = action;\n  }\n  _removeInactiveAction(action) {\n    const actions = this._actions, lastInactiveAction = actions[actions.length - 1], cacheIndex = action._cacheIndex;\n    lastInactiveAction._cacheIndex = cacheIndex;\n    actions[cacheIndex] = lastInactiveAction;\n    actions.pop();\n    action._cacheIndex = null;\n    const clipUuid = action._clip.uuid, actionsByClip = this._actionsByClip, actionsForClip = actionsByClip[clipUuid], knownActionsForClip = actionsForClip.knownActions, lastKnownAction = knownActionsForClip[knownActionsForClip.length - 1], byClipCacheIndex = action._byClipCacheIndex;\n    lastKnownAction._byClipCacheIndex = byClipCacheIndex;\n    knownActionsForClip[byClipCacheIndex] = lastKnownAction;\n    knownActionsForClip.pop();\n    action._byClipCacheIndex = null;\n    const actionByRoot = actionsForClip.actionByRoot, rootUuid = (action._localRoot || this._root).uuid;\n    delete actionByRoot[rootUuid];\n    if (knownActionsForClip.length === 0) {\n      delete actionsByClip[clipUuid];\n    }\n    this._removeInactiveBindingsForAction(action);\n  }\n  _removeInactiveBindingsForAction(action) {\n    const bindings = action._propertyBindings;\n    for (let i = 0, n = bindings.length; i !== n; ++i) {\n      const binding = bindings[i];\n      if (--binding.referenceCount === 0) {\n        this._removeInactiveBinding(binding);\n      }\n    }\n  }\n  _lendAction(action) {\n    const actions = this._actions, prevIndex = action._cacheIndex, lastActiveIndex = this._nActiveActions++, firstInactiveAction = actions[lastActiveIndex];\n    action._cacheIndex = lastActiveIndex;\n    actions[lastActiveIndex] = action;\n    firstInactiveAction._cacheIndex = prevIndex;\n    actions[prevIndex] = firstInactiveAction;\n  }\n  _takeBackAction(action) {\n    const actions = this._actions, prevIndex = action._cacheIndex, firstInactiveIndex = --this._nActiveActions, lastActiveAction = actions[firstInactiveIndex];\n    action._cacheIndex = firstInactiveIndex;\n    actions[firstInactiveIndex] = action;\n    lastActiveAction._cacheIndex = prevIndex;\n    actions[prevIndex] = lastActiveAction;\n  }\n  _addInactiveBinding(binding, rootUuid, trackName) {\n    const bindingsByRoot = this._bindingsByRootAndName, bindings = this._bindings;\n    let bindingByName = bindingsByRoot[rootUuid];\n    if (bindingByName === void 0) {\n      bindingByName = {};\n      bindingsByRoot[rootUuid] = bindingByName;\n    }\n    bindingByName[trackName] = binding;\n    binding._cacheIndex = bindings.length;\n    bindings.push(binding);\n  }\n  _removeInactiveBinding(binding) {\n    const bindings = this._bindings, propBinding = binding.binding, rootUuid = propBinding.rootNode.uuid, trackName = propBinding.path, bindingsByRoot = this._bindingsByRootAndName, bindingByName = bindingsByRoot[rootUuid], lastInactiveBinding = bindings[bindings.length - 1], cacheIndex = binding._cacheIndex;\n    lastInactiveBinding._cacheIndex = cacheIndex;\n    bindings[cacheIndex] = lastInactiveBinding;\n    bindings.pop();\n    delete bindingByName[trackName];\n    if (Object.keys(bindingByName).length === 0) {\n      delete bindingsByRoot[rootUuid];\n    }\n  }\n  _lendBinding(binding) {\n    const bindings = this._bindings, prevIndex = binding._cacheIndex, lastActiveIndex = this._nActiveBindings++, firstInactiveBinding = bindings[lastActiveIndex];\n    binding._cacheIndex = lastActiveIndex;\n    bindings[lastActiveIndex] = binding;\n    firstInactiveBinding._cacheIndex = prevIndex;\n    bindings[prevIndex] = firstInactiveBinding;\n  }\n  _takeBackBinding(binding) {\n    const bindings = this._bindings, prevIndex = binding._cacheIndex, firstInactiveIndex = --this._nActiveBindings, lastActiveBinding = bindings[firstInactiveIndex];\n    binding._cacheIndex = firstInactiveIndex;\n    bindings[firstInactiveIndex] = binding;\n    lastActiveBinding._cacheIndex = prevIndex;\n    bindings[prevIndex] = lastActiveBinding;\n  }\n  _lendControlInterpolant() {\n    const interpolants = this._controlInterpolants, lastActiveIndex = this._nActiveControlInterpolants++;\n    let interpolant = interpolants[lastActiveIndex];\n    if (interpolant === void 0) {\n      interpolant = new LinearInterpolant(new Float32Array(2), new Float32Array(2), 1, _controlInterpolantsResultBuffer);\n      interpolant.__cacheIndex = lastActiveIndex;\n      interpolants[lastActiveIndex] = interpolant;\n    }\n    return interpolant;\n  }\n  _takeBackControlInterpolant(interpolant) {\n    const interpolants = this._controlInterpolants, prevIndex = interpolant.__cacheIndex, firstInactiveIndex = --this._nActiveControlInterpolants, lastActiveInterpolant = interpolants[firstInactiveIndex];\n    interpolant.__cacheIndex = firstInactiveIndex;\n    interpolants[firstInactiveIndex] = interpolant;\n    lastActiveInterpolant.__cacheIndex = prevIndex;\n    interpolants[prevIndex] = lastActiveInterpolant;\n  }\n  clipAction(clip, optionalRoot, blendMode) {\n    const root = optionalRoot || this._root, rootUuid = root.uuid;\n    let clipObject = typeof clip === \"string\" ? AnimationClip.findByName(root, clip) : clip;\n    const clipUuid = clipObject !== null ? clipObject.uuid : clip;\n    const actionsForClip = this._actionsByClip[clipUuid];\n    let prototypeAction = null;\n    if (blendMode === void 0) {\n      if (clipObject !== null) {\n        blendMode = clipObject.blendMode;\n      } else {\n        blendMode = NormalAnimationBlendMode;\n      }\n    }\n    if (actionsForClip !== void 0) {\n      const existingAction = actionsForClip.actionByRoot[rootUuid];\n      if (existingAction !== void 0 && existingAction.blendMode === blendMode) {\n        return existingAction;\n      }\n      prototypeAction = actionsForClip.knownActions[0];\n      if (clipObject === null)\n        clipObject = prototypeAction._clip;\n    }\n    if (clipObject === null)\n      return null;\n    const newAction = new AnimationAction(this, clipObject, optionalRoot, blendMode);\n    this._bindAction(newAction, prototypeAction);\n    this._addInactiveAction(newAction, clipUuid, rootUuid);\n    return newAction;\n  }\n  existingAction(clip, optionalRoot) {\n    const root = optionalRoot || this._root, rootUuid = root.uuid, clipObject = typeof clip === \"string\" ? AnimationClip.findByName(root, clip) : clip, clipUuid = clipObject ? clipObject.uuid : clip, actionsForClip = this._actionsByClip[clipUuid];\n    if (actionsForClip !== void 0) {\n      return actionsForClip.actionByRoot[rootUuid] || null;\n    }\n    return null;\n  }\n  stopAllAction() {\n    const actions = this._actions, nActions = this._nActiveActions;\n    for (let i = nActions - 1; i >= 0; --i) {\n      actions[i].stop();\n    }\n    return this;\n  }\n  update(deltaTime) {\n    deltaTime *= this.timeScale;\n    const actions = this._actions, nActions = this._nActiveActions, time = this.time += deltaTime, timeDirection = Math.sign(deltaTime), accuIndex = this._accuIndex ^= 1;\n    for (let i = 0; i !== nActions; ++i) {\n      const action = actions[i];\n      action._update(time, deltaTime, timeDirection, accuIndex);\n    }\n    const bindings = this._bindings, nBindings = this._nActiveBindings;\n    for (let i = 0; i !== nBindings; ++i) {\n      bindings[i].apply(accuIndex);\n    }\n    return this;\n  }\n  setTime(timeInSeconds) {\n    this.time = 0;\n    for (let i = 0; i < this._actions.length; i++) {\n      this._actions[i].time = 0;\n    }\n    return this.update(timeInSeconds);\n  }\n  getRoot() {\n    return this._root;\n  }\n  uncacheClip(clip) {\n    const actions = this._actions, clipUuid = clip.uuid, actionsByClip = this._actionsByClip, actionsForClip = actionsByClip[clipUuid];\n    if (actionsForClip !== void 0) {\n      const actionsToRemove = actionsForClip.knownActions;\n      for (let i = 0, n = actionsToRemove.length; i !== n; ++i) {\n        const action = actionsToRemove[i];\n        this._deactivateAction(action);\n        const cacheIndex = action._cacheIndex, lastInactiveAction = actions[actions.length - 1];\n        action._cacheIndex = null;\n        action._byClipCacheIndex = null;\n        lastInactiveAction._cacheIndex = cacheIndex;\n        actions[cacheIndex] = lastInactiveAction;\n        actions.pop();\n        this._removeInactiveBindingsForAction(action);\n      }\n      delete actionsByClip[clipUuid];\n    }\n  }\n  uncacheRoot(root) {\n    const rootUuid = root.uuid, actionsByClip = this._actionsByClip;\n    for (const clipUuid in actionsByClip) {\n      const actionByRoot = actionsByClip[clipUuid].actionByRoot, action = actionByRoot[rootUuid];\n      if (action !== void 0) {\n        this._deactivateAction(action);\n        this._removeInactiveAction(action);\n      }\n    }\n    const bindingsByRoot = this._bindingsByRootAndName, bindingByName = bindingsByRoot[rootUuid];\n    if (bindingByName !== void 0) {\n      for (const trackName in bindingByName) {\n        const binding = bindingByName[trackName];\n        binding.restoreOriginalState();\n        this._removeInactiveBinding(binding);\n      }\n    }\n  }\n  uncacheAction(clip, optionalRoot) {\n    const action = this.existingAction(clip, optionalRoot);\n    if (action !== null) {\n      this._deactivateAction(action);\n      this._removeInactiveAction(action);\n    }\n  }\n}\nclass Uniform {\n  constructor(value) {\n    this.value = value;\n  }\n  clone() {\n    return new Uniform(this.value.clone === void 0 ? this.value : this.value.clone());\n  }\n}\nlet id = 0;\nclass UniformsGroup extends EventDispatcher {\n  constructor() {\n    super();\n    this.isUniformsGroup = true;\n    Object.defineProperty(this, \"id\", {value: id++});\n    this.name = \"\";\n    this.usage = StaticDrawUsage;\n    this.uniforms = [];\n  }\n  add(uniform) {\n    this.uniforms.push(uniform);\n    return this;\n  }\n  remove(uniform) {\n    const index = this.uniforms.indexOf(uniform);\n    if (index !== -1)\n      this.uniforms.splice(index, 1);\n    return this;\n  }\n  setName(name) {\n    this.name = name;\n    return this;\n  }\n  setUsage(value) {\n    this.usage = value;\n    return this;\n  }\n  dispose() {\n    this.dispatchEvent({type: \"dispose\"});\n    return this;\n  }\n  copy(source) {\n    this.name = source.name;\n    this.usage = source.usage;\n    const uniformsSource = source.uniforms;\n    this.uniforms.length = 0;\n    for (let i = 0, l = uniformsSource.length; i < l; i++) {\n      this.uniforms.push(uniformsSource[i].clone());\n    }\n    return this;\n  }\n  clone() {\n    return new this.constructor().copy(this);\n  }\n}\nclass InstancedInterleavedBuffer extends InterleavedBuffer {\n  constructor(array, stride, meshPerAttribute = 1) {\n    super(array, stride);\n    this.isInstancedInterleavedBuffer = true;\n    this.meshPerAttribute = meshPerAttribute;\n  }\n  copy(source) {\n    super.copy(source);\n    this.meshPerAttribute = source.meshPerAttribute;\n    return this;\n  }\n  clone(data) {\n    const ib = super.clone(data);\n    ib.meshPerAttribute = this.meshPerAttribute;\n    return ib;\n  }\n  toJSON(data) {\n    const json = super.toJSON(data);\n    json.isInstancedInterleavedBuffer = true;\n    json.meshPerAttribute = this.meshPerAttribute;\n    return json;\n  }\n}\nclass GLBufferAttribute {\n  constructor(buffer, type, itemSize, elementSize, count) {\n    this.isGLBufferAttribute = true;\n    this.buffer = buffer;\n    this.type = type;\n    this.itemSize = itemSize;\n    this.elementSize = elementSize;\n    this.count = count;\n    this.version = 0;\n  }\n  set needsUpdate(value) {\n    if (value === true)\n      this.version++;\n  }\n  setBuffer(buffer) {\n    this.buffer = buffer;\n    return this;\n  }\n  setType(type, elementSize) {\n    this.type = type;\n    this.elementSize = elementSize;\n    return this;\n  }\n  setItemSize(itemSize) {\n    this.itemSize = itemSize;\n    return this;\n  }\n  setCount(count) {\n    this.count = count;\n    return this;\n  }\n}\nclass Raycaster {\n  constructor(origin, direction, near = 0, far = Infinity) {\n    this.ray = new Ray(origin, direction);\n    this.near = near;\n    this.far = far;\n    this.camera = null;\n    this.layers = new Layers();\n    this.params = {\n      Mesh: {},\n      Line: {threshold: 1},\n      LOD: {},\n      Points: {threshold: 1},\n      Sprite: {}\n    };\n  }\n  set(origin, direction) {\n    this.ray.set(origin, direction);\n  }\n  setFromCamera(coords, camera) {\n    if (camera.isPerspectiveCamera) {\n      this.ray.origin.setFromMatrixPosition(camera.matrixWorld);\n      this.ray.direction.set(coords.x, coords.y, 0.5).unproject(camera).sub(this.ray.origin).normalize();\n      this.camera = camera;\n    } else if (camera.isOrthographicCamera) {\n      this.ray.origin.set(coords.x, coords.y, (camera.near + camera.far) / (camera.near - camera.far)).unproject(camera);\n      this.ray.direction.set(0, 0, -1).transformDirection(camera.matrixWorld);\n      this.camera = camera;\n    } else {\n      console.error(\"THREE.Raycaster: Unsupported camera type: \" + camera.type);\n    }\n  }\n  intersectObject(object, recursive = true, intersects2 = []) {\n    intersectObject(object, this, intersects2, recursive);\n    intersects2.sort(ascSort);\n    return intersects2;\n  }\n  intersectObjects(objects, recursive = true, intersects2 = []) {\n    for (let i = 0, l = objects.length; i < l; i++) {\n      intersectObject(objects[i], this, intersects2, recursive);\n    }\n    intersects2.sort(ascSort);\n    return intersects2;\n  }\n}\nfunction ascSort(a, b) {\n  return a.distance - b.distance;\n}\nfunction intersectObject(object, raycaster, intersects2, recursive) {\n  if (object.layers.test(raycaster.layers)) {\n    object.raycast(raycaster, intersects2);\n  }\n  if (recursive === true) {\n    const children = object.children;\n    for (let i = 0, l = children.length; i < l; i++) {\n      intersectObject(children[i], raycaster, intersects2, true);\n    }\n  }\n}\nclass Spherical {\n  constructor(radius = 1, phi = 0, theta = 0) {\n    this.radius = radius;\n    this.phi = phi;\n    this.theta = theta;\n    return this;\n  }\n  set(radius, phi, theta) {\n    this.radius = radius;\n    this.phi = phi;\n    this.theta = theta;\n    return this;\n  }\n  copy(other) {\n    this.radius = other.radius;\n    this.phi = other.phi;\n    this.theta = other.theta;\n    return this;\n  }\n  makeSafe() {\n    const EPS = 1e-6;\n    this.phi = Math.max(EPS, Math.min(Math.PI - EPS, this.phi));\n    return this;\n  }\n  setFromVector3(v) {\n    return this.setFromCartesianCoords(v.x, v.y, v.z);\n  }\n  setFromCartesianCoords(x, y, z) {\n    this.radius = Math.sqrt(x * x + y * y + z * z);\n    if (this.radius === 0) {\n      this.theta = 0;\n      this.phi = 0;\n    } else {\n      this.theta = Math.atan2(x, z);\n      this.phi = Math.acos(clamp(y / this.radius, -1, 1));\n    }\n    return this;\n  }\n  clone() {\n    return new this.constructor().copy(this);\n  }\n}\nclass Cylindrical {\n  constructor(radius = 1, theta = 0, y = 0) {\n    this.radius = radius;\n    this.theta = theta;\n    this.y = y;\n    return this;\n  }\n  set(radius, theta, y) {\n    this.radius = radius;\n    this.theta = theta;\n    this.y = y;\n    return this;\n  }\n  copy(other) {\n    this.radius = other.radius;\n    this.theta = other.theta;\n    this.y = other.y;\n    return this;\n  }\n  setFromVector3(v) {\n    return this.setFromCartesianCoords(v.x, v.y, v.z);\n  }\n  setFromCartesianCoords(x, y, z) {\n    this.radius = Math.sqrt(x * x + z * z);\n    this.theta = Math.atan2(x, z);\n    this.y = y;\n    return this;\n  }\n  clone() {\n    return new this.constructor().copy(this);\n  }\n}\nconst _vector$4 = /* @__PURE__ */ new Vector2();\nclass Box2 {\n  constructor(min = new Vector2(Infinity, Infinity), max = new Vector2(-Infinity, -Infinity)) {\n    this.isBox2 = true;\n    this.min = min;\n    this.max = max;\n  }\n  set(min, max) {\n    this.min.copy(min);\n    this.max.copy(max);\n    return this;\n  }\n  setFromPoints(points) {\n    this.makeEmpty();\n    for (let i = 0, il = points.length; i < il; i++) {\n      this.expandByPoint(points[i]);\n    }\n    return this;\n  }\n  setFromCenterAndSize(center, size) {\n    const halfSize = _vector$4.copy(size).multiplyScalar(0.5);\n    this.min.copy(center).sub(halfSize);\n    this.max.copy(center).add(halfSize);\n    return this;\n  }\n  clone() {\n    return new this.constructor().copy(this);\n  }\n  copy(box) {\n    this.min.copy(box.min);\n    this.max.copy(box.max);\n    return this;\n  }\n  makeEmpty() {\n    this.min.x = this.min.y = Infinity;\n    this.max.x = this.max.y = -Infinity;\n    return this;\n  }\n  isEmpty() {\n    return this.max.x < this.min.x || this.max.y < this.min.y;\n  }\n  getCenter(target) {\n    return this.isEmpty() ? target.set(0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5);\n  }\n  getSize(target) {\n    return this.isEmpty() ? target.set(0, 0) : target.subVectors(this.max, this.min);\n  }\n  expandByPoint(point) {\n    this.min.min(point);\n    this.max.max(point);\n    return this;\n  }\n  expandByVector(vector) {\n    this.min.sub(vector);\n    this.max.add(vector);\n    return this;\n  }\n  expandByScalar(scalar) {\n    this.min.addScalar(-scalar);\n    this.max.addScalar(scalar);\n    return this;\n  }\n  containsPoint(point) {\n    return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y ? false : true;\n  }\n  containsBox(box) {\n    return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y;\n  }\n  getParameter(point, target) {\n    return target.set((point.x - this.min.x) / (this.max.x - this.min.x), (point.y - this.min.y) / (this.max.y - this.min.y));\n  }\n  intersectsBox(box) {\n    return box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y ? false : true;\n  }\n  clampPoint(point, target) {\n    return target.copy(point).clamp(this.min, this.max);\n  }\n  distanceToPoint(point) {\n    const clampedPoint = _vector$4.copy(point).clamp(this.min, this.max);\n    return clampedPoint.sub(point).length();\n  }\n  intersect(box) {\n    this.min.max(box.min);\n    this.max.min(box.max);\n    return this;\n  }\n  union(box) {\n    this.min.min(box.min);\n    this.max.max(box.max);\n    return this;\n  }\n  translate(offset) {\n    this.min.add(offset);\n    this.max.add(offset);\n    return this;\n  }\n  equals(box) {\n    return box.min.equals(this.min) && box.max.equals(this.max);\n  }\n}\nconst _startP = /* @__PURE__ */ new Vector3();\nconst _startEnd = /* @__PURE__ */ new Vector3();\nclass Line3 {\n  constructor(start = new Vector3(), end = new Vector3()) {\n    this.start = start;\n    this.end = end;\n  }\n  set(start, end) {\n    this.start.copy(start);\n    this.end.copy(end);\n    return this;\n  }\n  copy(line) {\n    this.start.copy(line.start);\n    this.end.copy(line.end);\n    return this;\n  }\n  getCenter(target) {\n    return target.addVectors(this.start, this.end).multiplyScalar(0.5);\n  }\n  delta(target) {\n    return target.subVectors(this.end, this.start);\n  }\n  distanceSq() {\n    return this.start.distanceToSquared(this.end);\n  }\n  distance() {\n    return this.start.distanceTo(this.end);\n  }\n  at(t, target) {\n    return this.delta(target).multiplyScalar(t).add(this.start);\n  }\n  closestPointToPointParameter(point, clampToLine) {\n    _startP.subVectors(point, this.start);\n    _startEnd.subVectors(this.end, this.start);\n    const startEnd2 = _startEnd.dot(_startEnd);\n    const startEnd_startP = _startEnd.dot(_startP);\n    let t = startEnd_startP / startEnd2;\n    if (clampToLine) {\n      t = clamp(t, 0, 1);\n    }\n    return t;\n  }\n  closestPointToPoint(point, clampToLine, target) {\n    const t = this.closestPointToPointParameter(point, clampToLine);\n    return this.delta(target).multiplyScalar(t).add(this.start);\n  }\n  applyMatrix4(matrix) {\n    this.start.applyMatrix4(matrix);\n    this.end.applyMatrix4(matrix);\n    return this;\n  }\n  equals(line) {\n    return line.start.equals(this.start) && line.end.equals(this.end);\n  }\n  clone() {\n    return new this.constructor().copy(this);\n  }\n}\nconst _vector$3 = /* @__PURE__ */ new Vector3();\nclass SpotLightHelper extends Object3D {\n  constructor(light, color) {\n    super();\n    this.light = light;\n    this.matrix = light.matrixWorld;\n    this.matrixAutoUpdate = false;\n    this.color = color;\n    this.type = \"SpotLightHelper\";\n    const geometry = new BufferGeometry();\n    const positions = [\n      0,\n      0,\n      0,\n      0,\n      0,\n      1,\n      0,\n      0,\n      0,\n      1,\n      0,\n      1,\n      0,\n      0,\n      0,\n      -1,\n      0,\n      1,\n      0,\n      0,\n      0,\n      0,\n      1,\n      1,\n      0,\n      0,\n      0,\n      0,\n      -1,\n      1\n    ];\n    for (let i = 0, j = 1, l = 32; i < l; i++, j++) {\n      const p1 = i / l * Math.PI * 2;\n      const p2 = j / l * Math.PI * 2;\n      positions.push(Math.cos(p1), Math.sin(p1), 1, Math.cos(p2), Math.sin(p2), 1);\n    }\n    geometry.setAttribute(\"position\", new Float32BufferAttribute(positions, 3));\n    const material = new LineBasicMaterial({fog: false, toneMapped: false});\n    this.cone = new LineSegments(geometry, material);\n    this.add(this.cone);\n    this.update();\n  }\n  dispose() {\n    this.cone.geometry.dispose();\n    this.cone.material.dispose();\n  }\n  update() {\n    this.light.updateWorldMatrix(true, false);\n    this.light.target.updateWorldMatrix(true, false);\n    const coneLength = this.light.distance ? this.light.distance : 1e3;\n    const coneWidth = coneLength * Math.tan(this.light.angle);\n    this.cone.scale.set(coneWidth, coneWidth, coneLength);\n    _vector$3.setFromMatrixPosition(this.light.target.matrixWorld);\n    this.cone.lookAt(_vector$3);\n    if (this.color !== void 0) {\n      this.cone.material.color.set(this.color);\n    } else {\n      this.cone.material.color.copy(this.light.color);\n    }\n  }\n}\nconst _vector$2 = /* @__PURE__ */ new Vector3();\nconst _boneMatrix = /* @__PURE__ */ new Matrix4();\nconst _matrixWorldInv = /* @__PURE__ */ new Matrix4();\nclass SkeletonHelper extends LineSegments {\n  constructor(object) {\n    const bones = getBoneList(object);\n    const geometry = new BufferGeometry();\n    const vertices = [];\n    const colors = [];\n    const color1 = new Color(0, 0, 1);\n    const color2 = new Color(0, 1, 0);\n    for (let i = 0; i < bones.length; i++) {\n      const bone = bones[i];\n      if (bone.parent && bone.parent.isBone) {\n        vertices.push(0, 0, 0);\n        vertices.push(0, 0, 0);\n        colors.push(color1.r, color1.g, color1.b);\n        colors.push(color2.r, color2.g, color2.b);\n      }\n    }\n    geometry.setAttribute(\"position\", new Float32BufferAttribute(vertices, 3));\n    geometry.setAttribute(\"color\", new Float32BufferAttribute(colors, 3));\n    const material = new LineBasicMaterial({vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true});\n    super(geometry, material);\n    this.isSkeletonHelper = true;\n    this.type = \"SkeletonHelper\";\n    this.root = object;\n    this.bones = bones;\n    this.matrix = object.matrixWorld;\n    this.matrixAutoUpdate = false;\n  }\n  updateMatrixWorld(force) {\n    const bones = this.bones;\n    const geometry = this.geometry;\n    const position = geometry.getAttribute(\"position\");\n    _matrixWorldInv.copy(this.root.matrixWorld).invert();\n    for (let i = 0, j = 0; i < bones.length; i++) {\n      const bone = bones[i];\n      if (bone.parent && bone.parent.isBone) {\n        _boneMatrix.multiplyMatrices(_matrixWorldInv, bone.matrixWorld);\n        _vector$2.setFromMatrixPosition(_boneMatrix);\n        position.setXYZ(j, _vector$2.x, _vector$2.y, _vector$2.z);\n        _boneMatrix.multiplyMatrices(_matrixWorldInv, bone.parent.matrixWorld);\n        _vector$2.setFromMatrixPosition(_boneMatrix);\n        position.setXYZ(j + 1, _vector$2.x, _vector$2.y, _vector$2.z);\n        j += 2;\n      }\n    }\n    geometry.getAttribute(\"position\").needsUpdate = true;\n    super.updateMatrixWorld(force);\n  }\n  dispose() {\n    this.geometry.dispose();\n    this.material.dispose();\n  }\n}\nfunction getBoneList(object) {\n  const boneList = [];\n  if (object.isBone === true) {\n    boneList.push(object);\n  }\n  for (let i = 0; i < object.children.length; i++) {\n    boneList.push.apply(boneList, getBoneList(object.children[i]));\n  }\n  return boneList;\n}\nclass PointLightHelper extends Mesh {\n  constructor(light, sphereSize, color) {\n    const geometry = new SphereGeometry(sphereSize, 4, 2);\n    const material = new MeshBasicMaterial({wireframe: true, fog: false, toneMapped: false});\n    super(geometry, material);\n    this.light = light;\n    this.color = color;\n    this.type = \"PointLightHelper\";\n    this.matrix = this.light.matrixWorld;\n    this.matrixAutoUpdate = false;\n    this.update();\n  }\n  dispose() {\n    this.geometry.dispose();\n    this.material.dispose();\n  }\n  update() {\n    this.light.updateWorldMatrix(true, false);\n    if (this.color !== void 0) {\n      this.material.color.set(this.color);\n    } else {\n      this.material.color.copy(this.light.color);\n    }\n  }\n}\nconst _vector$1 = /* @__PURE__ */ new Vector3();\nconst _color1 = /* @__PURE__ */ new Color();\nconst _color2 = /* @__PURE__ */ new Color();\nclass HemisphereLightHelper extends Object3D {\n  constructor(light, size, color) {\n    super();\n    this.light = light;\n    this.matrix = light.matrixWorld;\n    this.matrixAutoUpdate = false;\n    this.color = color;\n    this.type = \"HemisphereLightHelper\";\n    const geometry = new OctahedronGeometry(size);\n    geometry.rotateY(Math.PI * 0.5);\n    this.material = new MeshBasicMaterial({wireframe: true, fog: false, toneMapped: false});\n    if (this.color === void 0)\n      this.material.vertexColors = true;\n    const position = geometry.getAttribute(\"position\");\n    const colors = new Float32Array(position.count * 3);\n    geometry.setAttribute(\"color\", new BufferAttribute(colors, 3));\n    this.add(new Mesh(geometry, this.material));\n    this.update();\n  }\n  dispose() {\n    this.children[0].geometry.dispose();\n    this.children[0].material.dispose();\n  }\n  update() {\n    const mesh = this.children[0];\n    if (this.color !== void 0) {\n      this.material.color.set(this.color);\n    } else {\n      const colors = mesh.geometry.getAttribute(\"color\");\n      _color1.copy(this.light.color);\n      _color2.copy(this.light.groundColor);\n      for (let i = 0, l = colors.count; i < l; i++) {\n        const color = i < l / 2 ? _color1 : _color2;\n        colors.setXYZ(i, color.r, color.g, color.b);\n      }\n      colors.needsUpdate = true;\n    }\n    this.light.updateWorldMatrix(true, false);\n    mesh.lookAt(_vector$1.setFromMatrixPosition(this.light.matrixWorld).negate());\n  }\n}\nclass GridHelper extends LineSegments {\n  constructor(size = 10, divisions = 10, color1 = 4473924, color2 = 8947848) {\n    color1 = new Color(color1);\n    color2 = new Color(color2);\n    const center = divisions / 2;\n    const step = size / divisions;\n    const halfSize = size / 2;\n    const vertices = [], colors = [];\n    for (let i = 0, j = 0, k = -halfSize; i <= divisions; i++, k += step) {\n      vertices.push(-halfSize, 0, k, halfSize, 0, k);\n      vertices.push(k, 0, -halfSize, k, 0, halfSize);\n      const color = i === center ? color1 : color2;\n      color.toArray(colors, j);\n      j += 3;\n      color.toArray(colors, j);\n      j += 3;\n      color.toArray(colors, j);\n      j += 3;\n      color.toArray(colors, j);\n      j += 3;\n    }\n    const geometry = new BufferGeometry();\n    geometry.setAttribute(\"position\", new Float32BufferAttribute(vertices, 3));\n    geometry.setAttribute(\"color\", new Float32BufferAttribute(colors, 3));\n    const material = new LineBasicMaterial({vertexColors: true, toneMapped: false});\n    super(geometry, material);\n    this.type = \"GridHelper\";\n  }\n  dispose() {\n    this.geometry.dispose();\n    this.material.dispose();\n  }\n}\nclass PolarGridHelper extends LineSegments {\n  constructor(radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 4473924, color2 = 8947848) {\n    color1 = new Color(color1);\n    color2 = new Color(color2);\n    const vertices = [];\n    const colors = [];\n    if (sectors > 1) {\n      for (let i = 0; i < sectors; i++) {\n        const v = i / sectors * (Math.PI * 2);\n        const x = Math.sin(v) * radius;\n        const z = Math.cos(v) * radius;\n        vertices.push(0, 0, 0);\n        vertices.push(x, 0, z);\n        const color = i & 1 ? color1 : color2;\n        colors.push(color.r, color.g, color.b);\n        colors.push(color.r, color.g, color.b);\n      }\n    }\n    for (let i = 0; i < rings; i++) {\n      const color = i & 1 ? color1 : color2;\n      const r = radius - radius / rings * i;\n      for (let j = 0; j < divisions; j++) {\n        let v = j / divisions * (Math.PI * 2);\n        let x = Math.sin(v) * r;\n        let z = Math.cos(v) * r;\n        vertices.push(x, 0, z);\n        colors.push(color.r, color.g, color.b);\n        v = (j + 1) / divisions * (Math.PI * 2);\n        x = Math.sin(v) * r;\n        z = Math.cos(v) * r;\n        vertices.push(x, 0, z);\n        colors.push(color.r, color.g, color.b);\n      }\n    }\n    const geometry = new BufferGeometry();\n    geometry.setAttribute(\"position\", new Float32BufferAttribute(vertices, 3));\n    geometry.setAttribute(\"color\", new Float32BufferAttribute(colors, 3));\n    const material = new LineBasicMaterial({vertexColors: true, toneMapped: false});\n    super(geometry, material);\n    this.type = \"PolarGridHelper\";\n  }\n  dispose() {\n    this.geometry.dispose();\n    this.material.dispose();\n  }\n}\nconst _v1 = /* @__PURE__ */ new Vector3();\nconst _v2 = /* @__PURE__ */ new Vector3();\nconst _v3 = /* @__PURE__ */ new Vector3();\nclass DirectionalLightHelper extends Object3D {\n  constructor(light, size, color) {\n    super();\n    this.light = light;\n    this.matrix = light.matrixWorld;\n    this.matrixAutoUpdate = false;\n    this.color = color;\n    this.type = \"DirectionalLightHelper\";\n    if (size === void 0)\n      size = 1;\n    let geometry = new BufferGeometry();\n    geometry.setAttribute(\"position\", new Float32BufferAttribute([\n      -size,\n      size,\n      0,\n      size,\n      size,\n      0,\n      size,\n      -size,\n      0,\n      -size,\n      -size,\n      0,\n      -size,\n      size,\n      0\n    ], 3));\n    const material = new LineBasicMaterial({fog: false, toneMapped: false});\n    this.lightPlane = new Line(geometry, material);\n    this.add(this.lightPlane);\n    geometry = new BufferGeometry();\n    geometry.setAttribute(\"position\", new Float32BufferAttribute([0, 0, 0, 0, 0, 1], 3));\n    this.targetLine = new Line(geometry, material);\n    this.add(this.targetLine);\n    this.update();\n  }\n  dispose() {\n    this.lightPlane.geometry.dispose();\n    this.lightPlane.material.dispose();\n    this.targetLine.geometry.dispose();\n    this.targetLine.material.dispose();\n  }\n  update() {\n    this.light.updateWorldMatrix(true, false);\n    this.light.target.updateWorldMatrix(true, false);\n    _v1.setFromMatrixPosition(this.light.matrixWorld);\n    _v2.setFromMatrixPosition(this.light.target.matrixWorld);\n    _v3.subVectors(_v2, _v1);\n    this.lightPlane.lookAt(_v2);\n    if (this.color !== void 0) {\n      this.lightPlane.material.color.set(this.color);\n      this.targetLine.material.color.set(this.color);\n    } else {\n      this.lightPlane.material.color.copy(this.light.color);\n      this.targetLine.material.color.copy(this.light.color);\n    }\n    this.targetLine.lookAt(_v2);\n    this.targetLine.scale.z = _v3.length();\n  }\n}\nconst _vector = /* @__PURE__ */ new Vector3();\nconst _camera = /* @__PURE__ */ new Camera();\nclass CameraHelper extends LineSegments {\n  constructor(camera) {\n    const geometry = new BufferGeometry();\n    const material = new LineBasicMaterial({color: 16777215, vertexColors: true, toneMapped: false});\n    const vertices = [];\n    const colors = [];\n    const pointMap = {};\n    addLine(\"n1\", \"n2\");\n    addLine(\"n2\", \"n4\");\n    addLine(\"n4\", \"n3\");\n    addLine(\"n3\", \"n1\");\n    addLine(\"f1\", \"f2\");\n    addLine(\"f2\", \"f4\");\n    addLine(\"f4\", \"f3\");\n    addLine(\"f3\", \"f1\");\n    addLine(\"n1\", \"f1\");\n    addLine(\"n2\", \"f2\");\n    addLine(\"n3\", \"f3\");\n    addLine(\"n4\", \"f4\");\n    addLine(\"p\", \"n1\");\n    addLine(\"p\", \"n2\");\n    addLine(\"p\", \"n3\");\n    addLine(\"p\", \"n4\");\n    addLine(\"u1\", \"u2\");\n    addLine(\"u2\", \"u3\");\n    addLine(\"u3\", \"u1\");\n    addLine(\"c\", \"t\");\n    addLine(\"p\", \"c\");\n    addLine(\"cn1\", \"cn2\");\n    addLine(\"cn3\", \"cn4\");\n    addLine(\"cf1\", \"cf2\");\n    addLine(\"cf3\", \"cf4\");\n    function addLine(a, b) {\n      addPoint(a);\n      addPoint(b);\n    }\n    function addPoint(id2) {\n      vertices.push(0, 0, 0);\n      colors.push(0, 0, 0);\n      if (pointMap[id2] === void 0) {\n        pointMap[id2] = [];\n      }\n      pointMap[id2].push(vertices.length / 3 - 1);\n    }\n    geometry.setAttribute(\"position\", new Float32BufferAttribute(vertices, 3));\n    geometry.setAttribute(\"color\", new Float32BufferAttribute(colors, 3));\n    super(geometry, material);\n    this.type = \"CameraHelper\";\n    this.camera = camera;\n    if (this.camera.updateProjectionMatrix)\n      this.camera.updateProjectionMatrix();\n    this.matrix = camera.matrixWorld;\n    this.matrixAutoUpdate = false;\n    this.pointMap = pointMap;\n    this.update();\n    const colorFrustum = new Color(16755200);\n    const colorCone = new Color(16711680);\n    const colorUp = new Color(43775);\n    const colorTarget = new Color(16777215);\n    const colorCross = new Color(3355443);\n    this.setColors(colorFrustum, colorCone, colorUp, colorTarget, colorCross);\n  }\n  setColors(frustum, cone, up, target, cross) {\n    const geometry = this.geometry;\n    const colorAttribute = geometry.getAttribute(\"color\");\n    colorAttribute.setXYZ(0, frustum.r, frustum.g, frustum.b);\n    colorAttribute.setXYZ(1, frustum.r, frustum.g, frustum.b);\n    colorAttribute.setXYZ(2, frustum.r, frustum.g, frustum.b);\n    colorAttribute.setXYZ(3, frustum.r, frustum.g, frustum.b);\n    colorAttribute.setXYZ(4, frustum.r, frustum.g, frustum.b);\n    colorAttribute.setXYZ(5, frustum.r, frustum.g, frustum.b);\n    colorAttribute.setXYZ(6, frustum.r, frustum.g, frustum.b);\n    colorAttribute.setXYZ(7, frustum.r, frustum.g, frustum.b);\n    colorAttribute.setXYZ(8, frustum.r, frustum.g, frustum.b);\n    colorAttribute.setXYZ(9, frustum.r, frustum.g, frustum.b);\n    colorAttribute.setXYZ(10, frustum.r, frustum.g, frustum.b);\n    colorAttribute.setXYZ(11, frustum.r, frustum.g, frustum.b);\n    colorAttribute.setXYZ(12, frustum.r, frustum.g, frustum.b);\n    colorAttribute.setXYZ(13, frustum.r, frustum.g, frustum.b);\n    colorAttribute.setXYZ(14, frustum.r, frustum.g, frustum.b);\n    colorAttribute.setXYZ(15, frustum.r, frustum.g, frustum.b);\n    colorAttribute.setXYZ(16, frustum.r, frustum.g, frustum.b);\n    colorAttribute.setXYZ(17, frustum.r, frustum.g, frustum.b);\n    colorAttribute.setXYZ(18, frustum.r, frustum.g, frustum.b);\n    colorAttribute.setXYZ(19, frustum.r, frustum.g, frustum.b);\n    colorAttribute.setXYZ(20, frustum.r, frustum.g, frustum.b);\n    colorAttribute.setXYZ(21, frustum.r, frustum.g, frustum.b);\n    colorAttribute.setXYZ(22, frustum.r, frustum.g, frustum.b);\n    colorAttribute.setXYZ(23, frustum.r, frustum.g, frustum.b);\n    colorAttribute.setXYZ(24, cone.r, cone.g, cone.b);\n    colorAttribute.setXYZ(25, cone.r, cone.g, cone.b);\n    colorAttribute.setXYZ(26, cone.r, cone.g, cone.b);\n    colorAttribute.setXYZ(27, cone.r, cone.g, cone.b);\n    colorAttribute.setXYZ(28, cone.r, cone.g, cone.b);\n    colorAttribute.setXYZ(29, cone.r, cone.g, cone.b);\n    colorAttribute.setXYZ(30, cone.r, cone.g, cone.b);\n    colorAttribute.setXYZ(31, cone.r, cone.g, cone.b);\n    colorAttribute.setXYZ(32, up.r, up.g, up.b);\n    colorAttribute.setXYZ(33, up.r, up.g, up.b);\n    colorAttribute.setXYZ(34, up.r, up.g, up.b);\n    colorAttribute.setXYZ(35, up.r, up.g, up.b);\n    colorAttribute.setXYZ(36, up.r, up.g, up.b);\n    colorAttribute.setXYZ(37, up.r, up.g, up.b);\n    colorAttribute.setXYZ(38, target.r, target.g, target.b);\n    colorAttribute.setXYZ(39, target.r, target.g, target.b);\n    colorAttribute.setXYZ(40, cross.r, cross.g, cross.b);\n    colorAttribute.setXYZ(41, cross.r, cross.g, cross.b);\n    colorAttribute.setXYZ(42, cross.r, cross.g, cross.b);\n    colorAttribute.setXYZ(43, cross.r, cross.g, cross.b);\n    colorAttribute.setXYZ(44, cross.r, cross.g, cross.b);\n    colorAttribute.setXYZ(45, cross.r, cross.g, cross.b);\n    colorAttribute.setXYZ(46, cross.r, cross.g, cross.b);\n    colorAttribute.setXYZ(47, cross.r, cross.g, cross.b);\n    colorAttribute.setXYZ(48, cross.r, cross.g, cross.b);\n    colorAttribute.setXYZ(49, cross.r, cross.g, cross.b);\n    colorAttribute.needsUpdate = true;\n  }\n  update() {\n    const geometry = this.geometry;\n    const pointMap = this.pointMap;\n    const w = 1, h = 1;\n    _camera.projectionMatrixInverse.copy(this.camera.projectionMatrixInverse);\n    setPoint(\"c\", pointMap, geometry, _camera, 0, 0, -1);\n    setPoint(\"t\", pointMap, geometry, _camera, 0, 0, 1);\n    setPoint(\"n1\", pointMap, geometry, _camera, -w, -h, -1);\n    setPoint(\"n2\", pointMap, geometry, _camera, w, -h, -1);\n    setPoint(\"n3\", pointMap, geometry, _camera, -w, h, -1);\n    setPoint(\"n4\", pointMap, geometry, _camera, w, h, -1);\n    setPoint(\"f1\", pointMap, geometry, _camera, -w, -h, 1);\n    setPoint(\"f2\", pointMap, geometry, _camera, w, -h, 1);\n    setPoint(\"f3\", pointMap, geometry, _camera, -w, h, 1);\n    setPoint(\"f4\", pointMap, geometry, _camera, w, h, 1);\n    setPoint(\"u1\", pointMap, geometry, _camera, w * 0.7, h * 1.1, -1);\n    setPoint(\"u2\", pointMap, geometry, _camera, -w * 0.7, h * 1.1, -1);\n    setPoint(\"u3\", pointMap, geometry, _camera, 0, h * 2, -1);\n    setPoint(\"cf1\", pointMap, geometry, _camera, -w, 0, 1);\n    setPoint(\"cf2\", pointMap, geometry, _camera, w, 0, 1);\n    setPoint(\"cf3\", pointMap, geometry, _camera, 0, -h, 1);\n    setPoint(\"cf4\", pointMap, geometry, _camera, 0, h, 1);\n    setPoint(\"cn1\", pointMap, geometry, _camera, -w, 0, -1);\n    setPoint(\"cn2\", pointMap, geometry, _camera, w, 0, -1);\n    setPoint(\"cn3\", pointMap, geometry, _camera, 0, -h, -1);\n    setPoint(\"cn4\", pointMap, geometry, _camera, 0, h, -1);\n    geometry.getAttribute(\"position\").needsUpdate = true;\n  }\n  dispose() {\n    this.geometry.dispose();\n    this.material.dispose();\n  }\n}\nfunction setPoint(point, pointMap, geometry, camera, x, y, z) {\n  _vector.set(x, y, z).unproject(camera);\n  const points = pointMap[point];\n  if (points !== void 0) {\n    const position = geometry.getAttribute(\"position\");\n    for (let i = 0, l = points.length; i < l; i++) {\n      position.setXYZ(points[i], _vector.x, _vector.y, _vector.z);\n    }\n  }\n}\nconst _box = /* @__PURE__ */ new Box3();\nclass BoxHelper extends LineSegments {\n  constructor(object, color = 16776960) {\n    const indices = new Uint16Array([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7]);\n    const positions = new Float32Array(8 * 3);\n    const geometry = new BufferGeometry();\n    geometry.setIndex(new BufferAttribute(indices, 1));\n    geometry.setAttribute(\"position\", new BufferAttribute(positions, 3));\n    super(geometry, new LineBasicMaterial({color, toneMapped: false}));\n    this.object = object;\n    this.type = \"BoxHelper\";\n    this.matrixAutoUpdate = false;\n    this.update();\n  }\n  update(object) {\n    if (object !== void 0) {\n      console.warn(\"THREE.BoxHelper: .update() has no longer arguments.\");\n    }\n    if (this.object !== void 0) {\n      _box.setFromObject(this.object);\n    }\n    if (_box.isEmpty())\n      return;\n    const min = _box.min;\n    const max = _box.max;\n    const position = this.geometry.attributes.position;\n    const array = position.array;\n    array[0] = max.x;\n    array[1] = max.y;\n    array[2] = max.z;\n    array[3] = min.x;\n    array[4] = max.y;\n    array[5] = max.z;\n    array[6] = min.x;\n    array[7] = min.y;\n    array[8] = max.z;\n    array[9] = max.x;\n    array[10] = min.y;\n    array[11] = max.z;\n    array[12] = max.x;\n    array[13] = max.y;\n    array[14] = min.z;\n    array[15] = min.x;\n    array[16] = max.y;\n    array[17] = min.z;\n    array[18] = min.x;\n    array[19] = min.y;\n    array[20] = min.z;\n    array[21] = max.x;\n    array[22] = min.y;\n    array[23] = min.z;\n    position.needsUpdate = true;\n    this.geometry.computeBoundingSphere();\n  }\n  setFromObject(object) {\n    this.object = object;\n    this.update();\n    return this;\n  }\n  copy(source, recursive) {\n    super.copy(source, recursive);\n    this.object = source.object;\n    return this;\n  }\n  dispose() {\n    this.geometry.dispose();\n    this.material.dispose();\n  }\n}\nclass Box3Helper extends LineSegments {\n  constructor(box, color = 16776960) {\n    const indices = new Uint16Array([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7]);\n    const positions = [1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1];\n    const geometry = new BufferGeometry();\n    geometry.setIndex(new BufferAttribute(indices, 1));\n    geometry.setAttribute(\"position\", new Float32BufferAttribute(positions, 3));\n    super(geometry, new LineBasicMaterial({color, toneMapped: false}));\n    this.box = box;\n    this.type = \"Box3Helper\";\n    this.geometry.computeBoundingSphere();\n  }\n  updateMatrixWorld(force) {\n    const box = this.box;\n    if (box.isEmpty())\n      return;\n    box.getCenter(this.position);\n    box.getSize(this.scale);\n    this.scale.multiplyScalar(0.5);\n    super.updateMatrixWorld(force);\n  }\n  dispose() {\n    this.geometry.dispose();\n    this.material.dispose();\n  }\n}\nclass PlaneHelper extends Line {\n  constructor(plane, size = 1, hex = 16776960) {\n    const color = hex;\n    const positions = [1, -1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, -1, 0, 1, 1, 0];\n    const geometry = new BufferGeometry();\n    geometry.setAttribute(\"position\", new Float32BufferAttribute(positions, 3));\n    geometry.computeBoundingSphere();\n    super(geometry, new LineBasicMaterial({color, toneMapped: false}));\n    this.type = \"PlaneHelper\";\n    this.plane = plane;\n    this.size = size;\n    const positions2 = [1, 1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0];\n    const geometry2 = new BufferGeometry();\n    geometry2.setAttribute(\"position\", new Float32BufferAttribute(positions2, 3));\n    geometry2.computeBoundingSphere();\n    this.add(new Mesh(geometry2, new MeshBasicMaterial({color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false})));\n  }\n  updateMatrixWorld(force) {\n    this.position.set(0, 0, 0);\n    this.scale.set(0.5 * this.size, 0.5 * this.size, 1);\n    this.lookAt(this.plane.normal);\n    this.translateZ(-this.plane.constant);\n    super.updateMatrixWorld(force);\n  }\n  dispose() {\n    this.geometry.dispose();\n    this.material.dispose();\n    this.children[0].geometry.dispose();\n    this.children[0].material.dispose();\n  }\n}\nconst _axis = /* @__PURE__ */ new Vector3();\nlet _lineGeometry, _coneGeometry;\nclass ArrowHelper extends Object3D {\n  constructor(dir = new Vector3(0, 0, 1), origin = new Vector3(0, 0, 0), length = 1, color = 16776960, headLength = length * 0.2, headWidth = headLength * 0.2) {\n    super();\n    this.type = \"ArrowHelper\";\n    if (_lineGeometry === void 0) {\n      _lineGeometry = new BufferGeometry();\n      _lineGeometry.setAttribute(\"position\", new Float32BufferAttribute([0, 0, 0, 0, 1, 0], 3));\n      _coneGeometry = new CylinderGeometry(0, 0.5, 1, 5, 1);\n      _coneGeometry.translate(0, -0.5, 0);\n    }\n    this.position.copy(origin);\n    this.line = new Line(_lineGeometry, new LineBasicMaterial({color, toneMapped: false}));\n    this.line.matrixAutoUpdate = false;\n    this.add(this.line);\n    this.cone = new Mesh(_coneGeometry, new MeshBasicMaterial({color, toneMapped: false}));\n    this.cone.matrixAutoUpdate = false;\n    this.add(this.cone);\n    this.setDirection(dir);\n    this.setLength(length, headLength, headWidth);\n  }\n  setDirection(dir) {\n    if (dir.y > 0.99999) {\n      this.quaternion.set(0, 0, 0, 1);\n    } else if (dir.y < -0.99999) {\n      this.quaternion.set(1, 0, 0, 0);\n    } else {\n      _axis.set(dir.z, 0, -dir.x).normalize();\n      const radians = Math.acos(dir.y);\n      this.quaternion.setFromAxisAngle(_axis, radians);\n    }\n  }\n  setLength(length, headLength = length * 0.2, headWidth = headLength * 0.2) {\n    this.line.scale.set(1, Math.max(1e-4, length - headLength), 1);\n    this.line.updateMatrix();\n    this.cone.scale.set(headWidth, headLength, headWidth);\n    this.cone.position.y = length;\n    this.cone.updateMatrix();\n  }\n  setColor(color) {\n    this.line.material.color.set(color);\n    this.cone.material.color.set(color);\n  }\n  copy(source) {\n    super.copy(source, false);\n    this.line.copy(source.line);\n    this.cone.copy(source.cone);\n    return this;\n  }\n  dispose() {\n    this.line.geometry.dispose();\n    this.line.material.dispose();\n    this.cone.geometry.dispose();\n    this.cone.material.dispose();\n  }\n}\nclass AxesHelper extends LineSegments {\n  constructor(size = 1) {\n    const vertices = [\n      0,\n      0,\n      0,\n      size,\n      0,\n      0,\n      0,\n      0,\n      0,\n      0,\n      size,\n      0,\n      0,\n      0,\n      0,\n      0,\n      0,\n      size\n    ];\n    const colors = [\n      1,\n      0,\n      0,\n      1,\n      0.6,\n      0,\n      0,\n      1,\n      0,\n      0.6,\n      1,\n      0,\n      0,\n      0,\n      1,\n      0,\n      0.6,\n      1\n    ];\n    const geometry = new BufferGeometry();\n    geometry.setAttribute(\"position\", new Float32BufferAttribute(vertices, 3));\n    geometry.setAttribute(\"color\", new Float32BufferAttribute(colors, 3));\n    const material = new LineBasicMaterial({vertexColors: true, toneMapped: false});\n    super(geometry, material);\n    this.type = \"AxesHelper\";\n  }\n  setColors(xAxisColor, yAxisColor, zAxisColor) {\n    const color = new Color();\n    const array = this.geometry.attributes.color.array;\n    color.set(xAxisColor);\n    color.toArray(array, 0);\n    color.toArray(array, 3);\n    color.set(yAxisColor);\n    color.toArray(array, 6);\n    color.toArray(array, 9);\n    color.set(zAxisColor);\n    color.toArray(array, 12);\n    color.toArray(array, 15);\n    this.geometry.attributes.color.needsUpdate = true;\n    return this;\n  }\n  dispose() {\n    this.geometry.dispose();\n    this.material.dispose();\n  }\n}\nclass ShapePath {\n  constructor() {\n    this.type = \"ShapePath\";\n    this.color = new Color();\n    this.subPaths = [];\n    this.currentPath = null;\n  }\n  moveTo(x, y) {\n    this.currentPath = new Path();\n    this.subPaths.push(this.currentPath);\n    this.currentPath.moveTo(x, y);\n    return this;\n  }\n  lineTo(x, y) {\n    this.currentPath.lineTo(x, y);\n    return this;\n  }\n  quadraticCurveTo(aCPx, aCPy, aX, aY) {\n    this.currentPath.quadraticCurveTo(aCPx, aCPy, aX, aY);\n    return this;\n  }\n  bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) {\n    this.currentPath.bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY);\n    return this;\n  }\n  splineThru(pts) {\n    this.currentPath.splineThru(pts);\n    return this;\n  }\n  toShapes(isCCW) {\n    function toShapesNoHoles(inSubpaths) {\n      const shapes2 = [];\n      for (let i = 0, l = inSubpaths.length; i < l; i++) {\n        const tmpPath2 = inSubpaths[i];\n        const tmpShape2 = new Shape();\n        tmpShape2.curves = tmpPath2.curves;\n        shapes2.push(tmpShape2);\n      }\n      return shapes2;\n    }\n    function isPointInsidePolygon(inPt, inPolygon) {\n      const polyLen = inPolygon.length;\n      let inside = false;\n      for (let p = polyLen - 1, q = 0; q < polyLen; p = q++) {\n        let edgeLowPt = inPolygon[p];\n        let edgeHighPt = inPolygon[q];\n        let edgeDx = edgeHighPt.x - edgeLowPt.x;\n        let edgeDy = edgeHighPt.y - edgeLowPt.y;\n        if (Math.abs(edgeDy) > Number.EPSILON) {\n          if (edgeDy < 0) {\n            edgeLowPt = inPolygon[q];\n            edgeDx = -edgeDx;\n            edgeHighPt = inPolygon[p];\n            edgeDy = -edgeDy;\n          }\n          if (inPt.y < edgeLowPt.y || inPt.y > edgeHighPt.y)\n            continue;\n          if (inPt.y === edgeLowPt.y) {\n            if (inPt.x === edgeLowPt.x)\n              return true;\n          } else {\n            const perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y);\n            if (perpEdge === 0)\n              return true;\n            if (perpEdge < 0)\n              continue;\n            inside = !inside;\n          }\n        } else {\n          if (inPt.y !== edgeLowPt.y)\n            continue;\n          if (edgeHighPt.x <= inPt.x && inPt.x <= edgeLowPt.x || edgeLowPt.x <= inPt.x && inPt.x <= edgeHighPt.x)\n            return true;\n        }\n      }\n      return inside;\n    }\n    const isClockWise = ShapeUtils.isClockWise;\n    const subPaths = this.subPaths;\n    if (subPaths.length === 0)\n      return [];\n    let solid, tmpPath, tmpShape;\n    const shapes = [];\n    if (subPaths.length === 1) {\n      tmpPath = subPaths[0];\n      tmpShape = new Shape();\n      tmpShape.curves = tmpPath.curves;\n      shapes.push(tmpShape);\n      return shapes;\n    }\n    let holesFirst = !isClockWise(subPaths[0].getPoints());\n    holesFirst = isCCW ? !holesFirst : holesFirst;\n    const betterShapeHoles = [];\n    const newShapes = [];\n    let newShapeHoles = [];\n    let mainIdx = 0;\n    let tmpPoints;\n    newShapes[mainIdx] = void 0;\n    newShapeHoles[mainIdx] = [];\n    for (let i = 0, l = subPaths.length; i < l; i++) {\n      tmpPath = subPaths[i];\n      tmpPoints = tmpPath.getPoints();\n      solid = isClockWise(tmpPoints);\n      solid = isCCW ? !solid : solid;\n      if (solid) {\n        if (!holesFirst && newShapes[mainIdx])\n          mainIdx++;\n        newShapes[mainIdx] = {s: new Shape(), p: tmpPoints};\n        newShapes[mainIdx].s.curves = tmpPath.curves;\n        if (holesFirst)\n          mainIdx++;\n        newShapeHoles[mainIdx] = [];\n      } else {\n        newShapeHoles[mainIdx].push({h: tmpPath, p: tmpPoints[0]});\n      }\n    }\n    if (!newShapes[0])\n      return toShapesNoHoles(subPaths);\n    if (newShapes.length > 1) {\n      let ambiguous = false;\n      let toChange = 0;\n      for (let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++) {\n        betterShapeHoles[sIdx] = [];\n      }\n      for (let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++) {\n        const sho = newShapeHoles[sIdx];\n        for (let hIdx = 0; hIdx < sho.length; hIdx++) {\n          const ho = sho[hIdx];\n          let hole_unassigned = true;\n          for (let s2Idx = 0; s2Idx < newShapes.length; s2Idx++) {\n            if (isPointInsidePolygon(ho.p, newShapes[s2Idx].p)) {\n              if (sIdx !== s2Idx)\n                toChange++;\n              if (hole_unassigned) {\n                hole_unassigned = false;\n                betterShapeHoles[s2Idx].push(ho);\n              } else {\n                ambiguous = true;\n              }\n            }\n          }\n          if (hole_unassigned) {\n            betterShapeHoles[sIdx].push(ho);\n          }\n        }\n      }\n      if (toChange > 0 && ambiguous === false) {\n        newShapeHoles = betterShapeHoles;\n      }\n    }\n    let tmpHoles;\n    for (let i = 0, il = newShapes.length; i < il; i++) {\n      tmpShape = newShapes[i].s;\n      shapes.push(tmpShape);\n      tmpHoles = newShapeHoles[i];\n      for (let j = 0, jl = tmpHoles.length; j < jl; j++) {\n        tmpShape.holes.push(tmpHoles[j].h);\n      }\n    }\n    return shapes;\n  }\n}\nconst _tables = /* @__PURE__ */ _generateTables();\nfunction _generateTables() {\n  const buffer = new ArrayBuffer(4);\n  const floatView = new Float32Array(buffer);\n  const uint32View = new Uint32Array(buffer);\n  const baseTable = new Uint32Array(512);\n  const shiftTable = new Uint32Array(512);\n  for (let i = 0; i < 256; ++i) {\n    const e = i - 127;\n    if (e < -27) {\n      baseTable[i] = 0;\n      baseTable[i | 256] = 32768;\n      shiftTable[i] = 24;\n      shiftTable[i | 256] = 24;\n    } else if (e < -14) {\n      baseTable[i] = 1024 >> -e - 14;\n      baseTable[i | 256] = 1024 >> -e - 14 | 32768;\n      shiftTable[i] = -e - 1;\n      shiftTable[i | 256] = -e - 1;\n    } else if (e <= 15) {\n      baseTable[i] = e + 15 << 10;\n      baseTable[i | 256] = e + 15 << 10 | 32768;\n      shiftTable[i] = 13;\n      shiftTable[i | 256] = 13;\n    } else if (e < 128) {\n      baseTable[i] = 31744;\n      baseTable[i | 256] = 64512;\n      shiftTable[i] = 24;\n      shiftTable[i | 256] = 24;\n    } else {\n      baseTable[i] = 31744;\n      baseTable[i | 256] = 64512;\n      shiftTable[i] = 13;\n      shiftTable[i | 256] = 13;\n    }\n  }\n  const mantissaTable = new Uint32Array(2048);\n  const exponentTable = new Uint32Array(64);\n  const offsetTable = new Uint32Array(64);\n  for (let i = 1; i < 1024; ++i) {\n    let m = i << 13;\n    let e = 0;\n    while ((m & 8388608) === 0) {\n      m <<= 1;\n      e -= 8388608;\n    }\n    m &= ~8388608;\n    e += 947912704;\n    mantissaTable[i] = m | e;\n  }\n  for (let i = 1024; i < 2048; ++i) {\n    mantissaTable[i] = 939524096 + (i - 1024 << 13);\n  }\n  for (let i = 1; i < 31; ++i) {\n    exponentTable[i] = i << 23;\n  }\n  exponentTable[31] = 1199570944;\n  exponentTable[32] = 2147483648;\n  for (let i = 33; i < 63; ++i) {\n    exponentTable[i] = 2147483648 + (i - 32 << 23);\n  }\n  exponentTable[63] = 3347054592;\n  for (let i = 1; i < 64; ++i) {\n    if (i !== 32) {\n      offsetTable[i] = 1024;\n    }\n  }\n  return {\n    floatView,\n    uint32View,\n    baseTable,\n    shiftTable,\n    mantissaTable,\n    exponentTable,\n    offsetTable\n  };\n}\nfunction toHalfFloat(val) {\n  if (Math.abs(val) > 65504)\n    console.warn(\"THREE.DataUtils.toHalfFloat(): Value out of range.\");\n  val = clamp(val, -65504, 65504);\n  _tables.floatView[0] = val;\n  const f = _tables.uint32View[0];\n  const e = f >> 23 & 511;\n  return _tables.baseTable[e] + ((f & 8388607) >> _tables.shiftTable[e]);\n}\nfunction fromHalfFloat(val) {\n  const m = val >> 10;\n  _tables.uint32View[0] = _tables.mantissaTable[_tables.offsetTable[m] + (val & 1023)] + _tables.exponentTable[m];\n  return _tables.floatView[0];\n}\nvar DataUtils = /* @__PURE__ */ Object.freeze({\n  __proto__: null,\n  toHalfFloat,\n  fromHalfFloat\n});\nfunction ImmediateRenderObject() {\n  console.error(\"THREE.ImmediateRenderObject has been removed.\");\n}\nclass WebGLMultisampleRenderTarget extends WebGLRenderTarget {\n  constructor(width, height, options) {\n    console.error('THREE.WebGLMultisampleRenderTarget has been removed. Use a normal render target and set the \"samples\" property to greater 0 to enable multisampling.');\n    super(width, height, options);\n    this.samples = 4;\n  }\n}\nclass DataTexture2DArray extends DataArrayTexture {\n  constructor(data, width, height, depth) {\n    console.warn(\"THREE.DataTexture2DArray has been renamed to DataArrayTexture.\");\n    super(data, width, height, depth);\n  }\n}\nclass DataTexture3D extends Data3DTexture {\n  constructor(data, width, height, depth) {\n    console.warn(\"THREE.DataTexture3D has been renamed to Data3DTexture.\");\n    super(data, width, height, depth);\n  }\n}\nclass BoxBufferGeometry extends BoxGeometry {\n  constructor(width, height, depth, widthSegments, heightSegments, depthSegments) {\n    console.warn(\"THREE.BoxBufferGeometry has been renamed to THREE.BoxGeometry.\");\n    super(width, height, depth, widthSegments, heightSegments, depthSegments);\n  }\n}\nclass CapsuleBufferGeometry extends CapsuleGeometry {\n  constructor(radius, length, capSegments, radialSegments) {\n    console.warn(\"THREE.CapsuleBufferGeometry has been renamed to THREE.CapsuleGeometry.\");\n    super(radius, length, capSegments, radialSegments);\n  }\n}\nclass CircleBufferGeometry extends CircleGeometry {\n  constructor(radius, segments, thetaStart, thetaLength) {\n    console.warn(\"THREE.CircleBufferGeometry has been renamed to THREE.CircleGeometry.\");\n    super(radius, segments, thetaStart, thetaLength);\n  }\n}\nclass ConeBufferGeometry extends ConeGeometry {\n  constructor(radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength) {\n    console.warn(\"THREE.ConeBufferGeometry has been renamed to THREE.ConeGeometry.\");\n    super(radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength);\n  }\n}\nclass CylinderBufferGeometry extends CylinderGeometry {\n  constructor(radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength) {\n    console.warn(\"THREE.CylinderBufferGeometry has been renamed to THREE.CylinderGeometry.\");\n    super(radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength);\n  }\n}\nclass DodecahedronBufferGeometry extends DodecahedronGeometry {\n  constructor(radius, detail) {\n    console.warn(\"THREE.DodecahedronBufferGeometry has been renamed to THREE.DodecahedronGeometry.\");\n    super(radius, detail);\n  }\n}\nclass ExtrudeBufferGeometry extends ExtrudeGeometry {\n  constructor(shapes, options) {\n    console.warn(\"THREE.ExtrudeBufferGeometry has been renamed to THREE.ExtrudeGeometry.\");\n    super(shapes, options);\n  }\n}\nclass IcosahedronBufferGeometry extends IcosahedronGeometry {\n  constructor(radius, detail) {\n    console.warn(\"THREE.IcosahedronBufferGeometry has been renamed to THREE.IcosahedronGeometry.\");\n    super(radius, detail);\n  }\n}\nclass LatheBufferGeometry extends LatheGeometry {\n  constructor(points, segments, phiStart, phiLength) {\n    console.warn(\"THREE.LatheBufferGeometry has been renamed to THREE.LatheGeometry.\");\n    super(points, segments, phiStart, phiLength);\n  }\n}\nclass OctahedronBufferGeometry extends OctahedronGeometry {\n  constructor(radius, detail) {\n    console.warn(\"THREE.OctahedronBufferGeometry has been renamed to THREE.OctahedronGeometry.\");\n    super(radius, detail);\n  }\n}\nclass PlaneBufferGeometry extends PlaneGeometry {\n  constructor(width, height, widthSegments, heightSegments) {\n    console.warn(\"THREE.PlaneBufferGeometry has been renamed to THREE.PlaneGeometry.\");\n    super(width, height, widthSegments, heightSegments);\n  }\n}\nclass PolyhedronBufferGeometry extends PolyhedronGeometry {\n  constructor(vertices, indices, radius, detail) {\n    console.warn(\"THREE.PolyhedronBufferGeometry has been renamed to THREE.PolyhedronGeometry.\");\n    super(vertices, indices, radius, detail);\n  }\n}\nclass RingBufferGeometry extends RingGeometry {\n  constructor(innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength) {\n    console.warn(\"THREE.RingBufferGeometry has been renamed to THREE.RingGeometry.\");\n    super(innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength);\n  }\n}\nclass ShapeBufferGeometry extends ShapeGeometry {\n  constructor(shapes, curveSegments) {\n    console.warn(\"THREE.ShapeBufferGeometry has been renamed to THREE.ShapeGeometry.\");\n    super(shapes, curveSegments);\n  }\n}\nclass SphereBufferGeometry extends SphereGeometry {\n  constructor(radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength) {\n    console.warn(\"THREE.SphereBufferGeometry has been renamed to THREE.SphereGeometry.\");\n    super(radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength);\n  }\n}\nclass TetrahedronBufferGeometry extends TetrahedronGeometry {\n  constructor(radius, detail) {\n    console.warn(\"THREE.TetrahedronBufferGeometry has been renamed to THREE.TetrahedronGeometry.\");\n    super(radius, detail);\n  }\n}\nclass TorusBufferGeometry extends TorusGeometry {\n  constructor(radius, tube, radialSegments, tubularSegments, arc) {\n    console.warn(\"THREE.TorusBufferGeometry has been renamed to THREE.TorusGeometry.\");\n    super(radius, tube, radialSegments, tubularSegments, arc);\n  }\n}\nclass TorusKnotBufferGeometry extends TorusKnotGeometry {\n  constructor(radius, tube, tubularSegments, radialSegments, p, q) {\n    console.warn(\"THREE.TorusKnotBufferGeometry has been renamed to THREE.TorusKnotGeometry.\");\n    super(radius, tube, tubularSegments, radialSegments, p, q);\n  }\n}\nclass TubeBufferGeometry extends TubeGeometry {\n  constructor(path, tubularSegments, radius, radialSegments, closed) {\n    console.warn(\"THREE.TubeBufferGeometry has been renamed to THREE.TubeGeometry.\");\n    super(path, tubularSegments, radius, radialSegments, closed);\n  }\n}\nif (typeof __THREE_DEVTOOLS__ !== \"undefined\") {\n  __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent(\"register\", {detail: {\n    revision: REVISION\n  }}));\n}\nif (typeof window !== \"undefined\") {\n  if (window.__THREE__) {\n    console.warn(\"WARNING: Multiple instances of Three.js being imported.\");\n  } else {\n    window.__THREE__ = REVISION;\n  }\n}\nexport {ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AlphaFormat, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AmbientLightProbe, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BackSide, BasicDepthPacking, BasicShadowMap, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxBufferGeometry, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasTexture, CapsuleBufferGeometry, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleBufferGeometry, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, ColorManagement, CompressedArrayTexture, CompressedTexture, CompressedTextureLoader, ConeBufferGeometry, ConeGeometry, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderBufferGeometry, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTexture2DArray, DataTexture3D, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronBufferGeometry, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExtrudeBufferGeometry, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, Float64BufferAttribute, FloatType, Fog, FogExp2, FramebufferTexture, FrontSide, Frustum, GLBufferAttribute, GLSL1, GLSL3, GreaterDepth, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, HemisphereLightProbe, IcosahedronBufferGeometry, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, ImmediateRenderObject, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheBufferGeometry, LatheGeometry, Layers, LessDepth, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearEncoding, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, LuminanceAlphaFormat, LuminanceFormat, MOUSE, Material, MaterialLoader, MathUtils, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronBufferGeometry, OctahedronGeometry, OneFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, Path, PerspectiveCamera, Plane, PlaneBufferGeometry, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronBufferGeometry, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBFormat, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingBufferGeometry, RingGeometry, SRGBColorSpace, Scene, ShaderChunk, ShaderLib, ShaderMaterial, ShadowMaterial, Shape, ShapeBufferGeometry, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereBufferGeometry, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronBufferGeometry, TetrahedronGeometry, Texture, TextureLoader, TorusBufferGeometry, TorusGeometry, TorusKnotBufferGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeBufferGeometry, TubeGeometry, TwoPassDoubleSide, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt248Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, VideoTexture, WebGL1Renderer, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCubeRenderTarget, WebGLMultipleRenderTargets, WebGLMultisampleRenderTarget, WebGLRenderTarget, WebGLRenderer, WebGLUtils, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, _SRGBAFormat, sRGBEncoding};\nexport default null;\n","/*\n * Skypack CDN - three@0.148.0\n *\n * Learn more:\n *   📙 Package Documentation: https://www.skypack.dev/view/three\n *   📘 Skypack Documentation: https://www.skypack.dev/docs\n *\n * Pinned URL: (Optimized for Production)\n *   ▶️ Normal: https://cdn.skypack.dev/pin/three@v0.148.0-ZdnPTf2EskNtHkVhjjpp/mode=imports/optimized/three.js\n *   ⏩ Minified: https://cdn.skypack.dev/pin/three@v0.148.0-ZdnPTf2EskNtHkVhjjpp/mode=imports,min/optimized/three.js\n *\n */\n\n// Browser-Optimized Imports (Don't directly import the URLs below in your application!)\nexport * from '/-/three@v0.148.0-ZdnPTf2EskNtHkVhjjpp/dist=es2019,mode=imports/optimized/three.js';\nexport {default} from '/-/three@v0.148.0-ZdnPTf2EskNtHkVhjjpp/dist=es2019,mode=imports/optimized/three.js';\n","import{jsx as _jsx}from\"react/jsx-runtime\";import{useRef,useEffect,useMemo}from\"react\";import{addPropertyControls,ControlType}from\"framer\";import*as THREE from\"https://cdn.skypack.dev/three@0.148.0\";// Pré-compilation des shaders\nconst vertexShader=/* glsl */`\nvoid main() {\n    gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n}`;const fragmentShader=/* glsl */`\nuniform vec2 u_resolution;\nuniform vec2 u_mouse;\nuniform float u_time;\nuniform vec4 u_colors[2];\nuniform float u_intensity;\nuniform float u_rays;\nuniform float u_reach;\n\nfloat rayStrength(vec2 raySource, vec2 rayRefDirection, vec2 coord, float seedA, float seedB, float speed) {\n    vec2 sourceToCoord = coord - raySource;\n    float cosAngle = dot(normalize(sourceToCoord), rayRefDirection);\n    return clamp(\n        (.45 + 0.15 * sin(cosAngle * seedA + u_time * speed)) +\n        (0.3 + 0.2 * cos(-cosAngle * seedB + u_time * speed)),\n        0.0, 1.0) *\n        clamp((u_resolution.x - length(sourceToCoord)) / u_resolution.x, 0.0, 1.0);\n}\n\nvoid main() {\n    vec2 coord = gl_FragCoord.xy;\n    float speed = u_rays * 10.0;\n    \n    vec2 rayPos1 = vec2(u_resolution.x * 0.7, u_resolution.y * -0.4);\n    vec2 rayRefDir1 = normalize(vec2(1.0, -0.116));\n    vec2 rayPos2 = vec2(u_resolution.x * 0.8, u_resolution.y * -0.6);\n    vec2 rayRefDir2 = normalize(vec2(1.0, 0.241));\n    \n    vec4 rays1 = rayStrength(rayPos1, rayRefDir1, coord, 36.2214*speed, 21.11349*speed, 1.5*speed) * u_colors[0];\n    vec4 rays2 = rayStrength(rayPos2, rayRefDir2, coord, 22.39910*speed, 18.0234*speed, 1.1*speed) * u_colors[1];\n    \n    vec4 fragColor = rays1 + rays2;\n    float brightness = mix(u_reach, 1.0, 1.0 - (coord.y / u_resolution.y));\n    gl_FragColor = fragColor * brightness * u_intensity;\n}`;// Pré-création de la géométrie\nconst planeGeometry=new THREE.PlaneGeometry(2,2);// Cache pour les couleurs\nconst colorCache=new Map;function createColorVector(hex){if(colorCache.has(hex)){return colorCache.get(hex);}const color=new THREE.Color(hex);const vector=new THREE.Vector4(color.r,color.g,color.b,1);colorCache.set(hex,vector);return vector;}export default function LightRays(props){const{color1=\"#9F00FF\",color2=\"#0066FF\",intensity=1.5,rays=.067,reach=.2}=props;const containerRef=useRef(null);const canvasRef=useRef(null);const sceneRef=useRef(null);const rendererRef=useRef(null);const materialRef=useRef(null);// Création unique des objets Three.js\nconst{scene,camera}=useMemo(()=>{const scene=new THREE.Scene;const camera=new THREE.OrthographicCamera(-1,1,1,-1,.1,10);camera.position.z=1;return{scene,camera};},[]);// Initialisation optimisée\nuseEffect(()=>{const canvas=canvasRef.current;if(!canvas||!containerRef.current)return;// Création du renderer avec les options optimisées\nconst renderer=new THREE.WebGLRenderer({canvas,alpha:true,antialias:false,powerPreference:\"high-performance\",failIfMajorPerformanceCaveat:true});renderer.setClearColor(0,0);rendererRef.current=renderer;// Création du material\nconst material=new THREE.ShaderMaterial({uniforms:{u_colors:{value:[createColorVector(color1),createColorVector(color2)]},u_intensity:{value:intensity},u_rays:{value:rays},u_reach:{value:reach},u_time:{value:0},u_mouse:{value:[.5,.5]},u_resolution:{value:[1,1]}},vertexShader,fragmentShader,transparent:true,blending:THREE.AdditiveBlending});materialRef.current=material;// Création du mesh\nconst mesh=new THREE.Mesh(planeGeometry,material);scene.add(mesh);// Gestionnaire de resize optimisé\nconst debouncedResize=debounce(()=>{if(!containerRef.current||!renderer)return;const{clientWidth:width,clientHeight:height}=containerRef.current;renderer.setSize(width,height,false);material.uniforms.u_resolution.value=[width,height];const aspect=width/height;const scale=Math.max(1,aspect);mesh.scale.set(scale,scale,1);if(aspect>1){camera.left=-aspect;camera.right=aspect;}else{camera.top=1/aspect;camera.bottom=-1/aspect;}camera.updateProjectionMatrix();},100);const resizeObserver=new ResizeObserver(debouncedResize);resizeObserver.observe(containerRef.current);// Animation optimisée\nlet lastTime=0;function animate(time){const delta=Math.min((time-lastTime)/1e3,.1);lastTime=time;if(materialRef.current){materialRef.current.uniforms.u_time.value+=delta;}renderer.render(scene,camera);requestAnimationFrame(animate);}requestAnimationFrame(animate);debouncedResize();const throttledMouseMove=throttle(event=>{const rect=canvas.getBoundingClientRect();material.uniforms.u_mouse.value=[(event.clientX-rect.left)/rect.width,1-(event.clientY-rect.top)/rect.height];},16);containerRef.current.addEventListener(\"mousemove\",throttledMouseMove);return()=>{resizeObserver.disconnect();containerRef.current?.removeEventListener(\"mousemove\",throttledMouseMove);renderer.dispose();material.dispose();};},[]);// Mise à jour optimisée des uniformes\nuseEffect(()=>{if(materialRef.current){materialRef.current.uniforms.u_colors.value=[createColorVector(color1),createColorVector(color2)];materialRef.current.uniforms.u_intensity.value=intensity;materialRef.current.uniforms.u_rays.value=rays;materialRef.current.uniforms.u_reach.value=reach;}},[color1,color2,intensity,rays,reach]);return /*#__PURE__*/_jsx(\"div\",{ref:containerRef,style:{width:\"100%\",height:\"100%\",position:\"relative\"},children:/*#__PURE__*/_jsx(\"canvas\",{ref:canvasRef,style:{width:\"100%\",height:\"100%\",display:\"block\",position:\"absolute\",top:0,left:0,willChange:\"transform\"}})});}// Utilitaires de performance\nfunction debounce(func,wait){let timeout;return function executedFunction(...args){const later=()=>{clearTimeout(timeout);func(...args);};clearTimeout(timeout);timeout=setTimeout(later,wait);};}function throttle(func,limit){let inThrottle;return function(...args){if(!inThrottle){func(...args);inThrottle=true;setTimeout(()=>inThrottle=false,limit);}};}// Contrôles Framer\naddPropertyControls(LightRays,{color1:{type:ControlType.Color,title:\"Color 1\",defaultValue:\"#9F00FF\"},color2:{type:ControlType.Color,title:\"Color 2\",defaultValue:\"#0066FF\"},intensity:{type:ControlType.Number,title:\"Intensity\",defaultValue:1.5,min:0,max:3,step:.1},rays:{type:ControlType.Number,title:\"Rays Speed\",defaultValue:.067,min:0,max:.5,step:.001},reach:{type:ControlType.Number,title:\"Reach\",defaultValue:.2,min:0,max:1,step:.01}});\nexport const __FramerMetadata__ = {\"exports\":{\"default\":{\"type\":\"reactComponent\",\"name\":\"LightRays\",\"slots\":[],\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# sourceMappingURL=./GOD_RAYS_V2.map","// Generated by Framer (ddd30d5)\nimport{jsx as _jsx}from\"react/jsx-runtime\";import{addFonts,addPropertyControls,ComponentViewportProvider,ControlType,cx,getFonts,getPropertyControls,useComponentViewport,useLocaleInfo,useVariantState,withCSS}from\"framer\";import{LayoutGroup,motion,MotionConfigContext}from\"framer-motion\";import*as React from\"react\";import{Icon as Phosphor}from\"https://framerusercontent.com/modules/tYScH7LTqUtz5KUaUAYP/p8dptk4UIND8hbFWz9V7/Phosphor.js\";const PhosphorFonts=getFonts(Phosphor);const PhosphorControls=getPropertyControls(Phosphor);const cycleOrder=[\"cReawCiQN\",\"Y5xm60p78\",\"wdF5NS3zh\",\"qlXAWFmV_\",\"DSJ2im94d\",\"Qw6v8CJNB\",\"WNgEd9A2Q\",\"R9OhYRJ6_\",\"kVBBHAWqW\",\"QOX1N6VEI\",\"PQmd7w_Dm\",\"aVSN0OFIi\",\"qGTxYFPze\",\"JlPkBQDwQ\",\"rrxIxLQcI\",\"tuVHQC4Bo\"];const serializationHash=\"framer-3DzZY\";const variantClassNames={aVSN0OFIi:\"framer-v-zfa8j2\",cReawCiQN:\"framer-v-2rywg8\",DSJ2im94d:\"framer-v-axtoy0\",JlPkBQDwQ:\"framer-v-19whwup\",kVBBHAWqW:\"framer-v-l4ljzs\",PQmd7w_Dm:\"framer-v-l6fwvd\",qGTxYFPze:\"framer-v-1vccmk\",qlXAWFmV_:\"framer-v-1li5ey7\",QOX1N6VEI:\"framer-v-1kvc3ua\",Qw6v8CJNB:\"framer-v-1kiklfe\",R9OhYRJ6_:\"framer-v-uagf88\",rrxIxLQcI:\"framer-v-yow3l3\",tuVHQC4Bo:\"framer-v-m414s4\",wdF5NS3zh:\"framer-v-libfnd\",WNgEd9A2Q:\"framer-v-1m4hxpf\",Y5xm60p78:\"framer-v-1ncpkxu\"};function addPropertyOverrides(overrides,...variants){const nextOverrides={};variants===null||variants===void 0?void 0:variants.forEach(variant=>variant&&Object.assign(nextOverrides,overrides[variant]));return nextOverrides;}const transition1={damping:60,delay:0,mass:1,stiffness:500,type:\"spring\"};const Transition=({value,children})=>{const config=React.useContext(MotionConfigContext);const transition=value!==null&&value!==void 0?value:config.transition;const contextValue=React.useMemo(()=>({...config,transition}),[JSON.stringify(transition)]);return /*#__PURE__*/_jsx(MotionConfigContext.Provider,{value:contextValue,children:children});};const Variants=motion.create(React.Fragment);const humanReadableEnumMap={Bold:\"bold\",Duotone:\"duotone\",Fill:\"fill\",Light:\"light\",Regular:\"regular\",Thin:\"thin\"};const humanReadableVariantMap={\"Circle Dark\":\"qlXAWFmV_\",\"Circle Light\":\"cReawCiQN\",\"Circle Primary 50\":\"Y5xm60p78\",\"Circle Primary 500\":\"wdF5NS3zh\",\"Huge Icon\":\"tuVHQC4Bo\",\"Large Circle Dark\":\"aVSN0OFIi\",\"Large Circle Light\":\"PQmd7w_Dm\",\"Large Circle Primary 50\":\"kVBBHAWqW\",\"Large Circle Primary 500\":\"QOX1N6VEI\",\"Large Icon\":\"rrxIxLQcI\",\"Medium Icon\":\"JlPkBQDwQ\",\"Rounded Dark\":\"R9OhYRJ6_\",\"Rounded Light\":\"DSJ2im94d\",\"Rounded Primary 50\":\"Qw6v8CJNB\",\"Rounded Primary 500\":\"WNgEd9A2Q\",\"Small Icon\":\"qGTxYFPze\"};const getProps=({height,icon,iconColor,id,weight,width,...props})=>{var _ref,_humanReadableVariantMap_props_variant,_ref1,_humanReadableEnumMap_weight,_ref2,_ref3,_ref4;return{...props,m41wChItW:(_ref=icon!==null&&icon!==void 0?icon:props.m41wChItW)!==null&&_ref!==void 0?_ref:\"ChatCircle\",variant:(_ref1=(_humanReadableVariantMap_props_variant=humanReadableVariantMap[props.variant])!==null&&_humanReadableVariantMap_props_variant!==void 0?_humanReadableVariantMap_props_variant:props.variant)!==null&&_ref1!==void 0?_ref1:\"cReawCiQN\",VLsK9eUiU:(_ref3=(_ref2=(_humanReadableEnumMap_weight=humanReadableEnumMap[weight])!==null&&_humanReadableEnumMap_weight!==void 0?_humanReadableEnumMap_weight:weight)!==null&&_ref2!==void 0?_ref2:props.VLsK9eUiU)!==null&&_ref3!==void 0?_ref3:\"regular\",VOCp8dKm3:(_ref4=iconColor!==null&&iconColor!==void 0?iconColor:props.VOCp8dKm3)!==null&&_ref4!==void 0?_ref4:\"var(--token-36db49d3-d72f-403e-8d33-52a82ad85813, rgb(0, 102, 255))\"};};const createLayoutDependency=(props,variants)=>{if(props.layoutDependency)return variants.join(\"-\")+props.layoutDependency;return variants.join(\"-\");};const Component=/*#__PURE__*/React.forwardRef(function(props,ref){const{activeLocale,setLocale}=useLocaleInfo();const{style,className,layoutId,variant,VOCp8dKm3,m41wChItW,VLsK9eUiU,...restProps}=getProps(props);const{baseVariant,classNames,clearLoadingGesture,gestureHandlers,gestureVariant,isLoading,setGestureState,setVariant,variants}=useVariantState({cycleOrder,defaultVariant:\"cReawCiQN\",variant,variantClassNames});const layoutDependency=createLayoutDependency(props,variants);const ref1=React.useRef(null);const defaultLayoutId=React.useId();const sharedStyleClassNames=[];const componentViewport=useComponentViewport();return /*#__PURE__*/_jsx(LayoutGroup,{id:layoutId!==null&&layoutId!==void 0?layoutId:defaultLayoutId,children:/*#__PURE__*/_jsx(Variants,{animate:variants,initial:false,children:/*#__PURE__*/_jsx(Transition,{value:transition1,children:/*#__PURE__*/_jsx(motion.div,{...restProps,...gestureHandlers,className:cx(serializationHash,...sharedStyleClassNames,\"framer-2rywg8\",className,classNames),\"data-border\":true,\"data-framer-name\":\"Circle Light\",layoutDependency:layoutDependency,layoutId:\"cReawCiQN\",ref:ref!==null&&ref!==void 0?ref:ref1,style:{\"--border-bottom-width\":\"1px\",\"--border-color\":\"var(--token-d62ffd6d-0365-4204-85b2-674429fa3b78, rgb(230, 231, 232))\",\"--border-left-width\":\"1px\",\"--border-right-width\":\"1px\",\"--border-style\":\"solid\",\"--border-top-width\":\"1px\",backgroundColor:\"var(--token-454046b4-1e7d-4f65-9b9c-fd72ed915ff4, rgb(255, 255, 255))\",borderBottomLeftRadius:60,borderBottomRightRadius:60,borderTopLeftRadius:60,borderTopRightRadius:60,...style},variants:{aVSN0OFIi:{\"--border-bottom-width\":\"0px\",\"--border-left-width\":\"0px\",\"--border-right-width\":\"0px\",\"--border-top-width\":\"0px\",backgroundColor:\"var(--token-c18bedff-1a42-4277-9545-22a96a55c534, rgb(53, 56, 65))\"},DSJ2im94d:{\"--border-color\":\"var(--token-d62ffd6d-0365-4204-85b2-674429fa3b78, rgb(222, 222, 222))\",borderBottomLeftRadius:10,borderBottomRightRadius:10,borderTopLeftRadius:10,borderTopRightRadius:10},JlPkBQDwQ:{\"--border-bottom-width\":\"0px\",\"--border-left-width\":\"0px\",\"--border-right-width\":\"0px\",\"--border-top-width\":\"0px\",backgroundColor:\"rgba(0, 0, 0, 0)\",borderBottomLeftRadius:0,borderBottomRightRadius:0,borderTopLeftRadius:0,borderTopRightRadius:0},kVBBHAWqW:{\"--border-bottom-width\":\"0px\",\"--border-left-width\":\"0px\",\"--border-right-width\":\"0px\",\"--border-top-width\":\"0px\",backgroundColor:\"var(--token-f9c33269-0d20-4b15-a66a-80367749c6ae, rgb(232, 241, 255))\"},qGTxYFPze:{\"--border-bottom-width\":\"0px\",\"--border-left-width\":\"0px\",\"--border-right-width\":\"0px\",\"--border-top-width\":\"0px\",backgroundColor:\"rgba(0, 0, 0, 0)\",borderBottomLeftRadius:0,borderBottomRightRadius:0,borderTopLeftRadius:0,borderTopRightRadius:0},qlXAWFmV_:{\"--border-bottom-width\":\"0px\",\"--border-left-width\":\"0px\",\"--border-right-width\":\"0px\",\"--border-top-width\":\"0px\",backgroundColor:\"var(--token-c18bedff-1a42-4277-9545-22a96a55c534, rgb(53, 56, 65))\"},QOX1N6VEI:{\"--border-bottom-width\":\"0px\",\"--border-left-width\":\"0px\",\"--border-right-width\":\"0px\",\"--border-top-width\":\"0px\",backgroundColor:VOCp8dKm3},Qw6v8CJNB:{\"--border-bottom-width\":\"0px\",\"--border-left-width\":\"0px\",\"--border-right-width\":\"0px\",\"--border-top-width\":\"0px\",backgroundColor:\"var(--token-f9c33269-0d20-4b15-a66a-80367749c6ae, rgb(240, 246, 255))\",borderBottomLeftRadius:10,borderBottomRightRadius:10,borderTopLeftRadius:10,borderTopRightRadius:10},R9OhYRJ6_:{\"--border-bottom-width\":\"0px\",\"--border-left-width\":\"0px\",\"--border-right-width\":\"0px\",\"--border-top-width\":\"0px\",backgroundColor:\"var(--token-c18bedff-1a42-4277-9545-22a96a55c534, rgb(53, 56, 65))\",borderBottomLeftRadius:10,borderBottomRightRadius:10,borderTopLeftRadius:10,borderTopRightRadius:10},rrxIxLQcI:{\"--border-bottom-width\":\"0px\",\"--border-left-width\":\"0px\",\"--border-right-width\":\"0px\",\"--border-top-width\":\"0px\",backgroundColor:\"rgba(0, 0, 0, 0)\",borderBottomLeftRadius:0,borderBottomRightRadius:0,borderTopLeftRadius:0,borderTopRightRadius:0},tuVHQC4Bo:{\"--border-bottom-width\":\"0px\",\"--border-left-width\":\"0px\",\"--border-right-width\":\"0px\",\"--border-top-width\":\"0px\",backgroundColor:\"rgba(0, 0, 0, 0)\",borderBottomLeftRadius:0,borderBottomRightRadius:0,borderTopLeftRadius:0,borderTopRightRadius:0},wdF5NS3zh:{\"--border-bottom-width\":\"0px\",\"--border-left-width\":\"0px\",\"--border-right-width\":\"0px\",\"--border-top-width\":\"0px\",backgroundColor:VOCp8dKm3},WNgEd9A2Q:{\"--border-bottom-width\":\"0px\",\"--border-left-width\":\"0px\",\"--border-right-width\":\"0px\",\"--border-top-width\":\"0px\",backgroundColor:VOCp8dKm3,borderBottomLeftRadius:10,borderBottomRightRadius:10,borderTopLeftRadius:10,borderTopRightRadius:10},Y5xm60p78:{\"--border-bottom-width\":\"0px\",\"--border-left-width\":\"0px\",\"--border-right-width\":\"0px\",\"--border-top-width\":\"0px\",backgroundColor:\"var(--token-f9c33269-0d20-4b15-a66a-80367749c6ae, rgb(232, 241, 255))\"}},...addPropertyOverrides({aVSN0OFIi:{\"data-framer-name\":\"Large Circle Dark\"},DSJ2im94d:{\"data-framer-name\":\"Rounded Light\"},JlPkBQDwQ:{\"data-framer-name\":\"Medium Icon\"},kVBBHAWqW:{\"data-framer-name\":\"Large Circle Primary 50\"},PQmd7w_Dm:{\"data-framer-name\":\"Large Circle Light\"},qGTxYFPze:{\"data-framer-name\":\"Small Icon\"},qlXAWFmV_:{\"data-framer-name\":\"Circle Dark\"},QOX1N6VEI:{\"data-framer-name\":\"Large Circle Primary 500\"},Qw6v8CJNB:{\"data-framer-name\":\"Rounded Primary 50\"},R9OhYRJ6_:{\"data-framer-name\":\"Rounded Dark\"},rrxIxLQcI:{\"data-framer-name\":\"Large Icon\"},tuVHQC4Bo:{\"data-framer-name\":\"Huge Icon\"},wdF5NS3zh:{\"data-framer-name\":\"Circle Primary 500\"},WNgEd9A2Q:{\"data-framer-name\":\"Rounded Primary 500\"},Y5xm60p78:{\"data-framer-name\":\"Circle Primary 50\"}},baseVariant,gestureVariant),children:/*#__PURE__*/_jsx(ComponentViewportProvider,{children:/*#__PURE__*/_jsx(motion.div,{className:\"framer-1cwr18v-container\",layoutDependency:layoutDependency,layoutId:\"Pe74Vy21I-container\",children:/*#__PURE__*/_jsx(Phosphor,{color:VOCp8dKm3,height:\"100%\",iconSearch:\"Search\",iconSelection:m41wChItW,id:\"Pe74Vy21I\",layoutId:\"Pe74Vy21I\",mirrored:false,selectByList:true,style:{height:\"100%\",width:\"100%\"},weight:VLsK9eUiU,width:\"100%\",...addPropertyOverrides({QOX1N6VEI:{color:\"var(--token-454046b4-1e7d-4f65-9b9c-fd72ed915ff4, rgb(255, 255, 255))\"},wdF5NS3zh:{color:\"var(--token-454046b4-1e7d-4f65-9b9c-fd72ed915ff4, rgb(255, 255, 255))\"},WNgEd9A2Q:{color:\"var(--token-454046b4-1e7d-4f65-9b9c-fd72ed915ff4, rgb(255, 255, 255))\"}},baseVariant,gestureVariant)})})})})})})});});const css=[\"@supports (aspect-ratio: 1) { body { --framer-aspect-ratio-supported: auto; } }\",\".framer-3DzZY.framer-1fjzoty, .framer-3DzZY .framer-1fjzoty { display: block; }\",\".framer-3DzZY.framer-2rywg8 { height: 60px; overflow: visible; position: relative; width: 60px; }\",\".framer-3DzZY .framer-1cwr18v-container { flex: none; height: 24px; left: calc(50.00000000000002% - 24px / 2); position: absolute; top: calc(50.00000000000002% - 24px / 2); width: 24px; }\",\".framer-3DzZY.framer-v-1ncpkxu.framer-2rywg8, .framer-3DzZY.framer-v-libfnd.framer-2rywg8, .framer-3DzZY.framer-v-1li5ey7.framer-2rywg8 { aspect-ratio: 1 / 1; height: var(--framer-aspect-ratio-supported, 60px); }\",\".framer-3DzZY.framer-v-axtoy0.framer-2rywg8, .framer-3DzZY.framer-v-1kiklfe.framer-2rywg8, .framer-3DzZY.framer-v-1m4hxpf.framer-2rywg8, .framer-3DzZY.framer-v-uagf88.framer-2rywg8 { aspect-ratio: 1 / 1; height: var(--framer-aspect-ratio-supported, 60px); overflow: hidden; will-change: var(--framer-will-change-override, transform); }\",\".framer-3DzZY.framer-v-l4ljzs.framer-2rywg8, .framer-3DzZY.framer-v-1kvc3ua.framer-2rywg8, .framer-3DzZY.framer-v-l6fwvd.framer-2rywg8, .framer-3DzZY.framer-v-zfa8j2.framer-2rywg8 { aspect-ratio: 1 / 1; height: var(--framer-aspect-ratio-supported, 120px); width: 120px; }\",\".framer-3DzZY.framer-v-l4ljzs .framer-1cwr18v-container, .framer-3DzZY.framer-v-1kvc3ua .framer-1cwr18v-container, .framer-3DzZY.framer-v-l6fwvd .framer-1cwr18v-container, .framer-3DzZY.framer-v-zfa8j2 .framer-1cwr18v-container { height: 40px; left: calc(50.00000000000002% - 40px / 2); top: calc(50.00000000000002% - 40px / 2); width: 40px; }\",\".framer-3DzZY.framer-v-1vccmk.framer-2rywg8, .framer-3DzZY.framer-v-19whwup.framer-2rywg8, .framer-3DzZY.framer-v-yow3l3.framer-2rywg8, .framer-3DzZY.framer-v-m414s4.framer-2rywg8 { align-content: center; align-items: center; display: flex; flex-direction: row; flex-wrap: nowrap; gap: 10px; height: min-content; justify-content: center; padding: 0px; width: min-content; }\",\".framer-3DzZY.framer-v-1vccmk .framer-1cwr18v-container { height: 16px; left: unset; position: relative; top: unset; width: 16px; }\",\"@supports (background: -webkit-named-image(i)) and (not (font-palette:dark)) { .framer-3DzZY.framer-v-1vccmk.framer-2rywg8 { gap: 0px; } .framer-3DzZY.framer-v-1vccmk.framer-2rywg8 > * { margin: 0px; margin-left: calc(10px / 2); margin-right: calc(10px / 2); } .framer-3DzZY.framer-v-1vccmk.framer-2rywg8 > :first-child { margin-left: 0px; } .framer-3DzZY.framer-v-1vccmk.framer-2rywg8 > :last-child { margin-right: 0px; } }\",\".framer-3DzZY.framer-v-19whwup .framer-1cwr18v-container { height: 20px; left: unset; position: relative; top: unset; width: 20px; }\",\"@supports (background: -webkit-named-image(i)) and (not (font-palette:dark)) { .framer-3DzZY.framer-v-19whwup.framer-2rywg8 { gap: 0px; } .framer-3DzZY.framer-v-19whwup.framer-2rywg8 > * { margin: 0px; margin-left: calc(10px / 2); margin-right: calc(10px / 2); } .framer-3DzZY.framer-v-19whwup.framer-2rywg8 > :first-child { margin-left: 0px; } .framer-3DzZY.framer-v-19whwup.framer-2rywg8 > :last-child { margin-right: 0px; } }\",\".framer-3DzZY.framer-v-yow3l3 .framer-1cwr18v-container { left: unset; position: relative; top: unset; }\",\"@supports (background: -webkit-named-image(i)) and (not (font-palette:dark)) { .framer-3DzZY.framer-v-yow3l3.framer-2rywg8 { gap: 0px; } .framer-3DzZY.framer-v-yow3l3.framer-2rywg8 > * { margin: 0px; margin-left: calc(10px / 2); margin-right: calc(10px / 2); } .framer-3DzZY.framer-v-yow3l3.framer-2rywg8 > :first-child { margin-left: 0px; } .framer-3DzZY.framer-v-yow3l3.framer-2rywg8 > :last-child { margin-right: 0px; } }\",\".framer-3DzZY.framer-v-m414s4 .framer-1cwr18v-container { height: 40px; left: unset; position: relative; top: unset; width: 40px; }\",\"@supports (background: -webkit-named-image(i)) and (not (font-palette:dark)) { .framer-3DzZY.framer-v-m414s4.framer-2rywg8 { gap: 0px; } .framer-3DzZY.framer-v-m414s4.framer-2rywg8 > * { margin: 0px; margin-left: calc(10px / 2); margin-right: calc(10px / 2); } .framer-3DzZY.framer-v-m414s4.framer-2rywg8 > :first-child { margin-left: 0px; } .framer-3DzZY.framer-v-m414s4.framer-2rywg8 > :last-child { margin-right: 0px; } }\",'.framer-3DzZY[data-border=\"true\"]::after, .framer-3DzZY [data-border=\"true\"]::after { content: \"\"; border-width: var(--border-top-width, 0) var(--border-right-width, 0) var(--border-bottom-width, 0) var(--border-left-width, 0); border-color: var(--border-color, none); border-style: var(--border-style, none); width: 100%; height: 100%; position: absolute; box-sizing: border-box; left: 0; top: 0; border-radius: inherit; pointer-events: none; }'];/**\n * This is a generated Framer component.\n * @framerIntrinsicHeight 60\n * @framerIntrinsicWidth 60\n * @framerCanvasComponentVariantDetails {\"propertyName\":\"variant\",\"data\":{\"default\":{\"layout\":[\"fixed\",\"fixed\"]},\"Y5xm60p78\":{\"layout\":[\"fixed\",\"fixed\"]},\"wdF5NS3zh\":{\"layout\":[\"fixed\",\"fixed\"]},\"qlXAWFmV_\":{\"layout\":[\"fixed\",\"fixed\"]},\"DSJ2im94d\":{\"layout\":[\"fixed\",\"fixed\"]},\"Qw6v8CJNB\":{\"layout\":[\"fixed\",\"fixed\"]},\"WNgEd9A2Q\":{\"layout\":[\"fixed\",\"fixed\"]},\"R9OhYRJ6_\":{\"layout\":[\"fixed\",\"fixed\"]},\"kVBBHAWqW\":{\"layout\":[\"fixed\",\"fixed\"]},\"QOX1N6VEI\":{\"layout\":[\"fixed\",\"fixed\"]},\"PQmd7w_Dm\":{\"layout\":[\"fixed\",\"fixed\"]},\"aVSN0OFIi\":{\"layout\":[\"fixed\",\"fixed\"]},\"qGTxYFPze\":{\"layout\":[\"auto\",\"auto\"]},\"JlPkBQDwQ\":{\"layout\":[\"auto\",\"auto\"]},\"rrxIxLQcI\":{\"layout\":[\"auto\",\"auto\"]},\"tuVHQC4Bo\":{\"layout\":[\"auto\",\"auto\"]}}}\n * @framerVariables {\"VOCp8dKm3\":\"iconColor\",\"m41wChItW\":\"icon\",\"VLsK9eUiU\":\"weight\"}\n * @framerImmutableVariables true\n * @framerDisplayContentsDiv false\n * @framerComponentViewportWidth true\n */const FramerRDMJPjQvL=withCSS(Component,css,\"framer-3DzZY\");export default FramerRDMJPjQvL;FramerRDMJPjQvL.displayName=\"Icon/Icon\";FramerRDMJPjQvL.defaultProps={height:60,width:60};addPropertyControls(FramerRDMJPjQvL,{variant:{options:[\"cReawCiQN\",\"Y5xm60p78\",\"wdF5NS3zh\",\"qlXAWFmV_\",\"DSJ2im94d\",\"Qw6v8CJNB\",\"WNgEd9A2Q\",\"R9OhYRJ6_\",\"kVBBHAWqW\",\"QOX1N6VEI\",\"PQmd7w_Dm\",\"aVSN0OFIi\",\"qGTxYFPze\",\"JlPkBQDwQ\",\"rrxIxLQcI\",\"tuVHQC4Bo\"],optionTitles:[\"Circle Light\",\"Circle Primary 50\",\"Circle Primary 500\",\"Circle Dark\",\"Rounded Light\",\"Rounded Primary 50\",\"Rounded Primary 500\",\"Rounded Dark\",\"Large Circle Primary 50\",\"Large Circle Primary 500\",\"Large Circle Light\",\"Large Circle Dark\",\"Small Icon\",\"Medium Icon\",\"Large Icon\",\"Huge Icon\"],title:\"Variant\",type:ControlType.Enum},VOCp8dKm3:{defaultValue:'var(--token-36db49d3-d72f-403e-8d33-52a82ad85813, rgb(0, 102, 255)) /* {\"name\":\"Primary 500\"} */',title:\"Icon Color\",type:ControlType.Color},m41wChItW:(PhosphorControls===null||PhosphorControls===void 0?void 0:PhosphorControls[\"iconSelection\"])&&{...PhosphorControls[\"iconSelection\"],defaultValue:\"ChatCircle\",description:undefined,hidden:undefined,title:\"Icon\"},VLsK9eUiU:(PhosphorControls===null||PhosphorControls===void 0?void 0:PhosphorControls[\"weight\"])&&{...PhosphorControls[\"weight\"],defaultValue:\"regular\",description:undefined,hidden:undefined,title:\"Weight\"}});addFonts(FramerRDMJPjQvL,[{explicitInter:true,fonts:[]},...PhosphorFonts],{supportsExplicitInterCodegen:true});\nexport const __FramerMetadata__ = {\"exports\":{\"Props\":{\"type\":\"tsType\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"default\":{\"type\":\"reactComponent\",\"name\":\"FramerRDMJPjQvL\",\"slots\":[],\"annotations\":{\"framerContractVersion\":\"1\",\"framerCanvasComponentVariantDetails\":\"{\\\"propertyName\\\":\\\"variant\\\",\\\"data\\\":{\\\"default\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"fixed\\\"]},\\\"Y5xm60p78\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"fixed\\\"]},\\\"wdF5NS3zh\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"fixed\\\"]},\\\"qlXAWFmV_\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"fixed\\\"]},\\\"DSJ2im94d\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"fixed\\\"]},\\\"Qw6v8CJNB\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"fixed\\\"]},\\\"WNgEd9A2Q\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"fixed\\\"]},\\\"R9OhYRJ6_\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"fixed\\\"]},\\\"kVBBHAWqW\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"fixed\\\"]},\\\"QOX1N6VEI\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"fixed\\\"]},\\\"PQmd7w_Dm\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"fixed\\\"]},\\\"aVSN0OFIi\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"fixed\\\"]},\\\"qGTxYFPze\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"auto\\\"]},\\\"JlPkBQDwQ\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"auto\\\"]},\\\"rrxIxLQcI\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"auto\\\"]},\\\"tuVHQC4Bo\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"auto\\\"]}}}\",\"framerIntrinsicHeight\":\"60\",\"framerImmutableVariables\":\"true\",\"framerIntrinsicWidth\":\"60\",\"framerDisplayContentsDiv\":\"false\",\"framerVariables\":\"{\\\"VOCp8dKm3\\\":\\\"iconColor\\\",\\\"m41wChItW\\\":\\\"icon\\\",\\\"VLsK9eUiU\\\":\\\"weight\\\"}\",\"framerComponentViewportWidth\":\"true\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# sourceMappingURL=./RDMJPjQvL.map","// Generated by Framer (fd7a51d)\nimport{fontStore}from\"framer\";fontStore.loadFonts([\"FS;Poppins-regular\",\"FS;Poppins-bold\",\"FS;Poppins-bold italic\",\"FS;Poppins-italic\"]);export const fonts=[{explicitInter:true,fonts:[{family:\"Poppins\",source:\"fontshare\",style:\"normal\",url:\"https://framerusercontent.com/third-party-assets/fontshare/wf/NC2MP33RO4WQTSTEEAWBJLAEXNCNEQVF/7F4U3COKLHQH4WUH3AXPC7N4UELEWJQN/JMWNCAGBH3TLANIVQPVABVAVNV5QERTH.woff2\",weight:\"400\"},{family:\"Poppins\",source:\"fontshare\",style:\"normal\",url:\"https://framerusercontent.com/third-party-assets/fontshare/wf/EOHGWBZYYKO6R4PWP4S2B3FFWHHBEZN6/UWQLMF4AFWLXCJQCFV3WRVYC77KZXPRB/FYG6OCH7XOLUUSZTIZE65ATBZWF623O4.woff2\",weight:\"700\"},{family:\"Poppins\",source:\"fontshare\",style:\"italic\",url:\"https://framerusercontent.com/third-party-assets/fontshare/wf/JQL34MORONR7D7BXOVTX3KBGJGEJQ5BJ/CKUZVY5SFANCFAT7FS3MP6ZL4BMEWCJE/NOLRWF3JBJ434MILPG5RB6R2B4HGRSZB.woff2\",weight:\"700\"},{family:\"Poppins\",source:\"fontshare\",style:\"italic\",url:\"https://framerusercontent.com/third-party-assets/fontshare/wf/7LLTLAW3NRWOADG4II2JGKZC6OSEMBQC/EYFXWX77PEMPU645EAWOTG22E375GULW/SSNNTU67MMJH4CSWT443B4KJ7OB4WFHF.woff2\",weight:\"400\"}]}];export const css=['.framer-otCBX .framer-styles-preset-1rbq60l:not(.rich-text-wrapper), .framer-otCBX .framer-styles-preset-1rbq60l.rich-text-wrapper p { --framer-font-family: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-family-bold: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-family-bold-italic: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-family-italic: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-open-type-features: normal; --framer-font-size: 14px; --framer-font-style: normal; --framer-font-style-bold: normal; --framer-font-style-bold-italic: italic; --framer-font-style-italic: italic; --framer-font-variation-axes: normal; --framer-font-weight: 400; --framer-font-weight-bold: 700; --framer-font-weight-bold-italic: 700; --framer-font-weight-italic: 400; --framer-letter-spacing: 0em; --framer-line-height: 170%; --framer-paragraph-spacing: 14px; --framer-text-alignment: start; --framer-text-color: var(--token-aa00c859-9e35-4938-802e-5067ae674749, #404245); --framer-text-decoration: none; --framer-text-stroke-color: initial; --framer-text-stroke-width: initial; --framer-text-transform: none; }','@media (max-width: 1198px) and (min-width: 810px) { .framer-otCBX .framer-styles-preset-1rbq60l:not(.rich-text-wrapper), .framer-otCBX .framer-styles-preset-1rbq60l.rich-text-wrapper p { --framer-font-family: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-family-bold: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-family-bold-italic: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-family-italic: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-open-type-features: normal; --framer-font-size: 14px; --framer-font-style: normal; --framer-font-style-bold: normal; --framer-font-style-bold-italic: italic; --framer-font-style-italic: italic; --framer-font-variation-axes: normal; --framer-font-weight: 400; --framer-font-weight-bold: 700; --framer-font-weight-bold-italic: 700; --framer-font-weight-italic: 400; --framer-letter-spacing: 0em; --framer-line-height: 170%; --framer-paragraph-spacing: 14px; --framer-text-alignment: start; --framer-text-color: var(--token-aa00c859-9e35-4938-802e-5067ae674749, #404245); --framer-text-decoration: none; --framer-text-stroke-color: initial; --framer-text-stroke-width: initial; --framer-text-transform: none; } }','@media (max-width: 809px) and (min-width: 0px) { .framer-otCBX .framer-styles-preset-1rbq60l:not(.rich-text-wrapper), .framer-otCBX .framer-styles-preset-1rbq60l.rich-text-wrapper p { --framer-font-family: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-family-bold: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-family-bold-italic: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-family-italic: \"Poppins\", \"Poppins Placeholder\", sans-serif; --framer-font-open-type-features: normal; --framer-font-size: 14px; --framer-font-style: normal; --framer-font-style-bold: normal; --framer-font-style-bold-italic: italic; --framer-font-style-italic: italic; --framer-font-variation-axes: normal; --framer-font-weight: 400; --framer-font-weight-bold: 700; --framer-font-weight-bold-italic: 700; --framer-font-weight-italic: 400; --framer-letter-spacing: 0em; --framer-line-height: 170%; --framer-paragraph-spacing: 14px; --framer-text-alignment: start; --framer-text-color: var(--token-aa00c859-9e35-4938-802e-5067ae674749, #404245); --framer-text-decoration: none; --framer-text-stroke-color: initial; --framer-text-stroke-width: initial; --framer-text-transform: none; } }'];export const className=\"framer-otCBX\";\nexport const __FramerMetadata__ = {\"exports\":{\"css\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"fonts\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"className\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}","// Generated by Framer (f7d95e4)\nimport{fontStore}from\"framer\";fontStore.loadFonts([]);export const fonts=[{explicitInter:true,fonts:[]}];export const css=[\".framer-lXv08 .framer-styles-preset-888ndj:not(.rich-text-wrapper), .framer-lXv08 .framer-styles-preset-888ndj.rich-text-wrapper a { --framer-link-current-text-color: #111111; --framer-link-current-text-decoration: underline; --framer-link-hover-text-color: #0088ff; --framer-link-hover-text-decoration: underline; --framer-link-text-color: var(--token-d2e97ca1-fa50-4384-bbdc-cdaea13673ef, #cfd1d5); --framer-link-text-decoration: none; }\"];export const className=\"framer-lXv08\";\nexport const __FramerMetadata__ = {\"exports\":{\"css\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"fonts\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"className\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}","import{fontStore}from\"framer\";fontStore.loadFonts([]);export const fonts=[];export const css=['.framer-sBDiQ .framer-styles-preset-1sbcrqm:not(.rich-text-wrapper), .framer-sBDiQ .framer-styles-preset-1sbcrqm.rich-text-wrapper a { --framer-link-current-text-decoration: none; --framer-link-hover-text-color: var(--token-61e5ee56-3594-4358-94d0-c3752e3672e3, #0f0f0f) /* {\"name\":\"dark/900\"} */; --framer-link-hover-text-decoration: underline; --framer-link-text-color: var(--token-61e5ee56-3594-4358-94d0-c3752e3672e3, #0f0f0f); --framer-link-text-decoration: none; }'];export const className=\"framer-sBDiQ\";\nexport const __FramerMetadata__ = {\"exports\":{\"className\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"css\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"fonts\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}","// Generated by Framer (fb31e5e)\nimport{jsx as _jsx,jsxs as _jsxs}from\"react/jsx-runtime\";import{addFonts,addPropertyControls,ComponentViewportProvider,ControlType,cx,getFonts,getFontsFromSharedStyle,Link,RichText,SmartComponentScopedContainer,useComponentViewport,useLocaleInfo,useVariantState,withCSS,withFX}from\"framer\";import{LayoutGroup,motion,MotionConfigContext}from\"framer-motion\";import*as React from\"react\";import{useRef}from\"react\";import IconIcon from\"https://framerusercontent.com/modules/1vfeb0KiN3fKrc4yNCEl/BJT1On3IHDX4RBhCQcRy/RDMJPjQvL.js\";import*as sharedStyle from\"https://framerusercontent.com/modules/ywvJNsrpI5r1FSt2vFoI/JhRCwDQI5b34IFDz6g9x/ALeoHd2zM.js\";import*as sharedStyle2 from\"https://framerusercontent.com/modules/xgJMk7wBCDSUTcT17c3G/SMyackzAsTEBuyczdI4k/d9vgTUdqj.js\";import*as sharedStyle1 from\"https://framerusercontent.com/modules/1mfywSiChjVILsVZ4yIZ/ihBWiYnv4sjviEspq3ya/N4cH5VlsQ.js\";import AssetLogo from\"https://framerusercontent.com/modules/fZhrPCRB6eqlEMl5H0eA/ay8S2NplqXxF1YfTN0WU/FruoawW6F.js\";const RichTextWithFX=withFX(RichText);const AssetLogoFonts=getFonts(AssetLogo);const IconIconFonts=getFonts(IconIcon);const cycleOrder=[\"rTbocUAuM\",\"UquZ7cXyi\",\"fRH4vImZd\"];const serializationHash=\"framer-kHdEY\";const variantClassNames={fRH4vImZd:\"framer-v-uyjnfr\",rTbocUAuM:\"framer-v-1drenhj\",UquZ7cXyi:\"framer-v-g0ftmr\"};function addPropertyOverrides(overrides,...variants){const nextOverrides={};variants?.forEach(variant=>variant&&Object.assign(nextOverrides,overrides[variant]));return nextOverrides;}const transition1={damping:60,delay:0,mass:1,stiffness:500,type:\"spring\"};const animation={opacity:0,rotate:0,rotateX:0,rotateY:0,scale:1,skewX:0,skewY:0,x:0,y:50};const transition2={damping:60,delay:.2,mass:1.2,stiffness:300,type:\"spring\"};const transition3={damping:60,delay:.3,mass:1,stiffness:500,type:\"spring\"};const transition4={damping:60,delay:.4,mass:1,stiffness:500,type:\"spring\"};const transition5={damping:60,delay:.5,mass:1,stiffness:500,type:\"spring\"};const transition6={damping:60,delay:.6,mass:1.2,stiffness:300,type:\"spring\"};const Transition=({value,children})=>{const config=React.useContext(MotionConfigContext);const transition=value??config.transition;const contextValue=React.useMemo(()=>({...config,transition}),[JSON.stringify(transition)]);return /*#__PURE__*/_jsx(MotionConfigContext.Provider,{value:contextValue,children:children});};const Variants=motion.create(React.Fragment);const humanReadableVariantMap={Desktop:\"rTbocUAuM\",Phone:\"UquZ7cXyi\",Tablet:\"fRH4vImZd\"};const getProps=({height,id,width,...props})=>{return{...props,variant:humanReadableVariantMap[props.variant]??props.variant??\"rTbocUAuM\"};};const createLayoutDependency=(props,variants)=>{if(props.layoutDependency)return variants.join(\"-\")+props.layoutDependency;return variants.join(\"-\");};const Component=/*#__PURE__*/React.forwardRef(function(props,ref){const fallbackRef=useRef(null);const refBinding=ref??fallbackRef;const defaultLayoutId=React.useId();const{activeLocale,setLocale}=useLocaleInfo();const componentViewport=useComponentViewport();const{style,className,layoutId,variant,...restProps}=getProps(props);const{baseVariant,classNames,clearLoadingGesture,gestureHandlers,gestureVariant,isLoading,setGestureState,setVariant,variants}=useVariantState({cycleOrder,defaultVariant:\"rTbocUAuM\",ref:refBinding,variant,variantClassNames});const layoutDependency=createLayoutDependency(props,variants);const sharedStyleClassNames=[sharedStyle.className,sharedStyle1.className,sharedStyle2.className];const scopingClassNames=cx(serializationHash,...sharedStyleClassNames);const isDisplayed=()=>{if([\"UquZ7cXyi\",\"fRH4vImZd\"].includes(baseVariant))return false;return true;};return /*#__PURE__*/_jsx(LayoutGroup,{id:layoutId??defaultLayoutId,children:/*#__PURE__*/_jsx(Variants,{animate:variants,initial:false,children:/*#__PURE__*/_jsx(Transition,{value:transition1,children:/*#__PURE__*/_jsxs(motion.footer,{...restProps,...gestureHandlers,className:cx(scopingClassNames,\"framer-1drenhj\",className,classNames),\"data-framer-name\":\"Desktop\",layoutDependency:layoutDependency,layoutId:\"rTbocUAuM\",ref:refBinding,style:{...style},...addPropertyOverrides({fRH4vImZd:{\"data-framer-name\":\"Tablet\"},UquZ7cXyi:{\"data-framer-name\":\"Phone\"}},baseVariant,gestureVariant),children:[/*#__PURE__*/_jsxs(motion.div,{className:\"framer-q3nvt8\",\"data-framer-name\":\"Content\",layoutDependency:layoutDependency,layoutId:\"Z9KziGua0\",children:[/*#__PURE__*/_jsxs(motion.div,{className:\"framer-1gkd3wn\",\"data-framer-name\":\"Left\",layoutDependency:layoutDependency,layoutId:\"vHDtgBxos\",children:[/*#__PURE__*/_jsx(RichTextWithFX,{__framer__animate:{transition:transition2},__framer__animateOnce:true,__framer__enter:animation,__framer__styleAppearEffectEnabled:true,__framer__threshold:0,__fromCanvasComponent:true,__perspectiveFX:false,__smartComponentFX:true,__targetOpacity:1,children:/*#__PURE__*/_jsx(React.Fragment,{children:/*#__PURE__*/_jsx(motion.p,{className:\"framer-styles-preset-1rbq60l\",\"data-styles-preset\":\"ALeoHd2zM\",children:/*#__PURE__*/_jsx(Link,{href:{webPageId:\"S4GuovZIh\"},motionChild:true,nodeId:\"V5DtAJmJF\",openInNewTab:false,scopeId:\"QTp5vvnun\",smoothScroll:true,children:/*#__PURE__*/_jsx(motion.a,{className:\"framer-styles-preset-1sbcrqm\",\"data-styles-preset\":\"N4cH5VlsQ\",children:\"Home\"})})})}),className:\"framer-8hms4l\",fonts:[\"Inter\"],layoutDependency:layoutDependency,layoutId:\"V5DtAJmJF\",verticalAlignment:\"top\",withExternalLayout:true,...addPropertyOverrides({UquZ7cXyi:{children:/*#__PURE__*/_jsx(React.Fragment,{children:/*#__PURE__*/_jsx(motion.p,{className:\"framer-styles-preset-1rbq60l\",\"data-styles-preset\":\"ALeoHd2zM\",style:{\"--framer-text-alignment\":\"center\"},children:/*#__PURE__*/_jsx(Link,{href:{webPageId:\"S4GuovZIh\"},motionChild:true,nodeId:\"V5DtAJmJF\",openInNewTab:false,scopeId:\"QTp5vvnun\",smoothScroll:true,children:/*#__PURE__*/_jsx(motion.a,{className:\"framer-styles-preset-1sbcrqm\",\"data-styles-preset\":\"N4cH5VlsQ\",children:\"Home\"})})})})}},baseVariant,gestureVariant)}),/*#__PURE__*/_jsx(RichTextWithFX,{__framer__animate:{transition:transition3},__framer__animateOnce:true,__framer__enter:animation,__framer__styleAppearEffectEnabled:true,__framer__threshold:0,__fromCanvasComponent:true,__perspectiveFX:false,__smartComponentFX:true,__targetOpacity:1,children:/*#__PURE__*/_jsx(React.Fragment,{children:/*#__PURE__*/_jsx(motion.p,{className:\"framer-styles-preset-1rbq60l\",\"data-styles-preset\":\"ALeoHd2zM\",children:/*#__PURE__*/_jsx(Link,{href:{webPageId:\"XWPqdC6ki\"},motionChild:true,nodeId:\"iiyKzbXH4\",openInNewTab:false,scopeId:\"QTp5vvnun\",smoothScroll:true,children:/*#__PURE__*/_jsx(motion.a,{className:\"framer-styles-preset-1sbcrqm\",\"data-styles-preset\":\"N4cH5VlsQ\",children:\"About\"})})})}),className:\"framer-hslu7h\",fonts:[\"Inter\"],layoutDependency:layoutDependency,layoutId:\"iiyKzbXH4\",verticalAlignment:\"top\",withExternalLayout:true,...addPropertyOverrides({UquZ7cXyi:{children:/*#__PURE__*/_jsx(React.Fragment,{children:/*#__PURE__*/_jsx(motion.p,{className:\"framer-styles-preset-1rbq60l\",\"data-styles-preset\":\"ALeoHd2zM\",style:{\"--framer-text-alignment\":\"center\"},children:/*#__PURE__*/_jsx(Link,{href:{webPageId:\"XWPqdC6ki\"},motionChild:true,nodeId:\"iiyKzbXH4\",openInNewTab:false,scopeId:\"QTp5vvnun\",smoothScroll:true,children:/*#__PURE__*/_jsx(motion.a,{className:\"framer-styles-preset-1sbcrqm\",\"data-styles-preset\":\"N4cH5VlsQ\",children:\"About\"})})})})}},baseVariant,gestureVariant)}),/*#__PURE__*/_jsx(RichTextWithFX,{__framer__animate:{transition:transition4},__framer__animateOnce:true,__framer__enter:animation,__framer__styleAppearEffectEnabled:true,__framer__threshold:0,__fromCanvasComponent:true,__perspectiveFX:false,__smartComponentFX:true,__targetOpacity:1,children:/*#__PURE__*/_jsx(React.Fragment,{children:/*#__PURE__*/_jsx(motion.p,{className:\"framer-styles-preset-1rbq60l\",\"data-styles-preset\":\"ALeoHd2zM\",children:/*#__PURE__*/_jsx(Link,{href:{webPageId:\"Y1pRMDFji\"},motionChild:true,nodeId:\"Mq0FDBDKf\",openInNewTab:false,scopeId:\"QTp5vvnun\",smoothScroll:true,children:/*#__PURE__*/_jsx(motion.a,{className:\"framer-styles-preset-1sbcrqm\",\"data-styles-preset\":\"N4cH5VlsQ\",children:\"Events\"})})})}),className:\"framer-wdvm18\",fonts:[\"Inter\"],layoutDependency:layoutDependency,layoutId:\"Mq0FDBDKf\",verticalAlignment:\"top\",withExternalLayout:true,...addPropertyOverrides({UquZ7cXyi:{children:/*#__PURE__*/_jsx(React.Fragment,{children:/*#__PURE__*/_jsx(motion.p,{className:\"framer-styles-preset-1rbq60l\",\"data-styles-preset\":\"ALeoHd2zM\",style:{\"--framer-tex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.framer-kHdEY.framer-1drenhj, .framer-kHdEY .framer-q3nvt8, .framer-kHdEY .framer-1gkd3wn, .framer-kHdEY .framer-3caou9, .framer-kHdEY .framer-o36fzh, .framer-kHdEY .framer-1ai0e9i, .framer-kHdEY .framer-15xk109, .framer-kHdEY .framer-279wv5, .framer-kHdEY .framer-kt5jjo, .framer-kHdEY .framer-3z7gav, .framer-kHdEY .framer-1ntvuh1, .framer-kHdEY .framer-1l2vi0h { gap: 0px; } .framer-kHdEY.framer-1drenhj > * { margin: 0px; margin-bottom: calc(40px / 2); margin-top: calc(40px / 2); } .framer-kHdEY.framer-1drenhj > :first-child, .framer-kHdEY .framer-1ai0e9i > :first-child, .framer-kHdEY .framer-1l2vi0h > :first-child { margin-top: 0px; } .framer-kHdEY.framer-1drenhj > :last-child, .framer-kHdEY .framer-1ai0e9i > :last-child, .framer-kHdEY .framer-1l2vi0h > :last-child { margin-bottom: 0px; } .framer-kHdEY .framer-q3nvt8 > *, .framer-kHdEY .framer-1gkd3wn > *, .framer-kHdEY .framer-3caou9 > *, .framer-kHdEY .framer-o36fzh > * { margin: 0px; margin-left: calc(20px / 2); margin-right: calc(20px / 2); } .framer-kHdEY .framer-q3nvt8 > :first-child, .framer-kHdEY .framer-1gkd3wn > :first-child, .framer-kHdEY .framer-3caou9 > :first-child, .framer-kHdEY .framer-o36fzh > :first-child, .framer-kHdEY .framer-15xk109 > :first-child, .framer-kHdEY .framer-279wv5 > :first-child, .framer-kHdEY .framer-kt5jjo > :first-child, .framer-kHdEY .framer-3z7gav > :first-child, .framer-kHdEY .framer-1ntvuh1 > :first-child { margin-left: 0px; } .framer-kHdEY .framer-q3nvt8 > :last-child, .framer-kHdEY .framer-1gkd3wn > :last-child, .framer-kHdEY .framer-3caou9 > :last-child, .framer-kHdEY .framer-o36fzh > :last-child, .framer-kHdEY .framer-15xk109 > :last-child, .framer-kHdEY .framer-279wv5 > :last-child, .framer-kHdEY .framer-kt5jjo > :last-child, .framer-kHdEY .framer-3z7gav > :last-child, .framer-kHdEY .framer-1ntvuh1 > :last-child { margin-right: 0px; } .framer-kHdEY .framer-1ai0e9i > * { margin: 0px; margin-bottom: calc(20px / 2); margin-top: calc(20px / 2); } .framer-kHdEY .framer-15xk109 > * { margin: 0px; margin-left: calc(15px / 2); margin-right: calc(15px / 2); } .framer-kHdEY .framer-279wv5 > *, .framer-kHdEY .framer-kt5jjo > *, .framer-kHdEY .framer-3z7gav > *, .framer-kHdEY .framer-1ntvuh1 > * { margin: 0px; margin-left: calc(10px / 2); margin-right: calc(10px / 2); } .framer-kHdEY .framer-1l2vi0h > * { margin: 0px; margin-bottom: calc(4px / 2); margin-top: calc(4px / 2); } }\",\".framer-kHdEY.framer-v-g0ftmr.framer-1drenhj { width: 390px; }\",\".framer-kHdEY.framer-v-g0ftmr .framer-q3nvt8 { flex-direction: column; gap: 40px; }\",\".framer-kHdEY.framer-v-g0ftmr .framer-1gkd3wn { flex: none; flex-direction: column; justify-content: center; order: 1; width: 100%; }\",\".framer-kHdEY.framer-v-g0ftmr .framer-8hms4l, .framer-kHdEY.framer-v-g0ftmr .framer-hslu7h, .framer-kHdEY.framer-v-g0ftmr .framer-wdvm18, .framer-kHdEY.framer-v-g0ftmr .framer-1t2lscd, .framer-kHdEY.framer-v-g0ftmr .framer-1gl97a7 { white-space: pre-wrap; width: 100%; word-break: break-word; word-wrap: break-word; }\",\".framer-kHdEY.framer-v-g0ftmr .framer-3caou9, .framer-kHdEY.framer-v-uyjnfr .framer-3caou9 { flex: none; order: 0; width: 100%; }\",\"@supports (background: -webkit-named-image(i)) and (not (font-palette:dark)) { .framer-kHdEY.framer-v-g0ftmr .framer-q3nvt8, .framer-kHdEY.framer-v-g0ftmr .framer-1gkd3wn { gap: 0px; } .framer-kHdEY.framer-v-g0ftmr .framer-q3nvt8 > * { margin: 0px; margin-bottom: calc(40px / 2); margin-top: calc(40px / 2); } .framer-kHdEY.framer-v-g0ftmr .framer-q3nvt8 > :first-child, .framer-kHdEY.framer-v-g0ftmr .framer-1gkd3wn > :first-child { margin-top: 0px; } .framer-kHdEY.framer-v-g0ftmr .framer-q3nvt8 > :last-child, .framer-kHdEY.framer-v-g0ftmr .framer-1gkd3wn > :last-child { margin-bottom: 0px; } .framer-kHdEY.framer-v-g0ftmr .framer-1gkd3wn > * { margin: 0px; margin-bottom: calc(20px / 2); margin-top: calc(20px / 2); } }\",\".framer-kHdEY.framer-v-uyjnfr.framer-1drenhj { padding: 0px; width: 810px; }\",\".framer-kHdEY.framer-v-uyjnfr .framer-q3nvt8 { flex-direction: column; }\",\".framer-kHdEY.framer-v-uyjnfr .framer-1gkd3wn { flex: none; justify-content: center; order: 1; width: 100%; }\",\"@supports (background: -webkit-named-image(i)) and (not (font-palette:dark)) { .framer-kHdEY.framer-v-uyjnfr .framer-q3nvt8 { gap: 0px; } .framer-kHdEY.framer-v-uyjnfr .framer-q3nvt8 > * { margin: 0px; margin-bottom: calc(20px / 2); margin-top: calc(20px / 2); } .framer-kHdEY.framer-v-uyjnfr .framer-q3nvt8 > :first-child { margin-top: 0px; } .framer-kHdEY.framer-v-uyjnfr .framer-q3nvt8 > :last-child { margin-bottom: 0px; } }\",...sharedStyle.css,...sharedStyle1.css,...sharedStyle2.css];/**\n * This is a generated Framer component.\n * @framerIntrinsicHeight 265.4\n * @framerIntrinsicWidth 1440\n * @framerCanvasComponentVariantDetails {\"propertyName\":\"variant\",\"data\":{\"default\":{\"layout\":[\"fixed\",\"auto\"]},\"UquZ7cXyi\":{\"layout\":[\"fixed\",\"auto\"]},\"fRH4vImZd\":{\"layout\":[\"fixed\",\"auto\"]}}}\n * @framerImmutableVariables true\n * @framerDisplayContentsDiv false\n * @framerComponentViewportWidth true\n */const FramerQTp5vvnun=withCSS(Component,css,\"framer-kHdEY\");export default FramerQTp5vvnun;FramerQTp5vvnun.displayName=\"Footer/Footer 4\";FramerQTp5vvnun.defaultProps={height:265.4,width:1440};addPropertyControls(FramerQTp5vvnun,{variant:{options:[\"rTbocUAuM\",\"UquZ7cXyi\",\"fRH4vImZd\"],optionTitles:[\"Desktop\",\"Phone\",\"Tablet\"],title:\"Variant\",type:ControlType.Enum}});addFonts(FramerQTp5vvnun,[{explicitInter:true,fonts:[{family:\"Inter\",source:\"framer\",style:\"normal\",unicodeRange:\"U+0460-052F, U+1C80-1C88, U+20B4, U+2DE0-2DFF, U+A640-A69F, U+FE2E-FE2F\",url:\"https://framerusercontent.com/assets/5vvr9Vy74if2I6bQbJvbw7SY1pQ.woff2\",weight:\"400\"},{family:\"Inter\",source:\"framer\",style:\"normal\",unicodeRange:\"U+0301, U+0400-045F, U+0490-0491, U+04B0-04B1, U+2116\",url:\"https://framerusercontent.com/assets/EOr0mi4hNtlgWNn9if640EZzXCo.woff2\",weight:\"400\"},{family:\"Inter\",source:\"framer\",style:\"normal\",unicodeRange:\"U+1F00-1FFF\",url:\"https://framerusercontent.com/assets/Y9k9QrlZAqio88Klkmbd8VoMQc.woff2\",weight:\"400\"},{family:\"Inter\",source:\"framer\",style:\"normal\",unicodeRange:\"U+0370-03FF\",url:\"https://framerusercontent.com/assets/OYrD2tBIBPvoJXiIHnLoOXnY9M.woff2\",weight:\"400\"},{family:\"Inter\",source:\"framer\",style:\"normal\",unicodeRange:\"U+0100-024F, U+0259, U+1E00-1EFF, U+2020, U+20A0-20AB, U+20AD-20CF, U+2113, U+2C60-2C7F, U+A720-A7FF\",url:\"https://framerusercontent.com/assets/JeYwfuaPfZHQhEG8U5gtPDZ7WQ.woff2\",weight:\"400\"},{family:\"Inter\",source:\"framer\",style:\"normal\",unicodeRange:\"U+0000-00FF, U+0131, U+0152-0153, U+02BB-02BC, U+02C6, U+02DA, U+02DC, U+2000-206F, U+2074, U+20AC, U+2122, U+2191, U+2193, U+2212, U+2215, U+FEFF, U+FFFD\",url:\"https://framerusercontent.com/assets/vQyevYAyHtARFwPqUzQGpnDs.woff2\",weight:\"400\"},{family:\"Inter\",source:\"framer\",style:\"normal\",unicodeRange:\"U+0102-0103, U+0110-0111, U+0128-0129, U+0168-0169, U+01A0-01A1, U+01AF-01B0, U+1EA0-1EF9, U+20AB\",url:\"https://framerusercontent.com/assets/b6Y37FthZeALduNqHicBT6FutY.woff2\",weight:\"400\"}]},...AssetLogoFonts,...IconIconFonts,...getFontsFromSharedStyle(sharedStyle.fonts),...getFontsFromSharedStyle(sharedStyle1.fonts),...getFontsFromSharedStyle(sharedStyle2.fonts)],{supportsExplicitInterCodegen:true});\nexport const __FramerMetadata__ = {\"exports\":{\"Props\":{\"type\":\"tsType\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"default\":{\"type\":\"reactComponent\",\"name\":\"FramerQTp5vvnun\",\"slots\":[],\"annotations\":{\"framerIntrinsicHeight\":\"265.4\",\"framerContractVersion\":\"1\",\"framerIntrinsicWidth\":\"1440\",\"framerImmutableVariables\":\"true\",\"framerDisplayContentsDiv\":\"false\",\"framerCanvasComponentVariantDetails\":\"{\\\"propertyName\\\":\\\"variant\\\",\\\"data\\\":{\\\"default\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"auto\\\"]},\\\"UquZ7cXyi\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"auto\\\"]},\\\"fRH4vImZd\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"auto\\\"]}}}\",\"framerComponentViewportWidth\":\"true\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# sourceMappingURL=./QTp5vvnun.map","// Generated by Framer (f7d95e4)\nimport{jsx as _jsx,jsxs as _jsxs}from\"react/jsx-runtime\";import{addFonts,addPropertyControls,ComponentViewportProvider,ControlType,cx,getFonts,SmartComponentScopedContainer,useComponentViewport,useLocaleInfo,useVariantState,withCSS}from\"framer\";import{LayoutGroup,motion,MotionConfigContext}from\"framer-motion\";import*as React from\"react\";import{useRef}from\"react\";import LightRays from\"https://framerusercontent.com/modules/255UeXJlq6DOZwg2ELrl/HoHGwFP8EL7TZzFbYmV2/GOD_RAYS_V2.js\";import FooterFooter4 from\"https://framerusercontent.com/modules/c2hVSEAmN8YS9SC6xA5y/hOqq82prlltcBij5Tvnq/QTp5vvnun.js\";const FooterFooter4Fonts=getFonts(FooterFooter4);const LightRaysFonts=getFonts(LightRays);const cycleOrder=[\"KJ0j3sI9H\",\"XclpveopU\",\"Q8FRM7A3e\"];const serializationHash=\"framer-rj8rx\";const variantClassNames={KJ0j3sI9H:\"framer-v-kzl6na\",Q8FRM7A3e:\"framer-v-1u9hqsz\",XclpveopU:\"framer-v-pmjsmg\"};function addPropertyOverrides(overrides,...variants){const nextOverrides={};variants?.forEach(variant=>variant&&Object.assign(nextOverrides,overrides[variant]));return nextOverrides;}const transition1={bounce:.2,delay:0,duration:.4,type:\"spring\"};const Transition=({value,children})=>{const config=React.useContext(MotionConfigContext);const transition=value??config.transition;const contextValue=React.useMemo(()=>({...config,transition}),[JSON.stringify(transition)]);return /*#__PURE__*/_jsx(MotionConfigContext.Provider,{value:contextValue,children:children});};const Variants=motion.create(React.Fragment);const humanReadableVariantMap={\"Variant 1\":\"KJ0j3sI9H\",phone:\"XclpveopU\",tablet:\"Q8FRM7A3e\"};const getProps=({height,id,width,...props})=>{return{...props,variant:humanReadableVariantMap[props.variant]??props.variant??\"KJ0j3sI9H\"};};const createLayoutDependency=(props,variants)=>{if(props.layoutDependency)return variants.join(\"-\")+props.layoutDependency;return variants.join(\"-\");};const Component=/*#__PURE__*/React.forwardRef(function(props,ref){const fallbackRef=useRef(null);const refBinding=ref??fallbackRef;const defaultLayoutId=React.useId();const{activeLocale,setLocale}=useLocaleInfo();const componentViewport=useComponentViewport();const{style,className,layoutId,variant,...restProps}=getProps(props);const{baseVariant,classNames,clearLoadingGesture,gestureHandlers,gestureVariant,isLoading,setGestureState,setVariant,variants}=useVariantState({cycleOrder,defaultVariant:\"KJ0j3sI9H\",ref:refBinding,variant,variantClassNames});const layoutDependency=createLayoutDependency(props,variants);const sharedStyleClassNames=[];const scopingClassNames=cx(serializationHash,...sharedStyleClassNames);const isDisplayed=()=>{if(baseVariant===\"XclpveopU\")return false;return true;};return /*#__PURE__*/_jsx(LayoutGroup,{id:layoutId??defaultLayoutId,children:/*#__PURE__*/_jsx(Variants,{animate:variants,initial:false,children:/*#__PURE__*/_jsx(Transition,{value:transition1,children:/*#__PURE__*/_jsxs(motion.footer,{...restProps,...gestureHandlers,className:cx(scopingClassNames,\"framer-kzl6na\",className,classNames),\"data-border\":true,\"data-framer-name\":\"Variant 1\",layoutDependency:layoutDependency,layoutId:\"KJ0j3sI9H\",ref:refBinding,style:{\"--border-bottom-width\":\"1px\",\"--border-color\":\"rgba(255, 255, 255, 0.2)\",\"--border-left-width\":\"1px\",\"--border-right-width\":\"1px\",\"--border-style\":\"solid\",\"--border-top-width\":\"1px\",background:\"radial-gradient(50% 50% at 50% 0%, rgba(15, 128, 209, 0) 0%, rgba(14, 14, 15, 0.7) 100%)\",borderBottomLeftRadius:16,borderBottomRightRadius:16,borderTopLeftRadius:16,borderTopRightRadius:16,boxShadow:\"inset 0px 1px 0px 0px rgba(255, 255, 255, 0.25)\",...style},variants:{XclpveopU:{background:\"radial-gradient(301% 100% at 50% 100%, rgba(15, 128, 209, 0.5) 0%, rgba(143, 43, 237, 0.5) 32.88288288288289%, rgba(14, 14, 15, 0.7) 68.91891891891892%)\"}},...addPropertyOverrides({Q8FRM7A3e:{\"data-framer-name\":\"tablet\"},XclpveopU:{\"data-framer-name\":\"phone\"}},baseVariant,gestureVariant),children:[/*#__PURE__*/_jsx(ComponentViewportProvider,{height:265,width:`min(${componentViewport?.width||\"100vw\"} - 24px, 1440px)`,y:(componentViewport?.y||0)+12+0,children:/*#__PURE__*/_jsx(SmartComponentScopedContainer,{className:\"framer-16klbg7-container\",layoutDependency:layoutDependency,layoutId:\"eV4rgYxW0-container\",nodeId:\"eV4rgYxW0\",rendersWithMotion:true,scopeId:\"YUIyS7CCo\",children:/*#__PURE__*/_jsx(FooterFooter4,{height:\"100%\",id:\"eV4rgYxW0\",layoutId:\"eV4rgYxW0\",style:{maxWidth:\"100%\",width:\"100%\"},variant:\"rTbocUAuM\",width:\"100%\",...addPropertyOverrides({Q8FRM7A3e:{variant:\"fRH4vImZd\"},XclpveopU:{variant:\"UquZ7cXyi\"}},baseVariant,gestureVariant)})})}),isDisplayed()&&/*#__PURE__*/_jsx(ComponentViewportProvider,{children:/*#__PURE__*/_jsx(SmartComponentScopedContainer,{className:\"framer-4iz9l2-container\",isAuthoredByUser:true,layoutDependency:layoutDependency,layoutId:\"gVNU6lms0-container\",nodeId:\"gVNU6lms0\",rendersWithMotion:true,scopeId:\"YUIyS7CCo\",children:/*#__PURE__*/_jsx(LightRays,{color1:\"rgb(157, 0, 255)\",color2:\"rgb(0, 102, 255)\",height:\"100%\",id:\"gVNU6lms0\",intensity:.8,layoutId:\"gVNU6lms0\",rays:.067,reach:.07,style:{height:\"100%\",width:\"100%\"},width:\"100%\"})})})]})})})});});const css=[\"@supports (aspect-ratio: 1) { body { --framer-aspect-ratio-supported: auto; } }\",\".framer-rj8rx.framer-1gocise, .framer-rj8rx .framer-1gocise { display: block; }\",\".framer-rj8rx.framer-kzl6na { align-content: flex-end; align-items: flex-end; display: flex; flex-direction: column; flex-wrap: nowrap; gap: 12px; height: min-content; justify-content: flex-start; max-width: 1440px; overflow: hidden; padding: 12px; position: relative; width: 1120px; will-change: var(--framer-will-change-override, transform); }\",\".framer-rj8rx .framer-16klbg7-container { flex: none; height: auto; max-width: 1440px; position: relative; width: 100%; z-index: 1; }\",\".framer-rj8rx .framer-4iz9l2-container { flex: none; height: 100%; left: calc(50.00000000000002% - 100% / 2); position: absolute; top: 0px; width: 100%; z-index: 0; }\",\"@supports (background: -webkit-named-image(i)) and (not (font-palette:dark)) { .framer-rj8rx.framer-kzl6na { gap: 0px; } .framer-rj8rx.framer-kzl6na > * { margin: 0px; margin-bottom: calc(12px / 2); margin-top: calc(12px / 2); } .framer-rj8rx.framer-kzl6na > :first-child { margin-top: 0px; } .framer-rj8rx.framer-kzl6na > :last-child { margin-bottom: 0px; } }\",\".framer-rj8rx.framer-v-pmjsmg.framer-kzl6na { width: 300px; }\",'.framer-rj8rx[data-border=\"true\"]::after, .framer-rj8rx [data-border=\"true\"]::after { content: \"\"; border-width: var(--border-top-width, 0) var(--border-right-width, 0) var(--border-bottom-width, 0) var(--border-left-width, 0); border-color: var(--border-color, none); border-style: var(--border-style, none); width: 100%; height: 100%; position: absolute; box-sizing: border-box; left: 0; top: 0; border-radius: inherit; pointer-events: none; }'];/**\n * This is a generated Framer component.\n * @framerIntrinsicHeight 289\n * @framerIntrinsicWidth 1120\n * @framerCanvasComponentVariantDetails {\"propertyName\":\"variant\",\"data\":{\"default\":{\"layout\":[\"fixed\",\"auto\"],\"constraints\":[null,\"1440px\",null,null]},\"XclpveopU\":{\"layout\":[\"fixed\",\"auto\"],\"constraints\":[null,\"1440px\",null,null]},\"Q8FRM7A3e\":{\"layout\":[\"fixed\",\"auto\"],\"constraints\":[null,\"1440px\",null,null]}}}\n * @framerImmutableVariables true\n * @framerDisplayContentsDiv false\n * @framerComponentViewportWidth true\n */const FramerYUIyS7CCo=withCSS(Component,css,\"framer-rj8rx\");export default FramerYUIyS7CCo;FramerYUIyS7CCo.displayName=\"FINAL_FOOTER\";FramerYUIyS7CCo.defaultProps={height:289,width:1120};addPropertyControls(FramerYUIyS7CCo,{variant:{options:[\"KJ0j3sI9H\",\"XclpveopU\",\"Q8FRM7A3e\"],optionTitles:[\"Variant 1\",\"phone\",\"tablet\"],title:\"Variant\",type:ControlType.Enum}});addFonts(FramerYUIyS7CCo,[{explicitInter:true,fonts:[]},...FooterFooter4Fonts,...LightRaysFonts],{supportsExplicitInterCodegen:true});\nexport const __FramerMetadata__ = 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