import json

everything = r'''
// threejs.org/license
/*
The MIT License

Copyright (c) 2010-2015 three.js authors

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/

// File:src/Three.js
// slightly modified from 0.93 to define THREE inside a Jupyter notebook
function define_three(exports) { 'use strict';

    // Polyfills

    if ( Number.EPSILON === undefined ) {

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

    }

    if ( Number.isInteger === undefined ) {

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

        Number.isInteger = function ( value ) {

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

        };

    }

    //

    if ( Math.sign === undefined ) {

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

        Math.sign = function ( x ) {

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

        };

    }

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

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

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

            get: function () {

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

            }

        } );

    }

    if ( Object.assign === undefined ) {

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

        ( function () {

            Object.assign = function ( target ) {

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

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

                }

                var output = Object( target );

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

                    var source = arguments[ index ];

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

                        for ( var nextKey in source ) {

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

                                output[ nextKey ] = source[ nextKey ];

                            }

                        }

                    }

                }

                return output;

            };

        } )();

    }

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

    function EventDispatcher() {}

    Object.assign( EventDispatcher.prototype, {

        addEventListener: function ( type, listener ) {

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

            var listeners = this._listeners;

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

                listeners[ type ] = [];

            }

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

                listeners[ type ].push( listener );

            }

        },

        hasEventListener: function ( type, listener ) {

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

            var listeners = this._listeners;

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

        },

        removeEventListener: function ( type, listener ) {

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

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

            if ( listenerArray !== undefined ) {

                var index = listenerArray.indexOf( listener );

                if ( index !== - 1 ) {

                    listenerArray.splice( index, 1 );

                }

            }

        },

        dispatchEvent: function ( event ) {

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

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

            if ( listenerArray !== undefined ) {

                event.target = this;

                var array = listenerArray.slice( 0 );

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

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

                }

            }

        }

    } );

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

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

    var _Math = {

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

        generateUUID: ( function () {

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

            var lut = [];

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

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

            }

            return function generateUUID() {

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

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

            };

        } )(),

        clamp: function ( value, min, max ) {

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

        },

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

        euclideanModulo: function ( n, m ) {

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

        },

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

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

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

        },

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

        lerp: function ( x, y, t ) {

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

        },

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

        smoothstep: function ( x, min, max ) {

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

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

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

        },

        smootherstep: function ( x, min, max ) {

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

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

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

        },

        // Random integer from <low, high> interval

        randInt: function ( low, high ) {

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

        },

        // Random float from <low, high> interval

        randFloat: function ( low, high ) {

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

        },

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

        randFloatSpread: function ( range ) {

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

        },

        degToRad: function ( degrees ) {

            return degrees * _Math.DEG2RAD;

        },

        radToDeg: function ( radians ) {

            return radians * _Math.RAD2DEG;

        },

        isPowerOfTwo: function ( value ) {

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

        },

        ceilPowerOfTwo: function ( value ) {

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

        },

        floorPowerOfTwo: function ( value ) {

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

        }

    };

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

    function Vector2( x, y ) {

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

    }

    Object.defineProperties( Vector2.prototype, {

        "width": {

            get: function () {

                return this.x;

            },

            set: function ( value ) {

                this.x = value;

            }

        },

        "height": {

            get: function () {

                return this.y;

            },

            set: function ( value ) {

                this.y = value;

            }

        }

    } );

    Object.assign( Vector2.prototype, {

        isVector2: true,

        set: function ( x, y ) {

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

            return this;

        },

        setScalar: function ( scalar ) {

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

            return this;

        },

        setX: function ( x ) {

            this.x = x;

            return this;

        },

        setY: function ( y ) {

            this.y = y;

            return this;

        },

        setComponent: function ( index, value ) {

            switch ( index ) {

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

            }

            return this;

        },

        getComponent: function ( index ) {

            switch ( index ) {

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

            }

        },

        clone: function () {

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

        },

        copy: function ( v ) {

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

            return this;

        },

        add: function ( v, w ) {

            if ( w !== undefined ) {

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

            }

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

            return this;

        },

        addScalar: function ( s ) {

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

            return this;

        },

        addVectors: function ( a, b ) {

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

            return this;

        },

        addScaledVector: function ( v, s ) {

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

            return this;

        },

        sub: function ( v, w ) {

            if ( w !== undefined ) {

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

            }

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

            return this;

        },

        subScalar: function ( s ) {

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

            return this;

        },

        subVectors: function ( a, b ) {

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

            return this;

        },

        multiply: function ( v ) {

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

            return this;

        },

        multiplyScalar: function ( scalar ) {

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

            return this;

        },

        divide: function ( v ) {

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

            return this;

        },

        divideScalar: function ( scalar ) {

            return this.multiplyScalar( 1 / scalar );

        },

        applyMatrix3: function ( m ) {

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

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

            return this;

        },

        min: function ( v ) {

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

            return this;

        },

        max: function ( v ) {

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

            return this;

        },

        clamp: function ( min, max ) {

            // assumes min < max, componentwise

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

            return this;

        },

        clampScalar: function () {

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

            return function clampScalar( minVal, maxVal ) {

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

                return this.clamp( min, max );

            };

        }(),

        clampLength: function ( min, max ) {

            var length = this.length();

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

        },

        floor: function () {

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

            return this;

        },

        ceil: function () {

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

            return this;

        },

        round: function () {

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

            return this;

        },

        roundToZero: function () {

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

            return this;

        },

        negate: function () {

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

            return this;

        },

        dot: function ( v ) {

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

        },

        lengthSq: function () {

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

        },

        length: function () {

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

        },

        manhattanLength: function () {

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

        },

        normalize: function () {

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

        },

        angle: function () {

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

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

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

            return angle;

        },

        distanceTo: function ( v ) {

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

        },

        distanceToSquared: function ( v ) {

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

        },

        manhattanDistanceTo: function ( v ) {

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

        },

        setLength: function ( length ) {

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

        },

        lerp: function ( v, alpha ) {

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

            return this;

        },

        lerpVectors: function ( v1, v2, alpha ) {

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

        },

        equals: function ( v ) {

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

        },

        fromArray: function ( array, offset ) {

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

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

            return this;

        },

        toArray: function ( array, offset ) {

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

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

            return array;

        },

        fromBufferAttribute: function ( attribute, index, offset ) {

            if ( offset !== undefined ) {

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

            }

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

            return this;

        },

        rotateAround: function ( center, angle ) {

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

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

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

            return this;

        }

    } );

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

    function Matrix4() {

        this.elements = [

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

        ];

        if ( arguments.length > 0 ) {

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

        }

    }

    Object.assign( Matrix4.prototype, {

        isMatrix4: true,

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

            var te = this.elements;

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

            return this;

        },

        identity: function () {

            this.set(

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

            );

            return this;

        },

        clone: function () {

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

        },

        copy: function ( m ) {

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

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

            return this;

        },

        copyPosition: function ( m ) {

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

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

            return this;

        },

        extractBasis: function ( xAxis, yAxis, zAxis ) {

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

            return this;

        },

        makeBasis: function ( xAxis, yAxis, zAxis ) {

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

            return this;

        },

        extractRotation: function () {

            var v1 = new Vector3();

            return function extractRotation( m ) {

                // this method does not support reflection matrices

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

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

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

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

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

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

                return this;

            };

        }(),

        makeRotationFromEuler: function ( euler ) {

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

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

            }

            var te = this.elements;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

            }

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

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

            return this;

        },

        makeRotationFromQuaternion: function () {

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

            return function makeRotationFromQuaternion( q ) {

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

            };

        }(),

        lookAt: function () {

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

            return function lookAt( eye, target, up ) {

                var te = this.elements;

                z.subVectors( eye, target );

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

                    // eye and target are in the same position

                    z.z = 1;

                }

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

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

                    // up and z are parallel

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

                        z.x += 0.0001;

                    } else {

                        z.z += 0.0001;

                    }

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

                }

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

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

                return this;

            };

        }(),

        multiply: function ( m, n ) {

            if ( n !== undefined ) {

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

            }

            return this.multiplyMatrices( this, m );

        },

        premultiply: function ( m ) {

            return this.multiplyMatrices( m, this );

        },

        multiplyMatrices: function ( a, b ) {

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

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

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

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

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

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

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

            return this;

        },

        multiplyScalar: function ( s ) {

            var te = this.elements;

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

            return this;

        },

        applyToBufferAttribute: function () {

            var v1 = new Vector3();

            return function applyToBufferAttribute( attribute ) {

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

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

                    v1.applyMatrix4( this );

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

                }

                return attribute;

            };

        }(),

        determinant: function () {

            var te = this.elements;

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

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

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

            );

        },

        transpose: function () {

            var te = this.elements;
            var tmp;

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

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

            return this;

        },

        setPosition: function ( v ) {

            var te = this.elements;

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

            return this;

        },

        getInverse: function ( m, throwOnDegenerate ) {

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

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

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

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

            if ( det === 0 ) {

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

                if ( throwOnDegenerate === true ) {

                    throw new Error( msg );

                } else {

                    console.warn( msg );

                }

                return this.identity();

            }

            var detInv = 1 / det;

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

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

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

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

            return this;

        },

        scale: function ( v ) {

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

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

            return this;

        },

        getMaxScaleOnAxis: function () {

            var te = this.elements;

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

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

        },

        makeTranslation: function ( x, y, z ) {

            this.set(

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

            );

            return this;

        },

        makeRotationX: function ( theta ) {

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

            this.set(

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

            );

            return this;

        },

        makeRotationY: function ( theta ) {

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

            this.set(

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

            );

            return this;

        },

        makeRotationZ: function ( theta ) {

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

            this.set(

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

            );

            return this;

        },

        makeRotationAxis: function ( axis, angle ) {

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

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

            this.set(

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

            );

             return this;

        },

        makeScale: function ( x, y, z ) {

            this.set(

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

            );

            return this;

        },

        makeShear: function ( x, y, z ) {

            this.set(

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

            );

            return this;

        },

        compose: function ( position, quaternion, scale ) {

            var te = this.elements;

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

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

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

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

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

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

                return this;

        },

        decompose: function () {

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

            return function decompose( position, quaternion, scale ) {

                var te = this.elements;

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

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

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

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

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

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

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

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

                quaternion.setFromRotationMatrix( matrix );

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

                return this;

            };

        }(),

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

            if ( far === undefined ) {

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

            }

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

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

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

            return this;

        },

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

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

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

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

            return this;

        },

        equals: function ( matrix ) {

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

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

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

            }

            return true;

        },

        fromArray: function ( array, offset ) {

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

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

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

            }

            return this;

        },

        toArray: function ( array, offset ) {

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

            var te = this.elements;

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

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

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

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

            return array;

        }

    } );

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

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

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

    }

    Object.assign( Quaternion, {

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

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

        },

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

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

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

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

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

                var s = 1 - t,

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

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

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

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

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

                }

                var tDir = t * dir;

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

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

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

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

                }

            }

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

        }

    } );

    Object.defineProperties( Quaternion.prototype, {

        x: {

            get: function () {

                return this._x;

            },

            set: function ( value ) {

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

            }

        },

        y: {

            get: function () {

                return this._y;

            },

            set: function ( value ) {

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

            }

        },

        z: {

            get: function () {

                return this._z;

            },

            set: function ( value ) {

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

            }

        },

        w: {

            get: function () {

                return this._w;

            },

            set: function ( value ) {

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

            }

        }

    } );

    Object.assign( Quaternion.prototype, {

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

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

            this.onChangeCallback();

            return this;

        },

        clone: function () {

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

        },

        copy: function ( quaternion ) {

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

            this.onChangeCallback();

            return this;

        },

        setFromEuler: function ( euler, update ) {

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

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

            }

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

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

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

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

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

            if ( order === 'XYZ' ) {

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

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

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

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

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

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

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

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

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

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

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

            }

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

            return this;

        },

        setFromAxisAngle: function ( axis, angle ) {

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

            // assumes axis is normalized

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

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

            this.onChangeCallback();

            return this;

        },

        setFromRotationMatrix: function ( m ) {

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

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

            var te = m.elements,

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

                trace = m11 + m22 + m33,
                s;

            if ( trace > 0 ) {

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

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

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

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

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

            } else if ( m22 > m33 ) {

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

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

            } else {

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

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

            }

            this.onChangeCallback();

            return this;

        },

        setFromUnitVectors: function () {

            // assumes direction vectors vFrom and vTo are normalized

            var v1 = new Vector3();
            var r;

            var EPS = 0.000001;

            return function setFromUnitVectors( vFrom, vTo ) {

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

                r = vFrom.dot( vTo ) + 1;

                if ( r < EPS ) {

                    r = 0;

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

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

                    } else {

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

                    }

                } else {

                    v1.crossVectors( vFrom, vTo );

                }

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

                return this.normalize();

            };

        }(),

        inverse: function () {

            // quaternion is assumed to have unit length

            return this.conjugate();

        },

        conjugate: function () {

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

            this.onChangeCallback();

            return this;

        },

        dot: function ( v ) {

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

        },

        lengthSq: function () {

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

        },

        length: function () {

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

        },

        normalize: function () {

            var l = this.length();

            if ( l === 0 ) {

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

            } else {

                l = 1 / l;

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

            }

            this.onChangeCallback();

            return this;

        },

        multiply: function ( q, p ) {

            if ( p !== undefined ) {

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

            }

            return this.multiplyQuaternions( this, q );

        },

        premultiply: function ( q ) {

            return this.multiplyQuaternions( q, this );

        },

        multiplyQuaternions: function ( a, b ) {

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

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

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

            this.onChangeCallback();

            return this;

        },

        slerp: function ( qb, t ) {

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

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

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

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

            if ( cosHalfTheta < 0 ) {

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

                cosHalfTheta = - cosHalfTheta;

            } else {

                this.copy( qb );

            }

            if ( cosHalfTheta >= 1.0 ) {

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

                return this;

            }

            var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );

            if ( Math.abs( sinHalfTheta ) < 0.001 ) {

                this._w = 0.5 * ( w + this._w );
                this._x = 0.5 * ( x + this._x );
                this._y = 0.5 * ( y + this._y );
                this._z = 0.5 * ( z + this._z );

                return this;

            }

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

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

            this.onChangeCallback();

            return this;

        },

        equals: function ( quaternion ) {

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

        },

        fromArray: function ( array, offset ) {

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

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

            this.onChangeCallback();

            return this;

        },

        toArray: function ( array, offset ) {

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

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

            return array;

        },

        onChange: function ( callback ) {

            this.onChangeCallback = callback;

            return this;

        },

        onChangeCallback: function () {}

    } );

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

    function Vector3( x, y, z ) {

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

    }

    Object.assign( Vector3.prototype, {

        isVector3: true,

        set: function ( x, y, z ) {

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

            return this;

        },

        setScalar: function ( scalar ) {

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

            return this;

        },

        setX: function ( x ) {

            this.x = x;

            return this;

        },

        setY: function ( y ) {

            this.y = y;

            return this;

        },

        setZ: function ( z ) {

            this.z = z;

            return this;

        },

        setComponent: function ( index, value ) {

            switch ( index ) {

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

            }

            return this;

        },

        getComponent: function ( index ) {

            switch ( index ) {

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

            }

        },

        clone: function () {

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

        },

        copy: function ( v ) {

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

            return this;

        },

        add: function ( v, w ) {

            if ( w !== undefined ) {

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

            }

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

            return this;

        },

        addScalar: function ( s ) {

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

            return this;

        },

        addVectors: function ( a, b ) {

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

            return this;

        },

        addScaledVector: function ( v, s ) {

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

            return this;

        },

        sub: function ( v, w ) {

            if ( w !== undefined ) {

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

            }

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

            return this;

        },

        subScalar: function ( s ) {

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

            return this;

        },

        subVectors: function ( a, b ) {

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

            return this;

        },

        multiply: function ( v, w ) {

            if ( w !== undefined ) {

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

            }

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

            return this;

        },

        multiplyScalar: function ( scalar ) {

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

            return this;

        },

        multiplyVectors: function ( a, b ) {

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

            return this;

        },

        applyEuler: function () {

            var quaternion = new Quaternion();

            return function applyEuler( euler ) {

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

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

                }

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

            };

        }(),

        applyAxisAngle: function () {

            var quaternion = new Quaternion();

            return function applyAxisAngle( axis, angle ) {

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

            };

        }(),

        applyMatrix3: function ( m ) {

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

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

            return this;

        },

        applyMatrix4: function ( m ) {

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

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

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

            return this;

        },

        applyQuaternion: function ( q ) {

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

            // calculate quat * vector

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

            // calculate result * inverse quat

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

            return this;

        },

        project: function () {

            var matrix = new Matrix4();

            return function project( camera ) {

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

            };

        }(),

        unproject: function () {

            var matrix = new Matrix4();

            return function unproject( camera ) {

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

            };

        }(),

        transformDirection: function ( m ) {

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

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

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

            return this.normalize();

        },

        divide: function ( v ) {

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

            return this;

        },

        divideScalar: function ( scalar ) {

            return this.multiplyScalar( 1 / scalar );

        },

        min: function ( v ) {

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

            return this;

        },

        max: function ( v ) {

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

            return this;

        },

        clamp: function ( min, max ) {

            // assumes min < max, componentwise

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

            return this;

        },

        clampScalar: function () {

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

            return function clampScalar( minVal, maxVal ) {

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

                return this.clamp( min, max );

            };

        }(),

        clampLength: function ( min, max ) {

            var length = this.length();

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

        },

        floor: function () {

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

            return this;

        },

        ceil: function () {

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

            return this;

        },

        round: function () {

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

            return this;

        },

        roundToZero: function () {

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

            return this;

        },

        negate: function () {

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

            return this;

        },

        dot: function ( v ) {

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

        },

        // TODO lengthSquared?

        lengthSq: function () {

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

        },

        length: function () {

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

        },

        manhattanLength: function () {

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

        },

        normalize: function () {

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

        },

        setLength: function ( length ) {

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

        },

        lerp: function ( v, alpha ) {

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

            return this;

        },

        lerpVectors: function ( v1, v2, alpha ) {

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

        },

        cross: function ( v, w ) {

            if ( w !== undefined ) {

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

            }

            return this.crossVectors( this, v );

        },

        crossVectors: function ( a, b ) {

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

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

            return this;

        },

        projectOnVector: function ( vector ) {

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

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

        },

        projectOnPlane: function () {

            var v1 = new Vector3();

            return function projectOnPlane( planeNormal ) {

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

                return this.sub( v1 );

            };

        }(),

        reflect: function () {

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

            var v1 = new Vector3();

            return function reflect( normal ) {

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

            };

        }(),

        angleTo: function ( v ) {

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

            // clamp, to handle numerical problems

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

        },

        distanceTo: function ( v ) {

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

        },

        distanceToSquared: function ( v ) {

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

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

        },

        manhattanDistanceTo: function ( v ) {

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

        },

        setFromSpherical: function ( s ) {

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

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

            return this;

        },

        setFromCylindrical: function ( c ) {

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

            return this;

        },

        setFromMatrixPosition: function ( m ) {

            var e = m.elements;

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

            return this;

        },

        setFromMatrixScale: function ( m ) {

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

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

            return this;

        },

        setFromMatrixColumn: function ( m, index ) {

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

        },

        equals: function ( v ) {

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

        },

        fromArray: function ( array, offset ) {

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

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

            return this;

        },

        toArray: function ( array, offset ) {

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

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

            return array;

        },

        fromBufferAttribute: function ( attribute, index, offset ) {

            if ( offset !== undefined ) {

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

            }

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

            return this;

        }

    } );

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

    function Matrix3() {

        this.elements = [

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

        ];

        if ( arguments.length > 0 ) {

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

        }

    }

    Object.assign( Matrix3.prototype, {

        isMatrix3: true,

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

            var te = this.elements;

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

            return this;

        },

        identity: function () {

            this.set(

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

            );

            return this;

        },

        clone: function () {

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

        },

        copy: function ( m ) {

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

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

            return this;

        },

        setFromMatrix4: function ( m ) {

            var me = m.elements;

            this.set(

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

            );

            return this;

        },

        applyToBufferAttribute: function () {

            var v1 = new Vector3();

            return function applyToBufferAttribute( attribute ) {

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

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

                    v1.applyMatrix3( this );

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

                }

                return attribute;

            };

        }(),

        multiply: function ( m ) {

            return this.multiplyMatrices( this, m );

        },

        premultiply: function ( m ) {

            return this.multiplyMatrices( m, this );

        },

        multiplyMatrices: function ( a, b ) {

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

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

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

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

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

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

            return this;

        },

        multiplyScalar: function ( s ) {

            var te = this.elements;

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

            return this;

        },

        determinant: function () {

            var te = this.elements;

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

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

        },

        getInverse: function ( matrix, throwOnDegenerate ) {

            if ( matrix && matrix.isMatrix4 ) {

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

            }

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

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

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

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

            if ( det === 0 ) {

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

                if ( throwOnDegenerate === true ) {

                    throw new Error( msg );

                } else {

                    console.warn( msg );

                }

                return this.identity();

            }

            var detInv = 1 / det;

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

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

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

            return this;

        },

        transpose: function () {

            var tmp, m = this.elements;

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

            return this;

        },

        getNormalMatrix: function ( matrix4 ) {

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

        },

        transposeIntoArray: function ( r ) {

            var m = this.elements;

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

            return this;

        },

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

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

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

        },

        scale: function ( sx, sy ) {

            var te = this.elements;

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

            return this;

        },

        rotate: function ( theta ) {

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

            var te = this.elements;

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

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

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

            return this;

        },

        translate: function ( tx, ty ) {

            var te = this.elements;

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

            return this;

        },

        equals: function ( matrix ) {

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

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

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

            }

            return true;

        },

        fromArray: function ( array, offset ) {

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

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

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

            }

            return this;

        },

        toArray: function ( array, offset ) {

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

            var te = this.elements;

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

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

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

            return array;

        }

    } );

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

    var textureId = 0;

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

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

        this.uuid = _Math.generateUUID();

        this.name = '';

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

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

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

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

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

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

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

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

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

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

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

    }

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

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

        constructor: Texture,

        isTexture: true,

        updateMatrix: function () {

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

        },

        clone: function () {

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

        },

        copy: function ( source ) {

            this.name = source.name;

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

            this.mapping = source.mapping;

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

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

            this.anisotropy = source.anisotropy;

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

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

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

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

            return this;

        },

        toJSON: function ( meta ) {

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

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

                return meta.textures[ this.uuid ];

            }

            function getDataURL( image ) {

                var canvas;

                if ( image instanceof HTMLCanvasElement ) {

                    canvas = image;

                } else {

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

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

                    if ( image instanceof ImageData ) {

                        context.putImageData( image, 0, 0 );

                    } else {

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

                    }

                }

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

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

                } else {

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

                }

            }

            var output = {

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

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

                mapping: this.mapping,

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

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

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

                flipY: this.flipY

            };

            if ( this.image !== undefined ) {

                // TODO: Move to THREE.Image

                var image = this.image;

                if ( image.uuid === undefined ) {

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

                }

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

                    var url;

                    if ( Array.isArray( image ) ) {

                        // process array of images e.g. CubeTexture

                        url = [];

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

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

                        }

                    } else {

                        // process single image

                        url = getDataURL( image );

                    }

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

                }

                output.image = image.uuid;

            }

            if ( ! isRootObject ) {

                meta.textures[ this.uuid ] = output;

            }

            return output;

        },

        dispose: function () {

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

        },

        transformUv: function ( uv ) {

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

            uv.applyMatrix3( this.matrix );

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

                switch ( this.wrapS ) {

                    case RepeatWrapping:

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

                    case ClampToEdgeWrapping:

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

                    case MirroredRepeatWrapping:

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

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

                        } else {

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

                        }
                        break;

                }

            }

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

                switch ( this.wrapT ) {

                    case RepeatWrapping:

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

                    case ClampToEdgeWrapping:

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

                    case MirroredRepeatWrapping:

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

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

                        } else {

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

                        }
                        break;

                }

            }

            if ( this.flipY ) {

                uv.y = 1 - uv.y;

            }

        }

    } );

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

        set: function ( value ) {

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

        }

    } );

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

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

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

    }

    Object.assign( Vector4.prototype, {

        isVector4: true,

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

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

            return this;

        },

        setScalar: function ( scalar ) {

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

            return this;

        },

        setX: function ( x ) {

            this.x = x;

            return this;

        },

        setY: function ( y ) {

            this.y = y;

            return this;

        },

        setZ: function ( z ) {

            this.z = z;

            return this;

        },

        setW: function ( w ) {

            this.w = w;

            return this;

        },

        setComponent: function ( index, value ) {

            switch ( index ) {

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

            }

            return this;

        },

        getComponent: function ( index ) {

            switch ( index ) {

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

            }

        },

        clone: function () {

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

        },

        copy: function ( v ) {

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

            return this;

        },

        add: function ( v, w ) {

            if ( w !== undefined ) {

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

            }

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

            return this;

        },

        addScalar: function ( s ) {

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

            return this;

        },

        addVectors: function ( a, b ) {

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

            return this;

        },

        addScaledVector: function ( v, s ) {

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

            return this;

        },

        sub: function ( v, w ) {

            if ( w !== undefined ) {

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

            }

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

            return this;

        },

        subScalar: function ( s ) {

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

            return this;

        },

        subVectors: function ( a, b ) {

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

            return this;

        },

        multiplyScalar: function ( scalar ) {

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

            return this;

        },

        applyMatrix4: function ( m ) {

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

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

            return this;

        },

        divideScalar: function ( scalar ) {

            return this.multiplyScalar( 1 / scalar );

        },

        setAxisAngleFromQuaternion: function ( q ) {

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

            // q is assumed to be normalized

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

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

            if ( s < 0.0001 ) {

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

            } else {

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

            }

            return this;

        },

        setAxisAngleFromRotationMatrix: function ( m ) {

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

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

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

                te = m.elements,

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

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

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

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

                    // this singularity is identity matrix so angle = 0

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

                    return this; // zero angle, arbitrary axis

                }

                // otherwise this singularity is angle = 180

                angle = Math.PI;

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

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

                    // m11 is the largest diagonal term

                    if ( xx < epsilon ) {

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

                    } else {

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

                    }

                } else if ( yy > zz ) {

                    // m22 is the largest diagonal term

                    if ( yy < epsilon ) {

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

                    } else {

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

                    }

                } else {

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

                    if ( zz < epsilon ) {

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

                    } else {

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

                    }

                }

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

                return this; // return 180 deg rotation

            }

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

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

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

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

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

            return this;

        },

        min: function ( v ) {

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

            return this;

        },

        max: function ( v ) {

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

            return this;

        },

        clamp: function ( min, max ) {

            // assumes min < max, componentwise

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

            return this;

        },

        clampScalar: function () {

            var min, max;

            return function clampScalar( minVal, maxVal ) {

                if ( min === undefined ) {

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

                }

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

                return this.clamp( min, max );

            };

        }(),

        clampLength: function ( min, max ) {

            var length = this.length();

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

        },

        floor: function () {

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

            return this;

        },

        ceil: function () {

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

            return this;

        },

        round: function () {

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

            return this;

        },

        roundToZero: function () {

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

            return this;

        },

        negate: function () {

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

            return this;

        },

        dot: function ( v ) {

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

        },

        lengthSq: function () {

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

        },

        length: function () {

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

        },

        manhattanLength: function () {

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

        },

        normalize: function () {

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

        },

        setLength: function ( length ) {

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

        },

        lerp: function ( v, alpha ) {

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

            return this;

        },

        lerpVectors: function ( v1, v2, alpha ) {

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

        },

        equals: function ( v ) {

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

        },

        fromArray: function ( array, offset ) {

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

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

            return this;

        },

        toArray: function ( array, offset ) {

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

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

            return array;

        },

        fromBufferAttribute: function ( attribute, index, offset ) {

            if ( offset !== undefined ) {

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

            }

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

            return this;

        }

    } );

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

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

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

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

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

        options = options || {};

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

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

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

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

    }

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

        constructor: WebGLRenderTarget,

        isWebGLRenderTarget: true,

        setSize: function ( width, height ) {

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

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

                this.dispose();

            }

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

        },

        clone: function () {

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

        },

        copy: function ( source ) {

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

            this.viewport.copy( source.viewport );

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

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

            return this;

        },

        dispose: function () {

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

        }

    } );

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

    function WebGLRenderTargetCube( width, height, options ) {

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

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

    }

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

    WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;

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

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

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

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

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

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

    }

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

    DataTexture.prototype.isDataTexture = true;

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

    function Box3( min, max ) {

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

    }

    Object.assign( Box3.prototype, {

        isBox3: true,

        set: function ( min, max ) {

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

            return this;

        },

        setFromArray: function ( array ) {

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

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

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

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

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

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

            }

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

            return this;

        },

        setFromBufferAttribute: function ( attribute ) {

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

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

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

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

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

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

            }

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

            return this;

        },

        setFromPoints: function ( points ) {

            this.makeEmpty();

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

                this.expandByPoint( points[ i ] );

            }

            return this;

        },

        setFromCenterAndSize: function () {

            var v1 = new Vector3();

            return function setFromCenterAndSize( center, size ) {

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

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

                return this;

            };

        }(),

        setFromObject: function ( object ) {

            this.makeEmpty();

            return this.expandByObject( object );

        },

        clone: function () {

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

        },

        copy: function ( box ) {

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

            return this;

        },

        makeEmpty: function () {

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

            return this;

        },

        isEmpty: function () {

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

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

        },

        getCenter: function ( target ) {

            if ( target === undefined ) {

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

            }

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

        },

        getSize: function ( target ) {

            if ( target === undefined ) {

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

            }

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

        },

        expandByPoint: function ( point ) {

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

            return this;

        },

        expandByVector: function ( vector ) {

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

            return this;

        },

        expandByScalar: function ( scalar ) {

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

            return this;

        },

        expandByObject: function () {

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

            var scope, i, l;

            var v1 = new Vector3();

            function traverse( node ) {

                var geometry = node.geometry;

                if ( geometry !== undefined ) {

                    if ( geometry.isGeometry ) {

                        var vertices = geometry.vertices;

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

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

                            scope.expandByPoint( v1 );

                        }

                    } else if ( geometry.isBufferGeometry ) {

                        var attribute = geometry.attributes.position;

                        if ( attribute !== undefined ) {

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

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

                                scope.expandByPoint( v1 );

                            }

                        }

                    }

                }

            }

            return function expandByObject( object ) {

                scope = this;

                object.updateMatrixWorld( true );

                object.traverse( traverse );

                return this;

            };

        }(),

        containsPoint: function ( point ) {

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

        },

        containsBox: function ( box ) {

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

        },

        getParameter: function ( point, target ) {

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

            if ( target === undefined ) {

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

            }

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

        },

        intersectsBox: function ( box ) {

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

        },

        intersectsSphere: ( function () {

            var closestPoint = new Vector3();

            return function intersectsSphere( sphere ) {

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

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

            };

        } )(),

        intersectsPlane: function ( plane ) {

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

            var min, max;

            if ( plane.normal.x > 0 ) {

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

            } else {

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

            }

            if ( plane.normal.y > 0 ) {

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

            } else {

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

            }

            if ( plane.normal.z > 0 ) {

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

            } else {

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

            }

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

        },

        intersectsTriangle: ( function () {

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

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

            var testAxis = new Vector3();

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

            var triangleNormal = new Vector3();

            function satForAxes( axes ) {

                var i, j;

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

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

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

                    }

                }

                return true;

            }

            return function intersectsTriangle( triangle ) {

                if ( this.isEmpty() ) {

                    return false;

                }

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

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

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

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

                    return false;

                }

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

                    return false;

                }

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

            };

        } )(),

        clampPoint: function ( point, target ) {

            if ( target === undefined ) {

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

            }

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

        },

        distanceToPoint: function () {

            var v1 = new Vector3();

            return function distanceToPoint( point ) {

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

            };

        }(),

        getBoundingSphere: function () {

            var v1 = new Vector3();

            return function getBoundingSphere( target ) {

                if ( target === undefined ) {

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

                }

                this.getCenter( target.center );

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

                return target;

            };

        }(),

        intersect: function ( box ) {

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

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

            return this;

        },

        union: function ( box ) {

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

            return this;

        },

        applyMatrix4: function ( matrix ) {

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

            var m = matrix.elements;

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

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

            return this;

        },

        translate: function ( offset ) {

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

            return this;

        },

        equals: function ( box ) {

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

        }

    } );

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

    function Sphere( center, radius ) {

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

    }

    Object.assign( Sphere.prototype, {

        set: function ( center, radius ) {

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

            return this;

        },

        setFromPoints: function () {

            var box = new Box3();

            return function setFromPoints( points, optionalCenter ) {

                var center = this.center;

                if ( optionalCenter !== undefined ) {

                    center.copy( optionalCenter );

                } else {

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

                }

                var maxRadiusSq = 0;

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

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

                }

                this.radius = Math.sqrt( maxRadiusSq );

                return this;

            };

        }(),

        clone: function () {

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

        },

        copy: function ( sphere ) {

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

            return this;

        },

        empty: function () {

            return ( this.radius <= 0 );

        },

        containsPoint: function ( point ) {

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

        },

        distanceToPoint: function ( point ) {

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

        },

        intersectsSphere: function ( sphere ) {

            var radiusSum = this.radius + sphere.radius;

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

        },

        intersectsBox: function ( box ) {

            return box.intersectsSphere( this );

        },

        intersectsPlane: function ( plane ) {

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

        },

        clampPoint: function ( point, target ) {

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

            if ( target === undefined ) {

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

            }

            target.copy( point );

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

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

            }

            return target;

        },

        getBoundingBox: function ( target ) {

            if ( target === undefined ) {

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

            }

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

            return target;

        },

        applyMatrix4: function ( matrix ) {

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

            return this;

        },

        translate: function ( offset ) {

            this.center.add( offset );

            return this;

        },

        equals: function ( sphere ) {

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

        }

    } );

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

    function Plane( normal, constant ) {

        // normal is assumed to be normalized

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

    }

    Object.assign( Plane.prototype, {

        set: function ( normal, constant ) {

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

            return this;

        },

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

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

            return this;

        },

        setFromNormalAndCoplanarPoint: function ( normal, point ) {

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

            return this;

        },

        setFromCoplanarPoints: function () {

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

            return function setFromCoplanarPoints( a, b, c ) {

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

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

                this.setFromNormalAndCoplanarPoint( normal, a );

                return this;

            };

        }(),

        clone: function () {

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

        },

        copy: function ( plane ) {

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

            return this;

        },

        normalize: function () {

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

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

            return this;

        },

        negate: function () {

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

            return this;

        },

        distanceToPoint: function ( point ) {

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

        },

        distanceToSphere: function ( sphere ) {

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

        },

        projectPoint: function ( point, target ) {

            if ( target === undefined ) {

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

            }

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

        },

        intersectLine: function () {

            var v1 = new Vector3();

            return function intersectLine( line, target ) {

                if ( target === undefined ) {

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

                }

                var direction = line.delta( v1 );

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

                if ( denominator === 0 ) {

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

                        return target.copy( line.start );

                    }

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

                }

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

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

                    return undefined;

                }

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

            };

        }(),

        intersectsLine: function ( line ) {

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

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

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

        },

        intersectsBox: function ( box ) {

            return box.intersectsPlane( this );

        },

        intersectsSphere: function ( sphere ) {

            return sphere.intersectsPlane( this );

        },

        coplanarPoint: function ( target ) {

            if ( target === undefined ) {

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

            }

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

        },

        applyMatrix4: function () {

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

            return function applyMatrix4( matrix, optionalNormalMatrix ) {

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

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

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

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

                return this;

            };

        }(),

        translate: function ( offset ) {

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

            return this;

        },

        equals: function ( plane ) {

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

        }

    } );

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

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

        this.planes = [

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

        ];

    }

    Object.assign( Frustum.prototype, {

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

            var planes = this.planes;

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

            return this;

        },

        clone: function () {

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

        },

        copy: function ( frustum ) {

            var planes = this.planes;

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

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

            }

            return this;

        },

        setFromMatrix: function ( m ) {

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

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

            return this;

        },

        intersectsObject: function () {

            var sphere = new Sphere();

            return function intersectsObject( object ) {

                var geometry = object.geometry;

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

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

                return this.intersectsSphere( sphere );

            };

        }(),

        intersectsSprite: function () {

            var sphere = new Sphere();

            return function intersectsSprite( sprite ) {

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

                return this.intersectsSphere( sphere );

            };

        }(),

        intersectsSphere: function ( sphere ) {

            var planes = this.planes;
            var center = sphere.center;
            var negRadius = - sphere.radius;

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

                var distance = planes[ i ].distanceToPoint( center );

                if ( distance < negRadius ) {

                    return false;

                }

            }

            return true;

        },

        intersectsBox: function () {

            var p1 = new Vector3(),
                p2 = new Vector3();

            return function intersectsBox( box ) {

                var planes = this.planes;

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

                    var plane = planes[ i ];

                    p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
                    p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
                    p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
                    p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
                    p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
                    p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;

                    var d1 = plane.distanceToPoint( p1 );
                    var d2 = plane.distanceToPoint( p2 );

                    // if both outside plane, no intersection

                    if ( d1 < 0 && d2 < 0 ) {

                        return false;

                    }

                }

                return true;

            };

        }(),

        containsPoint: function ( point ) {

            var planes = this.planes;

            for ( var i = 0; i < 6; i ++ ) {

                if ( planes[ i ].distanceToPoint( point ) < 0 ) {

                    return false;

                }

            }

            return true;

        }

    } );

    var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n";

    var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif\n";

    var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif\n";

    var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif\n";

    var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";

    var begin_vertex = "\nvec3 transformed = vec3( position );\n";

    var beginnormal_vertex = "\nvec3 objectNormal = vec3( normal );\n";

    var bsdfs = "float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\tif( decayExponent > 0.0 ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\treturn distanceFalloff * maxDistanceCutoffFactor;\n#else\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n#endif\n\t}\n\treturn 1.0;\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE  = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS  = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n\treturn specularColor * AB.x + AB.y;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n";

    var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif\n";

    var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t#endif\n#endif\n";

    var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif\n";

    var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvarying vec3 vViewPosition;\n#endif\n";

    var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n";

    var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";

    var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif\n";

    var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";

    var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";

    var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\n";

    var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1  (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale =  bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif\n";

    var defaultnormal_vertex = "vec3 transformedNormal = normalMatrix * objectNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n";

    var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif\n";

    var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n";

    var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif\n";

    var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif\n";

    var encodings_fragment = "  gl_FragColor = linearToOutputTexel( gl_FragColor );\n";

    var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.w );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat M      = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM            = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat D      = max( maxRange / maxRGB, 1.0 );\n\tD            = min( floor( D ) / 255.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value )  {\n\tvec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\n\tXp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract(Le);\n\tvResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n\treturn vec4( max(vRGB, 0.0), 1.0 );\n}\n";

    var envmap_fragment = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif\n";

    var envmap_pars_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif\n";

    var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif\n";

    var envmap_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif\n";

    var fog_vertex = "\n#ifdef USE_FOG\nfogDepth = -mvPosition.z;\n#endif";

    var fog_pars_vertex = "#ifdef USE_FOG\n  varying float fogDepth;\n#endif\n";

    var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif\n";

    var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif\n";

    var gradientmap_pars_fragment = "#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif\n";

    var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n";

    var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";

    var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif\n";

    var lights_pars_begin = "uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight  ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif\n";

    var lights_pars_maps = "#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif\n";

    var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n";

    var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)\n";

    var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif\n";

    var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos - halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos + halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos + halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos - halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3(    0, 1,    0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifndef STANDARD\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#ifndef STANDARD\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifndef STANDARD\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\tfloat dotNL = dotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\n#define Material_BlinnShininessExponent( material )   GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material )   GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}\n";

    var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearCoatRadiance = vec3( 0.0 );\n#endif\n";

    var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), maxMipLevel );\n\t#ifndef STANDARD\n\t\tclearCoatRadiance += getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), maxMipLevel );\n\t#endif\n#endif\n";

    var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif\n";

    var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";

    var logdepthbuf_pars_fragment = "#ifdef USE_LOGDEPTHBUF\n\tuniform float logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n#endif\n";

    var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n\tuniform float logDepthBufFC;\n#endif";

    var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\tgl_Position.z *= gl_Position.w;\n\t#endif\n#endif\n";

    var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif\n";

    var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n";

    var map_particle_fragment = "#ifdef USE_MAP\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n";

    var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif\n";

    var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif\n";

    var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";

    var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif\n";

    var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";

    var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif\n";

    var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n#endif\n";

    var normal_fragment_maps = "#ifdef USE_NORMALMAP\n\t#ifdef OBJECTSPACE_NORMALMAP\n\t\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t#ifdef FLIP_SIDED\n\t\t\tnormal = - normal;\n\t\t#endif\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\tnormal = normalize( normalMatrix * normal );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n";

    var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\t#ifdef OBJECTSPACE_NORMALMAP\n\t\tuniform mat3 normalMatrix;\n\t#else\n\t\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\t\tvec2 st0 = dFdx( vUv.st );\n\t\t\tvec2 st1 = dFdy( vUv.st );\n\t\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\t\tvec3 N = normalize( surf_norm );\n\t\t\tmat3 tsn = mat3( S, T, N );\n\t\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t\tmapN.xy *= normalScale;\n\t\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\treturn normalize( tsn * mapN );\n\t\t}\n\t#endif\n#endif\n";

    var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256.,  256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}\n";

    var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif\n";

    var project_vertex = "vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\ngl_Position = projectionMatrix * mvPosition;\n";

    var dithering_fragment = "#if defined( DITHERING )\n  gl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif\n";

    var dithering_pars_fragment = "#if defined( DITHERING )\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif\n";

    var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif\n";

    var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";

    var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif\n";

    var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n#endif\n";

    var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif\n";

    var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}\n";

    var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";

    var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif\n";

    var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif\n";

    var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix  = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n#endif\n";

    var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif";

    var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";

    var tonemapping_fragment = "#if defined( TONE_MAPPING )\n  gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif\n";

    var tonemapping_pars_fragment = "#ifndef saturate\n\t#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\n";

    var uv_pars_fragment = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n#endif";

    var uv_pars_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\n";

    var uv_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";

    var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";

    var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";

    var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";

    var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif\n";

    var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\tgl_FragColor.a *= opacity;\n}\n";

    var cube_vert = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}\n";

    var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}\n";

    var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n}\n";

    var distanceRGBA_frag = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}\n";

    var distanceRGBA_vert = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}\n";

    var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldPosition );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n}\n";

    var equirect_vert = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}\n";

    var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";

    var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}\n";

    var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";

    var meshbasic_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_ENVMAP\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}\n";

    var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}\n";

    var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";

    var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}\n";

    var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";

    var meshphysical_frag = "#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <lights_pars_begin>\n#include <lights_pars_maps>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}\n";

    var meshphysical_vert = "#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";

    var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}\n";

    var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}\n";

    var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";

    var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#ifdef USE_SIZEATTENUATION\n\t\tgl_PointSize = size * ( scale / - mvPosition.z );\n\t#else\n\t\tgl_PointSize = size;\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}\n";

    var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <fog_fragment>\n}\n";

    var shadow_vert = "#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";

    var ShaderChunk = {
        alphamap_fragment: alphamap_fragment,
        alphamap_pars_fragment: alphamap_pars_fragment,
        alphatest_fragment: alphatest_fragment,
        aomap_fragment: aomap_fragment,
        aomap_pars_fragment: aomap_pars_fragment,
        begin_vertex: begin_vertex,
        beginnormal_vertex: beginnormal_vertex,
        bsdfs: bsdfs,
        bumpmap_pars_fragment: bumpmap_pars_fragment,
        clipping_planes_fragment: clipping_planes_fragment,
        clipping_planes_pars_fragment: clipping_planes_pars_fragment,
        clipping_planes_pars_vertex: clipping_planes_pars_vertex,
        clipping_planes_vertex: clipping_planes_vertex,
        color_fragment: color_fragment,
        color_pars_fragment: color_pars_fragment,
        color_pars_vertex: color_pars_vertex,
        color_vertex: color_vertex,
        common: common,
        cube_uv_reflection_fragment: cube_uv_reflection_fragment,
        defaultnormal_vertex: defaultnormal_vertex,
        displacementmap_pars_vertex: displacementmap_pars_vertex,
        displacementmap_vertex: displacementmap_vertex,
        emissivemap_fragment: emissivemap_fragment,
        emissivemap_pars_fragment: emissivemap_pars_fragment,
        encodings_fragment: encodings_fragment,
        encodings_pars_fragment: encodings_pars_fragment,
        envmap_fragment: envmap_fragment,
        envmap_pars_fragment: envmap_pars_fragment,
        envmap_pars_vertex: envmap_pars_vertex,
        envmap_vertex: envmap_vertex,
        fog_vertex: fog_vertex,
        fog_pars_vertex: fog_pars_vertex,
        fog_fragment: fog_fragment,
        fog_pars_fragment: fog_pars_fragment,
        gradientmap_pars_fragment: gradientmap_pars_fragment,
        lightmap_fragment: lightmap_fragment,
        lightmap_pars_fragment: lightmap_pars_fragment,
        lights_lambert_vertex: lights_lambert_vertex,
        lights_pars_begin: lights_pars_begin,
        lights_pars_maps: lights_pars_maps,
        lights_phong_fragment: lights_phong_fragment,
        lights_phong_pars_fragment: lights_phong_pars_fragment,
        lights_physical_fragment: lights_physical_fragment,
        lights_physical_pars_fragment: lights_physical_pars_fragment,
        lights_fragment_begin: lights_fragment_begin,
        lights_fragment_maps: lights_fragment_maps,
        lights_fragment_end: lights_fragment_end,
        logdepthbuf_fragment: logdepthbuf_fragment,
        logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
        logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
        logdepthbuf_vertex: logdepthbuf_vertex,
        map_fragment: map_fragment,
        map_pars_fragment: map_pars_fragment,
        map_particle_fragment: map_particle_fragment,
        map_particle_pars_fragment: map_particle_pars_fragment,
        metalnessmap_fragment: metalnessmap_fragment,
        metalnessmap_pars_fragment: metalnessmap_pars_fragment,
        morphnormal_vertex: morphnormal_vertex,
        morphtarget_pars_vertex: morphtarget_pars_vertex,
        morphtarget_vertex: morphtarget_vertex,
        normal_fragment_begin: normal_fragment_begin,
        normal_fragment_maps: normal_fragment_maps,
        normalmap_pars_fragment: normalmap_pars_fragment,
        packing: packing,
        premultiplied_alpha_fragment: premultiplied_alpha_fragment,
        project_vertex: project_vertex,
        dithering_fragment: dithering_fragment,
        dithering_pars_fragment: dithering_pars_fragment,
        roughnessmap_fragment: roughnessmap_fragment,
        roughnessmap_pars_fragment: roughnessmap_pars_fragment,
        shadowmap_pars_fragment: shadowmap_pars_fragment,
        shadowmap_pars_vertex: shadowmap_pars_vertex,
        shadowmap_vertex: shadowmap_vertex,
        shadowmask_pars_fragment: shadowmask_pars_fragment,
        skinbase_vertex: skinbase_vertex,
        skinning_pars_vertex: skinning_pars_vertex,
        skinning_vertex: skinning_vertex,
        skinnormal_vertex: skinnormal_vertex,
        specularmap_fragment: specularmap_fragment,
        specularmap_pars_fragment: specularmap_pars_fragment,
        tonemapping_fragment: tonemapping_fragment,
        tonemapping_pars_fragment: tonemapping_pars_fragment,
        uv_pars_fragment: uv_pars_fragment,
        uv_pars_vertex: uv_pars_vertex,
        uv_vertex: uv_vertex,
        uv2_pars_fragment: uv2_pars_fragment,
        uv2_pars_vertex: uv2_pars_vertex,
        uv2_vertex: uv2_vertex,
        worldpos_vertex: worldpos_vertex,

        cube_frag: cube_frag,
        cube_vert: cube_vert,
        depth_frag: depth_frag,
        depth_vert: depth_vert,
        distanceRGBA_frag: distanceRGBA_frag,
        distanceRGBA_vert: distanceRGBA_vert,
        equirect_frag: equirect_frag,
        equirect_vert: equirect_vert,
        linedashed_frag: linedashed_frag,
        linedashed_vert: linedashed_vert,
        meshbasic_frag: meshbasic_frag,
        meshbasic_vert: meshbasic_vert,
        meshlambert_frag: meshlambert_frag,
        meshlambert_vert: meshlambert_vert,
        meshphong_frag: meshphong_frag,
        meshphong_vert: meshphong_vert,
        meshphysical_frag: meshphysical_frag,
        meshphysical_vert: meshphysical_vert,
        normal_frag: normal_frag,
        normal_vert: normal_vert,
        points_frag: points_frag,
        points_vert: points_vert,
        shadow_frag: shadow_frag,
        shadow_vert: shadow_vert
    };

    /**
     * Uniform Utilities
     */

    var UniformsUtils = {

        merge: function ( uniforms ) {

            var merged = {};

            for ( var u = 0; u < uniforms.length; u ++ ) {

                var tmp = this.clone( uniforms[ u ] );

                for ( var p in tmp ) {

                    merged[ p ] = tmp[ p ];

                }

            }

            return merged;

        },

        clone: function ( uniforms_src ) {

            var uniforms_dst = {};

            for ( var u in uniforms_src ) {

                uniforms_dst[ u ] = {};

                for ( var p in uniforms_src[ u ] ) {

                    var parameter_src = uniforms_src[ u ][ p ];

                    if ( parameter_src && ( parameter_src.isColor ||
                        parameter_src.isMatrix3 || parameter_src.isMatrix4 ||
                        parameter_src.isVector2 || parameter_src.isVector3 || parameter_src.isVector4 ||
                        parameter_src.isTexture ) ) {

                        uniforms_dst[ u ][ p ] = parameter_src.clone();

                    } else if ( Array.isArray( parameter_src ) ) {

                        uniforms_dst[ u ][ p ] = parameter_src.slice();

                    } else {

                        uniforms_dst[ u ][ p ] = parameter_src;

                    }

                }

            }

            return uniforms_dst;

        }

    };

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    var ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
        'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
        'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
        'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
        'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
        'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
        'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
        'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
        'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
        'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
        'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
        'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
        'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
        'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
        'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
        'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
        'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
        'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
        'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
        'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
        'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
        'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
        'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
        'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };

    function Color( r, g, b ) {

        if ( g === undefined && b === undefined ) {

            // r is THREE.Color, hex or string
            return this.set( r );

        }

        return this.setRGB( r, g, b );

    }

    Object.assign( Color.prototype, {

        isColor: true,

        r: 1, g: 1, b: 1,

        set: function ( value ) {

            if ( value && value.isColor ) {

                this.copy( value );

            } else if ( typeof value === 'number' ) {

                this.setHex( value );

            } else if ( typeof value === 'string' ) {

                this.setStyle( value );

            }

            return this;

        },

        setScalar: function ( scalar ) {

            this.r = scalar;
            this.g = scalar;
            this.b = scalar;

            return this;

        },

        setHex: function ( hex ) {

            hex = Math.floor( hex );

            this.r = ( hex >> 16 & 255 ) / 255;
            this.g = ( hex >> 8 & 255 ) / 255;
            this.b = ( hex & 255 ) / 255;

            return this;

        },

        setRGB: function ( r, g, b ) {

            this.r = r;
            this.g = g;
            this.b = b;

            return this;

        },

        setHSL: function () {

            function hue2rgb( p, q, t ) {

                if ( t < 0 ) t += 1;
                if ( t > 1 ) t -= 1;
                if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
                if ( t < 1 / 2 ) return q;
                if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
                return p;

            }

            return function setHSL( h, s, l ) {

                // h,s,l ranges are in 0.0 - 1.0
                h = _Math.euclideanModulo( h, 1 );
                s = _Math.clamp( s, 0, 1 );
                l = _Math.clamp( l, 0, 1 );

                if ( s === 0 ) {

                    this.r = this.g = this.b = l;

                } else {

                    var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
                    var q = ( 2 * l ) - p;

                    this.r = hue2rgb( q, p, h + 1 / 3 );
                    this.g = hue2rgb( q, p, h );
                    this.b = hue2rgb( q, p, h - 1 / 3 );

                }

                return this;

            };

        }(),

        setStyle: function ( style ) {

            function handleAlpha( string ) {

                if ( string === undefined ) return;

                if ( parseFloat( string ) < 1 ) {

                    console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );

                }

            }


            var m;

            if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {

                // rgb / hsl

                var color;
                var name = m[ 1 ];
                var components = m[ 2 ];

                switch ( name ) {

                    case 'rgb':
                    case 'rgba':

                        if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {

                            // rgb(255,0,0) rgba(255,0,0,0.5)
                            this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
                            this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
                            this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;

                            handleAlpha( color[ 5 ] );

                            return this;

                        }

                        if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {

                            // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
                            this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
                            this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
                            this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;

                            handleAlpha( color[ 5 ] );

                            return this;

                        }

                        break;

                    case 'hsl':
                    case 'hsla':

                        if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {

                            // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
                            var h = parseFloat( color[ 1 ] ) / 360;
                            var s = parseInt( color[ 2 ], 10 ) / 100;
                            var l = parseInt( color[ 3 ], 10 ) / 100;

                            handleAlpha( color[ 5 ] );

                            return this.setHSL( h, s, l );

                        }

                        break;

                }

            } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {

                // hex color

                var hex = m[ 1 ];
                var size = hex.length;

                if ( size === 3 ) {

                    // #ff0
                    this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
                    this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
                    this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;

                    return this;

                } else if ( size === 6 ) {

                    // #ff0000
                    this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
                    this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
                    this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;

                    return this;

                }

            }

            if ( style && style.length > 0 ) {

                // color keywords
                var hex = ColorKeywords[ style ];

                if ( hex !== undefined ) {

                    // red
                    this.setHex( hex );

                } else {

                    // unknown color
                    console.warn( 'THREE.Color: Unknown color ' + style );

                }

            }

            return this;

        },

        clone: function () {

            return new this.constructor( this.r, this.g, this.b );

        },

        copy: function ( color ) {

            this.r = color.r;
            this.g = color.g;
            this.b = color.b;

            return this;

        },

        copyGammaToLinear: function ( color, gammaFactor ) {

            if ( gammaFactor === undefined ) gammaFactor = 2.0;

            this.r = Math.pow( color.r, gammaFactor );
            this.g = Math.pow( color.g, gammaFactor );
            this.b = Math.pow( color.b, gammaFactor );

            return this;

        },

        copyLinearToGamma: function ( color, gammaFactor ) {

            if ( gammaFactor === undefined ) gammaFactor = 2.0;

            var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;

            this.r = Math.pow( color.r, safeInverse );
            this.g = Math.pow( color.g, safeInverse );
            this.b = Math.pow( color.b, safeInverse );

            return this;

        },

        convertGammaToLinear: function ( gammaFactor ) {

            this.copyGammaToLinear( this, gammaFactor );

            return this;

        },

        convertLinearToGamma: function ( gammaFactor ) {

            this.copyLinearToGamma( this, gammaFactor );

            return this;

        },

        copySRGBToLinear: function () {

            function SRGBToLinear( c ) {

                return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );

            }

            return function copySRGBToLinear( color ) {

                this.r = SRGBToLinear( color.r );
                this.g = SRGBToLinear( color.g );
                this.b = SRGBToLinear( color.b );

                return this;

            };

        }(),

        copyLinearToSRGB: function () {

            function LinearToSRGB( c ) {

                return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;

            }

            return function copyLinearToSRGB( color ) {

                this.r = LinearToSRGB( color.r );
                this.g = LinearToSRGB( color.g );
                this.b = LinearToSRGB( color.b );

                return this;

            };

        }(),

        convertSRGBToLinear: function () {

            this.copySRGBToLinear( this );

            return this;

        },

        convertLinearToSRGB: function () {

            this.copyLinearToSRGB( this );

            return this;

        },

        getHex: function () {

            return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;

        },

        getHexString: function () {

            return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );

        },

        getHSL: function ( target ) {

            // h,s,l ranges are in 0.0 - 1.0

            if ( target === undefined ) {

                console.warn( 'THREE.Color: .getHSL() target is now required' );
                target = { h: 0, s: 0, l: 0 };

            }

            var r = this.r, g = this.g, b = this.b;

            var max = Math.max( r, g, b );
            var min = Math.min( r, g, b );

            var hue, saturation;
            var lightness = ( min + max ) / 2.0;

            if ( min === max ) {

                hue = 0;
                saturation = 0;

            } else {

                var delta = max - min;

                saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );

                switch ( max ) {

                    case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
                    case g: hue = ( b - r ) / delta + 2; break;
                    case b: hue = ( r - g ) / delta + 4; break;

                }

                hue /= 6;

            }

            target.h = hue;
            target.s = saturation;
            target.l = lightness;

            return target;

        },

        getStyle: function () {

            return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';

        },

        offsetHSL: function () {

            var hsl = {};

            return function ( h, s, l ) {

                this.getHSL( hsl );

                hsl.h += h; hsl.s += s; hsl.l += l;

                this.setHSL( hsl.h, hsl.s, hsl.l );

                return this;

            };

        }(),

        add: function ( color ) {

            this.r += color.r;
            this.g += color.g;
            this.b += color.b;

            return this;

        },

        addColors: function ( color1, color2 ) {

            this.r = color1.r + color2.r;
            this.g = color1.g + color2.g;
            this.b = color1.b + color2.b;

            return this;

        },

        addScalar: function ( s ) {

            this.r += s;
            this.g += s;
            this.b += s;

            return this;

        },

        sub: function ( color ) {

            this.r = Math.max( 0, this.r - color.r );
            this.g = Math.max( 0, this.g - color.g );
            this.b = Math.max( 0, this.b - color.b );

            return this;

        },

        multiply: function ( color ) {

            this.r *= color.r;
            this.g *= color.g;
            this.b *= color.b;

            return this;

        },

        multiplyScalar: function ( s ) {

            this.r *= s;
            this.g *= s;
            this.b *= s;

            return this;

        },

        lerp: function ( color, alpha ) {

            this.r += ( color.r - this.r ) * alpha;
            this.g += ( color.g - this.g ) * alpha;
            this.b += ( color.b - this.b ) * alpha;

            return this;

        },

        equals: function ( c ) {

            return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );

        },

        fromArray: function ( array, offset ) {

            if ( offset === undefined ) offset = 0;

            this.r = array[ offset ];
            this.g = array[ offset + 1 ];
            this.b = array[ offset + 2 ];

            return this;

        },

        toArray: function ( array, offset ) {

            if ( array === undefined ) array = [];
            if ( offset === undefined ) offset = 0;

            array[ offset ] = this.r;
            array[ offset + 1 ] = this.g;
            array[ offset + 2 ] = this.b;

            return array;

        },

        toJSON: function () {

            return this.getHex();

        }

    } );

    /**
     * Uniforms library for shared webgl shaders
     */

    var UniformsLib = {

        common: {

            diffuse: { value: new Color( 0xeeeeee ) },
            opacity: { value: 1.0 },

            map: { value: null },
            uvTransform: { value: new Matrix3() },

            alphaMap: { value: null },

        },

        specularmap: {

            specularMap: { value: null },

        },

        envmap: {

            envMap: { value: null },
            flipEnvMap: { value: - 1 },
            reflectivity: { value: 1.0 },
            refractionRatio: { value: 0.98 },
            maxMipLevel: { value: 0 }

        },

        aomap: {

            aoMap: { value: null },
            aoMapIntensity: { value: 1 }

        },

        lightmap: {

            lightMap: { value: null },
            lightMapIntensity: { value: 1 }

        },

        emissivemap: {

            emissiveMap: { value: null }

        },

        bumpmap: {

            bumpMap: { value: null },
            bumpScale: { value: 1 }

        },

        normalmap: {

            normalMap: { value: null },
            normalScale: { value: new Vector2( 1, 1 ) }

        },

        displacementmap: {

            displacementMap: { value: null },
            displacementScale: { value: 1 },
            displacementBias: { value: 0 }

        },

        roughnessmap: {

            roughnessMap: { value: null }

        },

        metalnessmap: {

            metalnessMap: { value: null }

        },

        gradientmap: {

            gradientMap: { value: null }

        },

        fog: {

            fogDensity: { value: 0.00025 },
            fogNear: { value: 1 },
            fogFar: { value: 2000 },
            fogColor: { value: new Color( 0xffffff ) }

        },

        lights: {

            ambientLightColor: { value: [] },

            directionalLights: { value: [], properties: {
                direction: {},
                color: {},

                shadow: {},
                shadowBias: {},
                shadowRadius: {},
                shadowMapSize: {}
            } },

            directionalShadowMap: { value: [] },
            directionalShadowMatrix: { value: [] },

            spotLights: { value: [], properties: {
                color: {},
                position: {},
                direction: {},
                distance: {},
                coneCos: {},
                penumbraCos: {},
                decay: {},

                shadow: {},
                shadowBias: {},
                shadowRadius: {},
                shadowMapSize: {}
            } },

            spotShadowMap: { value: [] },
            spotShadowMatrix: { value: [] },

            pointLights: { value: [], properties: {
                color: {},
                position: {},
                decay: {},
                distance: {},

                shadow: {},
                shadowBias: {},
                shadowRadius: {},
                shadowMapSize: {},
                shadowCameraNear: {},
                shadowCameraFar: {}
            } },

            pointShadowMap: { value: [] },
            pointShadowMatrix: { value: [] },

            hemisphereLights: { value: [], properties: {
                direction: {},
                skyColor: {},
                groundColor: {}
            } },

            // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
            rectAreaLights: { value: [], properties: {
                color: {},
                position: {},
                width: {},
                height: {}
            } }

        },

        points: {

            diffuse: { value: new Color( 0xeeeeee ) },
            opacity: { value: 1.0 },
            size: { value: 1.0 },
            scale: { value: 1.0 },
            map: { value: null },
            uvTransform: { value: new Matrix3() }

        }

    };

    /**
     * @author alteredq / http://alteredqualia.com/
     * @author mrdoob / http://mrdoob.com/
     * @author mikael emtinger / http://gomo.se/
     */

    var ShaderLib = {

        basic: {

            uniforms: UniformsUtils.merge( [
                UniformsLib.common,
                UniformsLib.specularmap,
                UniformsLib.envmap,
                UniformsLib.aomap,
                UniformsLib.lightmap,
                UniformsLib.fog
            ] ),

            vertexShader: ShaderChunk.meshbasic_vert,
            fragmentShader: ShaderChunk.meshbasic_frag

        },

        lambert: {

            uniforms: UniformsUtils.merge( [
                UniformsLib.common,
                UniformsLib.specularmap,
                UniformsLib.envmap,
                UniformsLib.aomap,
                UniformsLib.lightmap,
                UniformsLib.emissivemap,
                UniformsLib.fog,
                UniformsLib.lights,
                {
                    emissive: { value: new Color( 0x000000 ) }
                }
            ] ),

            vertexShader: ShaderChunk.meshlambert_vert,
            fragmentShader: ShaderChunk.meshlambert_frag

        },

        phong: {

            uniforms: UniformsUtils.merge( [
                UniformsLib.common,
                UniformsLib.specularmap,
                UniformsLib.envmap,
                UniformsLib.aomap,
                UniformsLib.lightmap,
                UniformsLib.emissivemap,
                UniformsLib.bumpmap,
                UniformsLib.normalmap,
                UniformsLib.displacementmap,
                UniformsLib.gradientmap,
                UniformsLib.fog,
                UniformsLib.lights,
                {
                    emissive: { value: new Color( 0x000000 ) },
                    specular: { value: new Color( 0x111111 ) },
                    shininess: { value: 30 }
                }
            ] ),

            vertexShader: ShaderChunk.meshphong_vert,
            fragmentShader: ShaderChunk.meshphong_frag

        },

        standard: {

            uniforms: UniformsUtils.merge( [
                UniformsLib.common,
                UniformsLib.envmap,
                UniformsLib.aomap,
                UniformsLib.lightmap,
                UniformsLib.emissivemap,
                UniformsLib.bumpmap,
                UniformsLib.normalmap,
                UniformsLib.displacementmap,
                UniformsLib.roughnessmap,
                UniformsLib.metalnessmap,
                UniformsLib.fog,
                UniformsLib.lights,
                {
                    emissive: { value: new Color( 0x000000 ) },
                    roughness: { value: 0.5 },
                    metalness: { value: 0.5 },
                    envMapIntensity: { value: 1 } // temporary
                }
            ] ),

            vertexShader: ShaderChunk.meshphysical_vert,
            fragmentShader: ShaderChunk.meshphysical_frag

        },

        points: {

            uniforms: UniformsUtils.merge( [
                UniformsLib.points,
                UniformsLib.fog
            ] ),

            vertexShader: ShaderChunk.points_vert,
            fragmentShader: ShaderChunk.points_frag

        },

        dashed: {

            uniforms: UniformsUtils.merge( [
                UniformsLib.common,
                UniformsLib.fog,
                {
                    scale: { value: 1 },
                    dashSize: { value: 1 },
                    totalSize: { value: 2 }
                }
            ] ),

            vertexShader: ShaderChunk.linedashed_vert,
            fragmentShader: ShaderChunk.linedashed_frag

        },

        depth: {

            uniforms: UniformsUtils.merge( [
                UniformsLib.common,
                UniformsLib.displacementmap
            ] ),

            vertexShader: ShaderChunk.depth_vert,
            fragmentShader: ShaderChunk.depth_frag

        },

        normal: {

            uniforms: UniformsUtils.merge( [
                UniformsLib.common,
                UniformsLib.bumpmap,
                UniformsLib.normalmap,
                UniformsLib.displacementmap,
                {
                    opacity: { value: 1.0 }
                }
            ] ),

            vertexShader: ShaderChunk.normal_vert,
            fragmentShader: ShaderChunk.normal_frag

        },

        /* -------------------------------------------------------------------------
        //	Cube map shader
         ------------------------------------------------------------------------- */

        cube: {

            uniforms: {
                tCube: { value: null },
                tFlip: { value: - 1 },
                opacity: { value: 1.0 }
            },

            vertexShader: ShaderChunk.cube_vert,
            fragmentShader: ShaderChunk.cube_frag

        },

        equirect: {

            uniforms: {
                tEquirect: { value: null },
            },

            vertexShader: ShaderChunk.equirect_vert,
            fragmentShader: ShaderChunk.equirect_frag

        },

        distanceRGBA: {

            uniforms: UniformsUtils.merge( [
                UniformsLib.common,
                UniformsLib.displacementmap,
                {
                    referencePosition: { value: new Vector3() },
                    nearDistance: { value: 1 },
                    farDistance: { value: 1000 }
                }
            ] ),

            vertexShader: ShaderChunk.distanceRGBA_vert,
            fragmentShader: ShaderChunk.distanceRGBA_frag

        },

        shadow: {

            uniforms: UniformsUtils.merge( [
                UniformsLib.lights,
                UniformsLib.fog,
                {
                    color: { value: new Color( 0x00000 ) },
                    opacity: { value: 1.0 }
                },
            ] ),

            vertexShader: ShaderChunk.shadow_vert,
            fragmentShader: ShaderChunk.shadow_frag

        }

    };

    ShaderLib.physical = {

        uniforms: UniformsUtils.merge( [
            ShaderLib.standard.uniforms,
            {
                clearCoat: { value: 0 },
                clearCoatRoughness: { value: 0 }
            }
        ] ),

        vertexShader: ShaderChunk.meshphysical_vert,
        fragmentShader: ShaderChunk.meshphysical_frag

    };

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function WebGLAnimation() {

        var context = null;
        var isAnimating = false;
        var animationLoop = null;

        function onAnimationFrame( time, frame ) {

            if ( isAnimating === false ) return;

            animationLoop( time, frame );

            context.requestAnimationFrame( onAnimationFrame );

        }

        return {

            start: function () {

                if ( isAnimating === true ) return;
                if ( animationLoop === null ) return;

                context.requestAnimationFrame( onAnimationFrame );

                isAnimating = true;

            },

            stop: function () {

                isAnimating = false;

            },

            setAnimationLoop: function ( callback ) {

                animationLoop = callback;

            },

            setContext: function ( value ) {

                context = value;

            }

        };

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function WebGLAttributes( gl ) {

        var buffers = new WeakMap();

        function createBuffer( attribute, bufferType ) {

            var array = attribute.array;
            var usage = attribute.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW;

            var buffer = gl.createBuffer();

            gl.bindBuffer( bufferType, buffer );
            gl.bufferData( bufferType, array, usage );

            attribute.onUploadCallback();

            var type = gl.FLOAT;

            if ( array instanceof Float32Array ) {

                type = gl.FLOAT;

            } else if ( array instanceof Float64Array ) {

                console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );

            } else if ( array instanceof Uint16Array ) {

                type = gl.UNSIGNED_SHORT;

            } else if ( array instanceof Int16Array ) {

                type = gl.SHORT;

            } else if ( array instanceof Uint32Array ) {

                type = gl.UNSIGNED_INT;

            } else if ( array instanceof Int32Array ) {

                type = gl.INT;

            } else if ( array instanceof Int8Array ) {

                type = gl.BYTE;

            } else if ( array instanceof Uint8Array ) {

                type = gl.UNSIGNED_BYTE;

            }

            return {
                buffer: buffer,
                type: type,
                bytesPerElement: array.BYTES_PER_ELEMENT,
                version: attribute.version
            };

        }

        function updateBuffer( buffer, attribute, bufferType ) {

            var array = attribute.array;
            var updateRange = attribute.updateRange;

            gl.bindBuffer( bufferType, buffer );

            if ( attribute.dynamic === false ) {

                gl.bufferData( bufferType, array, gl.STATIC_DRAW );

            } else if ( updateRange.count === - 1 ) {

                // Not using update ranges

                gl.bufferSubData( bufferType, 0, array );

            } else if ( updateRange.count === 0 ) {

                console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' );

            } else {

                gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
                    array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );

                updateRange.count = - 1; // reset range

            }

        }

        //

        function get( attribute ) {

            if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;

            return buffers.get( attribute );

        }

        function remove( attribute ) {

            if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;

            var data = buffers.get( attribute );

            if ( data ) {

                gl.deleteBuffer( data.buffer );

                buffers.delete( attribute );

            }

        }

        function update( attribute, bufferType ) {

            if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;

            var data = buffers.get( attribute );

            if ( data === undefined ) {

                buffers.set( attribute, createBuffer( attribute, bufferType ) );

            } else if ( data.version < attribute.version ) {

                updateBuffer( data.buffer, attribute, bufferType );

                data.version = attribute.version;

            }

        }

        return {

            get: get,
            remove: remove,
            update: update

        };

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author WestLangley / http://github.com/WestLangley
     * @author bhouston / http://clara.io
     */

    function Euler( x, y, z, order ) {

        this._x = x || 0;
        this._y = y || 0;
        this._z = z || 0;
        this._order = order || Euler.DefaultOrder;

    }

    Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];

    Euler.DefaultOrder = 'XYZ';

    Object.defineProperties( Euler.prototype, {

        x: {

            get: function () {

                return this._x;

            },

            set: function ( value ) {

                this._x = value;
                this.onChangeCallback();

            }

        },

        y: {

            get: function () {

                return this._y;

            },

            set: function ( value ) {

                this._y = value;
                this.onChangeCallback();

            }

        },

        z: {

            get: function () {

                return this._z;

            },

            set: function ( value ) {

                this._z = value;
                this.onChangeCallback();

            }

        },

        order: {

            get: function () {

                return this._order;

            },

            set: function ( value ) {

                this._order = value;
                this.onChangeCallback();

            }

        }

    } );

    Object.assign( Euler.prototype, {

        isEuler: true,

        set: function ( x, y, z, order ) {

            this._x = x;
            this._y = y;
            this._z = z;
            this._order = order || this._order;

            this.onChangeCallback();

            return this;

        },

        clone: function () {

            return new this.constructor( this._x, this._y, this._z, this._order );

        },

        copy: function ( euler ) {

            this._x = euler._x;
            this._y = euler._y;
            this._z = euler._z;
            this._order = euler._order;

            this.onChangeCallback();

            return this;

        },

        setFromRotationMatrix: function ( m, order, update ) {

            var clamp = _Math.clamp;

            // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)

            var te = m.elements;
            var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
            var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
            var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];

            order = order || this._order;

            if ( order === 'XYZ' ) {

                this._y = Math.asin( clamp( m13, - 1, 1 ) );

                if ( Math.abs( m13 ) < 0.99999 ) {

                    this._x = Math.atan2( - m23, m33 );
                    this._z = Math.atan2( - m12, m11 );

                } else {

                    this._x = Math.atan2( m32, m22 );
                    this._z = 0;

                }

            } else if ( order === 'YXZ' ) {

                this._x = Math.asin( - clamp( m23, - 1, 1 ) );

                if ( Math.abs( m23 ) < 0.99999 ) {

                    this._y = Math.atan2( m13, m33 );
                    this._z = Math.atan2( m21, m22 );

                } else {

                    this._y = Math.atan2( - m31, m11 );
                    this._z = 0;

                }

            } else if ( order === 'ZXY' ) {

                this._x = Math.asin( clamp( m32, - 1, 1 ) );

                if ( Math.abs( m32 ) < 0.99999 ) {

                    this._y = Math.atan2( - m31, m33 );
                    this._z = Math.atan2( - m12, m22 );

                } else {

                    this._y = 0;
                    this._z = Math.atan2( m21, m11 );

                }

            } else if ( order === 'ZYX' ) {

                this._y = Math.asin( - clamp( m31, - 1, 1 ) );

                if ( Math.abs( m31 ) < 0.99999 ) {

                    this._x = Math.atan2( m32, m33 );
                    this._z = Math.atan2( m21, m11 );

                } else {

                    this._x = 0;
                    this._z = Math.atan2( - m12, m22 );

                }

            } else if ( order === 'YZX' ) {

                this._z = Math.asin( clamp( m21, - 1, 1 ) );

                if ( Math.abs( m21 ) < 0.99999 ) {

                    this._x = Math.atan2( - m23, m22 );
                    this._y = Math.atan2( - m31, m11 );

                } else {

                    this._x = 0;
                    this._y = Math.atan2( m13, m33 );

                }

            } else if ( order === 'XZY' ) {

                this._z = Math.asin( - clamp( m12, - 1, 1 ) );

                if ( Math.abs( m12 ) < 0.99999 ) {

                    this._x = Math.atan2( m32, m22 );
                    this._y = Math.atan2( m13, m11 );

                } else {

                    this._x = Math.atan2( - m23, m33 );
                    this._y = 0;

                }

            } else {

                console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );

            }

            this._order = order;

            if ( update !== false ) this.onChangeCallback();

            return this;

        },

        setFromQuaternion: function () {

            var matrix = new Matrix4();

            return function setFromQuaternion( q, order, update ) {

                matrix.makeRotationFromQuaternion( q );

                return this.setFromRotationMatrix( matrix, order, update );

            };

        }(),

        setFromVector3: function ( v, order ) {

            return this.set( v.x, v.y, v.z, order || this._order );

        },

        reorder: function () {

            // WARNING: this discards revolution information -bhouston

            var q = new Quaternion();

            return function reorder( newOrder ) {

                q.setFromEuler( this );

                return this.setFromQuaternion( q, newOrder );

            };

        }(),

        equals: function ( euler ) {

            return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );

        },

        fromArray: function ( array ) {

            this._x = array[ 0 ];
            this._y = array[ 1 ];
            this._z = array[ 2 ];
            if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];

            this.onChangeCallback();

            return this;

        },

        toArray: function ( array, offset ) {

            if ( array === undefined ) array = [];
            if ( offset === undefined ) offset = 0;

            array[ offset ] = this._x;
            array[ offset + 1 ] = this._y;
            array[ offset + 2 ] = this._z;
            array[ offset + 3 ] = this._order;

            return array;

        },

        toVector3: function ( optionalResult ) {

            if ( optionalResult ) {

                return optionalResult.set( this._x, this._y, this._z );

            } else {

                return new Vector3( this._x, this._y, this._z );

            }

        },

        onChange: function ( callback ) {

            this.onChangeCallback = callback;

            return this;

        },

        onChangeCallback: function () {}

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function Layers() {

        this.mask = 1 | 0;

    }

    Object.assign( Layers.prototype, {

        set: function ( channel ) {

            this.mask = 1 << channel | 0;

        },

        enable: function ( channel ) {

            this.mask |= 1 << channel | 0;

        },

        toggle: function ( channel ) {

            this.mask ^= 1 << channel | 0;

        },

        disable: function ( channel ) {

            this.mask &= ~ ( 1 << channel | 0 );

        },

        test: function ( layers ) {

            return ( this.mask & layers.mask ) !== 0;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author mikael emtinger / http://gomo.se/
     * @author alteredq / http://alteredqualia.com/
     * @author WestLangley / http://github.com/WestLangley
     * @author elephantatwork / www.elephantatwork.ch
     */

    var object3DId = 0;

    function Object3D() {

        Object.defineProperty( this, 'id', { value: object3DId ++ } );

        this.uuid = _Math.generateUUID();

        this.name = '';
        this.type = 'Object3D';

        this.parent = null;
        this.children = [];

        this.up = Object3D.DefaultUp.clone();

        var position = new Vector3();
        var rotation = new Euler();
        var quaternion = new Quaternion();
        var scale = new Vector3( 1, 1, 1 );

        function onRotationChange() {

            quaternion.setFromEuler( rotation, false );

        }

        function onQuaternionChange() {

            rotation.setFromQuaternion( quaternion, undefined, false );

        }

        rotation.onChange( onRotationChange );
        quaternion.onChange( onQuaternionChange );

        Object.defineProperties( this, {
            position: {
                enumerable: true,
                value: position
            },
            rotation: {
                enumerable: true,
                value: rotation
            },
            quaternion: {
                enumerable: true,
                value: quaternion
            },
            scale: {
                enumerable: true,
                value: scale
            },
            modelViewMatrix: {
                value: new Matrix4()
            },
            normalMatrix: {
                value: new Matrix3()
            }
        } );

        this.matrix = new Matrix4();
        this.matrixWorld = new Matrix4();

        this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
        this.matrixWorldNeedsUpdate = false;

        this.layers = new Layers();
        this.visible = true;

        this.castShadow = false;
        this.receiveShadow = false;

        this.frustumCulled = true;
        this.renderOrder = 0;

        this.userData = {};

    }

    Object3D.DefaultUp = new Vector3( 0, 1, 0 );
    Object3D.DefaultMatrixAutoUpdate = true;

    Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {

        constructor: Object3D,

        isObject3D: true,

        onBeforeRender: function () {},
        onAfterRender: function () {},

        applyMatrix: function ( matrix ) {

            this.matrix.multiplyMatrices( matrix, this.matrix );

            this.matrix.decompose( this.position, this.quaternion, this.scale );

        },

        applyQuaternion: function ( q ) {

            this.quaternion.premultiply( q );

            return this;

        },

        setRotationFromAxisAngle: function ( axis, angle ) {

            // assumes axis is normalized

            this.quaternion.setFromAxisAngle( axis, angle );

        },

        setRotationFromEuler: function ( euler ) {

            this.quaternion.setFromEuler( euler, true );

        },

        setRotationFromMatrix: function ( m ) {

            // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)

            this.quaternion.setFromRotationMatrix( m );

        },

        setRotationFromQuaternion: function ( q ) {

            // assumes q is normalized

            this.quaternion.copy( q );

        },

        rotateOnAxis: function () {

            // rotate object on axis in object space
            // axis is assumed to be normalized

            var q1 = new Quaternion();

            return function rotateOnAxis( axis, angle ) {

                q1.setFromAxisAngle( axis, angle );

                this.quaternion.multiply( q1 );

                return this;

            };

        }(),

        rotateOnWorldAxis: function () {

            // rotate object on axis in world space
            // axis is assumed to be normalized
            // method assumes no rotated parent

            var q1 = new Quaternion();

            return function rotateOnWorldAxis( axis, angle ) {

                q1.setFromAxisAngle( axis, angle );

                this.quaternion.premultiply( q1 );

                return this;

            };

        }(),

        rotateX: function () {

            var v1 = new Vector3( 1, 0, 0 );

            return function rotateX( angle ) {

                return this.rotateOnAxis( v1, angle );

            };

        }(),

        rotateY: function () {

            var v1 = new Vector3( 0, 1, 0 );

            return function rotateY( angle ) {

                return this.rotateOnAxis( v1, angle );

            };

        }(),

        rotateZ: function () {

            var v1 = new Vector3( 0, 0, 1 );

            return function rotateZ( angle ) {

                return this.rotateOnAxis( v1, angle );

            };

        }(),

        translateOnAxis: function () {

            // translate object by distance along axis in object space
            // axis is assumed to be normalized

            var v1 = new Vector3();

            return function translateOnAxis( axis, distance ) {

                v1.copy( axis ).applyQuaternion( this.quaternion );

                this.position.add( v1.multiplyScalar( distance ) );

                return this;

            };

        }(),

        translateX: function () {

            var v1 = new Vector3( 1, 0, 0 );

            return function translateX( distance ) {

                return this.translateOnAxis( v1, distance );

            };

        }(),

        translateY: function () {

            var v1 = new Vector3( 0, 1, 0 );

            return function translateY( distance ) {

                return this.translateOnAxis( v1, distance );

            };

        }(),

        translateZ: function () {

            var v1 = new Vector3( 0, 0, 1 );

            return function translateZ( distance ) {

                return this.translateOnAxis( v1, distance );

            };

        }(),

        localToWorld: function ( vector ) {

            return vector.applyMatrix4( this.matrixWorld );

        },

        worldToLocal: function () {

            var m1 = new Matrix4();

            return function worldToLocal( vector ) {

                return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );

            };

        }(),

        lookAt: function () {

            // This method does not support objects with rotated and/or translated parent(s)

            var m1 = new Matrix4();
            var vector = new Vector3();

            return function lookAt( x, y, z ) {

                if ( x.isVector3 ) {

                    vector.copy( x );

                } else {

                    vector.set( x, y, z );

                }

                if ( this.isCamera ) {

                    m1.lookAt( this.position, vector, this.up );

                } else {

                    m1.lookAt( vector, this.position, this.up );

                }

                this.quaternion.setFromRotationMatrix( m1 );

            };

        }(),

        add: function ( object ) {

            if ( arguments.length > 1 ) {

                for ( var i = 0; i < arguments.length; i ++ ) {

                    this.add( arguments[ i ] );

                }

                return this;

            }

            if ( object === this ) {

                console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
                return this;

            }

            if ( ( object && object.isObject3D ) ) {

                if ( object.parent !== null ) {

                    object.parent.remove( object );

                }

                object.parent = this;
                object.dispatchEvent( { type: 'added' } );

                this.children.push( object );

            } else {

                console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );

            }

            return this;

        },

        remove: function ( object ) {

            if ( arguments.length > 1 ) {

                for ( var i = 0; i < arguments.length; i ++ ) {

                    this.remove( arguments[ i ] );

                }

                return this;

            }

            var index = this.children.indexOf( object );

            if ( index !== - 1 ) {

                object.parent = null;

                object.dispatchEvent( { type: 'removed' } );

                this.children.splice( index, 1 );

            }

            return this;

        },

        getObjectById: function ( id ) {

            return this.getObjectByProperty( 'id', id );

        },

        getObjectByName: function ( name ) {

            return this.getObjectByProperty( 'name', name );

        },

        getObjectByProperty: function ( name, value ) {

            if ( this[ name ] === value ) return this;

            for ( var i = 0, l = this.children.length; i < l; i ++ ) {

                var child = this.children[ i ];
                var object = child.getObjectByProperty( name, value );

                if ( object !== undefined ) {

                    return object;

                }

            }

            return undefined;

        },

        getWorldPosition: function ( target ) {

            if ( target === undefined ) {

                console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
                target = new Vector3();

            }

            this.updateMatrixWorld( true );

            return target.setFromMatrixPosition( this.matrixWorld );

        },

        getWorldQuaternion: function () {

            var position = new Vector3();
            var scale = new Vector3();

            return function getWorldQuaternion( target ) {

                if ( target === undefined ) {

                    console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
                    target = new Quaternion();

                }

                this.updateMatrixWorld( true );

                this.matrixWorld.decompose( position, target, scale );

                return target;

            };

        }(),

        getWorldScale: function () {

            var position = new Vector3();
            var quaternion = new Quaternion();

            return function getWorldScale( target ) {

                if ( target === undefined ) {

                    console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
                    target = new Vector3();

                }

                this.updateMatrixWorld( true );

                this.matrixWorld.decompose( position, quaternion, target );

                return target;

            };

        }(),

        getWorldDirection: function () {

            var quaternion = new Quaternion();

            return function getWorldDirection( target ) {

                if ( target === undefined ) {

                    console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
                    target = new Vector3();

                }

                this.getWorldQuaternion( quaternion );

                return target.set( 0, 0, 1 ).applyQuaternion( quaternion );

            };

        }(),

        raycast: function () {},

        traverse: function ( callback ) {

            callback( this );

            var children = this.children;

            for ( var i = 0, l = children.length; i < l; i ++ ) {

                children[ i ].traverse( callback );

            }

        },

        traverseVisible: function ( callback ) {

            if ( this.visible === false ) return;

            callback( this );

            var children = this.children;

            for ( var i = 0, l = children.length; i < l; i ++ ) {

                children[ i ].traverseVisible( callback );

            }

        },

        traverseAncestors: function ( callback ) {

            var parent = this.parent;

            if ( parent !== null ) {

                callback( parent );

                parent.traverseAncestors( callback );

            }

        },

        updateMatrix: function () {

            this.matrix.compose( this.position, this.quaternion, this.scale );

            this.matrixWorldNeedsUpdate = true;

        },

        updateMatrixWorld: function ( force ) {

            if ( this.matrixAutoUpdate ) this.updateMatrix();

            if ( this.matrixWorldNeedsUpdate || force ) {

                if ( this.parent === null ) {

                    this.matrixWorld.copy( this.matrix );

                } else {

                    this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );

                }

                this.matrixWorldNeedsUpdate = false;

                force = true;

            }

            // update children

            var children = this.children;

            for ( var i = 0, l = children.length; i < l; i ++ ) {

                children[ i ].updateMatrixWorld( force );

            }

        },

        toJSON: function ( meta ) {

            // meta is a string when called from JSON.stringify
            var isRootObject = ( meta === undefined || typeof meta === 'string' );

            var output = {};

            // meta is a hash used to collect geometries, materials.
            // not providing it implies that this is the root object
            // being serialized.
            if ( isRootObject ) {

                // initialize meta obj
                meta = {
                    geometries: {},
                    materials: {},
                    textures: {},
                    images: {},
                    shapes: {}
                };

                output.metadata = {
                    version: 4.5,
                    type: 'Object',
                    generator: 'Object3D.toJSON'
                };

            }

            // standard Object3D serialization

            var object = {};

            object.uuid = this.uuid;
            object.type = this.type;

            if ( this.name !== '' ) object.name = this.name;
            if ( this.castShadow === true ) object.castShadow = true;
            if ( this.receiveShadow === true ) object.receiveShadow = true;
            if ( this.visible === false ) object.visible = false;
            if ( this.frustumCulled === false ) object.frustumCulled = false;
            if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
            if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;

            object.layers = this.layers.mask;
            object.matrix = this.matrix.toArray();

            if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;

            //

            function serialize( library, element ) {

                if ( library[ element.uuid ] === undefined ) {

                    library[ element.uuid ] = element.toJSON( meta );

                }

                return element.uuid;

            }

            if ( this.geometry !== undefined ) {

                object.geometry = serialize( meta.geometries, this.geometry );

                var parameters = this.geometry.parameters;

                if ( parameters !== undefined && parameters.shapes !== undefined ) {

                    var shapes = parameters.shapes;

                    if ( Array.isArray( shapes ) ) {

                        for ( var i = 0, l = shapes.length; i < l; i ++ ) {

                            var shape = shapes[ i ];

                            serialize( meta.shapes, shape );

                        }

                    } else {

                        serialize( meta.shapes, shapes );

                    }

                }

            }

            if ( this.material !== undefined ) {

                if ( Array.isArray( this.material ) ) {

                    var uuids = [];

                    for ( var i = 0, l = this.material.length; i < l; i ++ ) {

                        uuids.push( serialize( meta.materials, this.material[ i ] ) );

                    }

                    object.material = uuids;

                } else {

                    object.material = serialize( meta.materials, this.material );

                }

            }

            //

            if ( this.children.length > 0 ) {

                object.children = [];

                for ( var i = 0; i < this.children.length; i ++ ) {

                    object.children.push( this.children[ i ].toJSON( meta ).object );

                }

            }

            if ( isRootObject ) {

                var geometries = extractFromCache( meta.geometries );
                var materials = extractFromCache( meta.materials );
                var textures = extractFromCache( meta.textures );
                var images = extractFromCache( meta.images );
                var shapes = extractFromCache( meta.shapes );

                if ( geometries.length > 0 ) output.geometries = geometries;
                if ( materials.length > 0 ) output.materials = materials;
                if ( textures.length > 0 ) output.textures = textures;
                if ( images.length > 0 ) output.images = images;
                if ( shapes.length > 0 ) output.shapes = shapes;

            }

            output.object = object;

            return output;

            // extract data from the cache hash
            // remove metadata on each item
            // and return as array
            function extractFromCache( cache ) {

                var values = [];
                for ( var key in cache ) {

                    var data = cache[ key ];
                    delete data.metadata;
                    values.push( data );

                }
                return values;

            }

        },

        clone: function ( recursive ) {

            return new this.constructor().copy( this, recursive );

        },

        copy: function ( source, recursive ) {

            if ( recursive === undefined ) recursive = true;

            this.name = source.name;

            this.up.copy( source.up );

            this.position.copy( source.position );
            this.quaternion.copy( source.quaternion );
            this.scale.copy( source.scale );

            this.matrix.copy( source.matrix );
            this.matrixWorld.copy( source.matrixWorld );

            this.matrixAutoUpdate = source.matrixAutoUpdate;
            this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;

            this.layers.mask = source.layers.mask;
            this.visible = source.visible;

            this.castShadow = source.castShadow;
            this.receiveShadow = source.receiveShadow;

            this.frustumCulled = source.frustumCulled;
            this.renderOrder = source.renderOrder;

            this.userData = JSON.parse( JSON.stringify( source.userData ) );

            if ( recursive === true ) {

                for ( var i = 0; i < source.children.length; i ++ ) {

                    var child = source.children[ i ];
                    this.add( child.clone() );

                }

            }

            return this;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author mikael emtinger / http://gomo.se/
     * @author WestLangley / http://github.com/WestLangley
    */

    function Camera() {

        Object3D.call( this );

        this.type = 'Camera';

        this.matrixWorldInverse = new Matrix4();
        this.projectionMatrix = new Matrix4();

    }

    Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {

        constructor: Camera,

        isCamera: true,

        copy: function ( source, recursive ) {

            Object3D.prototype.copy.call( this, source, recursive );

            this.matrixWorldInverse.copy( source.matrixWorldInverse );
            this.projectionMatrix.copy( source.projectionMatrix );

            return this;

        },

        getWorldDirection: function () {

            var quaternion = new Quaternion();

            return function getWorldDirection( target ) {

                if ( target === undefined ) {

                    console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
                    target = new Vector3();

                }

                this.getWorldQuaternion( quaternion );

                return target.set( 0, 0, - 1 ).applyQuaternion( quaternion );

            };

        }(),

        updateMatrixWorld: function ( force ) {

            Object3D.prototype.updateMatrixWorld.call( this, force );

            this.matrixWorldInverse.getInverse( this.matrixWorld );

        },

        clone: function () {

            return new this.constructor().copy( this );

        }

    } );

    /**
     * @author alteredq / http://alteredqualia.com/
     * @author arose / http://github.com/arose
     */

    function OrthographicCamera( left, right, top, bottom, near, far ) {

        Camera.call( this );

        this.type = 'OrthographicCamera';

        this.zoom = 1;
        this.view = null;

        this.left = left;
        this.right = right;
        this.top = top;
        this.bottom = bottom;

        this.near = ( near !== undefined ) ? near : 0.1;
        this.far = ( far !== undefined ) ? far : 2000;

        this.updateProjectionMatrix();

    }

    OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {

        constructor: OrthographicCamera,

        isOrthographicCamera: true,

        copy: function ( source, recursive ) {

            Camera.prototype.copy.call( this, source, recursive );

            this.left = source.left;
            this.right = source.right;
            this.top = source.top;
            this.bottom = source.bottom;
            this.near = source.near;
            this.far = source.far;

            this.zoom = source.zoom;
            this.view = source.view === null ? null : Object.assign( {}, source.view );

            return this;

        },

        setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {

            if ( this.view === null ) {

                this.view = {
                    enabled: true,
                    fullWidth: 1,
                    fullHeight: 1,
                    offsetX: 0,
                    offsetY: 0,
                    width: 1,
                    height: 1
                };

            }

            this.view.enabled = true;
            this.view.fullWidth = fullWidth;
            this.view.fullHeight = fullHeight;
            this.view.offsetX = x;
            this.view.offsetY = y;
            this.view.width = width;
            this.view.height = height;

            this.updateProjectionMatrix();

        },

        clearViewOffset: function () {

            if ( this.view !== null ) {

                this.view.enabled = false;

            }

            this.updateProjectionMatrix();

        },

        updateProjectionMatrix: function () {

            var dx = ( this.right - this.left ) / ( 2 * this.zoom );
            var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
            var cx = ( this.right + this.left ) / 2;
            var cy = ( this.top + this.bottom ) / 2;

            var left = cx - dx;
            var right = cx + dx;
            var top = cy + dy;
            var bottom = cy - dy;

            if ( this.view !== null && this.view.enabled ) {

                var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
                var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
                var scaleW = ( this.right - this.left ) / this.view.width;
                var scaleH = ( this.top - this.bottom ) / this.view.height;

                left += scaleW * ( this.view.offsetX / zoomW );
                right = left + scaleW * ( this.view.width / zoomW );
                top -= scaleH * ( this.view.offsetY / zoomH );
                bottom = top - scaleH * ( this.view.height / zoomH );

            }

            this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );

        },

        toJSON: function ( meta ) {

            var data = Object3D.prototype.toJSON.call( this, meta );

            data.object.zoom = this.zoom;
            data.object.left = this.left;
            data.object.right = this.right;
            data.object.top = this.top;
            data.object.bottom = this.bottom;
            data.object.near = this.near;
            data.object.far = this.far;

            if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );

            return data;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     */

    function Face3( a, b, c, normal, color, materialIndex ) {

        this.a = a;
        this.b = b;
        this.c = c;

        this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
        this.vertexNormals = Array.isArray( normal ) ? normal : [];

        this.color = ( color && color.isColor ) ? color : new Color();
        this.vertexColors = Array.isArray( color ) ? color : [];

        this.materialIndex = materialIndex !== undefined ? materialIndex : 0;

    }

    Object.assign( Face3.prototype, {

        clone: function () {

            return new this.constructor().copy( this );

        },

        copy: function ( source ) {

            this.a = source.a;
            this.b = source.b;
            this.c = source.c;

            this.normal.copy( source.normal );
            this.color.copy( source.color );

            this.materialIndex = source.materialIndex;

            for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {

                this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();

            }

            for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {

                this.vertexColors[ i ] = source.vertexColors[ i ].clone();

            }

            return this;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author kile / http://kile.stravaganza.org/
     * @author alteredq / http://alteredqualia.com/
     * @author mikael emtinger / http://gomo.se/
     * @author zz85 / http://www.lab4games.net/zz85/blog
     * @author bhouston / http://clara.io
     */

    var geometryId = 0; // Geometry uses even numbers as Id

    function Geometry() {

        Object.defineProperty( this, 'id', { value: geometryId += 2 } );

        this.uuid = _Math.generateUUID();

        this.name = '';
        this.type = 'Geometry';

        this.vertices = [];
        this.colors = [];
        this.faces = [];
        this.faceVertexUvs = [[]];

        this.morphTargets = [];
        this.morphNormals = [];

        this.skinWeights = [];
        this.skinIndices = [];

        this.lineDistances = [];

        this.boundingBox = null;
        this.boundingSphere = null;

        // update flags

        this.elementsNeedUpdate = false;
        this.verticesNeedUpdate = false;
        this.uvsNeedUpdate = false;
        this.normalsNeedUpdate = false;
        this.colorsNeedUpdate = false;
        this.lineDistancesNeedUpdate = false;
        this.groupsNeedUpdate = false;

    }

    Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {

        constructor: Geometry,

        isGeometry: true,

        applyMatrix: function ( matrix ) {

            var normalMatrix = new Matrix3().getNormalMatrix( matrix );

            for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {

                var vertex = this.vertices[ i ];
                vertex.applyMatrix4( matrix );

            }

            for ( var i = 0, il = this.faces.length; i < il; i ++ ) {

                var face = this.faces[ i ];
                face.normal.applyMatrix3( normalMatrix ).normalize();

                for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {

                    face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();

                }

            }

            if ( this.boundingBox !== null ) {

                this.computeBoundingBox();

            }

            if ( this.boundingSphere !== null ) {

                this.computeBoundingSphere();

            }

            this.verticesNeedUpdate = true;
            this.normalsNeedUpdate = true;

            return this;

        },

        rotateX: function () {

            // rotate geometry around world x-axis

            var m1 = new Matrix4();

            return function rotateX( angle ) {

                m1.makeRotationX( angle );

                this.applyMatrix( m1 );

                return this;

            };

        }(),

        rotateY: function () {

            // rotate geometry around world y-axis

            var m1 = new Matrix4();

            return function rotateY( angle ) {

                m1.makeRotationY( angle );

                this.applyMatrix( m1 );

                return this;

            };

        }(),

        rotateZ: function () {

            // rotate geometry around world z-axis

            var m1 = new Matrix4();

            return function rotateZ( angle ) {

                m1.makeRotationZ( angle );

                this.applyMatrix( m1 );

                return this;

            };

        }(),

        translate: function () {

            // translate geometry

            var m1 = new Matrix4();

            return function translate( x, y, z ) {

                m1.makeTranslation( x, y, z );

                this.applyMatrix( m1 );

                return this;

            };

        }(),

        scale: function () {

            // scale geometry

            var m1 = new Matrix4();

            return function scale( x, y, z ) {

                m1.makeScale( x, y, z );

                this.applyMatrix( m1 );

                return this;

            };

        }(),

        lookAt: function () {

            var obj = new Object3D();

            return function lookAt( vector ) {

                obj.lookAt( vector );

                obj.updateMatrix();

                this.applyMatrix( obj.matrix );

            };

        }(),

        fromBufferGeometry: function ( geometry ) {

            var scope = this;

            var indices = geometry.index !== null ? geometry.index.array : undefined;
            var attributes = geometry.attributes;

            var positions = attributes.position.array;
            var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
            var colors = attributes.color !== undefined ? attributes.color.array : undefined;
            var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
            var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;

            if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];

            var tempNormals = [];
            var tempUVs = [];
            var tempUVs2 = [];

            for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) {

                scope.vertices.push( new Vector3( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ) );

                if ( normals !== undefined ) {

                    tempNormals.push( new Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) );

                }

                if ( colors !== undefined ) {

                    scope.colors.push( new Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );

                }

                if ( uvs !== undefined ) {

                    tempUVs.push( new Vector2( uvs[ j ], uvs[ j + 1 ] ) );

                }

                if ( uvs2 !== undefined ) {

                    tempUVs2.push( new Vector2( uvs2[ j ], uvs2[ j + 1 ] ) );

                }

            }

            function addFace( a, b, c, materialIndex ) {

                var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : [];
                var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : [];

                var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );

                scope.faces.push( face );

                if ( uvs !== undefined ) {

                    scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] );

                }

                if ( uvs2 !== undefined ) {

                    scope.faceVertexUvs[ 1 ].push( [ tempUVs2[ a ].clone(), tempUVs2[ b ].clone(), tempUVs2[ c ].clone() ] );

                }

            }

            var groups = geometry.groups;

            if ( groups.length > 0 ) {

                for ( var i = 0; i < groups.length; i ++ ) {

                    var group = groups[ i ];

                    var start = group.start;
                    var count = group.count;

                    for ( var j = start, jl = start + count; j < jl; j += 3 ) {

                        if ( indices !== undefined ) {

                            addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );

                        } else {

                            addFace( j, j + 1, j + 2, group.materialIndex );

                        }

                    }

                }

            } else {

                if ( indices !== undefined ) {

                    for ( var i = 0; i < indices.length; i += 3 ) {

                        addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );

                    }

                } else {

                    for ( var i = 0; i < positions.length / 3; i += 3 ) {

                        addFace( i, i + 1, i + 2 );

                    }

                }

            }

            this.computeFaceNormals();

            if ( geometry.boundingBox !== null ) {

                this.boundingBox = geometry.boundingBox.clone();

            }

            if ( geometry.boundingSphere !== null ) {

                this.boundingSphere = geometry.boundingSphere.clone();

            }

            return this;

        },

        center: function () {

            var offset = new Vector3();

            return function center() {

                this.computeBoundingBox();

                this.boundingBox.getCenter( offset ).negate();

                this.translate( offset.x, offset.y, offset.z );

                return this;

            };

        }(),

        normalize: function () {

            this.computeBoundingSphere();

            var center = this.boundingSphere.center;
            var radius = this.boundingSphere.radius;

            var s = radius === 0 ? 1 : 1.0 / radius;

            var matrix = new Matrix4();
            matrix.set(
                s, 0, 0, - s * center.x,
                0, s, 0, - s * center.y,
                0, 0, s, - s * center.z,
                0, 0, 0, 1
            );

            this.applyMatrix( matrix );

            return this;

        },

        computeFaceNormals: function () {

            var cb = new Vector3(), ab = new Vector3();

            for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {

                var face = this.faces[ f ];

                var vA = this.vertices[ face.a ];
                var vB = this.vertices[ face.b ];
                var vC = this.vertices[ face.c ];

                cb.subVectors( vC, vB );
                ab.subVectors( vA, vB );
                cb.cross( ab );

                cb.normalize();

                face.normal.copy( cb );

            }

        },

        computeVertexNormals: function ( areaWeighted ) {

            if ( areaWeighted === undefined ) areaWeighted = true;

            var v, vl, f, fl, face, vertices;

            vertices = new Array( this.vertices.length );

            for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {

                vertices[ v ] = new Vector3();

            }

            if ( areaWeighted ) {

                // vertex normals weighted by triangle areas
                // http://www.iquilezles.org/www/articles/normals/normals.htm

                var vA, vB, vC;
                var cb = new Vector3(), ab = new Vector3();

                for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

                    face = this.faces[ f ];

                    vA = this.vertices[ face.a ];
                    vB = this.vertices[ face.b ];
                    vC = this.vertices[ face.c ];

                    cb.subVectors( vC, vB );
                    ab.subVectors( vA, vB );
                    cb.cross( ab );

                    vertices[ face.a ].add( cb );
                    vertices[ face.b ].add( cb );
                    vertices[ face.c ].add( cb );

                }

            } else {

                this.computeFaceNormals();

                for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

                    face = this.faces[ f ];

                    vertices[ face.a ].add( face.normal );
                    vertices[ face.b ].add( face.normal );
                    vertices[ face.c ].add( face.normal );

                }

            }

            for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {

                vertices[ v ].normalize();

            }

            for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

                face = this.faces[ f ];

                var vertexNormals = face.vertexNormals;

                if ( vertexNormals.length === 3 ) {

                    vertexNormals[ 0 ].copy( vertices[ face.a ] );
                    vertexNormals[ 1 ].copy( vertices[ face.b ] );
                    vertexNormals[ 2 ].copy( vertices[ face.c ] );

                } else {

                    vertexNormals[ 0 ] = vertices[ face.a ].clone();
                    vertexNormals[ 1 ] = vertices[ face.b ].clone();
                    vertexNormals[ 2 ] = vertices[ face.c ].clone();

                }

            }

            if ( this.faces.length > 0 ) {

                this.normalsNeedUpdate = true;

            }

        },

        computeFlatVertexNormals: function () {

            var f, fl, face;

            this.computeFaceNormals();

            for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

                face = this.faces[ f ];

                var vertexNormals = face.vertexNormals;

                if ( vertexNormals.length === 3 ) {

                    vertexNormals[ 0 ].copy( face.normal );
                    vertexNormals[ 1 ].copy( face.normal );
                    vertexNormals[ 2 ].copy( face.normal );

                } else {

                    vertexNormals[ 0 ] = face.normal.clone();
                    vertexNormals[ 1 ] = face.normal.clone();
                    vertexNormals[ 2 ] = face.normal.clone();

                }

            }

            if ( this.faces.length > 0 ) {

                this.normalsNeedUpdate = true;

            }

        },

        computeMorphNormals: function () {

            var i, il, f, fl, face;

            // save original normals
            // - create temp variables on first access
            //   otherwise just copy (for faster repeated calls)

            for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

                face = this.faces[ f ];

                if ( ! face.__originalFaceNormal ) {

                    face.__originalFaceNormal = face.normal.clone();

                } else {

                    face.__originalFaceNormal.copy( face.normal );

                }

                if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];

                for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {

                    if ( ! face.__originalVertexNormals[ i ] ) {

                        face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();

                    } else {

                        face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );

                    }

                }

            }

            // use temp geometry to compute face and vertex normals for each morph

            var tmpGeo = new Geometry();
            tmpGeo.faces = this.faces;

            for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {

                // create on first access

                if ( ! this.morphNormals[ i ] ) {

                    this.morphNormals[ i ] = {};
                    this.morphNormals[ i ].faceNormals = [];
                    this.morphNormals[ i ].vertexNormals = [];

                    var dstNormalsFace = this.morphNormals[ i ].faceNormals;
                    var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;

                    var faceNormal, vertexNormals;

                    for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

                        faceNormal = new Vector3();
                        vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };

                        dstNormalsFace.push( faceNormal );
                        dstNormalsVertex.push( vertexNormals );

                    }

                }

                var morphNormals = this.morphNormals[ i ];

                // set vertices to morph target

                tmpGeo.vertices = this.morphTargets[ i ].vertices;

                // compute morph normals

                tmpGeo.computeFaceNormals();
                tmpGeo.computeVertexNormals();

                // store morph normals

                var faceNormal, vertexNormals;

                for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

                    face = this.faces[ f ];

                    faceNormal = morphNormals.faceNormals[ f ];
                    vertexNormals = morphNormals.vertexNormals[ f ];

                    faceNormal.copy( face.normal );

                    vertexNormals.a.copy( face.vertexNormals[ 0 ] );
                    vertexNormals.b.copy( face.vertexNormals[ 1 ] );
                    vertexNormals.c.copy( face.vertexNormals[ 2 ] );

                }

            }

            // restore original normals

            for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

                face = this.faces[ f ];

                face.normal = face.__originalFaceNormal;
                face.vertexNormals = face.__originalVertexNormals;

            }

        },

        computeBoundingBox: function () {

            if ( this.boundingBox === null ) {

                this.boundingBox = new Box3();

            }

            this.boundingBox.setFromPoints( this.vertices );

        },

        computeBoundingSphere: function () {

            if ( this.boundingSphere === null ) {

                this.boundingSphere = new Sphere();

            }

            this.boundingSphere.setFromPoints( this.vertices );

        },

        merge: function ( geometry, matrix, materialIndexOffset ) {

            if ( ! ( geometry && geometry.isGeometry ) ) {

                console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
                return;

            }

            var normalMatrix,
                vertexOffset = this.vertices.length,
                vertices1 = this.vertices,
                vertices2 = geometry.vertices,
                faces1 = this.faces,
                faces2 = geometry.faces,
                uvs1 = this.faceVertexUvs[ 0 ],
                uvs2 = geometry.faceVertexUvs[ 0 ],
                colors1 = this.colors,
                colors2 = geometry.colors;

            if ( materialIndexOffset === undefined ) materialIndexOffset = 0;

            if ( matrix !== undefined ) {

                normalMatrix = new Matrix3().getNormalMatrix( matrix );

            }

            // vertices

            for ( var i = 0, il = vertices2.length; i < il; i ++ ) {

                var vertex = vertices2[ i ];

                var vertexCopy = vertex.clone();

                if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );

                vertices1.push( vertexCopy );

            }

            // colors

            for ( var i = 0, il = colors2.length; i < il; i ++ ) {

                colors1.push( colors2[ i ].clone() );

            }

            // faces

            for ( i = 0, il = faces2.length; i < il; i ++ ) {

                var face = faces2[ i ], faceCopy, normal, color,
                    faceVertexNormals = face.vertexNormals,
                    faceVertexColors = face.vertexColors;

                faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
                faceCopy.normal.copy( face.normal );

                if ( normalMatrix !== undefined ) {

                    faceCopy.normal.applyMatrix3( normalMatrix ).normalize();

                }

                for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {

                    normal = faceVertexNormals[ j ].clone();

                    if ( normalMatrix !== undefined ) {

                        normal.applyMatrix3( normalMatrix ).normalize();

                    }

                    faceCopy.vertexNormals.push( normal );

                }

                faceCopy.color.copy( face.color );

                for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {

                    color = faceVertexColors[ j ];
                    faceCopy.vertexColors.push( color.clone() );

                }

                faceCopy.materialIndex = face.materialIndex + materialIndexOffset;

                faces1.push( faceCopy );

            }

            // uvs

            for ( i = 0, il = uvs2.length; i < il; i ++ ) {

                var uv = uvs2[ i ], uvCopy = [];

                if ( uv === undefined ) {

                    continue;

                }

                for ( var j = 0, jl = uv.length; j < jl; j ++ ) {

                    uvCopy.push( uv[ j ].clone() );

                }

                uvs1.push( uvCopy );

            }

        },

        mergeMesh: function ( mesh ) {

            if ( ! ( mesh && mesh.isMesh ) ) {

                console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
                return;

            }

            if ( mesh.matrixAutoUpdate ) mesh.updateMatrix();

            this.merge( mesh.geometry, mesh.matrix );

        },

        /*
         * Checks for duplicate vertices with hashmap.
         * Duplicated vertices are removed
         * and faces' vertices are updated.
         */

        mergeVertices: function () {

            var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
            var unique = [], changes = [];

            var v, key;
            var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
            var precision = Math.pow( 10, precisionPoints );
            var i, il, face;
            var indices, j, jl;

            for ( i = 0, il = this.vertices.length; i < il; i ++ ) {

                v = this.vertices[ i ];
                key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );

                if ( verticesMap[ key ] === undefined ) {

                    verticesMap[ key ] = i;
                    unique.push( this.vertices[ i ] );
                    changes[ i ] = unique.length - 1;

                } else {

                    //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
                    changes[ i ] = changes[ verticesMap[ key ] ];

                }

            }


            // if faces are completely degenerate after merging vertices, we
            // have to remove them from the geometry.
            var faceIndicesToRemove = [];

            for ( i = 0, il = this.faces.length; i < il; i ++ ) {

                face = this.faces[ i ];

                face.a = changes[ face.a ];
                face.b = changes[ face.b ];
                face.c = changes[ face.c ];

                indices = [ face.a, face.b, face.c ];

                // if any duplicate vertices are found in a Face3
                // we have to remove the face as nothing can be saved
                for ( var n = 0; n < 3; n ++ ) {

                    if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {

                        faceIndicesToRemove.push( i );
                        break;

                    }

                }

            }

            for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {

                var idx = faceIndicesToRemove[ i ];

                this.faces.splice( idx, 1 );

                for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {

                    this.faceVertexUvs[ j ].splice( idx, 1 );

                }

            }

            // Use unique set of vertices

            var diff = this.vertices.length - unique.length;
            this.vertices = unique;
            return diff;

        },

        setFromPoints: function ( points ) {

            this.vertices = [];

            for ( var i = 0, l = points.length; i < l; i ++ ) {

                var point = points[ i ];
                this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );

            }

            return this;

        },

        sortFacesByMaterialIndex: function () {

            var faces = this.faces;
            var length = faces.length;

            // tag faces

            for ( var i = 0; i < length; i ++ ) {

                faces[ i ]._id = i;

            }

            // sort faces

            function materialIndexSort( a, b ) {

                return a.materialIndex - b.materialIndex;

            }

            faces.sort( materialIndexSort );

            // sort uvs

            var uvs1 = this.faceVertexUvs[ 0 ];
            var uvs2 = this.faceVertexUvs[ 1 ];

            var newUvs1, newUvs2;

            if ( uvs1 && uvs1.length === length ) newUvs1 = [];
            if ( uvs2 && uvs2.length === length ) newUvs2 = [];

            for ( var i = 0; i < length; i ++ ) {

                var id = faces[ i ]._id;

                if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
                if ( newUvs2 ) newUvs2.push( uvs2[ id ] );

            }

            if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
            if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;

        },

        toJSON: function () {

            var data = {
                metadata: {
                    version: 4.5,
                    type: 'Geometry',
                    generator: 'Geometry.toJSON'
                }
            };

            // standard Geometry serialization

            data.uuid = this.uuid;
            data.type = this.type;
            if ( this.name !== '' ) data.name = this.name;

            if ( this.parameters !== undefined ) {

                var parameters = this.parameters;

                for ( var key in parameters ) {

                    if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];

                }

                return data;

            }

            var vertices = [];

            for ( var i = 0; i < this.vertices.length; i ++ ) {

                var vertex = this.vertices[ i ];
                vertices.push( vertex.x, vertex.y, vertex.z );

            }

            var faces = [];
            var normals = [];
            var normalsHash = {};
            var colors = [];
            var colorsHash = {};
            var uvs = [];
            var uvsHash = {};

            for ( var i = 0; i < this.faces.length; i ++ ) {

                var face = this.faces[ i ];

                var hasMaterial = true;
                var hasFaceUv = false; // deprecated
                var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
                var hasFaceNormal = face.normal.length() > 0;
                var hasFaceVertexNormal = face.vertexNormals.length > 0;
                var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
                var hasFaceVertexColor = face.vertexColors.length > 0;

                var faceType = 0;

                faceType = setBit( faceType, 0, 0 ); // isQuad
                faceType = setBit( faceType, 1, hasMaterial );
                faceType = setBit( faceType, 2, hasFaceUv );
                faceType = setBit( faceType, 3, hasFaceVertexUv );
                faceType = setBit( faceType, 4, hasFaceNormal );
                faceType = setBit( faceType, 5, hasFaceVertexNormal );
                faceType = setBit( faceType, 6, hasFaceColor );
                faceType = setBit( faceType, 7, hasFaceVertexColor );

                faces.push( faceType );
                faces.push( face.a, face.b, face.c );
                faces.push( face.materialIndex );

                if ( hasFaceVertexUv ) {

                    var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];

                    faces.push(
                        getUvIndex( faceVertexUvs[ 0 ] ),
                        getUvIndex( faceVertexUvs[ 1 ] ),
                        getUvIndex( faceVertexUvs[ 2 ] )
                    );

                }

                if ( hasFaceNormal ) {

                    faces.push( getNormalIndex( face.normal ) );

                }

                if ( hasFaceVertexNormal ) {

                    var vertexNormals = face.vertexNormals;

                    faces.push(
                        getNormalIndex( vertexNormals[ 0 ] ),
                        getNormalIndex( vertexNormals[ 1 ] ),
                        getNormalIndex( vertexNormals[ 2 ] )
                    );

                }

                if ( hasFaceColor ) {

                    faces.push( getColorIndex( face.color ) );

                }

                if ( hasFaceVertexColor ) {

                    var vertexColors = face.vertexColors;

                    faces.push(
                        getColorIndex( vertexColors[ 0 ] ),
                        getColorIndex( vertexColors[ 1 ] ),
                        getColorIndex( vertexColors[ 2 ] )
                    );

                }

            }

            function setBit( value, position, enabled ) {

                return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );

            }

            function getNormalIndex( normal ) {

                var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();

                if ( normalsHash[ hash ] !== undefined ) {

                    return normalsHash[ hash ];

                }

                normalsHash[ hash ] = normals.length / 3;
                normals.push( normal.x, normal.y, normal.z );

                return normalsHash[ hash ];

            }

            function getColorIndex( color ) {

                var hash = color.r.toString() + color.g.toString() + color.b.toString();

                if ( colorsHash[ hash ] !== undefined ) {

                    return colorsHash[ hash ];

                }

                colorsHash[ hash ] = colors.length;
                colors.push( color.getHex() );

                return colorsHash[ hash ];

            }

            function getUvIndex( uv ) {

                var hash = uv.x.toString() + uv.y.toString();

                if ( uvsHash[ hash ] !== undefined ) {

                    return uvsHash[ hash ];

                }

                uvsHash[ hash ] = uvs.length / 2;
                uvs.push( uv.x, uv.y );

                return uvsHash[ hash ];

            }

            data.data = {};

            data.data.vertices = vertices;
            data.data.normals = normals;
            if ( colors.length > 0 ) data.data.colors = colors;
            if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
            data.data.faces = faces;

            return data;

        },

        clone: function () {

            /*
             // Handle primitives

             var parameters = this.parameters;

             if ( parameters !== undefined ) {

             var values = [];

             for ( var key in parameters ) {

             values.push( parameters[ key ] );

             }

             var geometry = Object.create( this.constructor.prototype );
             this.constructor.apply( geometry, values );
             return geometry;

             }

             return new this.constructor().copy( this );
             */

            return new Geometry().copy( this );

        },

        copy: function ( source ) {

            var i, il, j, jl, k, kl;

            // reset

            this.vertices = [];
            this.colors = [];
            this.faces = [];
            this.faceVertexUvs = [[]];
            this.morphTargets = [];
            this.morphNormals = [];
            this.skinWeights = [];
            this.skinIndices = [];
            this.lineDistances = [];
            this.boundingBox = null;
            this.boundingSphere = null;

            // name

            this.name = source.name;

            // vertices

            var vertices = source.vertices;

            for ( i = 0, il = vertices.length; i < il; i ++ ) {

                this.vertices.push( vertices[ i ].clone() );

            }

            // colors

            var colors = source.colors;

            for ( i = 0, il = colors.length; i < il; i ++ ) {

                this.colors.push( colors[ i ].clone() );

            }

            // faces

            var faces = source.faces;

            for ( i = 0, il = faces.length; i < il; i ++ ) {

                this.faces.push( faces[ i ].clone() );

            }

            // face vertex uvs

            for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {

                var faceVertexUvs = source.faceVertexUvs[ i ];

                if ( this.faceVertexUvs[ i ] === undefined ) {

                    this.faceVertexUvs[ i ] = [];

                }

                for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {

                    var uvs = faceVertexUvs[ j ], uvsCopy = [];

                    for ( k = 0, kl = uvs.length; k < kl; k ++ ) {

                        var uv = uvs[ k ];

                        uvsCopy.push( uv.clone() );

                    }

                    this.faceVertexUvs[ i ].push( uvsCopy );

                }

            }

            // morph targets

            var morphTargets = source.morphTargets;

            for ( i = 0, il = morphTargets.length; i < il; i ++ ) {

                var morphTarget = {};
                morphTarget.name = morphTargets[ i ].name;

                // vertices

                if ( morphTargets[ i ].vertices !== undefined ) {

                    morphTarget.vertices = [];

                    for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {

                        morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );

                    }

                }

                // normals

                if ( morphTargets[ i ].normals !== undefined ) {

                    morphTarget.normals = [];

                    for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {

                        morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );

                    }

                }

                this.morphTargets.push( morphTarget );

            }

            // morph normals

            var morphNormals = source.morphNormals;

            for ( i = 0, il = morphNormals.length; i < il; i ++ ) {

                var morphNormal = {};

                // vertex normals

                if ( morphNormals[ i ].vertexNormals !== undefined ) {

                    morphNormal.vertexNormals = [];

                    for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {

                        var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
                        var destVertexNormal = {};

                        destVertexNormal.a = srcVertexNormal.a.clone();
                        destVertexNormal.b = srcVertexNormal.b.clone();
                        destVertexNormal.c = srcVertexNormal.c.clone();

                        morphNormal.vertexNormals.push( destVertexNormal );

                    }

                }

                // face normals

                if ( morphNormals[ i ].faceNormals !== undefined ) {

                    morphNormal.faceNormals = [];

                    for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {

                        morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );

                    }

                }

                this.morphNormals.push( morphNormal );

            }

            // skin weights

            var skinWeights = source.skinWeights;

            for ( i = 0, il = skinWeights.length; i < il; i ++ ) {

                this.skinWeights.push( skinWeights[ i ].clone() );

            }

            // skin indices

            var skinIndices = source.skinIndices;

            for ( i = 0, il = skinIndices.length; i < il; i ++ ) {

                this.skinIndices.push( skinIndices[ i ].clone() );

            }

            // line distances

            var lineDistances = source.lineDistances;

            for ( i = 0, il = lineDistances.length; i < il; i ++ ) {

                this.lineDistances.push( lineDistances[ i ] );

            }

            // bounding box

            var boundingBox = source.boundingBox;

            if ( boundingBox !== null ) {

                this.boundingBox = boundingBox.clone();

            }

            // bounding sphere

            var boundingSphere = source.boundingSphere;

            if ( boundingSphere !== null ) {

                this.boundingSphere = boundingSphere.clone();

            }

            // update flags

            this.elementsNeedUpdate = source.elementsNeedUpdate;
            this.verticesNeedUpdate = source.verticesNeedUpdate;
            this.uvsNeedUpdate = source.uvsNeedUpdate;
            this.normalsNeedUpdate = source.normalsNeedUpdate;
            this.colorsNeedUpdate = source.colorsNeedUpdate;
            this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
            this.groupsNeedUpdate = source.groupsNeedUpdate;

            return this;

        },

        dispose: function () {

            this.dispatchEvent( { type: 'dispose' } );

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function BufferAttribute( array, itemSize, normalized ) {

        if ( Array.isArray( array ) ) {

            throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );

        }

        this.name = '';

        this.array = array;
        this.itemSize = itemSize;
        this.count = array !== undefined ? array.length / itemSize : 0;
        this.normalized = normalized === true;

        this.dynamic = false;
        this.updateRange = { offset: 0, count: - 1 };

        this.version = 0;

    }

    Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {

        set: function ( value ) {

            if ( value === true ) this.version ++;

        }

    } );

    Object.assign( BufferAttribute.prototype, {

        isBufferAttribute: true,

        onUploadCallback: function () {},

        setArray: function ( array ) {

            if ( Array.isArray( array ) ) {

                throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );

            }

            this.count = array !== undefined ? array.length / this.itemSize : 0;
            this.array = array;

            return this;

        },

        setDynamic: function ( value ) {

            this.dynamic = value;

            return this;

        },

        copy: function ( source ) {

            this.name = source.name;
            this.array = new source.array.constructor( source.array );
            this.itemSize = source.itemSize;
            this.count = source.count;
            this.normalized = source.normalized;

            this.dynamic = source.dynamic;

            return this;

        },

        copyAt: function ( index1, attribute, index2 ) {

            index1 *= this.itemSize;
            index2 *= attribute.itemSize;

            for ( var i = 0, l = this.itemSize; i < l; i ++ ) {

                this.array[ index1 + i ] = attribute.array[ index2 + i ];

            }

            return this;

        },

        copyArray: function ( array ) {

            this.array.set( array );

            return this;

        },

        copyColorsArray: function ( colors ) {

            var array = this.array, offset = 0;

            for ( var i = 0, l = colors.length; i < l; i ++ ) {

                var color = colors[ i ];

                if ( color === undefined ) {

                    console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
                    color = new Color();

                }

                array[ offset ++ ] = color.r;
                array[ offset ++ ] = color.g;
                array[ offset ++ ] = color.b;

            }

            return this;

        },

        copyVector2sArray: function ( vectors ) {

            var array = this.array, offset = 0;

            for ( var i = 0, l = vectors.length; i < l; i ++ ) {

                var vector = vectors[ i ];

                if ( vector === undefined ) {

                    console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
                    vector = new Vector2();

                }

                array[ offset ++ ] = vector.x;
                array[ offset ++ ] = vector.y;

            }

            return this;

        },

        copyVector3sArray: function ( vectors ) {

            var array = this.array, offset = 0;

            for ( var i = 0, l = vectors.length; i < l; i ++ ) {

                var vector = vectors[ i ];

                if ( vector === undefined ) {

                    console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
                    vector = new Vector3();

                }

                array[ offset ++ ] = vector.x;
                array[ offset ++ ] = vector.y;
                array[ offset ++ ] = vector.z;

            }

            return this;

        },

        copyVector4sArray: function ( vectors ) {

            var array = this.array, offset = 0;

            for ( var i = 0, l = vectors.length; i < l; i ++ ) {

                var vector = vectors[ i ];

                if ( vector === undefined ) {

                    console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
                    vector = new Vector4();

                }

                array[ offset ++ ] = vector.x;
                array[ offset ++ ] = vector.y;
                array[ offset ++ ] = vector.z;
                array[ offset ++ ] = vector.w;

            }

            return this;

        },

        set: function ( value, offset ) {

            if ( offset === undefined ) offset = 0;

            this.array.set( value, offset );

            return this;

        },

        getX: function ( index ) {

            return this.array[ index * this.itemSize ];

        },

        setX: function ( index, x ) {

            this.array[ index * this.itemSize ] = x;

            return this;

        },

        getY: function ( index ) {

            return this.array[ index * this.itemSize + 1 ];

        },

        setY: function ( index, y ) {

            this.array[ index * this.itemSize + 1 ] = y;

            return this;

        },

        getZ: function ( index ) {

            return this.array[ index * this.itemSize + 2 ];

        },

        setZ: function ( index, z ) {

            this.array[ index * this.itemSize + 2 ] = z;

            return this;

        },

        getW: function ( index ) {

            return this.array[ index * this.itemSize + 3 ];

        },

        setW: function ( index, w ) {

            this.array[ index * this.itemSize + 3 ] = w;

            return this;

        },

        setXY: function ( index, x, y ) {

            index *= this.itemSize;

            this.array[ index + 0 ] = x;
            this.array[ index + 1 ] = y;

            return this;

        },

        setXYZ: function ( index, x, y, z ) {

            index *= this.itemSize;

            this.array[ index + 0 ] = x;
            this.array[ index + 1 ] = y;
            this.array[ index + 2 ] = z;

            return this;

        },

        setXYZW: function ( index, x, y, z, w ) {

            index *= this.itemSize;

            this.array[ index + 0 ] = x;
            this.array[ index + 1 ] = y;
            this.array[ index + 2 ] = z;
            this.array[ index + 3 ] = w;

            return this;

        },

        onUpload: function ( callback ) {

            this.onUploadCallback = callback;

            return this;

        },

        clone: function () {

            return new this.constructor( this.array, this.itemSize ).copy( this );

        }

    } );

    //

    function Int8BufferAttribute( array, itemSize, normalized ) {

        BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );

    }

    Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
    Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;


    function Uint8BufferAttribute( array, itemSize, normalized ) {

        BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );

    }

    Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
    Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;


    function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {

        BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );

    }

    Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
    Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;


    function Int16BufferAttribute( array, itemSize, normalized ) {

        BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );

    }

    Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
    Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;


    function Uint16BufferAttribute( array, itemSize, normalized ) {

        BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );

    }

    Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
    Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;


    function Int32BufferAttribute( array, itemSize, normalized ) {

        BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );

    }

    Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
    Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;


    function Uint32BufferAttribute( array, itemSize, normalized ) {

        BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );

    }

    Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
    Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;


    function Float32BufferAttribute( array, itemSize, normalized ) {

        BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );

    }

    Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
    Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;


    function Float64BufferAttribute( array, itemSize, normalized ) {

        BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );

    }

    Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
    Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function DirectGeometry() {

        this.vertices = [];
        this.normals = [];
        this.colors = [];
        this.uvs = [];
        this.uvs2 = [];

        this.groups = [];

        this.morphTargets = {};

        this.skinWeights = [];
        this.skinIndices = [];

        // this.lineDistances = [];

        this.boundingBox = null;
        this.boundingSphere = null;

        // update flags

        this.verticesNeedUpdate = false;
        this.normalsNeedUpdate = false;
        this.colorsNeedUpdate = false;
        this.uvsNeedUpdate = false;
        this.groupsNeedUpdate = false;

    }

    Object.assign( DirectGeometry.prototype, {

        computeGroups: function ( geometry ) {

            var group;
            var groups = [];
            var materialIndex = undefined;

            var faces = geometry.faces;

            for ( var i = 0; i < faces.length; i ++ ) {

                var face = faces[ i ];

                // materials

                if ( face.materialIndex !== materialIndex ) {

                    materialIndex = face.materialIndex;

                    if ( group !== undefined ) {

                        group.count = ( i * 3 ) - group.start;
                        groups.push( group );

                    }

                    group = {
                        start: i * 3,
                        materialIndex: materialIndex
                    };

                }

            }

            if ( group !== undefined ) {

                group.count = ( i * 3 ) - group.start;
                groups.push( group );

            }

            this.groups = groups;

        },

        fromGeometry: function ( geometry ) {

            var faces = geometry.faces;
            var vertices = geometry.vertices;
            var faceVertexUvs = geometry.faceVertexUvs;

            var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
            var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;

            // morphs

            var morphTargets = geometry.morphTargets;
            var morphTargetsLength = morphTargets.length;

            var morphTargetsPosition;

            if ( morphTargetsLength > 0 ) {

                morphTargetsPosition = [];

                for ( var i = 0; i < morphTargetsLength; i ++ ) {

                    morphTargetsPosition[ i ] = [];

                }

                this.morphTargets.position = morphTargetsPosition;

            }

            var morphNormals = geometry.morphNormals;
            var morphNormalsLength = morphNormals.length;

            var morphTargetsNormal;

            if ( morphNormalsLength > 0 ) {

                morphTargetsNormal = [];

                for ( var i = 0; i < morphNormalsLength; i ++ ) {

                    morphTargetsNormal[ i ] = [];

                }

                this.morphTargets.normal = morphTargetsNormal;

            }

            // skins

            var skinIndices = geometry.skinIndices;
            var skinWeights = geometry.skinWeights;

            var hasSkinIndices = skinIndices.length === vertices.length;
            var hasSkinWeights = skinWeights.length === vertices.length;

            //

            if ( vertices.length > 0 && faces.length === 0 ) {

                console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );

            }

            for ( var i = 0; i < faces.length; i ++ ) {

                var face = faces[ i ];

                this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );

                var vertexNormals = face.vertexNormals;

                if ( vertexNormals.length === 3 ) {

                    this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );

                } else {

                    var normal = face.normal;

                    this.normals.push( normal, normal, normal );

                }

                var vertexColors = face.vertexColors;

                if ( vertexColors.length === 3 ) {

                    this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );

                } else {

                    var color = face.color;

                    this.colors.push( color, color, color );

                }

                if ( hasFaceVertexUv === true ) {

                    var vertexUvs = faceVertexUvs[ 0 ][ i ];

                    if ( vertexUvs !== undefined ) {

                        this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );

                    } else {

                        console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );

                        this.uvs.push( new Vector2(), new Vector2(), new Vector2() );

                    }

                }

                if ( hasFaceVertexUv2 === true ) {

                    var vertexUvs = faceVertexUvs[ 1 ][ i ];

                    if ( vertexUvs !== undefined ) {

                        this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );

                    } else {

                        console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );

                        this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );

                    }

                }

                // morphs

                for ( var j = 0; j < morphTargetsLength; j ++ ) {

                    var morphTarget = morphTargets[ j ].vertices;

                    morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );

                }

                for ( var j = 0; j < morphNormalsLength; j ++ ) {

                    var morphNormal = morphNormals[ j ].vertexNormals[ i ];

                    morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c );

                }

                // skins

                if ( hasSkinIndices ) {

                    this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );

                }

                if ( hasSkinWeights ) {

                    this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );

                }

            }

            this.computeGroups( geometry );

            this.verticesNeedUpdate = geometry.verticesNeedUpdate;
            this.normalsNeedUpdate = geometry.normalsNeedUpdate;
            this.colorsNeedUpdate = geometry.colorsNeedUpdate;
            this.uvsNeedUpdate = geometry.uvsNeedUpdate;
            this.groupsNeedUpdate = geometry.groupsNeedUpdate;

            return this;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function arrayMax( array ) {

        if ( array.length === 0 ) return - Infinity;

        var max = array[ 0 ];

        for ( var i = 1, l = array.length; i < l; ++ i ) {

            if ( array[ i ] > max ) max = array[ i ];

        }

        return max;

    }

    /**
     * @author alteredq / http://alteredqualia.com/
     * @author mrdoob / http://mrdoob.com/
     */

    var bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id

    function BufferGeometry() {

        Object.defineProperty( this, 'id', { value: bufferGeometryId += 2 } );

        this.uuid = _Math.generateUUID();

        this.name = '';
        this.type = 'BufferGeometry';

        this.index = null;
        this.attributes = {};

        this.morphAttributes = {};

        this.groups = [];

        this.boundingBox = null;
        this.boundingSphere = null;

        this.drawRange = { start: 0, count: Infinity };

        this.userData = {};

    }

    BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {

        constructor: BufferGeometry,

        isBufferGeometry: true,

        getIndex: function () {

            return this.index;

        },

        setIndex: function ( index ) {

            if ( Array.isArray( index ) ) {

                this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );

            } else {

                this.index = index;

            }

        },

        addAttribute: function ( name, attribute ) {

            if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {

                console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );

                return this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );

            }

            if ( name === 'index' ) {

                console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
                this.setIndex( attribute );

                return this;

            }

            this.attributes[ name ] = attribute;

            return this;

        },

        getAttribute: function ( name ) {

            return this.attributes[ name ];

        },

        removeAttribute: function ( name ) {

            delete this.attributes[ name ];

            return this;

        },

        addGroup: function ( start, count, materialIndex ) {

            this.groups.push( {

                start: start,
                count: count,
                materialIndex: materialIndex !== undefined ? materialIndex : 0

            } );

        },

        clearGroups: function () {

            this.groups = [];

        },

        setDrawRange: function ( start, count ) {

            this.drawRange.start = start;
            this.drawRange.count = count;

        },

        applyMatrix: function ( matrix ) {

            var position = this.attributes.position;

            if ( position !== undefined ) {

                matrix.applyToBufferAttribute( position );
                position.needsUpdate = true;

            }

            var normal = this.attributes.normal;

            if ( normal !== undefined ) {

                var normalMatrix = new Matrix3().getNormalMatrix( matrix );

                normalMatrix.applyToBufferAttribute( normal );
                normal.needsUpdate = true;

            }

            if ( this.boundingBox !== null ) {

                this.computeBoundingBox();

            }

            if ( this.boundingSphere !== null ) {

                this.computeBoundingSphere();

            }

            return this;

        },

        rotateX: function () {

            // rotate geometry around world x-axis

            var m1 = new Matrix4();

            return function rotateX( angle ) {

                m1.makeRotationX( angle );

                this.applyMatrix( m1 );

                return this;

            };

        }(),

        rotateY: function () {

            // rotate geometry around world y-axis

            var m1 = new Matrix4();

            return function rotateY( angle ) {

                m1.makeRotationY( angle );

                this.applyMatrix( m1 );

                return this;

            };

        }(),

        rotateZ: function () {

            // rotate geometry around world z-axis

            var m1 = new Matrix4();

            return function rotateZ( angle ) {

                m1.makeRotationZ( angle );

                this.applyMatrix( m1 );

                return this;

            };

        }(),

        translate: function () {

            // translate geometry

            var m1 = new Matrix4();

            return function translate( x, y, z ) {

                m1.makeTranslation( x, y, z );

                this.applyMatrix( m1 );

                return this;

            };

        }(),

        scale: function () {

            // scale geometry

            var m1 = new Matrix4();

            return function scale( x, y, z ) {

                m1.makeScale( x, y, z );

                this.applyMatrix( m1 );

                return this;

            };

        }(),

        lookAt: function () {

            var obj = new Object3D();

            return function lookAt( vector ) {

                obj.lookAt( vector );

                obj.updateMatrix();

                this.applyMatrix( obj.matrix );

            };

        }(),

        center: function () {

            var offset = new Vector3();

            return function center() {

                this.computeBoundingBox();

                this.boundingBox.getCenter( offset ).negate();

                this.translate( offset.x, offset.y, offset.z );

                return this;

            };

        }(),

        setFromObject: function ( object ) {

            // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );

            var geometry = object.geometry;

            if ( object.isPoints || object.isLine ) {

                var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
                var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );

                this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
                this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );

                if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {

                    var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );

                    this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );

                }

                if ( geometry.boundingSphere !== null ) {

                    this.boundingSphere = geometry.boundingSphere.clone();

                }

                if ( geometry.boundingBox !== null ) {

                    this.boundingBox = geometry.boundingBox.clone();

                }

            } else if ( object.isMesh ) {

                if ( geometry && geometry.isGeometry ) {

                    this.fromGeometry( geometry );

                }

            }

            return this;

        },

        setFromPoints: function ( points ) {

            var position = [];

            for ( var i = 0, l = points.length; i < l; i ++ ) {

                var point = points[ i ];
                position.push( point.x, point.y, point.z || 0 );

            }

            this.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) );

            return this;

        },

        updateFromObject: function ( object ) {

            var geometry = object.geometry;

            if ( object.isMesh ) {

                var direct = geometry.__directGeometry;

                if ( geometry.elementsNeedUpdate === true ) {

                    direct = undefined;
                    geometry.elementsNeedUpdate = false;

                }

                if ( direct === undefined ) {

                    return this.fromGeometry( geometry );

                }

                direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
                direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
                direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
                direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
                direct.groupsNeedUpdate = geometry.groupsNeedUpdate;

                geometry.verticesNeedUpdate = false;
                geometry.normalsNeedUpdate = false;
                geometry.colorsNeedUpdate = false;
                geometry.uvsNeedUpdate = false;
                geometry.groupsNeedUpdate = false;

                geometry = direct;

            }

            var attribute;

            if ( geometry.verticesNeedUpdate === true ) {

                attribute = this.attributes.position;

                if ( attribute !== undefined ) {

                    attribute.copyVector3sArray( geometry.vertices );
                    attribute.needsUpdate = true;

                }

                geometry.verticesNeedUpdate = false;

            }

            if ( geometry.normalsNeedUpdate === true ) {

                attribute = this.attributes.normal;

                if ( attribute !== undefined ) {

                    attribute.copyVector3sArray( geometry.normals );
                    attribute.needsUpdate = true;

                }

                geometry.normalsNeedUpdate = false;

            }

            if ( geometry.colorsNeedUpdate === true ) {

                attribute = this.attributes.color;

                if ( attribute !== undefined ) {

                    attribute.copyColorsArray( geometry.colors );
                    attribute.needsUpdate = true;

                }

                geometry.colorsNeedUpdate = false;

            }

            if ( geometry.uvsNeedUpdate ) {

                attribute = this.attributes.uv;

                if ( attribute !== undefined ) {

                    attribute.copyVector2sArray( geometry.uvs );
                    attribute.needsUpdate = true;

                }

                geometry.uvsNeedUpdate = false;

            }

            if ( geometry.lineDistancesNeedUpdate ) {

                attribute = this.attributes.lineDistance;

                if ( attribute !== undefined ) {

                    attribute.copyArray( geometry.lineDistances );
                    attribute.needsUpdate = true;

                }

                geometry.lineDistancesNeedUpdate = false;

            }

            if ( geometry.groupsNeedUpdate ) {

                geometry.computeGroups( object.geometry );
                this.groups = geometry.groups;

                geometry.groupsNeedUpdate = false;

            }

            return this;

        },

        fromGeometry: function ( geometry ) {

            geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );

            return this.fromDirectGeometry( geometry.__directGeometry );

        },

        fromDirectGeometry: function ( geometry ) {

            var positions = new Float32Array( geometry.vertices.length * 3 );
            this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );

            if ( geometry.normals.length > 0 ) {

                var normals = new Float32Array( geometry.normals.length * 3 );
                this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );

            }

            if ( geometry.colors.length > 0 ) {

                var colors = new Float32Array( geometry.colors.length * 3 );
                this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );

            }

            if ( geometry.uvs.length > 0 ) {

                var uvs = new Float32Array( geometry.uvs.length * 2 );
                this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );

            }

            if ( geometry.uvs2.length > 0 ) {

                var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
                this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );

            }

            // groups

            this.groups = geometry.groups;

            // morphs

            for ( var name in geometry.morphTargets ) {

                var array = [];
                var morphTargets = geometry.morphTargets[ name ];

                for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {

                    var morphTarget = morphTargets[ i ];

                    var attribute = new Float32BufferAttribute( morphTarget.length * 3, 3 );

                    array.push( attribute.copyVector3sArray( morphTarget ) );

                }

                this.morphAttributes[ name ] = array;

            }

            // skinning

            if ( geometry.skinIndices.length > 0 ) {

                var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
                this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );

            }

            if ( geometry.skinWeights.length > 0 ) {

                var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
                this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );

            }

            //

            if ( geometry.boundingSphere !== null ) {

                this.boundingSphere = geometry.boundingSphere.clone();

            }

            if ( geometry.boundingBox !== null ) {

                this.boundingBox = geometry.boundingBox.clone();

            }

            return this;

        },

        computeBoundingBox: function () {

            if ( this.boundingBox === null ) {

                this.boundingBox = new Box3();

            }

            var position = this.attributes.position;

            if ( position !== undefined ) {

                this.boundingBox.setFromBufferAttribute( position );

            } else {

                this.boundingBox.makeEmpty();

            }

            if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {

                console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );

            }

        },

        computeBoundingSphere: function () {

            var box = new Box3();
            var vector = new Vector3();

            return function computeBoundingSphere() {

                if ( this.boundingSphere === null ) {

                    this.boundingSphere = new Sphere();

                }

                var position = this.attributes.position;

                if ( position ) {

                    var center = this.boundingSphere.center;

                    box.setFromBufferAttribute( position );
                    box.getCenter( center );

                    // hoping to find a boundingSphere with a radius smaller than the
                    // boundingSphere of the boundingBox: sqrt(3) smaller in the best case

                    var maxRadiusSq = 0;

                    for ( var i = 0, il = position.count; i < il; i ++ ) {

                        vector.x = position.getX( i );
                        vector.y = position.getY( i );
                        vector.z = position.getZ( i );
                        maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );

                    }

                    this.boundingSphere.radius = Math.sqrt( maxRadiusSq );

                    if ( isNaN( this.boundingSphere.radius ) ) {

                        console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );

                    }

                }

            };

        }(),

        computeFaceNormals: function () {

            // backwards compatibility

        },

        computeVertexNormals: function () {

            var index = this.index;
            var attributes = this.attributes;
            var groups = this.groups;

            if ( attributes.position ) {

                var positions = attributes.position.array;

                if ( attributes.normal === undefined ) {

                    this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );

                } else {

                    // reset existing normals to zero

                    var array = attributes.normal.array;

                    for ( var i = 0, il = array.length; i < il; i ++ ) {

                        array[ i ] = 0;

                    }

                }

                var normals = attributes.normal.array;

                var vA, vB, vC;
                var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
                var cb = new Vector3(), ab = new Vector3();

                // indexed elements

                if ( index ) {

                    var indices = index.array;

                    if ( groups.length === 0 ) {

                        this.addGroup( 0, indices.length );

                    }

                    for ( var j = 0, jl = groups.length; j < jl; ++ j ) {

                        var group = groups[ j ];

                        var start = group.start;
                        var count = group.count;

                        for ( var i = start, il = start + count; i < il; i += 3 ) {

                            vA = indices[ i + 0 ] * 3;
                            vB = indices[ i + 1 ] * 3;
                            vC = indices[ i + 2 ] * 3;

                            pA.fromArray( positions, vA );
                            pB.fromArray( positions, vB );
                            pC.fromArray( positions, vC );

                            cb.subVectors( pC, pB );
                            ab.subVectors( pA, pB );
                            cb.cross( ab );

                            normals[ vA ] += cb.x;
                            normals[ vA + 1 ] += cb.y;
                            normals[ vA + 2 ] += cb.z;

                            normals[ vB ] += cb.x;
                            normals[ vB + 1 ] += cb.y;
                            normals[ vB + 2 ] += cb.z;

                            normals[ vC ] += cb.x;
                            normals[ vC + 1 ] += cb.y;
                            normals[ vC + 2 ] += cb.z;

                        }

                    }

                } else {

                    // non-indexed elements (unconnected triangle soup)

                    for ( var i = 0, il = positions.length; i < il; i += 9 ) {

                        pA.fromArray( positions, i );
                        pB.fromArray( positions, i + 3 );
                        pC.fromArray( positions, i + 6 );

                        cb.subVectors( pC, pB );
                        ab.subVectors( pA, pB );
                        cb.cross( ab );

                        normals[ i ] = cb.x;
                        normals[ i + 1 ] = cb.y;
                        normals[ i + 2 ] = cb.z;

                        normals[ i + 3 ] = cb.x;
                        normals[ i + 4 ] = cb.y;
                        normals[ i + 5 ] = cb.z;

                        normals[ i + 6 ] = cb.x;
                        normals[ i + 7 ] = cb.y;
                        normals[ i + 8 ] = cb.z;

                    }

                }

                this.normalizeNormals();

                attributes.normal.needsUpdate = true;

            }

        },

        merge: function ( geometry, offset ) {

            if ( ! ( geometry && geometry.isBufferGeometry ) ) {

                console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
                return;

            }

            if ( offset === undefined ) {

                offset = 0;

                console.warn(
                    'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
                    + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
                );

            }

            var attributes = this.attributes;

            for ( var key in attributes ) {

                if ( geometry.attributes[ key ] === undefined ) continue;

                var attribute1 = attributes[ key ];
                var attributeArray1 = attribute1.array;

                var attribute2 = geometry.attributes[ key ];
                var attributeArray2 = attribute2.array;

                var attributeSize = attribute2.itemSize;

                for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) {

                    attributeArray1[ j ] = attributeArray2[ i ];

                }

            }

            return this;

        },

        normalizeNormals: function () {

            var vector = new Vector3();

            return function normalizeNormals() {

                var normals = this.attributes.normal;

                for ( var i = 0, il = normals.count; i < il; i ++ ) {

                    vector.x = normals.getX( i );
                    vector.y = normals.getY( i );
                    vector.z = normals.getZ( i );

                    vector.normalize();

                    normals.setXYZ( i, vector.x, vector.y, vector.z );

                }

            };

        }(),

        toNonIndexed: function () {

            if ( this.index === null ) {

                console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
                return this;

            }

            var geometry2 = new BufferGeometry();

            var indices = this.index.array;
            var attributes = this.attributes;

            for ( var name in attributes ) {

                var attribute = attributes[ name ];

                var array = attribute.array;
                var itemSize = attribute.itemSize;

                var array2 = new array.constructor( indices.length * itemSize );

                var index = 0, index2 = 0;

                for ( var i = 0, l = indices.length; i < l; i ++ ) {

                    index = indices[ i ] * itemSize;

                    for ( var j = 0; j < itemSize; j ++ ) {

                        array2[ index2 ++ ] = array[ index ++ ];

                    }

                }

                geometry2.addAttribute( name, new BufferAttribute( array2, itemSize ) );

            }

            var groups = this.groups;

            for ( var i = 0, l = groups.length; i < l; i ++ ) {

                var group = groups[ i ];
                geometry2.addGroup( group.start, group.count, group.materialIndex );

            }

            return geometry2;

        },

        toJSON: function () {

            var data = {
                metadata: {
                    version: 4.5,
                    type: 'BufferGeometry',
                    generator: 'BufferGeometry.toJSON'
                }
            };

            // standard BufferGeometry serialization

            data.uuid = this.uuid;
            data.type = this.type;
            if ( this.name !== '' ) data.name = this.name;
            if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;

            if ( this.parameters !== undefined ) {

                var parameters = this.parameters;

                for ( var key in parameters ) {

                    if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];

                }

                return data;

            }

            data.data = { attributes: {} };

            var index = this.index;

            if ( index !== null ) {

                var array = Array.prototype.slice.call( index.array );

                data.data.index = {
                    type: index.array.constructor.name,
                    array: array
                };

            }

            var attributes = this.attributes;

            for ( var key in attributes ) {

                var attribute = attributes[ key ];

                var array = Array.prototype.slice.call( attribute.array );

                data.data.attributes[ key ] = {
                    itemSize: attribute.itemSize,
                    type: attribute.array.constructor.name,
                    array: array,
                    normalized: attribute.normalized
                };

            }

            var groups = this.groups;

            if ( groups.length > 0 ) {

                data.data.groups = JSON.parse( JSON.stringify( groups ) );

            }

            var boundingSphere = this.boundingSphere;

            if ( boundingSphere !== null ) {

                data.data.boundingSphere = {
                    center: boundingSphere.center.toArray(),
                    radius: boundingSphere.radius
                };

            }

            return data;

        },

        clone: function () {

            /*
             // Handle primitives

             var parameters = this.parameters;

             if ( parameters !== undefined ) {

             var values = [];

             for ( var key in parameters ) {

             values.push( parameters[ key ] );

             }

             var geometry = Object.create( this.constructor.prototype );
             this.constructor.apply( geometry, values );
             return geometry;

             }

             return new this.constructor().copy( this );
             */

            return new BufferGeometry().copy( this );

        },

        copy: function ( source ) {

            var name, i, l;

            // reset

            this.index = null;
            this.attributes = {};
            this.morphAttributes = {};
            this.groups = [];
            this.boundingBox = null;
            this.boundingSphere = null;

            // name

            this.name = source.name;

            // index

            var index = source.index;

            if ( index !== null ) {

                this.setIndex( index.clone() );

            }

            // attributes

            var attributes = source.attributes;

            for ( name in attributes ) {

                var attribute = attributes[ name ];
                this.addAttribute( name, attribute.clone() );

            }

            // morph attributes

            var morphAttributes = source.morphAttributes;

            for ( name in morphAttributes ) {

                var array = [];
                var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes

                for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {

                    array.push( morphAttribute[ i ].clone() );

                }

                this.morphAttributes[ name ] = array;

            }

            // groups

            var groups = source.groups;

            for ( i = 0, l = groups.length; i < l; i ++ ) {

                var group = groups[ i ];
                this.addGroup( group.start, group.count, group.materialIndex );

            }

            // bounding box

            var boundingBox = source.boundingBox;

            if ( boundingBox !== null ) {

                this.boundingBox = boundingBox.clone();

            }

            // bounding sphere

            var boundingSphere = source.boundingSphere;

            if ( boundingSphere !== null ) {

                this.boundingSphere = boundingSphere.clone();

            }

            // draw range

            this.drawRange.start = source.drawRange.start;
            this.drawRange.count = source.drawRange.count;

            // user data

            this.userData = source.userData;

            return this;

        },

        dispose: function () {

            this.dispatchEvent( { type: 'dispose' } );

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author Mugen87 / https://github.com/Mugen87
     */

    // BoxGeometry

    function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {

        Geometry.call( this );

        this.type = 'BoxGeometry';

        this.parameters = {
            width: width,
            height: height,
            depth: depth,
            widthSegments: widthSegments,
            heightSegments: heightSegments,
            depthSegments: depthSegments
        };

        this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
        this.mergeVertices();

    }

    BoxGeometry.prototype = Object.create( Geometry.prototype );
    BoxGeometry.prototype.constructor = BoxGeometry;

    // BoxBufferGeometry

    function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {

        BufferGeometry.call( this );

        this.type = 'BoxBufferGeometry';

        this.parameters = {
            width: width,
            height: height,
            depth: depth,
            widthSegments: widthSegments,
            heightSegments: heightSegments,
            depthSegments: depthSegments
        };

        var scope = this;

        width = width || 1;
        height = height || 1;
        depth = depth || 1;

        // segments

        widthSegments = Math.floor( widthSegments ) || 1;
        heightSegments = Math.floor( heightSegments ) || 1;
        depthSegments = Math.floor( depthSegments ) || 1;

        // buffers

        var indices = [];
        var vertices = [];
        var normals = [];
        var uvs = [];

        // helper variables

        var numberOfVertices = 0;
        var groupStart = 0;

        // build each side of the box geometry

        buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
        buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
        buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
        buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
        buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
        buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz

        // build geometry

        this.setIndex( indices );
        this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
        this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

        function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {

            var segmentWidth = width / gridX;
            var segmentHeight = height / gridY;

            var widthHalf = width / 2;
            var heightHalf = height / 2;
            var depthHalf = depth / 2;

            var gridX1 = gridX + 1;
            var gridY1 = gridY + 1;

            var vertexCounter = 0;
            var groupCount = 0;

            var ix, iy;

            var vector = new Vector3();

            // generate vertices, normals and uvs

            for ( iy = 0; iy < gridY1; iy ++ ) {

                var y = iy * segmentHeight - heightHalf;

                for ( ix = 0; ix < gridX1; ix ++ ) {

                    var x = ix * segmentWidth - widthHalf;

                    // set values to correct vector component

                    vector[ u ] = x * udir;
                    vector[ v ] = y * vdir;
                    vector[ w ] = depthHalf;

                    // now apply vector to vertex buffer

                    vertices.push( vector.x, vector.y, vector.z );

                    // set values to correct vector component

                    vector[ u ] = 0;
                    vector[ v ] = 0;
                    vector[ w ] = depth > 0 ? 1 : - 1;

                    // now apply vector to normal buffer

                    normals.push( vector.x, vector.y, vector.z );

                    // uvs

                    uvs.push( ix / gridX );
                    uvs.push( 1 - ( iy / gridY ) );

                    // counters

                    vertexCounter += 1;

                }

            }

            // indices

            // 1. you need three indices to draw a single face
            // 2. a single segment consists of two faces
            // 3. so we need to generate six (2*3) indices per segment

            for ( iy = 0; iy < gridY; iy ++ ) {

                for ( ix = 0; ix < gridX; ix ++ ) {

                    var a = numberOfVertices + ix + gridX1 * iy;
                    var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
                    var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
                    var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;

                    // faces

                    indices.push( a, b, d );
                    indices.push( b, c, d );

                    // increase counter

                    groupCount += 6;

                }

            }

            // add a group to the geometry. this will ensure multi material support

            scope.addGroup( groupStart, groupCount, materialIndex );

            // calculate new start value for groups

            groupStart += groupCount;

            // update total number of vertices

            numberOfVertices += vertexCounter;

        }

    }

    BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author Mugen87 / https://github.com/Mugen87
     */

    // PlaneGeometry

    function PlaneGeometry( width, height, widthSegments, heightSegments ) {

        Geometry.call( this );

        this.type = 'PlaneGeometry';

        this.parameters = {
            width: width,
            height: height,
            widthSegments: widthSegments,
            heightSegments: heightSegments
        };

        this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
        this.mergeVertices();

    }

    PlaneGeometry.prototype = Object.create( Geometry.prototype );
    PlaneGeometry.prototype.constructor = PlaneGeometry;

    // PlaneBufferGeometry

    function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {

        BufferGeometry.call( this );

        this.type = 'PlaneBufferGeometry';

        this.parameters = {
            width: width,
            height: height,
            widthSegments: widthSegments,
            heightSegments: heightSegments
        };

        width = width || 1;
        height = height || 1;

        var width_half = width / 2;
        var height_half = height / 2;

        var gridX = Math.floor( widthSegments ) || 1;
        var gridY = Math.floor( heightSegments ) || 1;

        var gridX1 = gridX + 1;
        var gridY1 = gridY + 1;

        var segment_width = width / gridX;
        var segment_height = height / gridY;

        var ix, iy;

        // buffers

        var indices = [];
        var vertices = [];
        var normals = [];
        var uvs = [];

        // generate vertices, normals and uvs

        for ( iy = 0; iy < gridY1; iy ++ ) {

            var y = iy * segment_height - height_half;

            for ( ix = 0; ix < gridX1; ix ++ ) {

                var x = ix * segment_width - width_half;

                vertices.push( x, - y, 0 );

                normals.push( 0, 0, 1 );

                uvs.push( ix / gridX );
                uvs.push( 1 - ( iy / gridY ) );

            }

        }

        // indices

        for ( iy = 0; iy < gridY; iy ++ ) {

            for ( ix = 0; ix < gridX; ix ++ ) {

                var a = ix + gridX1 * iy;
                var b = ix + gridX1 * ( iy + 1 );
                var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
                var d = ( ix + 1 ) + gridX1 * iy;

                // faces

                indices.push( a, b, d );
                indices.push( b, c, d );

            }

        }

        // build geometry

        this.setIndex( indices );
        this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
        this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

    }

    PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     */

    var materialId = 0;

    function Material() {

        Object.defineProperty( this, 'id', { value: materialId ++ } );

        this.uuid = _Math.generateUUID();

        this.name = '';
        this.type = 'Material';

        this.fog = true;
        this.lights = true;

        this.blending = NormalBlending;
        this.side = FrontSide;
        this.flatShading = false;
        this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors

        this.opacity = 1;
        this.transparent = false;

        this.blendSrc = SrcAlphaFactor;
        this.blendDst = OneMinusSrcAlphaFactor;
        this.blendEquation = AddEquation;
        this.blendSrcAlpha = null;
        this.blendDstAlpha = null;
        this.blendEquationAlpha = null;

        this.depthFunc = LessEqualDepth;
        this.depthTest = true;
        this.depthWrite = true;

        this.clippingPlanes = null;
        this.clipIntersection = false;
        this.clipShadows = false;

        this.shadowSide = null;

        this.colorWrite = true;

        this.precision = null; // override the renderer's default precision for this material

        this.polygonOffset = false;
        this.polygonOffsetFactor = 0;
        this.polygonOffsetUnits = 0;

        this.dithering = false;

        this.alphaTest = 0;
        this.premultipliedAlpha = false;

        this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer

        this.visible = true;

        this.userData = {};

        this.needsUpdate = true;

    }

    Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {

        constructor: Material,

        isMaterial: true,

        onBeforeCompile: function () {},

        setValues: function ( values ) {

            if ( values === undefined ) return;

            for ( var key in values ) {

                var newValue = values[ key ];

                if ( newValue === undefined ) {

                    console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
                    continue;

                }

                // for backward compatability if shading is set in the constructor
                if ( key === 'shading' ) {

                    console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
                    this.flatShading = ( newValue === FlatShading ) ? true : false;
                    continue;

                }

                var currentValue = this[ key ];

                if ( currentValue === undefined ) {

                    console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
                    continue;

                }

                if ( currentValue && currentValue.isColor ) {

                    currentValue.set( newValue );

                } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {

                    currentValue.copy( newValue );

                } else if ( key === 'overdraw' ) {

                    // ensure overdraw is backwards-compatible with legacy boolean type
                    this[ key ] = Number( newValue );

                } else {

                    this[ key ] = newValue;

                }

            }

        },

        toJSON: function ( meta ) {

            var isRoot = ( meta === undefined || typeof meta === 'string' );

            if ( isRoot ) {

                meta = {
                    textures: {},
                    images: {}
                };

            }

            var data = {
                metadata: {
                    version: 4.5,
                    type: 'Material',
                    generator: 'Material.toJSON'
                }
            };

            // standard Material serialization
            data.uuid = this.uuid;
            data.type = this.type;

            if ( this.name !== '' ) data.name = this.name;

            if ( this.color && this.color.isColor ) data.color = this.color.getHex();

            if ( this.roughness !== undefined ) data.roughness = this.roughness;
            if ( this.metalness !== undefined ) data.metalness = this.metalness;

            if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
            if ( this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;

            if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
            if ( this.shininess !== undefined ) data.shininess = this.shininess;
            if ( this.clearCoat !== undefined ) data.clearCoat = this.clearCoat;
            if ( this.clearCoatRoughness !== undefined ) data.clearCoatRoughness = this.clearCoatRoughness;

            if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
            if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
            if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;

            if ( this.aoMap && this.aoMap.isTexture ) {

                data.aoMap = this.aoMap.toJSON( meta ).uuid;
                data.aoMapIntensity = this.aoMapIntensity;

            }

            if ( this.bumpMap && this.bumpMap.isTexture ) {

                data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
                data.bumpScale = this.bumpScale;

            }

            if ( this.normalMap && this.normalMap.isTexture ) {

                data.normalMap = this.normalMap.toJSON( meta ).uuid;
                data.normalMapType = this.normalMapType;
                data.normalScale = this.normalScale.toArray();

            }

            if ( this.displacementMap && this.displacementMap.isTexture ) {

                data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
                data.displacementScale = this.displacementScale;
                data.displacementBias = this.displacementBias;

            }

            if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
            if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;

            if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
            if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;

            if ( this.envMap && this.envMap.isTexture ) {

                data.envMap = this.envMap.toJSON( meta ).uuid;
                data.reflectivity = this.reflectivity; // Scale behind envMap

            }

            if ( this.gradientMap && this.gradientMap.isTexture ) {

                data.gradientMap = this.gradientMap.toJSON( meta ).uuid;

            }

            if ( this.size !== undefined ) data.size = this.size;
            if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;

            if ( this.blending !== NormalBlending ) data.blending = this.blending;
            if ( this.flatShading === true ) data.flatShading = this.flatShading;
            if ( this.side !== FrontSide ) data.side = this.side;
            if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors;

            if ( this.opacity < 1 ) data.opacity = this.opacity;
            if ( this.transparent === true ) data.transparent = this.transparent;

            data.depthFunc = this.depthFunc;
            data.depthTest = this.depthTest;
            data.depthWrite = this.depthWrite;

            // rotation (SpriteMaterial)
            if ( this.rotation !== 0 ) data.rotation = this.rotation;

            if ( this.linewidth !== 1 ) data.linewidth = this.linewidth;
            if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
            if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
            if ( this.scale !== undefined ) data.scale = this.scale;

            if ( this.dithering === true ) data.dithering = true;

            if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
            if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;

            if ( this.wireframe === true ) data.wireframe = this.wireframe;
            if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
            if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
            if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;

            if ( this.morphTargets === true ) data.morphTargets = true;
            if ( this.skinning === true ) data.skinning = true;

            if ( this.visible === false ) data.visible = false;
            if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;

            // TODO: Copied from Object3D.toJSON

            function extractFromCache( cache ) {

                var values = [];

                for ( var key in cache ) {

                    var data = cache[ key ];
                    delete data.metadata;
                    values.push( data );

                }

                return values;

            }

            if ( isRoot ) {

                var textures = extractFromCache( meta.textures );
                var images = extractFromCache( meta.images );

                if ( textures.length > 0 ) data.textures = textures;
                if ( images.length > 0 ) data.images = images;

            }

            return data;

        },

        clone: function () {

            return new this.constructor().copy( this );

        },

        copy: function ( source ) {

            this.name = source.name;

            this.fog = source.fog;
            this.lights = source.lights;

            this.blending = source.blending;
            this.side = source.side;
            this.flatShading = source.flatShading;
            this.vertexColors = source.vertexColors;

            this.opacity = source.opacity;
            this.transparent = source.transparent;

            this.blendSrc = source.blendSrc;
            this.blendDst = source.blendDst;
            this.blendEquation = source.blendEquation;
            this.blendSrcAlpha = source.blendSrcAlpha;
            this.blendDstAlpha = source.blendDstAlpha;
            this.blendEquationAlpha = source.blendEquationAlpha;

            this.depthFunc = source.depthFunc;
            this.depthTest = source.depthTest;
            this.depthWrite = source.depthWrite;

            this.colorWrite = source.colorWrite;

            this.precision = source.precision;

            this.polygonOffset = source.polygonOffset;
            this.polygonOffsetFactor = source.polygonOffsetFactor;
            this.polygonOffsetUnits = source.polygonOffsetUnits;

            this.dithering = source.dithering;

            this.alphaTest = source.alphaTest;
            this.premultipliedAlpha = source.premultipliedAlpha;

            this.overdraw = source.overdraw;

            this.visible = source.visible;
            this.userData = JSON.parse( JSON.stringify( source.userData ) );

            this.clipShadows = source.clipShadows;
            this.clipIntersection = source.clipIntersection;

            var srcPlanes = source.clippingPlanes,
                dstPlanes = null;

            if ( srcPlanes !== null ) {

                var n = srcPlanes.length;
                dstPlanes = new Array( n );

                for ( var i = 0; i !== n; ++ i )
                    dstPlanes[ i ] = srcPlanes[ i ].clone();

            }

            this.clippingPlanes = dstPlanes;

            this.shadowSide = source.shadowSide;

            return this;

        },

        dispose: function () {

            this.dispatchEvent( { type: 'dispose' } );

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     *
     * parameters = {
     *  color: <hex>,
     *  opacity: <float>,
     *  map: new THREE.Texture( <Image> ),
     *
     *  lightMap: new THREE.Texture( <Image> ),
     *  lightMapIntensity: <float>
     *
     *  aoMap: new THREE.Texture( <Image> ),
     *  aoMapIntensity: <float>
     *
     *  specularMap: new THREE.Texture( <Image> ),
     *
     *  alphaMap: new THREE.Texture( <Image> ),
     *
     *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
     *  combine: THREE.Multiply,
     *  reflectivity: <float>,
     *  refractionRatio: <float>,
     *
     *  depthTest: <bool>,
     *  depthWrite: <bool>,
     *
     *  wireframe: <boolean>,
     *  wireframeLinewidth: <float>,
     *
     *  skinning: <bool>,
     *  morphTargets: <bool>
     * }
     */

    function MeshBasicMaterial( parameters ) {

        Material.call( this );

        this.type = 'MeshBasicMaterial';

        this.color = new Color( 0xffffff ); // emissive

        this.map = null;

        this.lightMap = null;
        this.lightMapIntensity = 1.0;

        this.aoMap = null;
        this.aoMapIntensity = 1.0;

        this.specularMap = null;

        this.alphaMap = null;

        this.envMap = null;
        this.combine = MultiplyOperation;
        this.reflectivity = 1;
        this.refractionRatio = 0.98;

        this.wireframe = false;
        this.wireframeLinewidth = 1;
        this.wireframeLinecap = 'round';
        this.wireframeLinejoin = 'round';

        this.skinning = false;
        this.morphTargets = false;

        this.lights = false;

        this.setValues( parameters );

    }

    MeshBasicMaterial.prototype = Object.create( Material.prototype );
    MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;

    MeshBasicMaterial.prototype.isMeshBasicMaterial = true;

    MeshBasicMaterial.prototype.copy = function ( source ) {

        Material.prototype.copy.call( this, source );

        this.color.copy( source.color );

        this.map = source.map;

        this.lightMap = source.lightMap;
        this.lightMapIntensity = source.lightMapIntensity;

        this.aoMap = source.aoMap;
        this.aoMapIntensity = source.aoMapIntensity;

        this.specularMap = source.specularMap;

        this.alphaMap = source.alphaMap;

        this.envMap = source.envMap;
        this.combine = source.combine;
        this.reflectivity = source.reflectivity;
        this.refractionRatio = source.refractionRatio;

        this.wireframe = source.wireframe;
        this.wireframeLinewidth = source.wireframeLinewidth;
        this.wireframeLinecap = source.wireframeLinecap;
        this.wireframeLinejoin = source.wireframeLinejoin;

        this.skinning = source.skinning;
        this.morphTargets = source.morphTargets;

        return this;

    };

    /**
     * @author alteredq / http://alteredqualia.com/
     *
     * parameters = {
     *  defines: { "label" : "value" },
     *  uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
     *
     *  fragmentShader: <string>,
     *  vertexShader: <string>,
     *
     *  wireframe: <boolean>,
     *  wireframeLinewidth: <float>,
     *
     *  lights: <bool>,
     *
     *  skinning: <bool>,
     *  morphTargets: <bool>,
     *  morphNormals: <bool>
     * }
     */

    function ShaderMaterial( parameters ) {

        Material.call( this );

        this.type = 'ShaderMaterial';

        this.defines = {};
        this.uniforms = {};

        this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}';
        this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}';

        this.linewidth = 1;

        this.wireframe = false;
        this.wireframeLinewidth = 1;

        this.fog = false; // set to use scene fog
        this.lights = false; // set to use scene lights
        this.clipping = false; // set to use user-defined clipping planes

        this.skinning = false; // set to use skinning attribute streams
        this.morphTargets = false; // set to use morph targets
        this.morphNormals = false; // set to use morph normals

        this.extensions = {
            derivatives: false, // set to use derivatives
            fragDepth: false, // set to use fragment depth values
            drawBuffers: false, // set to use draw buffers
            shaderTextureLOD: false // set to use shader texture LOD
        };

        // When rendered geometry doesn't include these attributes but the material does,
        // use these default values in WebGL. This avoids errors when buffer data is missing.
        this.defaultAttributeValues = {
            'color': [ 1, 1, 1 ],
            'uv': [ 0, 0 ],
            'uv2': [ 0, 0 ]
        };

        this.index0AttributeName = undefined;
        this.uniformsNeedUpdate = false;

        if ( parameters !== undefined ) {

            if ( parameters.attributes !== undefined ) {

                console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );

            }

            this.setValues( parameters );

        }

    }

    ShaderMaterial.prototype = Object.create( Material.prototype );
    ShaderMaterial.prototype.constructor = ShaderMaterial;

    ShaderMaterial.prototype.isShaderMaterial = true;

    ShaderMaterial.prototype.copy = function ( source ) {

        Material.prototype.copy.call( this, source );

        this.fragmentShader = source.fragmentShader;
        this.vertexShader = source.vertexShader;

        this.uniforms = UniformsUtils.clone( source.uniforms );

        this.defines = Object.assign( {}, source.defines );

        this.wireframe = source.wireframe;
        this.wireframeLinewidth = source.wireframeLinewidth;

        this.lights = source.lights;
        this.clipping = source.clipping;

        this.skinning = source.skinning;

        this.morphTargets = source.morphTargets;
        this.morphNormals = source.morphNormals;

        this.extensions = source.extensions;

        return this;

    };

    ShaderMaterial.prototype.toJSON = function ( meta ) {

        var data = Material.prototype.toJSON.call( this, meta );

        data.uniforms = this.uniforms;
        data.vertexShader = this.vertexShader;
        data.fragmentShader = this.fragmentShader;

        return data;

    };

    /**
     * @author bhouston / http://clara.io
     */

    function Ray( origin, direction ) {

        this.origin = ( origin !== undefined ) ? origin : new Vector3();
        this.direction = ( direction !== undefined ) ? direction : new Vector3();

    }

    Object.assign( Ray.prototype, {

        set: function ( origin, direction ) {

            this.origin.copy( origin );
            this.direction.copy( direction );

            return this;

        },

        clone: function () {

            return new this.constructor().copy( this );

        },

        copy: function ( ray ) {

            this.origin.copy( ray.origin );
            this.direction.copy( ray.direction );

            return this;

        },

        at: function ( t, target ) {

            if ( target === undefined ) {

                console.warn( 'THREE.Ray: .at() target is now required' );
                target = new Vector3();

            }

            return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );

        },

        lookAt: function ( v ) {

            this.direction.copy( v ).sub( this.origin ).normalize();

            return this;

        },

        recast: function () {

            var v1 = new Vector3();

            return function recast( t ) {

                this.origin.copy( this.at( t, v1 ) );

                return this;

            };

        }(),

        closestPointToPoint: function ( point, target ) {

            if ( target === undefined ) {

                console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
                target = new Vector3();

            }

            target.subVectors( point, this.origin );

            var directionDistance = target.dot( this.direction );

            if ( directionDistance < 0 ) {

                return target.copy( this.origin );

            }

            return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );

        },

        distanceToPoint: function ( point ) {

            return Math.sqrt( this.distanceSqToPoint( point ) );

        },

        distanceSqToPoint: function () {

            var v1 = new Vector3();

            return function distanceSqToPoint( point ) {

                var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );

                // point behind the ray

                if ( directionDistance < 0 ) {

                    return this.origin.distanceToSquared( point );

                }

                v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );

                return v1.distanceToSquared( point );

            };

        }(),

        distanceSqToSegment: function () {

            var segCenter = new Vector3();
            var segDir = new Vector3();
            var diff = new Vector3();

            return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {

                // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
                // It returns the min distance between the ray and the segment
                // defined by v0 and v1
                // It can also set two optional targets :
                // - The closest point on the ray
                // - The closest point on the segment

                segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
                segDir.copy( v1 ).sub( v0 ).normalize();
                diff.copy( this.origin ).sub( segCenter );

                var segExtent = v0.distanceTo( v1 ) * 0.5;
                var a01 = - this.direction.dot( segDir );
                var b0 = diff.dot( this.direction );
                var b1 = - diff.dot( segDir );
                var c = diff.lengthSq();
                var det = Math.abs( 1 - a01 * a01 );
                var s0, s1, sqrDist, extDet;

                if ( det > 0 ) {

                    // The ray and segment are not parallel.

                    s0 = a01 * b1 - b0;
                    s1 = a01 * b0 - b1;
                    extDet = segExtent * det;

                    if ( s0 >= 0 ) {

                        if ( s1 >= - extDet ) {

                            if ( s1 <= extDet ) {

                                // region 0
                                // Minimum at interior points of ray and segment.

                                var invDet = 1 / det;
                                s0 *= invDet;
                                s1 *= invDet;
                                sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;

                            } else {

                                // region 1

                                s1 = segExtent;
                                s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
                                sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

                            }

                        } else {

                            // region 5

                            s1 = - segExtent;
                            s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
                            sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

                        }

                    } else {

                        if ( s1 <= - extDet ) {

                            // region 4

                            s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
                            s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
                            sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

                        } else if ( s1 <= extDet ) {

                            // region 3

                            s0 = 0;
                            s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
                            sqrDist = s1 * ( s1 + 2 * b1 ) + c;

                        } else {

                            // region 2

                            s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
                            s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
                            sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

                        }

                    }

                } else {

                    // Ray and segment are parallel.

                    s1 = ( a01 > 0 ) ? - segExtent : segExtent;
                    s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
                    sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

                }

                if ( optionalPointOnRay ) {

                    optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );

                }

                if ( optionalPointOnSegment ) {

                    optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter );

                }

                return sqrDist;

            };

        }(),

        intersectSphere: function () {

            var v1 = new Vector3();

            return function intersectSphere( sphere, target ) {

                v1.subVectors( sphere.center, this.origin );
                var tca = v1.dot( this.direction );
                var d2 = v1.dot( v1 ) - tca * tca;
                var radius2 = sphere.radius * sphere.radius;

                if ( d2 > radius2 ) return null;

                var thc = Math.sqrt( radius2 - d2 );

                // t0 = first intersect point - entrance on front of sphere
                var t0 = tca - thc;

                // t1 = second intersect point - exit point on back of sphere
                var t1 = tca + thc;

                // test to see if both t0 and t1 are behind the ray - if so, return null
                if ( t0 < 0 && t1 < 0 ) return null;

                // test to see if t0 is behind the ray:
                // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
                // in order to always return an intersect point that is in front of the ray.
                if ( t0 < 0 ) return this.at( t1, target );

                // else t0 is in front of the ray, so return the first collision point scaled by t0
                return this.at( t0, target );

            };

        }(),

        intersectsSphere: function ( sphere ) {

            return this.distanceToPoint( sphere.center ) <= sphere.radius;

        },

        distanceToPlane: function ( plane ) {

            var denominator = plane.normal.dot( this.direction );

            if ( denominator === 0 ) {

                // line is coplanar, return origin
                if ( plane.distanceToPoint( this.origin ) === 0 ) {

                    return 0;

                }

                // Null is preferable to undefined since undefined means.... it is undefined

                return null;

            }

            var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;

            // Return if the ray never intersects the plane

            return t >= 0 ? t : null;

        },

        intersectPlane: function ( plane, target ) {

            var t = this.distanceToPlane( plane );

            if ( t === null ) {

                return null;

            }

            return this.at( t, target );

        },

        intersectsPlane: function ( plane ) {

            // check if the ray lies on the plane first

            var distToPoint = plane.distanceToPoint( this.origin );

            if ( distToPoint === 0 ) {

                return true;

            }

            var denominator = plane.normal.dot( this.direction );

            if ( denominator * distToPoint < 0 ) {

                return true;

            }

            // ray origin is behind the plane (and is pointing behind it)

            return false;

        },

        intersectBox: function ( box, target ) {

            var tmin, tmax, tymin, tymax, tzmin, tzmax;

            var invdirx = 1 / this.direction.x,
                invdiry = 1 / this.direction.y,
                invdirz = 1 / this.direction.z;

            var origin = this.origin;

            if ( invdirx >= 0 ) {

                tmin = ( box.min.x - origin.x ) * invdirx;
                tmax = ( box.max.x - origin.x ) * invdirx;

            } else {

                tmin = ( box.max.x - origin.x ) * invdirx;
                tmax = ( box.min.x - origin.x ) * invdirx;

            }

            if ( invdiry >= 0 ) {

                tymin = ( box.min.y - origin.y ) * invdiry;
                tymax = ( box.max.y - origin.y ) * invdiry;

            } else {

                tymin = ( box.max.y - origin.y ) * invdiry;
                tymax = ( box.min.y - origin.y ) * invdiry;

            }

            if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;

            // These lines also handle the case where tmin or tmax is NaN
            // (result of 0 * Infinity). x !== x returns true if x is NaN

            if ( tymin > tmin || tmin !== tmin ) tmin = tymin;

            if ( tymax < tmax || tmax !== tmax ) tmax = tymax;

            if ( invdirz >= 0 ) {

                tzmin = ( box.min.z - origin.z ) * invdirz;
                tzmax = ( box.max.z - origin.z ) * invdirz;

            } else {

                tzmin = ( box.max.z - origin.z ) * invdirz;
                tzmax = ( box.min.z - origin.z ) * invdirz;

            }

            if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;

            if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;

            if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;

            //return point closest to the ray (positive side)

            if ( tmax < 0 ) return null;

            return this.at( tmin >= 0 ? tmin : tmax, target );

        },

        intersectsBox: ( function () {

            var v = new Vector3();

            return function intersectsBox( box ) {

                return this.intersectBox( box, v ) !== null;

            };

        } )(),

        intersectTriangle: function () {

            // Compute the offset origin, edges, and normal.
            var diff = new Vector3();
            var edge1 = new Vector3();
            var edge2 = new Vector3();
            var normal = new Vector3();

            return function intersectTriangle( a, b, c, backfaceCulling, target ) {

                // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h

                edge1.subVectors( b, a );
                edge2.subVectors( c, a );
                normal.crossVectors( edge1, edge2 );

                // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
                // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
                //   |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
                //   |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
                //   |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
                var DdN = this.direction.dot( normal );
                var sign;

                if ( DdN > 0 ) {

                    if ( backfaceCulling ) return null;
                    sign = 1;

                } else if ( DdN < 0 ) {

                    sign = - 1;
                    DdN = - DdN;

                } else {

                    return null;

                }

                diff.subVectors( this.origin, a );
                var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );

                // b1 < 0, no intersection
                if ( DdQxE2 < 0 ) {

                    return null;

                }

                var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );

                // b2 < 0, no intersection
                if ( DdE1xQ < 0 ) {

                    return null;

                }

                // b1+b2 > 1, no intersection
                if ( DdQxE2 + DdE1xQ > DdN ) {

                    return null;

                }

                // Line intersects triangle, check if ray does.
                var QdN = - sign * diff.dot( normal );

                // t < 0, no intersection
                if ( QdN < 0 ) {

                    return null;

                }

                // Ray intersects triangle.
                return this.at( QdN / DdN, target );

            };

        }(),

        applyMatrix4: function ( matrix4 ) {

            this.origin.applyMatrix4( matrix4 );
            this.direction.transformDirection( matrix4 );

            return this;

        },

        equals: function ( ray ) {

            return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );

        }

    } );

    /**
     * @author bhouston / http://clara.io
     */

    function Line3( start, end ) {

        this.start = ( start !== undefined ) ? start : new Vector3();
        this.end = ( end !== undefined ) ? end : new Vector3();

    }

    Object.assign( Line3.prototype, {

        set: function ( start, end ) {

            this.start.copy( start );
            this.end.copy( end );

            return this;

        },

        clone: function () {

            return new this.constructor().copy( this );

        },

        copy: function ( line ) {

            this.start.copy( line.start );
            this.end.copy( line.end );

            return this;

        },

        getCenter: function ( target ) {

            if ( target === undefined ) {

                console.warn( 'THREE.Line3: .getCenter() target is now required' );
                target = new Vector3();

            }

            return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );

        },

        delta: function ( target ) {

            if ( target === undefined ) {

                console.warn( 'THREE.Line3: .delta() target is now required' );
                target = new Vector3();

            }

            return target.subVectors( this.end, this.start );

        },

        distanceSq: function () {

            return this.start.distanceToSquared( this.end );

        },

        distance: function () {

            return this.start.distanceTo( this.end );

        },

        at: function ( t, target ) {

            if ( target === undefined ) {

                console.warn( 'THREE.Line3: .at() target is now required' );
                target = new Vector3();

            }

            return this.delta( target ).multiplyScalar( t ).add( this.start );

        },

        closestPointToPointParameter: function () {

            var startP = new Vector3();
            var startEnd = new Vector3();

            return function closestPointToPointParameter( point, clampToLine ) {

                startP.subVectors( point, this.start );
                startEnd.subVectors( this.end, this.start );

                var startEnd2 = startEnd.dot( startEnd );
                var startEnd_startP = startEnd.dot( startP );

                var t = startEnd_startP / startEnd2;

                if ( clampToLine ) {

                    t = _Math.clamp( t, 0, 1 );

                }

                return t;

            };

        }(),

        closestPointToPoint: function ( point, clampToLine, target ) {

            var t = this.closestPointToPointParameter( point, clampToLine );

            if ( target === undefined ) {

                console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
                target = new Vector3();

            }

            return this.delta( target ).multiplyScalar( t ).add( this.start );

        },

        applyMatrix4: function ( matrix ) {

            this.start.applyMatrix4( matrix );
            this.end.applyMatrix4( matrix );

            return this;

        },

        equals: function ( line ) {

            return line.start.equals( this.start ) && line.end.equals( this.end );

        }

    } );

    /**
     * @author bhouston / http://clara.io
     * @author mrdoob / http://mrdoob.com/
     */

    function Triangle( a, b, c ) {

        this.a = ( a !== undefined ) ? a : new Vector3();
        this.b = ( b !== undefined ) ? b : new Vector3();
        this.c = ( c !== undefined ) ? c : new Vector3();

    }

    Object.assign( Triangle, {

        getNormal: function () {

            var v0 = new Vector3();

            return function getNormal( a, b, c, target ) {

                if ( target === undefined ) {

                    console.warn( 'THREE.Triangle: .getNormal() target is now required' );
                    target = new Vector3();

                }

                target.subVectors( c, b );
                v0.subVectors( a, b );
                target.cross( v0 );

                var targetLengthSq = target.lengthSq();
                if ( targetLengthSq > 0 ) {

                    return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );

                }

                return target.set( 0, 0, 0 );

            };

        }(),

        // static/instance method to calculate barycentric coordinates
        // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
        getBarycoord: function () {

            var v0 = new Vector3();
            var v1 = new Vector3();
            var v2 = new Vector3();

            return function getBarycoord( point, a, b, c, target ) {

                v0.subVectors( c, a );
                v1.subVectors( b, a );
                v2.subVectors( point, a );

                var dot00 = v0.dot( v0 );
                var dot01 = v0.dot( v1 );
                var dot02 = v0.dot( v2 );
                var dot11 = v1.dot( v1 );
                var dot12 = v1.dot( v2 );

                var denom = ( dot00 * dot11 - dot01 * dot01 );

                if ( target === undefined ) {

                    console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
                    target = new Vector3();

                }

                // collinear or singular triangle
                if ( denom === 0 ) {

                    // arbitrary location outside of triangle?
                    // not sure if this is the best idea, maybe should be returning undefined
                    return target.set( - 2, - 1, - 1 );

                }

                var invDenom = 1 / denom;
                var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
                var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;

                // barycentric coordinates must always sum to 1
                return target.set( 1 - u - v, v, u );

            };

        }(),

        containsPoint: function () {

            var v1 = new Vector3();

            return function containsPoint( point, a, b, c ) {

                Triangle.getBarycoord( point, a, b, c, v1 );

                return ( v1.x >= 0 ) && ( v1.y >= 0 ) && ( ( v1.x + v1.y ) <= 1 );

            };

        }()

    } );

    Object.assign( Triangle.prototype, {

        set: function ( a, b, c ) {

            this.a.copy( a );
            this.b.copy( b );
            this.c.copy( c );

            return this;

        },

        setFromPointsAndIndices: function ( points, i0, i1, i2 ) {

            this.a.copy( points[ i0 ] );
            this.b.copy( points[ i1 ] );
            this.c.copy( points[ i2 ] );

            return this;

        },

        clone: function () {

            return new this.constructor().copy( this );

        },

        copy: function ( triangle ) {

            this.a.copy( triangle.a );
            this.b.copy( triangle.b );
            this.c.copy( triangle.c );

            return this;

        },

        getArea: function () {

            var v0 = new Vector3();
            var v1 = new Vector3();

            return function getArea() {

                v0.subVectors( this.c, this.b );
                v1.subVectors( this.a, this.b );

                return v0.cross( v1 ).length() * 0.5;

            };

        }(),

        getMidpoint: function ( target ) {

            if ( target === undefined ) {

                console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
                target = new Vector3();

            }

            return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );

        },

        getNormal: function ( target ) {

            return Triangle.getNormal( this.a, this.b, this.c, target );

        },

        getPlane: function ( target ) {

            if ( target === undefined ) {

                console.warn( 'THREE.Triangle: .getPlane() target is now required' );
                target = new Vector3();

            }

            return target.setFromCoplanarPoints( this.a, this.b, this.c );

        },

        getBarycoord: function ( point, target ) {

            return Triangle.getBarycoord( point, this.a, this.b, this.c, target );

        },

        containsPoint: function ( point ) {

            return Triangle.containsPoint( point, this.a, this.b, this.c );

        },

        intersectsBox: function ( box ) {

            return box.intersectsTriangle( this );

        },

        closestPointToPoint: function () {

            var plane = new Plane();
            var edgeList = [ new Line3(), new Line3(), new Line3() ];
            var projectedPoint = new Vector3();
            var closestPoint = new Vector3();

            return function closestPointToPoint( point, target ) {

                if ( target === undefined ) {

                    console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
                    target = new Vector3();

                }

                var minDistance = Infinity;

                // project the point onto the plane of the triangle

                plane.setFromCoplanarPoints( this.a, this.b, this.c );
                plane.projectPoint( point, projectedPoint );

                // check if the projection lies within the triangle

                if ( this.containsPoint( projectedPoint ) === true ) {

                    // if so, this is the closest point

                    target.copy( projectedPoint );

                } else {

                    // if not, the point falls outside the triangle. the target is the closest point to the triangle's edges or vertices

                    edgeList[ 0 ].set( this.a, this.b );
                    edgeList[ 1 ].set( this.b, this.c );
                    edgeList[ 2 ].set( this.c, this.a );

                    for ( var i = 0; i < edgeList.length; i ++ ) {

                        edgeList[ i ].closestPointToPoint( projectedPoint, true, closestPoint );

                        var distance = projectedPoint.distanceToSquared( closestPoint );

                        if ( distance < minDistance ) {

                            minDistance = distance;

                            target.copy( closestPoint );

                        }

                    }

                }

                return target;

            };

        }(),

        equals: function ( triangle ) {

            return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     * @author mikael emtinger / http://gomo.se/
     * @author jonobr1 / http://jonobr1.com/
     */

    function Mesh( geometry, material ) {

        Object3D.call( this );

        this.type = 'Mesh';

        this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
        this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );

        this.drawMode = TrianglesDrawMode;

        this.updateMorphTargets();

    }

    Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {

        constructor: Mesh,

        isMesh: true,

        setDrawMode: function ( value ) {

            this.drawMode = value;

        },

        copy: function ( source ) {

            Object3D.prototype.copy.call( this, source );

            this.drawMode = source.drawMode;

            if ( source.morphTargetInfluences !== undefined ) {

                this.morphTargetInfluences = source.morphTargetInfluences.slice();

            }

            if ( source.morphTargetDictionary !== undefined ) {

                this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );

            }

            return this;

        },

        updateMorphTargets: function () {

            var geometry = this.geometry;
            var m, ml, name;

            if ( geometry.isBufferGeometry ) {

                var morphAttributes = geometry.morphAttributes;
                var keys = Object.keys( morphAttributes );

                if ( keys.length > 0 ) {

                    var morphAttribute = morphAttributes[ keys[ 0 ] ];

                    if ( morphAttribute !== undefined ) {

                        this.morphTargetInfluences = [];
                        this.morphTargetDictionary = {};

                        for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {

                            name = morphAttribute[ m ].name || String( m );

                            this.morphTargetInfluences.push( 0 );
                            this.morphTargetDictionary[ name ] = m;

                        }

                    }

                }

            } else {

                var morphTargets = geometry.morphTargets;

                if ( morphTargets !== undefined && morphTargets.length > 0 ) {

                    this.morphTargetInfluences = [];
                    this.morphTargetDictionary = {};

                    for ( m = 0, ml = morphTargets.length; m < ml; m ++ ) {

                        name = morphTargets[ m ].name || String( m );

                        this.morphTargetInfluences.push( 0 );
                        this.morphTargetDictionary[ name ] = m;

                    }

                }

            }

        },

        raycast: ( function () {

            var inverseMatrix = new Matrix4();
            var ray = new Ray();
            var sphere = new Sphere();

            var vA = new Vector3();
            var vB = new Vector3();
            var vC = new Vector3();

            var tempA = new Vector3();
            var tempB = new Vector3();
            var tempC = new Vector3();

            var uvA = new Vector2();
            var uvB = new Vector2();
            var uvC = new Vector2();

            var barycoord = new Vector3();

            var intersectionPoint = new Vector3();
            var intersectionPointWorld = new Vector3();

            function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) {

                Triangle.getBarycoord( point, p1, p2, p3, barycoord );

                uv1.multiplyScalar( barycoord.x );
                uv2.multiplyScalar( barycoord.y );
                uv3.multiplyScalar( barycoord.z );

                uv1.add( uv2 ).add( uv3 );

                return uv1.clone();

            }

            function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {

                var intersect;

                if ( material.side === BackSide ) {

                    intersect = ray.intersectTriangle( pC, pB, pA, true, point );

                } else {

                    intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );

                }

                if ( intersect === null ) return null;

                intersectionPointWorld.copy( point );
                intersectionPointWorld.applyMatrix4( object.matrixWorld );

                var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );

                if ( distance < raycaster.near || distance > raycaster.far ) return null;

                return {
                    distance: distance,
                    point: intersectionPointWorld.clone(),
                    object: object
                };

            }

            function checkBufferGeometryIntersection( object, material, raycaster, ray, position, uv, a, b, c ) {

                vA.fromBufferAttribute( position, a );
                vB.fromBufferAttribute( position, b );
                vC.fromBufferAttribute( position, c );

                var intersection = checkIntersection( object, material, raycaster, ray, vA, vB, vC, intersectionPoint );

                if ( intersection ) {

                    if ( uv ) {

                        uvA.fromBufferAttribute( uv, a );
                        uvB.fromBufferAttribute( uv, b );
                        uvC.fromBufferAttribute( uv, c );

                        intersection.uv = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC );

                    }

                    var face = new Face3( a, b, c );
                    Triangle.getNormal( vA, vB, vC, face.normal );

                    intersection.face = face;

                }

                return intersection;

            }

            return function raycast( raycaster, intersects ) {

                var geometry = this.geometry;
                var material = this.material;
                var matrixWorld = this.matrixWorld;

                if ( material === undefined ) return;

                // Checking boundingSphere distance to ray

                if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

                sphere.copy( geometry.boundingSphere );
                sphere.applyMatrix4( matrixWorld );

                if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;

                //

                inverseMatrix.getInverse( matrixWorld );
                ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );

                // Check boundingBox before continuing

                if ( geometry.boundingBox !== null ) {

                    if ( ray.intersectsBox( geometry.boundingBox ) === false ) return;

                }

                var intersection;

                if ( geometry.isBufferGeometry ) {

                    var a, b, c;
                    var index = geometry.index;
                    var position = geometry.attributes.position;
                    var uv = geometry.attributes.uv;
                    var groups = geometry.groups;
                    var drawRange = geometry.drawRange;
                    var i, j, il, jl;
                    var group, groupMaterial;
                    var start, end;

                    if ( index !== null ) {

                        // indexed buffer geometry

                        if ( Array.isArray( material ) ) {

                            for ( i = 0, il = groups.length; i < il; i ++ ) {

                                group = groups[ i ];
                                groupMaterial = material[ group.materialIndex ];

                                start = Math.max( group.start, drawRange.start );
                                end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );

                                for ( j = start, jl = end; j < jl; j += 3 ) {

                                    a = index.getX( i );
                                    b = index.getX( i + 1 );
                                    c = index.getX( i + 2 );

                                    intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, uv, a, b, c );

                                    if ( intersection ) {

                                        intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
                                        intersects.push( intersection );

                                    }

                                }

                            }

                        } else {

                            start = Math.max( 0, drawRange.start );
                            end = Math.min( index.count, ( drawRange.start + drawRange.count ) );

                            for ( i = start, il = end; i < il; i += 3 ) {

                                a = index.getX( i );
                                b = index.getX( i + 1 );
                                c = index.getX( i + 2 );

                                intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, uv, a, b, c );

                                if ( intersection ) {

                                    intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
                                    intersects.push( intersection );

                                }

                            }

                        }

                    } else if ( position !== undefined ) {

                        // non-indexed buffer geometry

                        if ( Array.isArray( material ) ) {

                            for ( i = 0, il = groups.length; i < il; i ++ ) {

                                group = groups[ i ];
                                groupMaterial = material[ group.materialIndex ];

                                start = Math.max( group.start, drawRange.start );
                                end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );

                                for ( j = start, jl = end; j < jl; j += 3 ) {

                                    a = j;
                                    b = j + 1;
                                    c = j + 2;

                                    intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, uv, a, b, c );

                                    if ( intersection ) {

                                        intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
                                        intersects.push( intersection );

                                    }

                                }

                            }

                        } else {

                            start = Math.max( 0, drawRange.start );
                            end = Math.min( position.count, ( drawRange.start + drawRange.count ) );

                            for ( i = start, il = end; i < il; i += 3 ) {

                                a = i;
                                b = i + 1;
                                c = i + 2;

                                intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, uv, a, b, c );

                                if ( intersection ) {

                                    intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
                                    intersects.push( intersection );

                                }

                            }

                        }

                    }

                } else if ( geometry.isGeometry ) {

                    var fvA, fvB, fvC;
                    var isMultiMaterial = Array.isArray( material );

                    var vertices = geometry.vertices;
                    var faces = geometry.faces;
                    var uvs;

                    var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
                    if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;

                    for ( var f = 0, fl = faces.length; f < fl; f ++ ) {

                        var face = faces[ f ];
                        var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;

                        if ( faceMaterial === undefined ) continue;

                        fvA = vertices[ face.a ];
                        fvB = vertices[ face.b ];
                        fvC = vertices[ face.c ];

                        if ( faceMaterial.morphTargets === true ) {

                            var morphTargets = geometry.morphTargets;
                            var morphInfluences = this.morphTargetInfluences;

                            vA.set( 0, 0, 0 );
                            vB.set( 0, 0, 0 );
                            vC.set( 0, 0, 0 );

                            for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {

                                var influence = morphInfluences[ t ];

                                if ( influence === 0 ) continue;

                                var targets = morphTargets[ t ].vertices;

                                vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence );
                                vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence );
                                vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence );

                            }

                            vA.add( fvA );
                            vB.add( fvB );
                            vC.add( fvC );

                            fvA = vA;
                            fvB = vB;
                            fvC = vC;

                        }

                        intersection = checkIntersection( this, faceMaterial, raycaster, ray, fvA, fvB, fvC, intersectionPoint );

                        if ( intersection ) {

                            if ( uvs && uvs[ f ] ) {

                                var uvs_f = uvs[ f ];
                                uvA.copy( uvs_f[ 0 ] );
                                uvB.copy( uvs_f[ 1 ] );
                                uvC.copy( uvs_f[ 2 ] );

                                intersection.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC );

                            }

                            intersection.face = face;
                            intersection.faceIndex = f;
                            intersects.push( intersection );

                        }

                    }

                }

            };

        }() ),

        clone: function () {

            return new this.constructor( this.geometry, this.material ).copy( this );

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {

        var clearColor = new Color( 0x000000 );
        var clearAlpha = 0;

        var planeCamera, planeMesh;
        var boxMesh;

        function render( renderList, scene, camera, forceClear ) {

            var background = scene.background;

            if ( background === null ) {

                setClear( clearColor, clearAlpha );

            } else if ( background && background.isColor ) {

                setClear( background, 1 );
                forceClear = true;

            }

            if ( renderer.autoClear || forceClear ) {

                renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );

            }

            if ( background && background.isCubeTexture ) {

                if ( boxMesh === undefined ) {

                    boxMesh = new Mesh(
                        new BoxBufferGeometry( 1, 1, 1 ),
                        new ShaderMaterial( {
                            uniforms: ShaderLib.cube.uniforms,
                            vertexShader: ShaderLib.cube.vertexShader,
                            fragmentShader: ShaderLib.cube.fragmentShader,
                            side: BackSide,
                            depthTest: true,
                            depthWrite: false,
                            fog: false
                        } )
                    );

                    boxMesh.geometry.removeAttribute( 'normal' );
                    boxMesh.geometry.removeAttribute( 'uv' );

                    boxMesh.onBeforeRender = function ( renderer, scene, camera ) {

                        this.matrixWorld.copyPosition( camera.matrixWorld );

                    };

                    objects.update( boxMesh );

                }

                boxMesh.material.uniforms.tCube.value = background;

                renderList.push( boxMesh, boxMesh.geometry, boxMesh.material, 0, null );

            } else if ( background && background.isTexture ) {

                if ( planeCamera === undefined ) {

                    planeCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );

                    planeMesh = new Mesh(
                        new PlaneBufferGeometry( 2, 2 ),
                        new MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } )
                    );

                    objects.update( planeMesh );

                }

                planeMesh.material.map = background;

                // TODO Push this to renderList

                renderer.renderBufferDirect( planeCamera, null, planeMesh.geometry, planeMesh.material, planeMesh, null );

            }

        }

        function setClear( color, alpha ) {

            state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );

        }

        return {

            getClearColor: function () {

                return clearColor;

            },
            setClearColor: function ( color, alpha ) {

                clearColor.set( color );
                clearAlpha = alpha !== undefined ? alpha : 1;
                setClear( clearColor, clearAlpha );

            },
            getClearAlpha: function () {

                return clearAlpha;

            },
            setClearAlpha: function ( alpha ) {

                clearAlpha = alpha;
                setClear( clearColor, clearAlpha );

            },
            render: render

        };

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function WebGLBufferRenderer( gl, extensions, info ) {

        var mode;

        function setMode( value ) {

            mode = value;

        }

        function render( start, count ) {

            gl.drawArrays( mode, start, count );

            info.update( count, mode );

        }

        function renderInstances( geometry, start, count ) {

            var extension = extensions.get( 'ANGLE_instanced_arrays' );

            if ( extension === null ) {

                console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
                return;

            }

            extension.drawArraysInstancedANGLE( mode, start, count, geometry.maxInstancedCount );

            info.update( count, mode, geometry.maxInstancedCount );

        }

        //

        this.setMode = setMode;
        this.render = render;
        this.renderInstances = renderInstances;

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function WebGLCapabilities( gl, extensions, parameters ) {

        var maxAnisotropy;

        function getMaxAnisotropy() {

            if ( maxAnisotropy !== undefined ) return maxAnisotropy;

            var extension = extensions.get( 'EXT_texture_filter_anisotropic' );

            if ( extension !== null ) {

                maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );

            } else {

                maxAnisotropy = 0;

            }

            return maxAnisotropy;

        }

        function getMaxPrecision( precision ) {

            if ( precision === 'highp' ) {

                if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 &&
                     gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) {

                    return 'highp';

                }

                precision = 'mediump';

            }

            if ( precision === 'mediump' ) {

                if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 &&
                     gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) {

                    return 'mediump';

                }

            }

            return 'lowp';

        }

        var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
        var maxPrecision = getMaxPrecision( precision );

        if ( maxPrecision !== precision ) {

            console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
            precision = maxPrecision;

        }

        var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;

        var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );
        var maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
        var maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE );
        var maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE );

        var maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );
        var maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS );
        var maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS );
        var maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS );

        var vertexTextures = maxVertexTextures > 0;
        var floatFragmentTextures = !! extensions.get( 'OES_texture_float' );
        var floatVertexTextures = vertexTextures && floatFragmentTextures;

        return {

            getMaxAnisotropy: getMaxAnisotropy,
            getMaxPrecision: getMaxPrecision,

            precision: precision,
            logarithmicDepthBuffer: logarithmicDepthBuffer,

            maxTextures: maxTextures,
            maxVertexTextures: maxVertexTextures,
            maxTextureSize: maxTextureSize,
            maxCubemapSize: maxCubemapSize,

            maxAttributes: maxAttributes,
            maxVertexUniforms: maxVertexUniforms,
            maxVaryings: maxVaryings,
            maxFragmentUniforms: maxFragmentUniforms,

            vertexTextures: vertexTextures,
            floatFragmentTextures: floatFragmentTextures,
            floatVertexTextures: floatVertexTextures

        };

    }

    /**
     * @author tschw
     */

    function WebGLClipping() {

        var scope = this,

            globalState = null,
            numGlobalPlanes = 0,
            localClippingEnabled = false,
            renderingShadows = false,

            plane = new Plane(),
            viewNormalMatrix = new Matrix3(),

            uniform = { value: null, needsUpdate: false };

        this.uniform = uniform;
        this.numPlanes = 0;
        this.numIntersection = 0;

        this.init = function ( planes, enableLocalClipping, camera ) {

            var enabled =
                planes.length !== 0 ||
                enableLocalClipping ||
                // enable state of previous frame - the clipping code has to
                // run another frame in order to reset the state:
                numGlobalPlanes !== 0 ||
                localClippingEnabled;

            localClippingEnabled = enableLocalClipping;

            globalState = projectPlanes( planes, camera, 0 );
            numGlobalPlanes = planes.length;

            return enabled;

        };

        this.beginShadows = function () {

            renderingShadows = true;
            projectPlanes( null );

        };

        this.endShadows = function () {

            renderingShadows = false;
            resetGlobalState();

        };

        this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {

            if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {

                // there's no local clipping

                if ( renderingShadows ) {

                    // there's no global clipping

                    projectPlanes( null );

                } else {

                    resetGlobalState();

                }

            } else {

                var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
                    lGlobal = nGlobal * 4,

                    dstArray = cache.clippingState || null;

                uniform.value = dstArray; // ensure unique state

                dstArray = projectPlanes( planes, camera, lGlobal, fromCache );

                for ( var i = 0; i !== lGlobal; ++ i ) {

                    dstArray[ i ] = globalState[ i ];

                }

                cache.clippingState = dstArray;
                this.numIntersection = clipIntersection ? this.numPlanes : 0;
                this.numPlanes += nGlobal;

            }


        };

        function resetGlobalState() {

            if ( uniform.value !== globalState ) {

                uniform.value = globalState;
                uniform.needsUpdate = numGlobalPlanes > 0;

            }

            scope.numPlanes = numGlobalPlanes;
            scope.numIntersection = 0;

        }

        function projectPlanes( planes, camera, dstOffset, skipTransform ) {

            var nPlanes = planes !== null ? planes.length : 0,
                dstArray = null;

            if ( nPlanes !== 0 ) {

                dstArray = uniform.value;

                if ( skipTransform !== true || dstArray === null ) {

                    var flatSize = dstOffset + nPlanes * 4,
                        viewMatrix = camera.matrixWorldInverse;

                    viewNormalMatrix.getNormalMatrix( viewMatrix );

                    if ( dstArray === null || dstArray.length < flatSize ) {

                        dstArray = new Float32Array( flatSize );

                    }

                    for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {

                        plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );

                        plane.normal.toArray( dstArray, i4 );
                        dstArray[ i4 + 3 ] = plane.constant;

                    }

                }

                uniform.value = dstArray;
                uniform.needsUpdate = true;

            }

            scope.numPlanes = nPlanes;

            return dstArray;

        }

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function WebGLExtensions( gl ) {

        var extensions = {};

        return {

            get: function ( name ) {

                if ( extensions[ name ] !== undefined ) {

                    return extensions[ name ];

                }

                var extension;

                switch ( name ) {

                    case 'WEBGL_depth_texture':
                        extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
                        break;

                    case 'EXT_texture_filter_anisotropic':
                        extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
                        break;

                    case 'WEBGL_compressed_texture_s3tc':
                        extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
                        break;

                    case 'WEBGL_compressed_texture_pvrtc':
                        extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
                        break;

                    default:
                        extension = gl.getExtension( name );

                }

                if ( extension === null ) {

                    console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );

                }

                extensions[ name ] = extension;

                return extension;

            }

        };

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function WebGLGeometries( gl, attributes, info ) {

        var geometries = {};
        var wireframeAttributes = {};

        function onGeometryDispose( event ) {

            var geometry = event.target;
            var buffergeometry = geometries[ geometry.id ];

            if ( buffergeometry.index !== null ) {

                attributes.remove( buffergeometry.index );

            }

            for ( var name in buffergeometry.attributes ) {

                attributes.remove( buffergeometry.attributes[ name ] );

            }

            geometry.removeEventListener( 'dispose', onGeometryDispose );

            delete geometries[ geometry.id ];

            // TODO Remove duplicate code

            var attribute = wireframeAttributes[ geometry.id ];

            if ( attribute ) {

                attributes.remove( attribute );
                delete wireframeAttributes[ geometry.id ];

            }

            attribute = wireframeAttributes[ buffergeometry.id ];

            if ( attribute ) {

                attributes.remove( attribute );
                delete wireframeAttributes[ buffergeometry.id ];

            }

            //

            info.memory.geometries --;

        }

        function get( object, geometry ) {

            var buffergeometry = geometries[ geometry.id ];

            if ( buffergeometry ) return buffergeometry;

            geometry.addEventListener( 'dispose', onGeometryDispose );

            if ( geometry.isBufferGeometry ) {

                buffergeometry = geometry;

            } else if ( geometry.isGeometry ) {

                if ( geometry._bufferGeometry === undefined ) {

                    geometry._bufferGeometry = new BufferGeometry().setFromObject( object );

                }

                buffergeometry = geometry._bufferGeometry;

            }

            geometries[ geometry.id ] = buffergeometry;

            info.memory.geometries ++;

            return buffergeometry;

        }

        function update( geometry ) {

            var index = geometry.index;
            var geometryAttributes = geometry.attributes;

            if ( index !== null ) {

                attributes.update( index, gl.ELEMENT_ARRAY_BUFFER );

            }

            for ( var name in geometryAttributes ) {

                attributes.update( geometryAttributes[ name ], gl.ARRAY_BUFFER );

            }

            // morph targets

            var morphAttributes = geometry.morphAttributes;

            for ( var name in morphAttributes ) {

                var array = morphAttributes[ name ];

                for ( var i = 0, l = array.length; i < l; i ++ ) {

                    attributes.update( array[ i ], gl.ARRAY_BUFFER );

                }

            }

        }

        function getWireframeAttribute( geometry ) {

            var attribute = wireframeAttributes[ geometry.id ];

            if ( attribute ) return attribute;

            var indices = [];

            var geometryIndex = geometry.index;
            var geometryAttributes = geometry.attributes;

            // console.time( 'wireframe' );

            if ( geometryIndex !== null ) {

                var array = geometryIndex.array;

                for ( var i = 0, l = array.length; i < l; i += 3 ) {

                    var a = array[ i + 0 ];
                    var b = array[ i + 1 ];
                    var c = array[ i + 2 ];

                    indices.push( a, b, b, c, c, a );

                }

            } else {

                var array = geometryAttributes.position.array;

                for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {

                    var a = i + 0;
                    var b = i + 1;
                    var c = i + 2;

                    indices.push( a, b, b, c, c, a );

                }

            }

            // console.timeEnd( 'wireframe' );

            attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );

            attributes.update( attribute, gl.ELEMENT_ARRAY_BUFFER );

            wireframeAttributes[ geometry.id ] = attribute;

            return attribute;

        }

        return {

            get: get,
            update: update,

            getWireframeAttribute: getWireframeAttribute

        };

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function WebGLIndexedBufferRenderer( gl, extensions, info ) {

        var mode;

        function setMode( value ) {

            mode = value;

        }

        var type, bytesPerElement;

        function setIndex( value ) {

            type = value.type;
            bytesPerElement = value.bytesPerElement;

        }

        function render( start, count ) {

            gl.drawElements( mode, count, type, start * bytesPerElement );

            info.update( count, mode );

        }

        function renderInstances( geometry, start, count ) {

            var extension = extensions.get( 'ANGLE_instanced_arrays' );

            if ( extension === null ) {

                console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
                return;

            }

            extension.drawElementsInstancedANGLE( mode, count, type, start * bytesPerElement, geometry.maxInstancedCount );

            info.update( count, mode, geometry.maxInstancedCount );

        }

        //

        this.setMode = setMode;
        this.setIndex = setIndex;
        this.render = render;
        this.renderInstances = renderInstances;

    }

    /**
     * @author Mugen87 / https://github.com/Mugen87
     */

    function WebGLInfo( gl ) {

        var memory = {
            geometries: 0,
            textures: 0
        };

        var render = {
            frame: 0,
            calls: 0,
            triangles: 0,
            points: 0,
            lines: 0
        };

        function update( count, mode, instanceCount ) {

            instanceCount = instanceCount || 1;

            render.calls ++;

            switch ( mode ) {

                case gl.TRIANGLES:
                    render.triangles += instanceCount * ( count / 3 );
                    break;

                case gl.TRIANGLE_STRIP:
                case gl.TRIANGLE_FAN:
                    render.triangles += instanceCount * ( count - 2 );
                    break;

                case gl.LINES:
                    render.lines += instanceCount * ( count / 2 );
                    break;

                case gl.LINE_STRIP:
                    render.lines += instanceCount * ( count - 1 );
                    break;

                case gl.LINE_LOOP:
                    render.lines += instanceCount * count;
                    break;

                case gl.POINTS:
                    render.points += instanceCount * count;
                    break;

                default:
                    console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
                    break;

            }

        }

        function reset() {

            render.frame ++;
            render.calls = 0;
            render.triangles = 0;
            render.points = 0;
            render.lines = 0;

        }

        return {
            memory: memory,
            render: render,
            programs: null,
            autoReset: true,
            reset: reset,
            update: update
        };

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function absNumericalSort( a, b ) {

        return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );

    }

    function WebGLMorphtargets( gl ) {

        var influencesList = {};
        var morphInfluences = new Float32Array( 8 );

        function update( object, geometry, material, program ) {

            var objectInfluences = object.morphTargetInfluences;

            var length = objectInfluences.length;

            var influences = influencesList[ geometry.id ];

            if ( influences === undefined ) {

                // initialise list

                influences = [];

                for ( var i = 0; i < length; i ++ ) {

                    influences[ i ] = [ i, 0 ];

                }

                influencesList[ geometry.id ] = influences;

            }

            var morphTargets = material.morphTargets && geometry.morphAttributes.position;
            var morphNormals = material.morphNormals && geometry.morphAttributes.normal;

            // Remove current morphAttributes

            for ( var i = 0; i < length; i ++ ) {

                var influence = influences[ i ];

                if ( influence[ 1 ] !== 0 ) {

                    if ( morphTargets ) geometry.removeAttribute( 'morphTarget' + i );
                    if ( morphNormals ) geometry.removeAttribute( 'morphNormal' + i );

                }

            }

            // Collect influences

            for ( var i = 0; i < length; i ++ ) {

                var influence = influences[ i ];

                influence[ 0 ] = i;
                influence[ 1 ] = objectInfluences[ i ];

            }

            influences.sort( absNumericalSort );

            // Add morphAttributes

            for ( var i = 0; i < 8; i ++ ) {

                var influence = influences[ i ];

                if ( influence ) {

                    var index = influence[ 0 ];
                    var value = influence[ 1 ];

                    if ( value ) {

                        if ( morphTargets ) geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] );
                        if ( morphNormals ) geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] );

                        morphInfluences[ i ] = value;
                        continue;

                    }

                }

                morphInfluences[ i ] = 0;

            }

            program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );

        }

        return {

            update: update

        };

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function WebGLObjects( geometries, info ) {

        var updateList = {};

        function update( object ) {

            var frame = info.render.frame;

            var geometry = object.geometry;
            var buffergeometry = geometries.get( object, geometry );

            // Update once per frame

            if ( updateList[ buffergeometry.id ] !== frame ) {

                if ( geometry.isGeometry ) {

                    buffergeometry.updateFromObject( object );

                }

                geometries.update( buffergeometry );

                updateList[ buffergeometry.id ] = frame;

            }

            return buffergeometry;

        }

        function dispose() {

            updateList = {};

        }

        return {

            update: update,
            dispose: dispose

        };

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {

        images = images !== undefined ? images : [];
        mapping = mapping !== undefined ? mapping : CubeReflectionMapping;

        Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );

        this.flipY = false;

    }

    CubeTexture.prototype = Object.create( Texture.prototype );
    CubeTexture.prototype.constructor = CubeTexture;

    CubeTexture.prototype.isCubeTexture = true;

    Object.defineProperty( CubeTexture.prototype, 'images', {

        get: function () {

            return this.image;

        },

        set: function ( value ) {

            this.image = value;

        }

    } );

    /**
     * @author tschw
     * @author Mugen87 / https://github.com/Mugen87
     * @author mrdoob / http://mrdoob.com/
     *
     * Uniforms of a program.
     * Those form a tree structure with a special top-level container for the root,
     * which you get by calling 'new WebGLUniforms( gl, program, renderer )'.
     *
     *
     * Properties of inner nodes including the top-level container:
     *
     * .seq - array of nested uniforms
     * .map - nested uniforms by name
     *
     *
     * Methods of all nodes except the top-level container:
     *
     * .setValue( gl, value, [renderer] )
     *
     * 		uploads a uniform value(s)
     *  	the 'renderer' parameter is needed for sampler uniforms
     *
     *
     * Static methods of the top-level container (renderer factorizations):
     *
     * .upload( gl, seq, values, renderer )
     *
     * 		sets uniforms in 'seq' to 'values[id].value'
     *
     * .seqWithValue( seq, values ) : filteredSeq
     *
     * 		filters 'seq' entries with corresponding entry in values
     *
     *
     * Methods of the top-level container (renderer factorizations):
     *
     * .setValue( gl, name, value )
     *
     * 		sets uniform with  name 'name' to 'value'
     *
     * .set( gl, obj, prop )
     *
     * 		sets uniform from object and property with same name than uniform
     *
     * .setOptional( gl, obj, prop )
     *
     * 		like .set for an optional property of the object
     *
     */

    var emptyTexture = new Texture();
    var emptyCubeTexture = new CubeTexture();

    // --- Base for inner nodes (including the root) ---

    function UniformContainer() {

        this.seq = [];
        this.map = {};

    }

    // --- Utilities ---

    // Array Caches (provide typed arrays for temporary by size)

    var arrayCacheF32 = [];
    var arrayCacheI32 = [];

    // Float32Array caches used for uploading Matrix uniforms

    var mat4array = new Float32Array( 16 );
    var mat3array = new Float32Array( 9 );
    var mat2array = new Float32Array( 4 );

    // Flattening for arrays of vectors and matrices

    function flatten( array, nBlocks, blockSize ) {

        var firstElem = array[ 0 ];

        if ( firstElem <= 0 || firstElem > 0 ) return array;
        // unoptimized: ! isNaN( firstElem )
        // see http://jacksondunstan.com/articles/983

        var n = nBlocks * blockSize,
            r = arrayCacheF32[ n ];

        if ( r === undefined ) {

            r = new Float32Array( n );
            arrayCacheF32[ n ] = r;

        }

        if ( nBlocks !== 0 ) {

            firstElem.toArray( r, 0 );

            for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {

                offset += blockSize;
                array[ i ].toArray( r, offset );

            }

        }

        return r;

    }

    function arraysEqual( a, b ) {

        if ( a.length !== b.length ) return false;

        for ( var i = 0, l = a.length; i < l; i ++ ) {

            if ( a[ i ] !== b[ i ] ) return false;

        }

        return true;

    }

    function copyArray( a, b ) {

        for ( var i = 0, l = b.length; i < l; i ++ ) {

            a[ i ] = b[ i ];

        }

    }

    // Texture unit allocation

    function allocTexUnits( renderer, n ) {

        var r = arrayCacheI32[ n ];

        if ( r === undefined ) {

            r = new Int32Array( n );
            arrayCacheI32[ n ] = r;

        }

        for ( var i = 0; i !== n; ++ i )
            r[ i ] = renderer.allocTextureUnit();

        return r;

    }

    // --- Setters ---

    // Note: Defining these methods externally, because they come in a bunch
    // and this way their names minify.

    // Single scalar

    function setValue1f( gl, v ) {

        var cache = this.cache;

        if ( cache[ 0 ] === v ) return;

        gl.uniform1f( this.addr, v );

        cache[ 0 ] = v;

    }

    function setValue1i( gl, v ) {

        var cache = this.cache;

        if ( cache[ 0 ] === v ) return;

        gl.uniform1i( this.addr, v );

        cache[ 0 ] = v;

    }

    // Single float vector (from flat array or THREE.VectorN)

    function setValue2fv( gl, v ) {

        var cache = this.cache;

        if ( v.x !== undefined ) {

            if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {

                gl.uniform2f( this.addr, v.x, v.y );

                cache[ 0 ] = v.x;
                cache[ 1 ] = v.y;

            }

        } else {

            if ( arraysEqual( cache, v ) ) return;

            gl.uniform2fv( this.addr, v );

            copyArray( cache, v );

        }

    }

    function setValue3fv( gl, v ) {

        var cache = this.cache;

        if ( v.x !== undefined ) {

            if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {

                gl.uniform3f( this.addr, v.x, v.y, v.z );

                cache[ 0 ] = v.x;
                cache[ 1 ] = v.y;
                cache[ 2 ] = v.z;

            }

        } else if ( v.r !== undefined ) {

            if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {

                gl.uniform3f( this.addr, v.r, v.g, v.b );

                cache[ 0 ] = v.r;
                cache[ 1 ] = v.g;
                cache[ 2 ] = v.b;

            }

        } else {

            if ( arraysEqual( cache, v ) ) return;

            gl.uniform3fv( this.addr, v );

            copyArray( cache, v );

        }

    }

    function setValue4fv( gl, v ) {

        var cache = this.cache;

        if ( v.x !== undefined ) {

            if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {

                gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );

                cache[ 0 ] = v.x;
                cache[ 1 ] = v.y;
                cache[ 2 ] = v.z;
                cache[ 3 ] = v.w;

            }

        } else {

            if ( arraysEqual( cache, v ) ) return;

            gl.uniform4fv( this.addr, v );

            copyArray( cache, v );

        }

    }

    // Single matrix (from flat array or MatrixN)

    function setValue2fm( gl, v ) {

        var cache = this.cache;
        var elements = v.elements;

        if ( elements === undefined ) {

            if ( arraysEqual( cache, v ) ) return;

            gl.uniformMatrix2fv( this.addr, false, v );

            copyArray( cache, v );

        } else {

            if ( arraysEqual( cache, elements ) ) return;

            mat2array.set( elements );

            gl.uniformMatrix2fv( this.addr, false, mat2array );

            copyArray( cache, elements );

        }

    }

    function setValue3fm( gl, v ) {

        var cache = this.cache;
        var elements = v.elements;

        if ( elements === undefined ) {

            if ( arraysEqual( cache, v ) ) return;

            gl.uniformMatrix3fv( this.addr, false, v );

            copyArray( cache, v );

        } else {

            if ( arraysEqual( cache, elements ) ) return;

            mat3array.set( elements );

            gl.uniformMatrix3fv( this.addr, false, mat3array );

            copyArray( cache, elements );

        }

    }

    function setValue4fm( gl, v ) {

        var cache = this.cache;
        var elements = v.elements;

        if ( elements === undefined ) {

            if ( arraysEqual( cache, v ) ) return;

            gl.uniformMatrix4fv( this.addr, false, v );

            copyArray( cache, v );

        } else {

            if ( arraysEqual( cache, elements ) ) return;

            mat4array.set( elements );

            gl.uniformMatrix4fv( this.addr, false, mat4array );

            copyArray( cache, elements );

        }

    }

    // Single texture (2D / Cube)

    function setValueT1( gl, v, renderer ) {

        var cache = this.cache;
        var unit = renderer.allocTextureUnit();

        if ( cache[ 0 ] !== unit ) {

            gl.uniform1i( this.addr, unit );
            cache[ 0 ] = unit;

        }

        renderer.setTexture2D( v || emptyTexture, unit );

    }

    function setValueT6( gl, v, renderer ) {

        var cache = this.cache;
        var unit = renderer.allocTextureUnit();

        if ( cache[ 0 ] !== unit ) {

            gl.uniform1i( this.addr, unit );
            cache[ 0 ] = unit;

        }

        renderer.setTextureCube( v || emptyCubeTexture, unit );

    }

    // Integer / Boolean vectors or arrays thereof (always flat arrays)

    function setValue2iv( gl, v ) {

        var cache = this.cache;

        if ( arraysEqual( cache, v ) ) return;

        gl.uniform2iv( this.addr, v );

        copyArray( cache, v );

    }

    function setValue3iv( gl, v ) {

        var cache = this.cache;

        if ( arraysEqual( cache, v ) ) return;

        gl.uniform3iv( this.addr, v );

        copyArray( cache, v );

    }

    function setValue4iv( gl, v ) {

        var cache = this.cache;

        if ( arraysEqual( cache, v ) ) return;

        gl.uniform4iv( this.addr, v );

        copyArray( cache, v );

    }

    // Helper to pick the right setter for the singular case

    function getSingularSetter( type ) {

        switch ( type ) {

            case 0x1406: return setValue1f; // FLOAT
            case 0x8b50: return setValue2fv; // _VEC2
            case 0x8b51: return setValue3fv; // _VEC3
            case 0x8b52: return setValue4fv; // _VEC4

            case 0x8b5a: return setValue2fm; // _MAT2
            case 0x8b5b: return setValue3fm; // _MAT3
            case 0x8b5c: return setValue4fm; // _MAT4

            case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
            case 0x8b60: return setValueT6; // SAMPLER_CUBE

            case 0x1404: case 0x8b56: return setValue1i; // INT, BOOL
            case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
            case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
            case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4

        }

    }

    // Array of scalars

    function setValue1fv( gl, v ) {

        var cache = this.cache;

        if ( arraysEqual( cache, v ) ) return;

        gl.uniform1fv( this.addr, v );

        copyArray( cache, v );

    }
    function setValue1iv( gl, v ) {

        var cache = this.cache;

        if ( arraysEqual( cache, v ) ) return;

        gl.uniform1iv( this.addr, v );

        copyArray( cache, v );

    }

    // Array of vectors (flat or from THREE classes)

    function setValueV2a( gl, v ) {

        var cache = this.cache;
        var data = flatten( v, this.size, 2 );

        if ( arraysEqual( cache, data ) ) return;

        gl.uniform2fv( this.addr, data );

        this.updateCache( data );

    }

    function setValueV3a( gl, v ) {

        var cache = this.cache;
        var data = flatten( v, this.size, 3 );

        if ( arraysEqual( cache, data ) ) return;

        gl.uniform3fv( this.addr, data );

        this.updateCache( data );

    }

    function setValueV4a( gl, v ) {

        var cache = this.cache;
        var data = flatten( v, this.size, 4 );

        if ( arraysEqual( cache, data ) ) return;

        gl.uniform4fv( this.addr, data );

        this.updateCache( data );

    }

    // Array of matrices (flat or from THREE clases)

    function setValueM2a( gl, v ) {

        var cache = this.cache;
        var data = flatten( v, this.size, 4 );

        if ( arraysEqual( cache, data ) ) return;

        gl.uniformMatrix2fv( this.addr, false, data );

        this.updateCache( data );

    }

    function setValueM3a( gl, v ) {

        var cache = this.cache;
        var data = flatten( v, this.size, 9 );

        if ( arraysEqual( cache, data ) ) return;

        gl.uniformMatrix3fv( this.addr, false, data );

        this.updateCache( data );

    }

    function setValueM4a( gl, v ) {

        var cache = this.cache;
        var data = flatten( v, this.size, 16 );

        if ( arraysEqual( cache, data ) ) return;

        gl.uniformMatrix4fv( this.addr, false, data );

        this.updateCache( data );

    }

    // Array of textures (2D / Cube)

    function setValueT1a( gl, v, renderer ) {

        var cache = this.cache;
        var n = v.length;

        var units = allocTexUnits( renderer, n );

        if ( arraysEqual( cache, units ) === false ) {

            gl.uniform1iv( this.addr, units );
            copyArray( cache, units );

        }

        for ( var i = 0; i !== n; ++ i ) {

            renderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] );

        }

    }

    function setValueT6a( gl, v, renderer ) {

        var cache = this.cache;
        var n = v.length;

        var units = allocTexUnits( renderer, n );

        if ( arraysEqual( cache, units ) === false ) {

            gl.uniform1iv( this.addr, units );
            copyArray( cache, units );

        }

        for ( var i = 0; i !== n; ++ i ) {

            renderer.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );

        }

    }

    // Helper to pick the right setter for a pure (bottom-level) array

    function getPureArraySetter( type ) {

        switch ( type ) {

            case 0x1406: return setValue1fv; // FLOAT
            case 0x8b50: return setValueV2a; // _VEC2
            case 0x8b51: return setValueV3a; // _VEC3
            case 0x8b52: return setValueV4a; // _VEC4

            case 0x8b5a: return setValueM2a; // _MAT2
            case 0x8b5b: return setValueM3a; // _MAT3
            case 0x8b5c: return setValueM4a; // _MAT4

            case 0x8b5e: return setValueT1a; // SAMPLER_2D
            case 0x8b60: return setValueT6a; // SAMPLER_CUBE

            case 0x1404: case 0x8b56: return setValue1iv; // INT, BOOL
            case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
            case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
            case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4

        }

    }

    // --- Uniform Classes ---

    function SingleUniform( id, activeInfo, addr ) {

        this.id = id;
        this.addr = addr;
        this.cache = [];
        this.setValue = getSingularSetter( activeInfo.type );

        // this.path = activeInfo.name; // DEBUG

    }

    function PureArrayUniform( id, activeInfo, addr ) {

        this.id = id;
        this.addr = addr;
        this.cache = [];
        this.size = activeInfo.size;
        this.setValue = getPureArraySetter( activeInfo.type );

        // this.path = activeInfo.name; // DEBUG

    }

    PureArrayUniform.prototype.updateCache = function ( data ) {

        var cache = this.cache;

        if ( data instanceof Float32Array && cache.length !== data.length ) {

            this.cache = new Float32Array( data.length );

        }

        copyArray( cache, data );

    };

    function StructuredUniform( id ) {

        this.id = id;

        UniformContainer.call( this ); // mix-in

    }

    StructuredUniform.prototype.setValue = function ( gl, value ) {

        // Note: Don't need an extra 'renderer' parameter, since samplers
        // are not allowed in structured uniforms.

        var seq = this.seq;

        for ( var i = 0, n = seq.length; i !== n; ++ i ) {

            var u = seq[ i ];
            u.setValue( gl, value[ u.id ] );

        }

    };

    // --- Top-level ---

    // Parser - builds up the property tree from the path strings

    var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;

    // extracts
    // 	- the identifier (member name or array index)
    //  - followed by an optional right bracket (found when array index)
    //  - followed by an optional left bracket or dot (type of subscript)
    //
    // Note: These portions can be read in a non-overlapping fashion and
    // allow straightforward parsing of the hierarchy that WebGL encodes
    // in the uniform names.

    function addUniform( container, uniformObject ) {

        container.seq.push( uniformObject );
        container.map[ uniformObject.id ] = uniformObject;

    }

    function parseUniform( activeInfo, addr, container ) {

        var path = activeInfo.name,
            pathLength = path.length;

        // reset RegExp object, because of the early exit of a previous run
        RePathPart.lastIndex = 0;

        while ( true ) {

            var match = RePathPart.exec( path ),
                matchEnd = RePathPart.lastIndex,

                id = match[ 1 ],
                idIsIndex = match[ 2 ] === ']',
                subscript = match[ 3 ];

            if ( idIsIndex ) id = id | 0; // convert to integer

            if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {

                // bare name or "pure" bottom-level array "[0]" suffix

                addUniform( container, subscript === undefined ?
                    new SingleUniform( id, activeInfo, addr ) :
                    new PureArrayUniform( id, activeInfo, addr ) );

                break;

            } else {

                // step into inner node / create it in case it doesn't exist

                var map = container.map, next = map[ id ];

                if ( next === undefined ) {

                    next = new StructuredUniform( id );
                    addUniform( container, next );

                }

                container = next;

            }

        }

    }

    // Root Container

    function WebGLUniforms( gl, program, renderer ) {

        UniformContainer.call( this );

        this.renderer = renderer;

        var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );

        for ( var i = 0; i < n; ++ i ) {

            var info = gl.getActiveUniform( program, i ),
                addr = gl.getUniformLocation( program, info.name );

            parseUniform( info, addr, this );

        }

    }

    WebGLUniforms.prototype.setValue = function ( gl, name, value ) {

        var u = this.map[ name ];

        if ( u !== undefined ) u.setValue( gl, value, this.renderer );

    };

    WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {

        var v = object[ name ];

        if ( v !== undefined ) this.setValue( gl, name, v );

    };


    // Static interface

    WebGLUniforms.upload = function ( gl, seq, values, renderer ) {

        for ( var i = 0, n = seq.length; i !== n; ++ i ) {

            var u = seq[ i ],
                v = values[ u.id ];

            if ( v.needsUpdate !== false ) {

                // note: always updating when .needsUpdate is undefined
                u.setValue( gl, v.value, renderer );

            }

        }

    };

    WebGLUniforms.seqWithValue = function ( seq, values ) {

        var r = [];

        for ( var i = 0, n = seq.length; i !== n; ++ i ) {

            var u = seq[ i ];
            if ( u.id in values ) r.push( u );

        }

        return r;

    };

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function addLineNumbers( string ) {

        var lines = string.split( '\n' );

        for ( var i = 0; i < lines.length; i ++ ) {

            lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];

        }

        return lines.join( '\n' );

    }

    function WebGLShader( gl, type, string ) {

        var shader = gl.createShader( type );

        gl.shaderSource( shader, string );
        gl.compileShader( shader );

        if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) {

            console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );

        }

        if ( gl.getShaderInfoLog( shader ) !== '' ) {

            console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === gl.VERTEX_SHADER ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) );

        }

        // --enable-privileged-webgl-extension
        // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );

        return shader;

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    var programIdCount = 0;

    function getEncodingComponents( encoding ) {

        switch ( encoding ) {

            case LinearEncoding:
                return [ 'Linear', '( value )' ];
            case sRGBEncoding:
                return [ 'sRGB', '( value )' ];
            case RGBEEncoding:
                return [ 'RGBE', '( value )' ];
            case RGBM7Encoding:
                return [ 'RGBM', '( value, 7.0 )' ];
            case RGBM16Encoding:
                return [ 'RGBM', '( value, 16.0 )' ];
            case RGBDEncoding:
                return [ 'RGBD', '( value, 256.0 )' ];
            case GammaEncoding:
                return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
            default:
                throw new Error( 'unsupported encoding: ' + encoding );

        }

    }

    function getTexelDecodingFunction( functionName, encoding ) {

        var components = getEncodingComponents( encoding );
        return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';

    }

    function getTexelEncodingFunction( functionName, encoding ) {

        var components = getEncodingComponents( encoding );
        return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';

    }

    function getToneMappingFunction( functionName, toneMapping ) {

        var toneMappingName;

        switch ( toneMapping ) {

            case LinearToneMapping:
                toneMappingName = 'Linear';
                break;

            case ReinhardToneMapping:
                toneMappingName = 'Reinhard';
                break;

            case Uncharted2ToneMapping:
                toneMappingName = 'Uncharted2';
                break;

            case CineonToneMapping:
                toneMappingName = 'OptimizedCineon';
                break;

            default:
                throw new Error( 'unsupported toneMapping: ' + toneMapping );

        }

        return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';

    }

    function generateExtensions( extensions, parameters, rendererExtensions ) {

        extensions = extensions || {};

        var chunks = [
            ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || ( parameters.normalMap && ! parameters.objectSpaceNormalMap ) || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
            ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
            ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
            ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
        ];

        return chunks.filter( filterEmptyLine ).join( '\n' );

    }

    function generateDefines( defines ) {

        var chunks = [];

        for ( var name in defines ) {

            var value = defines[ name ];

            if ( value === false ) continue;

            chunks.push( '#define ' + name + ' ' + value );

        }

        return chunks.join( '\n' );

    }

    function fetchAttributeLocations( gl, program ) {

        var attributes = {};

        var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );

        for ( var i = 0; i < n; i ++ ) {

            var info = gl.getActiveAttrib( program, i );
            var name = info.name;

            // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );

            attributes[ name ] = gl.getAttribLocation( program, name );

        }

        return attributes;

    }

    function filterEmptyLine( string ) {

        return string !== '';

    }

    function replaceLightNums( string, parameters ) {

        return string
            .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
            .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
            .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
            .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
            .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights );

    }

    function replaceClippingPlaneNums( string, parameters ) {

        return string
            .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
            .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );

    }

    function parseIncludes( string ) {

        var pattern = /^[ \t]*#include +<([\w\d.]+)>/gm;

        function replace( match, include ) {

            var replace = ShaderChunk[ include ];

            if ( replace === undefined ) {

                throw new Error( 'Can not resolve #include <' + include + '>' );

            }

            return parseIncludes( replace );

        }

        return string.replace( pattern, replace );

    }

    function unrollLoops( string ) {

        var pattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;

        function replace( match, start, end, snippet ) {

            var unroll = '';

            for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {

                unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' );

            }

            return unroll;

        }

        return string.replace( pattern, replace );

    }

    function WebGLProgram( renderer, extensions, code, material, shader, parameters ) {

        var gl = renderer.context;

        var defines = material.defines;

        var vertexShader = shader.vertexShader;
        var fragmentShader = shader.fragmentShader;

        var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';

        if ( parameters.shadowMapType === PCFShadowMap ) {

            shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';

        } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {

            shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';

        }

        var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
        var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
        var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';

        if ( parameters.envMap ) {

            switch ( material.envMap.mapping ) {

                case CubeReflectionMapping:
                case CubeRefractionMapping:
                    envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
                    break;

                case CubeUVReflectionMapping:
                case CubeUVRefractionMapping:
                    envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
                    break;

                case EquirectangularReflectionMapping:
                case EquirectangularRefractionMapping:
                    envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
                    break;

                case SphericalReflectionMapping:
                    envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
                    break;

            }

            switch ( material.envMap.mapping ) {

                case CubeRefractionMapping:
                case EquirectangularRefractionMapping:
                    envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
                    break;

            }

            switch ( material.combine ) {

                case MultiplyOperation:
                    envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
                    break;

                case MixOperation:
                    envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
                    break;

                case AddOperation:
                    envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
                    break;

            }

        }

        var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;

        // console.log( 'building new program ' );

        //

        var customExtensions = generateExtensions( material.extensions, parameters, extensions );

        var customDefines = generateDefines( defines );

        //

        var program = gl.createProgram();

        var prefixVertex, prefixFragment;

        if ( material.isRawShaderMaterial ) {

            prefixVertex = [

                customDefines

            ].filter( filterEmptyLine ).join( '\n' );

            if ( prefixVertex.length > 0 ) {

                prefixVertex += '\n';

            }

            prefixFragment = [

                customExtensions,
                customDefines

            ].filter( filterEmptyLine ).join( '\n' );

            if ( prefixFragment.length > 0 ) {

                prefixFragment += '\n';

            }

        } else {

            prefixVertex = [

                'precision ' + parameters.precision + ' float;',
                'precision ' + parameters.precision + ' int;',

                '#define SHADER_NAME ' + shader.name,

                customDefines,

                parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',

                '#define GAMMA_FACTOR ' + gammaFactorDefine,

                '#define MAX_BONES ' + parameters.maxBones,
                ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
                ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',

                parameters.map ? '#define USE_MAP' : '',
                parameters.envMap ? '#define USE_ENVMAP' : '',
                parameters.envMap ? '#define ' + envMapModeDefine : '',
                parameters.lightMap ? '#define USE_LIGHTMAP' : '',
                parameters.aoMap ? '#define USE_AOMAP' : '',
                parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
                parameters.bumpMap ? '#define USE_BUMPMAP' : '',
                parameters.normalMap ? '#define USE_NORMALMAP' : '',
                ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
                parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
                parameters.specularMap ? '#define USE_SPECULARMAP' : '',
                parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
                parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
                parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
                parameters.vertexColors ? '#define USE_COLOR' : '',

                parameters.flatShading ? '#define FLAT_SHADED' : '',

                parameters.skinning ? '#define USE_SKINNING' : '',
                parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',

                parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
                parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
                parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
                parameters.flipSided ? '#define FLIP_SIDED' : '',

                parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
                parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',

                parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',

                parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
                parameters.logarithmicDepthBuffer && extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',

                'uniform mat4 modelMatrix;',
                'uniform mat4 modelViewMatrix;',
                'uniform mat4 projectionMatrix;',
                'uniform mat4 viewMatrix;',
                'uniform mat3 normalMatrix;',
                'uniform vec3 cameraPosition;',

                'attribute vec3 position;',
                'attribute vec3 normal;',
                'attribute vec2 uv;',

                '#ifdef USE_COLOR',

                '	attribute vec3 color;',

                '#endif',

                '#ifdef USE_MORPHTARGETS',

                '	attribute vec3 morphTarget0;',
                '	attribute vec3 morphTarget1;',
                '	attribute vec3 morphTarget2;',
                '	attribute vec3 morphTarget3;',

                '	#ifdef USE_MORPHNORMALS',

                '		attribute vec3 morphNormal0;',
                '		attribute vec3 morphNormal1;',
                '		attribute vec3 morphNormal2;',
                '		attribute vec3 morphNormal3;',

                '	#else',

                '		attribute vec3 morphTarget4;',
                '		attribute vec3 morphTarget5;',
                '		attribute vec3 morphTarget6;',
                '		attribute vec3 morphTarget7;',

                '	#endif',

                '#endif',

                '#ifdef USE_SKINNING',

                '	attribute vec4 skinIndex;',
                '	attribute vec4 skinWeight;',

                '#endif',

                '\n'

            ].filter( filterEmptyLine ).join( '\n' );

            prefixFragment = [

                customExtensions,

                'precision ' + parameters.precision + ' float;',
                'precision ' + parameters.precision + ' int;',

                '#define SHADER_NAME ' + shader.name,

                customDefines,

                parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer

                '#define GAMMA_FACTOR ' + gammaFactorDefine,

                ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
                ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',

                parameters.map ? '#define USE_MAP' : '',
                parameters.envMap ? '#define USE_ENVMAP' : '',
                parameters.envMap ? '#define ' + envMapTypeDefine : '',
                parameters.envMap ? '#define ' + envMapModeDefine : '',
                parameters.envMap ? '#define ' + envMapBlendingDefine : '',
                parameters.lightMap ? '#define USE_LIGHTMAP' : '',
                parameters.aoMap ? '#define USE_AOMAP' : '',
                parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
                parameters.bumpMap ? '#define USE_BUMPMAP' : '',
                parameters.normalMap ? '#define USE_NORMALMAP' : '',
                ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
                parameters.specularMap ? '#define USE_SPECULARMAP' : '',
                parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
                parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
                parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
                parameters.vertexColors ? '#define USE_COLOR' : '',

                parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',

                parameters.flatShading ? '#define FLAT_SHADED' : '',

                parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
                parameters.flipSided ? '#define FLIP_SIDED' : '',

                parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
                parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',

                parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',

                parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',

                parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
                parameters.logarithmicDepthBuffer && extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',

                parameters.envMap && extensions.get( 'EXT_shader_texture_lod' ) ? '#define TEXTURE_LOD_EXT' : '',

                'uniform mat4 viewMatrix;',
                'uniform vec3 cameraPosition;',

                ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
                ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
                ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',

                parameters.dithering ? '#define DITHERING' : '',

                ( parameters.outputEncoding || parameters.mapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ? ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
                parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
                parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
                parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
                parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',

                parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',

                '\n'

            ].filter( filterEmptyLine ).join( '\n' );

        }

        vertexShader = parseIncludes( vertexShader );
        vertexShader = replaceLightNums( vertexShader, parameters );
        vertexShader = replaceClippingPlaneNums( vertexShader, parameters );

        fragmentShader = parseIncludes( fragmentShader );
        fragmentShader = replaceLightNums( fragmentShader, parameters );
        fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );

        vertexShader = unrollLoops( vertexShader );
        fragmentShader = unrollLoops( fragmentShader );

        var vertexGlsl = prefixVertex + vertexShader;
        var fragmentGlsl = prefixFragment + fragmentShader;

        // console.log( '*VERTEX*', vertexGlsl );
        // console.log( '*FRAGMENT*', fragmentGlsl );

        var glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
        var glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );

        gl.attachShader( program, glVertexShader );
        gl.attachShader( program, glFragmentShader );

        // Force a particular attribute to index 0.

        if ( material.index0AttributeName !== undefined ) {

            gl.bindAttribLocation( program, 0, material.index0AttributeName );

        } else if ( parameters.morphTargets === true ) {

            // programs with morphTargets displace position out of attribute 0
            gl.bindAttribLocation( program, 0, 'position' );

        }

        gl.linkProgram( program );

        var programLog = gl.getProgramInfoLog( program ).trim();
        var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
        var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();

        var runnable = true;
        var haveDiagnostics = true;

        // console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) );
        // console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) );

        if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {

            runnable = false;

            console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog );

        } else if ( programLog !== '' ) {

            console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );

        } else if ( vertexLog === '' || fragmentLog === '' ) {

            haveDiagnostics = false;

        }

        if ( haveDiagnostics ) {

            this.diagnostics = {

                runnable: runnable,
                material: material,

                programLog: programLog,

                vertexShader: {

                    log: vertexLog,
                    prefix: prefixVertex

                },

                fragmentShader: {

                    log: fragmentLog,
                    prefix: prefixFragment

                }

            };

        }

        // clean up

        gl.deleteShader( glVertexShader );
        gl.deleteShader( glFragmentShader );

        // set up caching for uniform locations

        var cachedUniforms;

        this.getUniforms = function () {

            if ( cachedUniforms === undefined ) {

                cachedUniforms = new WebGLUniforms( gl, program, renderer );

            }

            return cachedUniforms;

        };

        // set up caching for attribute locations

        var cachedAttributes;

        this.getAttributes = function () {

            if ( cachedAttributes === undefined ) {

                cachedAttributes = fetchAttributeLocations( gl, program );

            }

            return cachedAttributes;

        };

        // free resource

        this.destroy = function () {

            gl.deleteProgram( program );
            this.program = undefined;

        };

        // DEPRECATED

        Object.defineProperties( this, {

            uniforms: {
                get: function () {

                    console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' );
                    return this.getUniforms();

                }
            },

            attributes: {
                get: function () {

                    console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' );
                    return this.getAttributes();

                }
            }

        } );


        //

        this.name = shader.name;
        this.id = programIdCount ++;
        this.code = code;
        this.usedTimes = 1;
        this.program = program;
        this.vertexShader = glVertexShader;
        this.fragmentShader = glFragmentShader;

        return this;

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function WebGLPrograms( renderer, extensions, capabilities ) {

        var programs = [];

        var shaderIDs = {
            MeshDepthMaterial: 'depth',
            MeshDistanceMaterial: 'distanceRGBA',
            MeshNormalMaterial: 'normal',
            MeshBasicMaterial: 'basic',
            MeshLambertMaterial: 'lambert',
            MeshPhongMaterial: 'phong',
            MeshToonMaterial: 'phong',
            MeshStandardMaterial: 'physical',
            MeshPhysicalMaterial: 'physical',
            LineBasicMaterial: 'basic',
            LineDashedMaterial: 'dashed',
            PointsMaterial: 'points',
            ShadowMaterial: 'shadow'
        };

        var parameterNames = [
            "precision", "supportsVertexTextures", "map", "mapEncoding", "envMap", "envMapMode", "envMapEncoding",
            "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "displacementMap", "specularMap",
            "roughnessMap", "metalnessMap", "gradientMap",
            "alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp",
            "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
            "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
            "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
            "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
            "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
            "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering"
        ];


        function allocateBones( object ) {

            var skeleton = object.skeleton;
            var bones = skeleton.bones;

            if ( capabilities.floatVertexTextures ) {

                return 1024;

            } else {

                // default for when object is not specified
                // ( for example when prebuilding shader to be used with multiple objects )
                //
                //  - leave some extra space for other uniforms
                //  - limit here is ANGLE's 254 max uniform vectors
                //    (up to 54 should be safe)

                var nVertexUniforms = capabilities.maxVertexUniforms;
                var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );

                var maxBones = Math.min( nVertexMatrices, bones.length );

                if ( maxBones < bones.length ) {

                    console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
                    return 0;

                }

                return maxBones;

            }

        }

        function getTextureEncodingFromMap( map, gammaOverrideLinear ) {

            var encoding;

            if ( ! map ) {

                encoding = LinearEncoding;

            } else if ( map.isTexture ) {

                encoding = map.encoding;

            } else if ( map.isWebGLRenderTarget ) {

                console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
                encoding = map.texture.encoding;

            }

            // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
            if ( encoding === LinearEncoding && gammaOverrideLinear ) {

                encoding = GammaEncoding;

            }

            return encoding;

        }

        this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {

            var shaderID = shaderIDs[ material.type ];

            // heuristics to create shader parameters according to lights in the scene
            // (not to blow over maxLights budget)

            var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
            var precision = capabilities.precision;

            if ( material.precision !== null ) {

                precision = capabilities.getMaxPrecision( material.precision );

                if ( precision !== material.precision ) {

                    console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );

                }

            }

            var currentRenderTarget = renderer.getRenderTarget();

            var parameters = {

                shaderID: shaderID,

                precision: precision,
                supportsVertexTextures: capabilities.vertexTextures,
                outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
                map: !! material.map,
                mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
                envMap: !! material.envMap,
                envMapMode: material.envMap && material.envMap.mapping,
                envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
                envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
                lightMap: !! material.lightMap,
                aoMap: !! material.aoMap,
                emissiveMap: !! material.emissiveMap,
                emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
                bumpMap: !! material.bumpMap,
                normalMap: !! material.normalMap,
                objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
                displacementMap: !! material.displacementMap,
                roughnessMap: !! material.roughnessMap,
                metalnessMap: !! material.metalnessMap,
                specularMap: !! material.specularMap,
                alphaMap: !! material.alphaMap,

                gradientMap: !! material.gradientMap,

                combine: material.combine,

                vertexColors: material.vertexColors,

                fog: !! fog,
                useFog: material.fog,
                fogExp: ( fog && fog.isFogExp2 ),

                flatShading: material.flatShading,

                sizeAttenuation: material.sizeAttenuation,
                logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,

                skinning: material.skinning && maxBones > 0,
                maxBones: maxBones,
                useVertexTexture: capabilities.floatVertexTextures,

                morphTargets: material.morphTargets,
                morphNormals: material.morphNormals,
                maxMorphTargets: renderer.maxMorphTargets,
                maxMorphNormals: renderer.maxMorphNormals,

                numDirLights: lights.directional.length,
                numPointLights: lights.point.length,
                numSpotLights: lights.spot.length,
                numRectAreaLights: lights.rectArea.length,
                numHemiLights: lights.hemi.length,

                numClippingPlanes: nClipPlanes,
                numClipIntersection: nClipIntersection,

                dithering: material.dithering,

                shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && shadows.length > 0,
                shadowMapType: renderer.shadowMap.type,

                toneMapping: renderer.toneMapping,
                physicallyCorrectLights: renderer.physicallyCorrectLights,

                premultipliedAlpha: material.premultipliedAlpha,

                alphaTest: material.alphaTest,
                doubleSided: material.side === DoubleSide,
                flipSided: material.side === BackSide,

                depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false

            };

            return parameters;

        };

        this.getProgramCode = function ( material, parameters ) {

            var array = [];

            if ( parameters.shaderID ) {

                array.push( parameters.shaderID );

            } else {

                array.push( material.fragmentShader );
                array.push( material.vertexShader );

            }

            if ( material.defines !== undefined ) {

                for ( var name in material.defines ) {

                    array.push( name );
                    array.push( material.defines[ name ] );

                }

            }

            for ( var i = 0; i < parameterNames.length; i ++ ) {

                array.push( parameters[ parameterNames[ i ] ] );

            }

            array.push( material.onBeforeCompile.toString() );

            array.push( renderer.gammaOutput );

            return array.join();

        };

        this.acquireProgram = function ( material, shader, parameters, code ) {

            var program;

            // Check if code has been already compiled
            for ( var p = 0, pl = programs.length; p < pl; p ++ ) {

                var programInfo = programs[ p ];

                if ( programInfo.code === code ) {

                    program = programInfo;
                    ++ program.usedTimes;

                    break;

                }

            }

            if ( program === undefined ) {

                program = new WebGLProgram( renderer, extensions, code, material, shader, parameters );
                programs.push( program );

            }

            return program;

        };

        this.releaseProgram = function ( program ) {

            if ( -- program.usedTimes === 0 ) {

                // Remove from unordered set
                var i = programs.indexOf( program );
                programs[ i ] = programs[ programs.length - 1 ];
                programs.pop();

                // Free WebGL resources
                program.destroy();

            }

        };

        // Exposed for resource monitoring & error feedback via renderer.info:
        this.programs = programs;

    }

    /**
     * @author fordacious / fordacious.github.io
     */

    function WebGLProperties() {

        var properties = new WeakMap();

        function get( object ) {

            var map = properties.get( object );

            if ( map === undefined ) {

                map = {};
                properties.set( object, map );

            }

            return map;

        }

        function remove( object ) {

            properties.delete( object );

        }

        function update( object, key, value ) {

            properties.get( object )[ key ] = value;

        }

        function dispose() {

            properties = new WeakMap();

        }

        return {
            get: get,
            remove: remove,
            update: update,
            dispose: dispose
        };

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function painterSortStable( a, b ) {

        if ( a.renderOrder !== b.renderOrder ) {

            return a.renderOrder - b.renderOrder;

        } else if ( a.program && b.program && a.program !== b.program ) {

            return a.program.id - b.program.id;

        } else if ( a.material.id !== b.material.id ) {

            return a.material.id - b.material.id;

        } else if ( a.z !== b.z ) {

            return a.z - b.z;

        } else {

            return a.id - b.id;

        }

    }

    function reversePainterSortStable( a, b ) {

        if ( a.renderOrder !== b.renderOrder ) {

            return a.renderOrder - b.renderOrder;

        } if ( a.z !== b.z ) {

            return b.z - a.z;

        } else {

            return a.id - b.id;

        }

    }

    function WebGLRenderList() {

        var renderItems = [];
        var renderItemsIndex = 0;

        var opaque = [];
        var transparent = [];

        function init() {

            renderItemsIndex = 0;

            opaque.length = 0;
            transparent.length = 0;

        }

        function push( object, geometry, material, z, group ) {

            var renderItem = renderItems[ renderItemsIndex ];

            if ( renderItem === undefined ) {

                renderItem = {
                    id: object.id,
                    object: object,
                    geometry: geometry,
                    material: material,
                    program: material.program,
                    renderOrder: object.renderOrder,
                    z: z,
                    group: group
                };

                renderItems[ renderItemsIndex ] = renderItem;

            } else {

                renderItem.id = object.id;
                renderItem.object = object;
                renderItem.geometry = geometry;
                renderItem.material = material;
                renderItem.program = material.program;
                renderItem.renderOrder = object.renderOrder;
                renderItem.z = z;
                renderItem.group = group;

            }

            ( material.transparent === true ? transparent : opaque ).push( renderItem );

            renderItemsIndex ++;

        }

        function sort() {

            if ( opaque.length > 1 ) opaque.sort( painterSortStable );
            if ( transparent.length > 1 ) transparent.sort( reversePainterSortStable );

        }

        return {
            opaque: opaque,
            transparent: transparent,

            init: init,
            push: push,

            sort: sort
        };

    }

    function WebGLRenderLists() {

        var lists = {};

        function get( scene, camera ) {

            var hash = scene.id + ',' + camera.id;
            var list = lists[ hash ];

            if ( list === undefined ) {

                // console.log( 'THREE.WebGLRenderLists:', hash );

                list = new WebGLRenderList();
                lists[ hash ] = list;

            }

            return list;

        }

        function dispose() {

            lists = {};

        }

        return {
            get: get,
            dispose: dispose
        };

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function UniformsCache() {

        var lights = {};

        return {

            get: function ( light ) {

                if ( lights[ light.id ] !== undefined ) {

                    return lights[ light.id ];

                }

                var uniforms;

                switch ( light.type ) {

                    case 'DirectionalLight':
                        uniforms = {
                            direction: new Vector3(),
                            color: new Color(),

                            shadow: false,
                            shadowBias: 0,
                            shadowRadius: 1,
                            shadowMapSize: new Vector2()
                        };
                        break;

                    case 'SpotLight':
                        uniforms = {
                            position: new Vector3(),
                            direction: new Vector3(),
                            color: new Color(),
                            distance: 0,
                            coneCos: 0,
                            penumbraCos: 0,
                            decay: 0,

                            shadow: false,
                            shadowBias: 0,
                            shadowRadius: 1,
                            shadowMapSize: new Vector2()
                        };
                        break;

                    case 'PointLight':
                        uniforms = {
                            position: new Vector3(),
                            color: new Color(),
                            distance: 0,
                            decay: 0,

                            shadow: false,
                            shadowBias: 0,
                            shadowRadius: 1,
                            shadowMapSize: new Vector2(),
                            shadowCameraNear: 1,
                            shadowCameraFar: 1000
                        };
                        break;

                    case 'HemisphereLight':
                        uniforms = {
                            direction: new Vector3(),
                            skyColor: new Color(),
                            groundColor: new Color()
                        };
                        break;

                    case 'RectAreaLight':
                        uniforms = {
                            color: new Color(),
                            position: new Vector3(),
                            halfWidth: new Vector3(),
                            halfHeight: new Vector3()
                            // TODO (abelnation): set RectAreaLight shadow uniforms
                        };
                        break;

                }

                lights[ light.id ] = uniforms;

                return uniforms;

            }

        };

    }

    var count = 0;

    function WebGLLights() {

        var cache = new UniformsCache();

        var state = {

            id: count ++,

            hash: '',

            ambient: [ 0, 0, 0 ],
            directional: [],
            directionalShadowMap: [],
            directionalShadowMatrix: [],
            spot: [],
            spotShadowMap: [],
            spotShadowMatrix: [],
            rectArea: [],
            point: [],
            pointShadowMap: [],
            pointShadowMatrix: [],
            hemi: []

        };

        var vector3 = new Vector3();
        var matrix4 = new Matrix4();
        var matrix42 = new Matrix4();

        function setup( lights, shadows, camera ) {

            var r = 0, g = 0, b = 0;

            var directionalLength = 0;
            var pointLength = 0;
            var spotLength = 0;
            var rectAreaLength = 0;
            var hemiLength = 0;

            var viewMatrix = camera.matrixWorldInverse;

            for ( var i = 0, l = lights.length; i < l; i ++ ) {

                var light = lights[ i ];

                var color = light.color;
                var intensity = light.intensity;
                var distance = light.distance;

                var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;

                if ( light.isAmbientLight ) {

                    r += color.r * intensity;
                    g += color.g * intensity;
                    b += color.b * intensity;

                } else if ( light.isDirectionalLight ) {

                    var uniforms = cache.get( light );

                    uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
                    uniforms.direction.setFromMatrixPosition( light.matrixWorld );
                    vector3.setFromMatrixPosition( light.target.matrixWorld );
                    uniforms.direction.sub( vector3 );
                    uniforms.direction.transformDirection( viewMatrix );

                    uniforms.shadow = light.castShadow;

                    if ( light.castShadow ) {

                        var shadow = light.shadow;

                        uniforms.shadowBias = shadow.bias;
                        uniforms.shadowRadius = shadow.radius;
                        uniforms.shadowMapSize = shadow.mapSize;

                    }

                    state.directionalShadowMap[ directionalLength ] = shadowMap;
                    state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
                    state.directional[ directionalLength ] = uniforms;

                    directionalLength ++;

                } else if ( light.isSpotLight ) {

                    var uniforms = cache.get( light );

                    uniforms.position.setFromMatrixPosition( light.matrixWorld );
                    uniforms.position.applyMatrix4( viewMatrix );

                    uniforms.color.copy( color ).multiplyScalar( intensity );
                    uniforms.distance = distance;

                    uniforms.direction.setFromMatrixPosition( light.matrixWorld );
                    vector3.setFromMatrixPosition( light.target.matrixWorld );
                    uniforms.direction.sub( vector3 );
                    uniforms.direction.transformDirection( viewMatrix );

                    uniforms.coneCos = Math.cos( light.angle );
                    uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
                    uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

                    uniforms.shadow = light.castShadow;

                    if ( light.castShadow ) {

                        var shadow = light.shadow;

                        uniforms.shadowBias = shadow.bias;
                        uniforms.shadowRadius = shadow.radius;
                        uniforms.shadowMapSize = shadow.mapSize;

                    }

                    state.spotShadowMap[ spotLength ] = shadowMap;
                    state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
                    state.spot[ spotLength ] = uniforms;

                    spotLength ++;

                } else if ( light.isRectAreaLight ) {

                    var uniforms = cache.get( light );

                    // (a) intensity is the total visible light emitted
                    //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );

                    // (b) intensity is the brightness of the light
                    uniforms.color.copy( color ).multiplyScalar( intensity );

                    uniforms.position.setFromMatrixPosition( light.matrixWorld );
                    uniforms.position.applyMatrix4( viewMatrix );

                    // extract local rotation of light to derive width/height half vectors
                    matrix42.identity();
                    matrix4.copy( light.matrixWorld );
                    matrix4.premultiply( viewMatrix );
                    matrix42.extractRotation( matrix4 );

                    uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
                    uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );

                    uniforms.halfWidth.applyMatrix4( matrix42 );
                    uniforms.halfHeight.applyMatrix4( matrix42 );

                    // TODO (abelnation): RectAreaLight distance?
                    // uniforms.distance = distance;

                    state.rectArea[ rectAreaLength ] = uniforms;

                    rectAreaLength ++;

                } else if ( light.isPointLight ) {

                    var uniforms = cache.get( light );

                    uniforms.position.setFromMatrixPosition( light.matrixWorld );
                    uniforms.position.applyMatrix4( viewMatrix );

                    uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
                    uniforms.distance = light.distance;
                    uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

                    uniforms.shadow = light.castShadow;

                    if ( light.castShadow ) {

                        var shadow = light.shadow;

                        uniforms.shadowBias = shadow.bias;
                        uniforms.shadowRadius = shadow.radius;
                        uniforms.shadowMapSize = shadow.mapSize;
                        uniforms.shadowCameraNear = shadow.camera.near;
                        uniforms.shadowCameraFar = shadow.camera.far;

                    }

                    state.pointShadowMap[ pointLength ] = shadowMap;
                    state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
                    state.point[ pointLength ] = uniforms;

                    pointLength ++;

                } else if ( light.isHemisphereLight ) {

                    var uniforms = cache.get( light );

                    uniforms.direction.setFromMatrixPosition( light.matrixWorld );
                    uniforms.direction.transformDirection( viewMatrix );
                    uniforms.direction.normalize();

                    uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
                    uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );

                    state.hemi[ hemiLength ] = uniforms;

                    hemiLength ++;

                }

            }

            state.ambient[ 0 ] = r;
            state.ambient[ 1 ] = g;
            state.ambient[ 2 ] = b;

            state.directional.length = directionalLength;
            state.spot.length = spotLength;
            state.rectArea.length = rectAreaLength;
            state.point.length = pointLength;
            state.hemi.length = hemiLength;

            state.hash = state.id + ',' + directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + shadows.length;

        }

        return {
            setup: setup,
            state: state
        };

    }

    /**
     * @author Mugen87 / https://github.com/Mugen87
     */

    function WebGLRenderState() {

        var lights = new WebGLLights();

        var lightsArray = [];
        var shadowsArray = [];
        var spritesArray = [];

        function init() {

            lightsArray.length = 0;
            shadowsArray.length = 0;
            spritesArray.length = 0;

        }

        function pushLight( light ) {

            lightsArray.push( light );

        }

        function pushShadow( shadowLight ) {

            shadowsArray.push( shadowLight );

        }

        function pushSprite( sprite ) {

            spritesArray.push( sprite );

        }

        function setupLights( camera ) {

            lights.setup( lightsArray, shadowsArray, camera );

        }

        var state = {
            lightsArray: lightsArray,
            shadowsArray: shadowsArray,
            spritesArray: spritesArray,

            lights: lights
        };

        return {
            init: init,
            state: state,
            setupLights: setupLights,

            pushLight: pushLight,
            pushShadow: pushShadow,
            pushSprite: pushSprite
        };

    }

    function WebGLRenderStates() {

        var renderStates = {};

        function get( scene, camera ) {

            var hash = scene.id + ',' + camera.id;

            var renderState = renderStates[ hash ];

            if ( renderState === undefined ) {

                renderState = new WebGLRenderState();
                renderStates[ hash ] = renderState;

            }

            return renderState;

        }

        function dispose() {

            renderStates = {};

        }

        return {
            get: get,
            dispose: dispose
        };

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     * @author bhouston / https://clara.io
     * @author WestLangley / http://github.com/WestLangley
     *
     * parameters = {
     *
     *  opacity: <float>,
     *
     *  map: new THREE.Texture( <Image> ),
     *
     *  alphaMap: new THREE.Texture( <Image> ),
     *
     *  displacementMap: new THREE.Texture( <Image> ),
     *  displacementScale: <float>,
     *  displacementBias: <float>,
     *
     *  wireframe: <boolean>,
     *  wireframeLinewidth: <float>
     * }
     */

    function MeshDepthMaterial( parameters ) {

        Material.call( this );

        this.type = 'MeshDepthMaterial';

        this.depthPacking = BasicDepthPacking;

        this.skinning = false;
        this.morphTargets = false;

        this.map = null;

        this.alphaMap = null;

        this.displacementMap = null;
        this.displacementScale = 1;
        this.displacementBias = 0;

        this.wireframe = false;
        this.wireframeLinewidth = 1;

        this.fog = false;
        this.lights = false;

        this.setValues( parameters );

    }

    MeshDepthMaterial.prototype = Object.create( Material.prototype );
    MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;

    MeshDepthMaterial.prototype.isMeshDepthMaterial = true;

    MeshDepthMaterial.prototype.copy = function ( source ) {

        Material.prototype.copy.call( this, source );

        this.depthPacking = source.depthPacking;

        this.skinning = source.skinning;
        this.morphTargets = source.morphTargets;

        this.map = source.map;

        this.alphaMap = source.alphaMap;

        this.displacementMap = source.displacementMap;
        this.displacementScale = source.displacementScale;
        this.displacementBias = source.displacementBias;

        this.wireframe = source.wireframe;
        this.wireframeLinewidth = source.wireframeLinewidth;

        return this;

    };

    /**
     * @author WestLangley / http://github.com/WestLangley
     *
     * parameters = {
     *
     *  referencePosition: <float>,
     *  nearDistance: <float>,
     *  farDistance: <float>,
     *
     *  skinning: <bool>,
     *  morphTargets: <bool>,
     *
     *  map: new THREE.Texture( <Image> ),
     *
     *  alphaMap: new THREE.Texture( <Image> ),
     *
     *  displacementMap: new THREE.Texture( <Image> ),
     *  displacementScale: <float>,
     *  displacementBias: <float>
     *
     * }
     */

    function MeshDistanceMaterial( parameters ) {

        Material.call( this );

        this.type = 'MeshDistanceMaterial';

        this.referencePosition = new Vector3();
        this.nearDistance = 1;
        this.farDistance = 1000;

        this.skinning = false;
        this.morphTargets = false;

        this.map = null;

        this.alphaMap = null;

        this.displacementMap = null;
        this.displacementScale = 1;
        this.displacementBias = 0;

        this.fog = false;
        this.lights = false;

        this.setValues( parameters );

    }

    MeshDistanceMaterial.prototype = Object.create( Material.prototype );
    MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;

    MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;

    MeshDistanceMaterial.prototype.copy = function ( source ) {

        Material.prototype.copy.call( this, source );

        this.referencePosition.copy( source.referencePosition );
        this.nearDistance = source.nearDistance;
        this.farDistance = source.farDistance;

        this.skinning = source.skinning;
        this.morphTargets = source.morphTargets;

        this.map = source.map;

        this.alphaMap = source.alphaMap;

        this.displacementMap = source.displacementMap;
        this.displacementScale = source.displacementScale;
        this.displacementBias = source.displacementBias;

        return this;

    };

    /**
     * @author alteredq / http://alteredqualia.com/
     * @author mrdoob / http://mrdoob.com/
     */

    function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {

        var _frustum = new Frustum(),
            _projScreenMatrix = new Matrix4(),

            _shadowMapSize = new Vector2(),
            _maxShadowMapSize = new Vector2( maxTextureSize, maxTextureSize ),

            _lookTarget = new Vector3(),
            _lightPositionWorld = new Vector3(),

            _MorphingFlag = 1,
            _SkinningFlag = 2,

            _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,

            _depthMaterials = new Array( _NumberOfMaterialVariants ),
            _distanceMaterials = new Array( _NumberOfMaterialVariants ),

            _materialCache = {};

        var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };

        var cubeDirections = [
            new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
            new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
        ];

        var cubeUps = [
            new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
            new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ),	new Vector3( 0, 0, - 1 )
        ];

        var cube2DViewPorts = [
            new Vector4(), new Vector4(), new Vector4(),
            new Vector4(), new Vector4(), new Vector4()
        ];

        // init

        for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {

            var useMorphing = ( i & _MorphingFlag ) !== 0;
            var useSkinning = ( i & _SkinningFlag ) !== 0;

            var depthMaterial = new MeshDepthMaterial( {

                depthPacking: RGBADepthPacking,

                morphTargets: useMorphing,
                skinning: useSkinning

            } );

            _depthMaterials[ i ] = depthMaterial;

            //

            var distanceMaterial = new MeshDistanceMaterial( {

                morphTargets: useMorphing,
                skinning: useSkinning

            } );

            _distanceMaterials[ i ] = distanceMaterial;

        }

        //

        var scope = this;

        this.enabled = false;

        this.autoUpdate = true;
        this.needsUpdate = false;

        this.type = PCFShadowMap;

        this.render = function ( lights, scene, camera ) {

            if ( scope.enabled === false ) return;
            if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;

            if ( lights.length === 0 ) return;

            // TODO Clean up (needed in case of contextlost)
            var _gl = _renderer.context;
            var _state = _renderer.state;

            // Set GL state for depth map.
            _state.disable( _gl.BLEND );
            _state.buffers.color.setClear( 1, 1, 1, 1 );
            _state.buffers.depth.setTest( true );
            _state.setScissorTest( false );

            // render depth map

            var faceCount;

            for ( var i = 0, il = lights.length; i < il; i ++ ) {

                var light = lights[ i ];
                var shadow = light.shadow;
                var isPointLight = light && light.isPointLight;

                if ( shadow === undefined ) {

                    console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
                    continue;

                }

                var shadowCamera = shadow.camera;

                _shadowMapSize.copy( shadow.mapSize );
                _shadowMapSize.min( _maxShadowMapSize );

                if ( isPointLight ) {

                    var vpWidth = _shadowMapSize.x;
                    var vpHeight = _shadowMapSize.y;

                    // These viewports map a cube-map onto a 2D texture with the
                    // following orientation:
                    //
                    //  xzXZ
                    //   y Y
                    //
                    // X - Positive x direction
                    // x - Negative x direction
                    // Y - Positive y direction
                    // y - Negative y direction
                    // Z - Positive z direction
                    // z - Negative z direction

                    // positive X
                    cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight );
                    // negative X
                    cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight );
                    // positive Z
                    cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight );
                    // negative Z
                    cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight );
                    // positive Y
                    cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );
                    // negative Y
                    cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );

                    _shadowMapSize.x *= 4.0;
                    _shadowMapSize.y *= 2.0;

                }

                if ( shadow.map === null ) {

                    var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };

                    shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
                    shadow.map.texture.name = light.name + ".shadowMap";

                    shadowCamera.updateProjectionMatrix();

                }

                if ( shadow.isSpotLightShadow ) {

                    shadow.update( light );

                }

                var shadowMap = shadow.map;
                var shadowMatrix = shadow.matrix;

                _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
                shadowCamera.position.copy( _lightPositionWorld );

                if ( isPointLight ) {

                    faceCount = 6;

                    // for point lights we set the shadow matrix to be a translation-only matrix
                    // equal to inverse of the light's position

                    shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );

                } else {

                    faceCount = 1;

                    _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
                    shadowCamera.lookAt( _lookTarget );
                    shadowCamera.updateMatrixWorld();

                    // compute shadow matrix

                    shadowMatrix.set(
                        0.5, 0.0, 0.0, 0.5,
                        0.0, 0.5, 0.0, 0.5,
                        0.0, 0.0, 0.5, 0.5,
                        0.0, 0.0, 0.0, 1.0
                    );

                    shadowMatrix.multiply( shadowCamera.projectionMatrix );
                    shadowMatrix.multiply( shadowCamera.matrixWorldInverse );

                }

                _renderer.setRenderTarget( shadowMap );
                _renderer.clear();

                // render shadow map for each cube face (if omni-directional) or
                // run a single pass if not

                for ( var face = 0; face < faceCount; face ++ ) {

                    if ( isPointLight ) {

                        _lookTarget.copy( shadowCamera.position );
                        _lookTarget.add( cubeDirections[ face ] );
                        shadowCamera.up.copy( cubeUps[ face ] );
                        shadowCamera.lookAt( _lookTarget );
                        shadowCamera.updateMatrixWorld();

                        var vpDimensions = cube2DViewPorts[ face ];
                        _state.viewport( vpDimensions );

                    }

                    // update camera matrices and frustum

                    _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
                    _frustum.setFromMatrix( _projScreenMatrix );

                    // set object matrices & frustum culling

                    renderObject( scene, camera, shadowCamera, isPointLight );

                }

            }

            scope.needsUpdate = false;

        };

        function getDepthMaterial( object, material, isPointLight, lightPositionWorld, shadowCameraNear, shadowCameraFar ) {

            var geometry = object.geometry;

            var result = null;

            var materialVariants = _depthMaterials;
            var customMaterial = object.customDepthMaterial;

            if ( isPointLight ) {

                materialVariants = _distanceMaterials;
                customMaterial = object.customDistanceMaterial;

            }

            if ( ! customMaterial ) {

                var useMorphing = false;

                if ( material.morphTargets ) {

                    if ( geometry && geometry.isBufferGeometry ) {

                        useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;

                    } else if ( geometry && geometry.isGeometry ) {

                        useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;

                    }

                }

                if ( object.isSkinnedMesh && material.skinning === false ) {

                    console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );

                }

                var useSkinning = object.isSkinnedMesh && material.skinning;

                var variantIndex = 0;

                if ( useMorphing ) variantIndex |= _MorphingFlag;
                if ( useSkinning ) variantIndex |= _SkinningFlag;

                result = materialVariants[ variantIndex ];

            } else {

                result = customMaterial;

            }

            if ( _renderer.localClippingEnabled &&
                    material.clipShadows === true &&
                    material.clippingPlanes.length !== 0 ) {

                // in this case we need a unique material instance reflecting the
                // appropriate state

                var keyA = result.uuid, keyB = material.uuid;

                var materialsForVariant = _materialCache[ keyA ];

                if ( materialsForVariant === undefined ) {

                    materialsForVariant = {};
                    _materialCache[ keyA ] = materialsForVariant;

                }

                var cachedMaterial = materialsForVariant[ keyB ];

                if ( cachedMaterial === undefined ) {

                    cachedMaterial = result.clone();
                    materialsForVariant[ keyB ] = cachedMaterial;

                }

                result = cachedMaterial;

            }

            result.visible = material.visible;
            result.wireframe = material.wireframe;

            result.side = ( material.shadowSide != null ) ? material.shadowSide : shadowSide[ material.side ];

            result.clipShadows = material.clipShadows;
            result.clippingPlanes = material.clippingPlanes;
            result.clipIntersection = material.clipIntersection;

            result.wireframeLinewidth = material.wireframeLinewidth;
            result.linewidth = material.linewidth;

            if ( isPointLight && result.isMeshDistanceMaterial ) {

                result.referencePosition.copy( lightPositionWorld );
                result.nearDistance = shadowCameraNear;
                result.farDistance = shadowCameraFar;

            }

            return result;

        }

        function renderObject( object, camera, shadowCamera, isPointLight ) {

            if ( object.visible === false ) return;

            var visible = object.layers.test( camera.layers );

            if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {

                if ( object.castShadow && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {

                    object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );

                    var geometry = _objects.update( object );
                    var material = object.material;

                    if ( Array.isArray( material ) ) {

                        var groups = geometry.groups;

                        for ( var k = 0, kl = groups.length; k < kl; k ++ ) {

                            var group = groups[ k ];
                            var groupMaterial = material[ group.materialIndex ];

                            if ( groupMaterial && groupMaterial.visible ) {

                                var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
                                _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );

                            }

                        }

                    } else if ( material.visible ) {

                        var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
                        _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );

                    }

                }

            }

            var children = object.children;

            for ( var i = 0, l = children.length; i < l; i ++ ) {

                renderObject( children[ i ], camera, shadowCamera, isPointLight );

            }

        }

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {

        Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );

        this.needsUpdate = true;

    }

    CanvasTexture.prototype = Object.create( Texture.prototype );
    CanvasTexture.prototype.constructor = CanvasTexture;
    CanvasTexture.prototype.isCanvasTexture = true;

    /**
     * @author mikael emtinger / http://gomo.se/
     * @author alteredq / http://alteredqualia.com/
     */

    function WebGLSpriteRenderer( renderer, gl, state, textures, capabilities ) {

        var vertexBuffer, elementBuffer;
        var program, attributes, uniforms;

        var texture;

        // decompose matrixWorld

        var spritePosition = new Vector3();
        var spriteRotation = new Quaternion();
        var spriteScale = new Vector3();

        function init() {

            var vertices = new Float32Array( [
                - 0.5, - 0.5, 0, 0,
                  0.5, - 0.5, 1, 0,
                  0.5, 0.5, 1, 1,
                - 0.5, 0.5, 0, 1
            ] );

            var faces = new Uint16Array( [
                0, 1, 2,
                0, 2, 3
            ] );

            vertexBuffer = gl.createBuffer();
            elementBuffer = gl.createBuffer();

            gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
            gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );

            gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
            gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );

            program = createProgram();

            attributes = {
                position: gl.getAttribLocation( program, 'position' ),
                uv: gl.getAttribLocation( program, 'uv' )
            };

            uniforms = {
                uvOffset: gl.getUniformLocation( program, 'uvOffset' ),
                uvScale: gl.getUniformLocation( program, 'uvScale' ),

                rotation: gl.getUniformLocation( program, 'rotation' ),
                center: gl.getUniformLocation( program, 'center' ),
                scale: gl.getUniformLocation( program, 'scale' ),

                color: gl.getUniformLocation( program, 'color' ),
                map: gl.getUniformLocation( program, 'map' ),
                opacity: gl.getUniformLocation( program, 'opacity' ),

                modelViewMatrix: gl.getUniformLocation( program, 'modelViewMatrix' ),
                projectionMatrix: gl.getUniformLocation( program, 'projectionMatrix' ),

                fogType: gl.getUniformLocation( program, 'fogType' ),
                fogDensity: gl.getUniformLocation( program, 'fogDensity' ),
                fogNear: gl.getUniformLocation( program, 'fogNear' ),
                fogFar: gl.getUniformLocation( program, 'fogFar' ),
                fogColor: gl.getUniformLocation( program, 'fogColor' ),
                fogDepth: gl.getUniformLocation( program, 'fogDepth' ),

                alphaTest: gl.getUniformLocation( program, 'alphaTest' )
            };

            var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
            canvas.width = 8;
            canvas.height = 8;

            var context = canvas.getContext( '2d' );
            context.fillStyle = 'white';
            context.fillRect( 0, 0, 8, 8 );

            texture = new CanvasTexture( canvas );

        }

        this.render = function ( sprites, scene, camera ) {

            if ( sprites.length === 0 ) return;

            // setup gl

            if ( program === undefined ) {

                init();

            }

            state.useProgram( program );

            state.initAttributes();
            state.enableAttribute( attributes.position );
            state.enableAttribute( attributes.uv );
            state.disableUnusedAttributes();

            state.disable( gl.CULL_FACE );
            state.enable( gl.BLEND );

            gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
            gl.vertexAttribPointer( attributes.position, 2, gl.FLOAT, false, 2 * 8, 0 );
            gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );

            gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );

            gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );

            state.activeTexture( gl.TEXTURE0 );
            gl.uniform1i( uniforms.map, 0 );

            var oldFogType = 0;
            var sceneFogType = 0;
            var fog = scene.fog;

            if ( fog ) {

                gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );

                if ( fog.isFog ) {

                    gl.uniform1f( uniforms.fogNear, fog.near );
                    gl.uniform1f( uniforms.fogFar, fog.far );

                    gl.uniform1i( uniforms.fogType, 1 );
                    oldFogType = 1;
                    sceneFogType = 1;

                } else if ( fog.isFogExp2 ) {

                    gl.uniform1f( uniforms.fogDensity, fog.density );

                    gl.uniform1i( uniforms.fogType, 2 );
                    oldFogType = 2;
                    sceneFogType = 2;

                }

            } else {

                gl.uniform1i( uniforms.fogType, 0 );
                oldFogType = 0;
                sceneFogType = 0;

            }


            // update positions and sort

            for ( var i = 0, l = sprites.length; i < l; i ++ ) {

                var sprite = sprites[ i ];

                sprite.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
                sprite.z = - sprite.modelViewMatrix.elements[ 14 ];

            }

            sprites.sort( painterSortStable );

            // render all sprites

            var scale = [];
            var center = [];

            for ( var i = 0, l = sprites.length; i < l; i ++ ) {

                var sprite = sprites[ i ];
                var material = sprite.material;

                if ( material.visible === false ) continue;

                sprite.onBeforeRender( renderer, scene, camera, undefined, material, undefined );

                gl.uniform1f( uniforms.alphaTest, material.alphaTest );
                gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite.modelViewMatrix.elements );

                sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale );

                scale[ 0 ] = spriteScale.x;
                scale[ 1 ] = spriteScale.y;

                center[ 0 ] = sprite.center.x - 0.5;
                center[ 1 ] = sprite.center.y - 0.5;

                var fogType = 0;

                if ( scene.fog && material.fog ) {

                    fogType = sceneFogType;

                }

                if ( oldFogType !== fogType ) {

                    gl.uniform1i( uniforms.fogType, fogType );
                    oldFogType = fogType;

                }

                if ( material.map !== null ) {

                    gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y );
                    gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y );

                } else {

                    gl.uniform2f( uniforms.uvOffset, 0, 0 );
                    gl.uniform2f( uniforms.uvScale, 1, 1 );

                }

                gl.uniform1f( uniforms.opacity, material.opacity );
                gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );

                gl.uniform1f( uniforms.rotation, material.rotation );
                gl.uniform2fv( uniforms.center, center );
                gl.uniform2fv( uniforms.scale, scale );

                state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
                state.buffers.depth.setTest( material.depthTest );
                state.buffers.depth.setMask( material.depthWrite );
                state.buffers.color.setMask( material.colorWrite );

                textures.setTexture2D( material.map || texture, 0 );

                gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );

                sprite.onAfterRender( renderer, scene, camera, undefined, material, undefined );

            }

            // restore gl

            state.enable( gl.CULL_FACE );

            state.reset();

        };

        function createProgram() {

            var program = gl.createProgram();

            var vertexShader = gl.createShader( gl.VERTEX_SHADER );
            var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );

            gl.shaderSource( vertexShader, [

                'precision ' + capabilities.precision + ' float;',

                '#define SHADER_NAME ' + 'SpriteMaterial',

                'uniform mat4 modelViewMatrix;',
                'uniform mat4 projectionMatrix;',
                'uniform float rotation;',
                'uniform vec2 center;',
                'uniform vec2 scale;',
                'uniform vec2 uvOffset;',
                'uniform vec2 uvScale;',

                'attribute vec2 position;',
                'attribute vec2 uv;',

                'varying vec2 vUV;',
                'varying float fogDepth;',

                'void main() {',

                '	vUV = uvOffset + uv * uvScale;',

                '	vec2 alignedPosition = ( position - center ) * scale;',

                '	vec2 rotatedPosition;',
                '	rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
                '	rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',

                '	vec4 mvPosition;',

                '	mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
                '	mvPosition.xy += rotatedPosition;',

                '	gl_Position = projectionMatrix * mvPosition;',

                '	fogDepth = - mvPosition.z;',

                '}'

            ].join( '\n' ) );

            gl.shaderSource( fragmentShader, [

                'precision ' + capabilities.precision + ' float;',

                '#define SHADER_NAME ' + 'SpriteMaterial',

                'uniform vec3 color;',
                'uniform sampler2D map;',
                'uniform float opacity;',

                'uniform int fogType;',
                'uniform vec3 fogColor;',
                'uniform float fogDensity;',
                'uniform float fogNear;',
                'uniform float fogFar;',
                'uniform float alphaTest;',

                'varying vec2 vUV;',
                'varying float fogDepth;',

                'void main() {',

                '	vec4 texture = texture2D( map, vUV );',

                '	gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',

                '	if ( gl_FragColor.a < alphaTest ) discard;',

                '	if ( fogType > 0 ) {',

                '		float fogFactor = 0.0;',

                '		if ( fogType == 1 ) {',

                '			fogFactor = smoothstep( fogNear, fogFar, fogDepth );',

                '		} else {',

                '			const float LOG2 = 1.442695;',
                '			fogFactor = exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 );',
                '			fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',

                '		}',

                '		gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );',

                '	}',

                '}'

            ].join( '\n' ) );

            gl.compileShader( vertexShader );
            gl.compileShader( fragmentShader );

            gl.attachShader( program, vertexShader );
            gl.attachShader( program, fragmentShader );

            gl.linkProgram( program );

            return program;

        }

        function painterSortStable( a, b ) {

            if ( a.renderOrder !== b.renderOrder ) {

                return a.renderOrder - b.renderOrder;

            } else if ( a.z !== b.z ) {

                return b.z - a.z;

            } else {

                return b.id - a.id;

            }

        }

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function WebGLState( gl, extensions, utils ) {

        function ColorBuffer() {

            var locked = false;

            var color = new Vector4();
            var currentColorMask = null;
            var currentColorClear = new Vector4( 0, 0, 0, 0 );

            return {

                setMask: function ( colorMask ) {

                    if ( currentColorMask !== colorMask && ! locked ) {

                        gl.colorMask( colorMask, colorMask, colorMask, colorMask );
                        currentColorMask = colorMask;

                    }

                },

                setLocked: function ( lock ) {

                    locked = lock;

                },

                setClear: function ( r, g, b, a, premultipliedAlpha ) {

                    if ( premultipliedAlpha === true ) {

                        r *= a; g *= a; b *= a;

                    }

                    color.set( r, g, b, a );

                    if ( currentColorClear.equals( color ) === false ) {

                        gl.clearColor( r, g, b, a );
                        currentColorClear.copy( color );

                    }

                },

                reset: function () {

                    locked = false;

                    currentColorMask = null;
                    currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state

                }

            };

        }

        function DepthBuffer() {

            var locked = false;

            var currentDepthMask = null;
            var currentDepthFunc = null;
            var currentDepthClear = null;

            return {

                setTest: function ( depthTest ) {

                    if ( depthTest ) {

                        enable( gl.DEPTH_TEST );

                    } else {

                        disable( gl.DEPTH_TEST );

                    }

                },

                setMask: function ( depthMask ) {

                    if ( currentDepthMask !== depthMask && ! locked ) {

                        gl.depthMask( depthMask );
                        currentDepthMask = depthMask;

                    }

                },

                setFunc: function ( depthFunc ) {

                    if ( currentDepthFunc !== depthFunc ) {

                        if ( depthFunc ) {

                            switch ( depthFunc ) {

                                case NeverDepth:

                                    gl.depthFunc( gl.NEVER );
                                    break;

                                case AlwaysDepth:

                                    gl.depthFunc( gl.ALWAYS );
                                    break;

                                case LessDepth:

                                    gl.depthFunc( gl.LESS );
                                    break;

                                case LessEqualDepth:

                                    gl.depthFunc( gl.LEQUAL );
                                    break;

                                case EqualDepth:

                                    gl.depthFunc( gl.EQUAL );
                                    break;

                                case GreaterEqualDepth:

                                    gl.depthFunc( gl.GEQUAL );
                                    break;

                                case GreaterDepth:

                                    gl.depthFunc( gl.GREATER );
                                    break;

                                case NotEqualDepth:

                                    gl.depthFunc( gl.NOTEQUAL );
                                    break;

                                default:

                                    gl.depthFunc( gl.LEQUAL );

                            }

                        } else {

                            gl.depthFunc( gl.LEQUAL );

                        }

                        currentDepthFunc = depthFunc;

                    }

                },

                setLocked: function ( lock ) {

                    locked = lock;

                },

                setClear: function ( depth ) {

                    if ( currentDepthClear !== depth ) {

                        gl.clearDepth( depth );
                        currentDepthClear = depth;

                    }

                },

                reset: function () {

                    locked = false;

                    currentDepthMask = null;
                    currentDepthFunc = null;
                    currentDepthClear = null;

                }

            };

        }

        function StencilBuffer() {

            var locked = false;

            var currentStencilMask = null;
            var currentStencilFunc = null;
            var currentStencilRef = null;
            var currentStencilFuncMask = null;
            var currentStencilFail = null;
            var currentStencilZFail = null;
            var currentStencilZPass = null;
            var currentStencilClear = null;

            return {

                setTest: function ( stencilTest ) {

                    if ( stencilTest ) {

                        enable( gl.STENCIL_TEST );

                    } else {

                        disable( gl.STENCIL_TEST );

                    }

                },

                setMask: function ( stencilMask ) {

                    if ( currentStencilMask !== stencilMask && ! locked ) {

                        gl.stencilMask( stencilMask );
                        currentStencilMask = stencilMask;

                    }

                },

                setFunc: function ( stencilFunc, stencilRef, stencilMask ) {

                    if ( currentStencilFunc !== stencilFunc ||
                         currentStencilRef 	!== stencilRef 	||
                         currentStencilFuncMask !== stencilMask ) {

                        gl.stencilFunc( stencilFunc, stencilRef, stencilMask );

                        currentStencilFunc = stencilFunc;
                        currentStencilRef = stencilRef;
                        currentStencilFuncMask = stencilMask;

                    }

                },

                setOp: function ( stencilFail, stencilZFail, stencilZPass ) {

                    if ( currentStencilFail	 !== stencilFail 	||
                         currentStencilZFail !== stencilZFail ||
                         currentStencilZPass !== stencilZPass ) {

                        gl.stencilOp( stencilFail, stencilZFail, stencilZPass );

                        currentStencilFail = stencilFail;
                        currentStencilZFail = stencilZFail;
                        currentStencilZPass = stencilZPass;

                    }

                },

                setLocked: function ( lock ) {

                    locked = lock;

                },

                setClear: function ( stencil ) {

                    if ( currentStencilClear !== stencil ) {

                        gl.clearStencil( stencil );
                        currentStencilClear = stencil;

                    }

                },

                reset: function () {

                    locked = false;

                    currentStencilMask = null;
                    currentStencilFunc = null;
                    currentStencilRef = null;
                    currentStencilFuncMask = null;
                    currentStencilFail = null;
                    currentStencilZFail = null;
                    currentStencilZPass = null;
                    currentStencilClear = null;

                }

            };

        }

        //

        var colorBuffer = new ColorBuffer();
        var depthBuffer = new DepthBuffer();
        var stencilBuffer = new StencilBuffer();

        var maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );
        var newAttributes = new Uint8Array( maxVertexAttributes );
        var enabledAttributes = new Uint8Array( maxVertexAttributes );
        var attributeDivisors = new Uint8Array( maxVertexAttributes );

        var capabilities = {};

        var compressedTextureFormats = null;

        var currentProgram = null;

        var currentBlending = null;
        var currentBlendEquation = null;
        var currentBlendSrc = null;
        var currentBlendDst = null;
        var currentBlendEquationAlpha = null;
        var currentBlendSrcAlpha = null;
        var currentBlendDstAlpha = null;
        var currentPremultipledAlpha = false;

        var currentFlipSided = null;
        var currentCullFace = null;

        var currentLineWidth = null;

        var currentPolygonOffsetFactor = null;
        var currentPolygonOffsetUnits = null;

        var maxTextures = gl.getParameter( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS );

        var lineWidthAvailable = false;
        var version = 0;
        var glVersion = gl.getParameter( gl.VERSION );

        if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {

            version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
            lineWidthAvailable = ( version >= 1.0 );

        } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {

            version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
            lineWidthAvailable = ( version >= 2.0 );

        }

        var currentTextureSlot = null;
        var currentBoundTextures = {};

        var currentScissor = new Vector4();
        var currentViewport = new Vector4();

        function createTexture( type, target, count ) {

            var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
            var texture = gl.createTexture();

            gl.bindTexture( type, texture );
            gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
            gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST );

            for ( var i = 0; i < count; i ++ ) {

                gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );

            }

            return texture;

        }

        var emptyTextures = {};
        emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 );
        emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 );

        // init

        colorBuffer.setClear( 0, 0, 0, 1 );
        depthBuffer.setClear( 1 );
        stencilBuffer.setClear( 0 );

        enable( gl.DEPTH_TEST );
        depthBuffer.setFunc( LessEqualDepth );

        setFlipSided( false );
        setCullFace( CullFaceBack );
        enable( gl.CULL_FACE );

        enable( gl.BLEND );
        setBlending( NormalBlending );

        //

        function initAttributes() {

            for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {

                newAttributes[ i ] = 0;

            }

        }

        function enableAttribute( attribute ) {

            enableAttributeAndDivisor( attribute, 0 );

        }

        function enableAttributeAndDivisor( attribute, meshPerAttribute ) {

            newAttributes[ attribute ] = 1;

            if ( enabledAttributes[ attribute ] === 0 ) {

                gl.enableVertexAttribArray( attribute );
                enabledAttributes[ attribute ] = 1;

            }

            if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {

                var extension = extensions.get( 'ANGLE_instanced_arrays' );

                extension.vertexAttribDivisorANGLE( attribute, meshPerAttribute );
                attributeDivisors[ attribute ] = meshPerAttribute;

            }

        }

        function disableUnusedAttributes() {

            for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {

                if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {

                    gl.disableVertexAttribArray( i );
                    enabledAttributes[ i ] = 0;

                }

            }

        }

        function enable( id ) {

            if ( capabilities[ id ] !== true ) {

                gl.enable( id );
                capabilities[ id ] = true;

            }

        }

        function disable( id ) {

            if ( capabilities[ id ] !== false ) {

                gl.disable( id );
                capabilities[ id ] = false;

            }

        }

        function getCompressedTextureFormats() {

            if ( compressedTextureFormats === null ) {

                compressedTextureFormats = [];

                if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
                     extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
                     extensions.get( 'WEBGL_compressed_texture_etc1' ) ||
                     extensions.get( 'WEBGL_compressed_texture_astc' ) ) {

                    var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS );

                    for ( var i = 0; i < formats.length; i ++ ) {

                        compressedTextureFormats.push( formats[ i ] );

                    }

                }

            }

            return compressedTextureFormats;

        }

        function useProgram( program ) {

            if ( currentProgram !== program ) {

                gl.useProgram( program );

                currentProgram = program;

                return true;

            }

            return false;

        }

        function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {

            if ( blending !== NoBlending ) {

                enable( gl.BLEND );

            } else {

                disable( gl.BLEND );

            }

            if ( blending !== CustomBlending ) {

                if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {

                    switch ( blending ) {

                        case AdditiveBlending:

                            if ( premultipliedAlpha ) {

                                gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
                                gl.blendFuncSeparate( gl.ONE, gl.ONE, gl.ONE, gl.ONE );

                            } else {

                                gl.blendEquation( gl.FUNC_ADD );
                                gl.blendFunc( gl.SRC_ALPHA, gl.ONE );

                            }
                            break;

                        case SubtractiveBlending:

                            if ( premultipliedAlpha ) {

                                gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
                                gl.blendFuncSeparate( gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA );

                            } else {

                                gl.blendEquation( gl.FUNC_ADD );
                                gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR );

                            }
                            break;

                        case MultiplyBlending:

                            if ( premultipliedAlpha ) {

                                gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
                                gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA );

                            } else {

                                gl.blendEquation( gl.FUNC_ADD );
                                gl.blendFunc( gl.ZERO, gl.SRC_COLOR );

                            }
                            break;

                        default:

                            if ( premultipliedAlpha ) {

                                gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
                                gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );

                            } else {

                                gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
                                gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );

                            }

                    }

                }

                currentBlendEquation = null;
                currentBlendSrc = null;
                currentBlendDst = null;
                currentBlendEquationAlpha = null;
                currentBlendSrcAlpha = null;
                currentBlendDstAlpha = null;

            } else {

                blendEquationAlpha = blendEquationAlpha || blendEquation;
                blendSrcAlpha = blendSrcAlpha || blendSrc;
                blendDstAlpha = blendDstAlpha || blendDst;

                if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {

                    gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) );

                    currentBlendEquation = blendEquation;
                    currentBlendEquationAlpha = blendEquationAlpha;

                }

                if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {

                    gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) );

                    currentBlendSrc = blendSrc;
                    currentBlendDst = blendDst;
                    currentBlendSrcAlpha = blendSrcAlpha;
                    currentBlendDstAlpha = blendDstAlpha;

                }

            }

            currentBlending = blending;
            currentPremultipledAlpha = premultipliedAlpha;

        }

        function setMaterial( material, frontFaceCW ) {

            material.side === DoubleSide
                ? disable( gl.CULL_FACE )
                : enable( gl.CULL_FACE );

            var flipSided = ( material.side === BackSide );
            if ( frontFaceCW ) flipSided = ! flipSided;

            setFlipSided( flipSided );

            ( material.blending === NormalBlending && material.transparent === false )
                ? setBlending( NoBlending )
                : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );

            depthBuffer.setFunc( material.depthFunc );
            depthBuffer.setTest( material.depthTest );
            depthBuffer.setMask( material.depthWrite );
            colorBuffer.setMask( material.colorWrite );

            setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

        }

        //

        function setFlipSided( flipSided ) {

            if ( currentFlipSided !== flipSided ) {

                if ( flipSided ) {

                    gl.frontFace( gl.CW );

                } else {

                    gl.frontFace( gl.CCW );

                }

                currentFlipSided = flipSided;

            }

        }

        function setCullFace( cullFace ) {

            if ( cullFace !== CullFaceNone ) {

                enable( gl.CULL_FACE );

                if ( cullFace !== currentCullFace ) {

                    if ( cullFace === CullFaceBack ) {

                        gl.cullFace( gl.BACK );

                    } else if ( cullFace === CullFaceFront ) {

                        gl.cullFace( gl.FRONT );

                    } else {

                        gl.cullFace( gl.FRONT_AND_BACK );

                    }

                }

            } else {

                disable( gl.CULL_FACE );

            }

            currentCullFace = cullFace;

        }

        function setLineWidth( width ) {

            if ( width !== currentLineWidth ) {

                if ( lineWidthAvailable ) gl.lineWidth( width );

                currentLineWidth = width;

            }

        }

        function setPolygonOffset( polygonOffset, factor, units ) {

            if ( polygonOffset ) {

                enable( gl.POLYGON_OFFSET_FILL );

                if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {

                    gl.polygonOffset( factor, units );

                    currentPolygonOffsetFactor = factor;
                    currentPolygonOffsetUnits = units;

                }

            } else {

                disable( gl.POLYGON_OFFSET_FILL );

            }

        }

        function setScissorTest( scissorTest ) {

            if ( scissorTest ) {

                enable( gl.SCISSOR_TEST );

            } else {

                disable( gl.SCISSOR_TEST );

            }

        }

        // texture

        function activeTexture( webglSlot ) {

            if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;

            if ( currentTextureSlot !== webglSlot ) {

                gl.activeTexture( webglSlot );
                currentTextureSlot = webglSlot;

            }

        }

        function bindTexture( webglType, webglTexture ) {

            if ( currentTextureSlot === null ) {

                activeTexture();

            }

            var boundTexture = currentBoundTextures[ currentTextureSlot ];

            if ( boundTexture === undefined ) {

                boundTexture = { type: undefined, texture: undefined };
                currentBoundTextures[ currentTextureSlot ] = boundTexture;

            }

            if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {

                gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );

                boundTexture.type = webglType;
                boundTexture.texture = webglTexture;

            }

        }

        function compressedTexImage2D() {

            try {

                gl.compressedTexImage2D.apply( gl, arguments );

            } catch ( error ) {

                console.error( 'THREE.WebGLState:', error );

            }

        }

        function texImage2D() {

            try {

                gl.texImage2D.apply( gl, arguments );

            } catch ( error ) {

                console.error( 'THREE.WebGLState:', error );

            }

        }

        //

        function scissor( scissor ) {

            if ( currentScissor.equals( scissor ) === false ) {

                gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
                currentScissor.copy( scissor );

            }

        }

        function viewport( viewport ) {

            if ( currentViewport.equals( viewport ) === false ) {

                gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
                currentViewport.copy( viewport );

            }

        }

        //

        function reset() {

            for ( var i = 0; i < enabledAttributes.length; i ++ ) {

                if ( enabledAttributes[ i ] === 1 ) {

                    gl.disableVertexAttribArray( i );
                    enabledAttributes[ i ] = 0;

                }

            }

            capabilities = {};

            compressedTextureFormats = null;

            currentTextureSlot = null;
            currentBoundTextures = {};

            currentProgram = null;

            currentBlending = null;

            currentFlipSided = null;
            currentCullFace = null;

            colorBuffer.reset();
            depthBuffer.reset();
            stencilBuffer.reset();

        }

        return {

            buffers: {
                color: colorBuffer,
                depth: depthBuffer,
                stencil: stencilBuffer
            },

            initAttributes: initAttributes,
            enableAttribute: enableAttribute,
            enableAttributeAndDivisor: enableAttributeAndDivisor,
            disableUnusedAttributes: disableUnusedAttributes,
            enable: enable,
            disable: disable,
            getCompressedTextureFormats: getCompressedTextureFormats,

            useProgram: useProgram,

            setBlending: setBlending,
            setMaterial: setMaterial,

            setFlipSided: setFlipSided,
            setCullFace: setCullFace,

            setLineWidth: setLineWidth,
            setPolygonOffset: setPolygonOffset,

            setScissorTest: setScissorTest,

            activeTexture: activeTexture,
            bindTexture: bindTexture,
            compressedTexImage2D: compressedTexImage2D,
            texImage2D: texImage2D,

            scissor: scissor,
            viewport: viewport,

            reset: reset

        };

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {

        var _isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && _gl instanceof WebGL2RenderingContext ); /* global WebGL2RenderingContext */
        var _videoTextures = {};
        var _canvas;

        //

        function clampToMaxSize( image, maxSize ) {

            if ( image.width > maxSize || image.height > maxSize ) {

                if ( 'data' in image ) {

                    console.warn( 'THREE.WebGLRenderer: image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
                    return;

                }

                // Warning: Scaling through the canvas will only work with images that use
                // premultiplied alpha.

                var scale = maxSize / Math.max( image.width, image.height );

                var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
                canvas.width = Math.floor( image.width * scale );
                canvas.height = Math.floor( image.height * scale );

                var context = canvas.getContext( '2d' );
                context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );

                console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );

                return canvas;

            }

            return image;

        }

        function isPowerOfTwo( image ) {

            return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );

        }

        function makePowerOfTwo( image ) {

            if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement || image instanceof ImageBitmap ) {

                if ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );

                _canvas.width = _Math.floorPowerOfTwo( image.width );
                _canvas.height = _Math.floorPowerOfTwo( image.height );

                var context = _canvas.getContext( '2d' );
                context.drawImage( image, 0, 0, _canvas.width, _canvas.height );

                console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + _canvas.width + 'x' + _canvas.height, image );

                return _canvas;

            }

            return image;

        }

        function textureNeedsPowerOfTwo( texture ) {

            return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
                ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );

        }

        function textureNeedsGenerateMipmaps( texture, isPowerOfTwo ) {

            return texture.generateMipmaps && isPowerOfTwo &&
                texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;

        }

        function generateMipmap( target, texture, width, height ) {

            _gl.generateMipmap( target );

            var textureProperties = properties.get( texture );

            // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
            textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;

        }

        // Fallback filters for non-power-of-2 textures

        function filterFallback( f ) {

            if ( f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter ) {

                return _gl.NEAREST;

            }

            return _gl.LINEAR;

        }

        //

        function onTextureDispose( event ) {

            var texture = event.target;

            texture.removeEventListener( 'dispose', onTextureDispose );

            deallocateTexture( texture );

            if ( texture.isVideoTexture ) {

                delete _videoTextures[ texture.id ];

            }

            info.memory.textures --;

        }

        function onRenderTargetDispose( event ) {

            var renderTarget = event.target;

            renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );

            deallocateRenderTarget( renderTarget );

            info.memory.textures --;

        }

        //

        function deallocateTexture( texture ) {

            var textureProperties = properties.get( texture );

            if ( texture.image && textureProperties.__image__webglTextureCube ) {

                // cube texture

                _gl.deleteTexture( textureProperties.__image__webglTextureCube );

            } else {

                // 2D texture

                if ( textureProperties.__webglInit === undefined ) return;

                _gl.deleteTexture( textureProperties.__webglTexture );

            }

            // remove all webgl properties
            properties.remove( texture );

        }

        function deallocateRenderTarget( renderTarget ) {

            var renderTargetProperties = properties.get( renderTarget );
            var textureProperties = properties.get( renderTarget.texture );

            if ( ! renderTarget ) return;

            if ( textureProperties.__webglTexture !== undefined ) {

                _gl.deleteTexture( textureProperties.__webglTexture );

            }

            if ( renderTarget.depthTexture ) {

                renderTarget.depthTexture.dispose();

            }

            if ( renderTarget.isWebGLRenderTargetCube ) {

                for ( var i = 0; i < 6; i ++ ) {

                    _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
                    if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );

                }

            } else {

                _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
                if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );

            }

            properties.remove( renderTarget.texture );
            properties.remove( renderTarget );

        }

        //



        function setTexture2D( texture, slot ) {

            var textureProperties = properties.get( texture );

            if ( texture.isVideoTexture ) updateVideoTexture( texture );

            if ( texture.version > 0 && textureProperties.__version !== texture.version ) {

                var image = texture.image;

                if ( image === undefined ) {

                    console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );

                } else if ( image.complete === false ) {

                    console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );

                } else {

                    uploadTexture( textureProperties, texture, slot );
                    return;

                }

            }

            state.activeTexture( _gl.TEXTURE0 + slot );
            state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );

        }

        function setTextureCube( texture, slot ) {

            var textureProperties = properties.get( texture );

            if ( texture.image.length === 6 ) {

                if ( texture.version > 0 && textureProperties.__version !== texture.version ) {

                    if ( ! textureProperties.__image__webglTextureCube ) {

                        texture.addEventListener( 'dispose', onTextureDispose );

                        textureProperties.__image__webglTextureCube = _gl.createTexture();

                        info.memory.textures ++;

                    }

                    state.activeTexture( _gl.TEXTURE0 + slot );
                    state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );

                    _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );

                    var isCompressed = ( texture && texture.isCompressedTexture );
                    var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );

                    var cubeImage = [];

                    for ( var i = 0; i < 6; i ++ ) {

                        if ( ! isCompressed && ! isDataTexture ) {

                            cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );

                        } else {

                            cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];

                        }

                    }

                    var image = cubeImage[ 0 ],
                        isPowerOfTwoImage = isPowerOfTwo( image ),
                        glFormat = utils.convert( texture.format ),
                        glType = utils.convert( texture.type );

                    setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage );

                    for ( var i = 0; i < 6; i ++ ) {

                        if ( ! isCompressed ) {

                            if ( isDataTexture ) {

                                state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );

                            } else {

                                state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );

                            }

                        } else {

                            var mipmap, mipmaps = cubeImage[ i ].mipmaps;

                            for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {

                                mipmap = mipmaps[ j ];

                                if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {

                                    if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {

                                        state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );

                                    } else {

                                        console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );

                                    }

                                } else {

                                    state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );

                                }

                            }

                        }

                    }

                    if ( ! isCompressed ) {

                        textureProperties.__maxMipLevel = 0;

                    } else {

                        textureProperties.__maxMipLevel = mipmaps.length - 1;

                    }

                    if ( textureNeedsGenerateMipmaps( texture, isPowerOfTwoImage ) ) {

                        // We assume images for cube map have the same size.
                        generateMipmap( _gl.TEXTURE_CUBE_MAP, texture, image.width, image.height );

                    }

                    textureProperties.__version = texture.version;

                    if ( texture.onUpdate ) texture.onUpdate( texture );

                } else {

                    state.activeTexture( _gl.TEXTURE0 + slot );
                    state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );

                }

            }

        }

        function setTextureCubeDynamic( texture, slot ) {

            state.activeTexture( _gl.TEXTURE0 + slot );
            state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );

        }

        function setTextureParameters( textureType, texture, isPowerOfTwoImage ) {

            var extension;

            if ( isPowerOfTwoImage ) {

                _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, utils.convert( texture.wrapS ) );
                _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, utils.convert( texture.wrapT ) );

                _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, utils.convert( texture.magFilter ) );
                _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, utils.convert( texture.minFilter ) );

            } else {

                _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
                _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );

                if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {

                    console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture );

                }

                _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
                _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );

                if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {

                    console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture );

                }

            }

            extension = extensions.get( 'EXT_texture_filter_anisotropic' );

            if ( extension ) {

                if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
                if ( texture.type === HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return;

                if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {

                    _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
                    properties.get( texture ).__currentAnisotropy = texture.anisotropy;

                }

            }

        }

        function uploadTexture( textureProperties, texture, slot ) {

            if ( textureProperties.__webglInit === undefined ) {

                textureProperties.__webglInit = true;

                texture.addEventListener( 'dispose', onTextureDispose );

                textureProperties.__webglTexture = _gl.createTexture();

                info.memory.textures ++;

            }

            state.activeTexture( _gl.TEXTURE0 + slot );
            state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );

            _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
            _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
            _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );

            var image = clampToMaxSize( texture.image, capabilities.maxTextureSize );

            if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) {

                image = makePowerOfTwo( image );

            }

            var isPowerOfTwoImage = isPowerOfTwo( image ),
                glFormat = utils.convert( texture.format ),
                glType = utils.convert( texture.type );

            setTextureParameters( _gl.TEXTURE_2D, texture, isPowerOfTwoImage );

            var mipmap, mipmaps = texture.mipmaps;

            if ( texture.isDepthTexture ) {

                // populate depth texture with dummy data

                var internalFormat = _gl.DEPTH_COMPONENT;

                if ( texture.type === FloatType ) {

                    if ( ! _isWebGL2 ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' );
                    internalFormat = _gl.DEPTH_COMPONENT32F;

                } else if ( _isWebGL2 ) {

                    // WebGL 2.0 requires signed internalformat for glTexImage2D
                    internalFormat = _gl.DEPTH_COMPONENT16;

                }

                if ( texture.format === DepthFormat && internalFormat === _gl.DEPTH_COMPONENT ) {

                    // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
                    // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
                    // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
                    if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {

                        console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );

                        texture.type = UnsignedShortType;
                        glType = utils.convert( texture.type );

                    }

                }

                // Depth stencil textures need the DEPTH_STENCIL internal format
                // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
                if ( texture.format === DepthStencilFormat ) {

                    internalFormat = _gl.DEPTH_STENCIL;

                    // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
                    // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
                    // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
                    if ( texture.type !== UnsignedInt248Type ) {

                        console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );

                        texture.type = UnsignedInt248Type;
                        glType = utils.convert( texture.type );

                    }

                }

                state.texImage2D( _gl.TEXTURE_2D, 0, internalFormat, image.width, image.height, 0, glFormat, glType, null );

            } else if ( texture.isDataTexture ) {

                // use manually created mipmaps if available
                // if there are no manual mipmaps
                // set 0 level mipmap and then use GL to generate other mipmap levels

                if ( mipmaps.length > 0 && isPowerOfTwoImage ) {

                    for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {

                        mipmap = mipmaps[ i ];
                        state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );

                    }

                    texture.generateMipmaps = false;
                    textureProperties.__maxMipLevel = mipmaps.length - 1;

                } else {

                    state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
                    textureProperties.__maxMipLevel = 0;

                }

            } else if ( texture.isCompressedTexture ) {

                for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {

                    mipmap = mipmaps[ i ];

                    if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {

                        if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {

                            state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );

                        } else {

                            console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );

                        }

                    } else {

                        state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );

                    }

                }

                textureProperties.__maxMipLevel = mipmaps.length - 1;

            } else {

                // regular Texture (image, video, canvas)

                // use manually created mipmaps if available
                // if there are no manual mipmaps
                // set 0 level mipmap and then use GL to generate other mipmap levels

                if ( mipmaps.length > 0 && isPowerOfTwoImage ) {

                    for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {

                        mipmap = mipmaps[ i ];
                        state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );

                    }

                    texture.generateMipmaps = false;
                    textureProperties.__maxMipLevel = mipmaps.length - 1;

                } else {

                    state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, image );
                    textureProperties.__maxMipLevel = 0;

                }

            }

            if ( textureNeedsGenerateMipmaps( texture, isPowerOfTwoImage ) ) {

                generateMipmap( _gl.TEXTURE_2D, texture, image.width, image.height );

            }

            textureProperties.__version = texture.version;

            if ( texture.onUpdate ) texture.onUpdate( texture );

        }

        // Render targets

        // Setup storage for target texture and bind it to correct framebuffer
        function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {

            var glFormat = utils.convert( renderTarget.texture.format );
            var glType = utils.convert( renderTarget.texture.type );
            state.texImage2D( textureTarget, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
            _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
            _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
            _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );

        }

        // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
        function setupRenderBufferStorage( renderbuffer, renderTarget ) {

            _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );

            if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {

                _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
                _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );

            } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {

                _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
                _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );

            } else {

                // FIXME: We don't support !depth !stencil
                _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );

            }

            _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );

        }

        // Setup resources for a Depth Texture for a FBO (needs an extension)
        function setupDepthTexture( framebuffer, renderTarget ) {

            var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
            if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );

            _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );

            if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {

                throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );

            }

            // upload an empty depth texture with framebuffer size
            if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
                    renderTarget.depthTexture.image.width !== renderTarget.width ||
                    renderTarget.depthTexture.image.height !== renderTarget.height ) {

                renderTarget.depthTexture.image.width = renderTarget.width;
                renderTarget.depthTexture.image.height = renderTarget.height;
                renderTarget.depthTexture.needsUpdate = true;

            }

            setTexture2D( renderTarget.depthTexture, 0 );

            var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;

            if ( renderTarget.depthTexture.format === DepthFormat ) {

                _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );

            } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {

                _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );

            } else {

                throw new Error( 'Unknown depthTexture format' );

            }

        }

        // Setup GL resources for a non-texture depth buffer
        function setupDepthRenderbuffer( renderTarget ) {

            var renderTargetProperties = properties.get( renderTarget );

            var isCube = ( renderTarget.isWebGLRenderTargetCube === true );

            if ( renderTarget.depthTexture ) {

                if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );

                setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );

            } else {

                if ( isCube ) {

                    renderTargetProperties.__webglDepthbuffer = [];

                    for ( var i = 0; i < 6; i ++ ) {

                        _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );
                        renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
                        setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );

                    }

                } else {

                    _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
                    renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
                    setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );

                }

            }

            _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );

        }

        // Set up GL resources for the render target
        function setupRenderTarget( renderTarget ) {

            var renderTargetProperties = properties.get( renderTarget );
            var textureProperties = properties.get( renderTarget.texture );

            renderTarget.addEventListener( 'dispose', onRenderTargetDispose );

            textureProperties.__webglTexture = _gl.createTexture();

            info.memory.textures ++;

            var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
            var isTargetPowerOfTwo = isPowerOfTwo( renderTarget );

            // Setup framebuffer

            if ( isCube ) {

                renderTargetProperties.__webglFramebuffer = [];

                for ( var i = 0; i < 6; i ++ ) {

                    renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();

                }

            } else {

                renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();

            }

            // Setup color buffer

            if ( isCube ) {

                state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
                setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo );

                for ( var i = 0; i < 6; i ++ ) {

                    setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );

                }

                if ( textureNeedsGenerateMipmaps( renderTarget.texture, isTargetPowerOfTwo ) ) {

                    generateMipmap( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, renderTarget.width, renderTarget.height );

                }

                state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );

            } else {

                state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
                setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo );
                setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D );

                if ( textureNeedsGenerateMipmaps( renderTarget.texture, isTargetPowerOfTwo ) ) {

                    generateMipmap( _gl.TEXTURE_2D, renderTarget.texture, renderTarget.width, renderTarget.height );

                }

                state.bindTexture( _gl.TEXTURE_2D, null );

            }

            // Setup depth and stencil buffers

            if ( renderTarget.depthBuffer ) {

                setupDepthRenderbuffer( renderTarget );

            }

        }

        function updateRenderTargetMipmap( renderTarget ) {

            var texture = renderTarget.texture;
            var isTargetPowerOfTwo = isPowerOfTwo( renderTarget );

            if ( textureNeedsGenerateMipmaps( texture, isTargetPowerOfTwo ) ) {

                var target = renderTarget.isWebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
                var webglTexture = properties.get( texture ).__webglTexture;

                state.bindTexture( target, webglTexture );
                generateMipmap( target, texture, renderTarget.width, renderTarget.height );
                state.bindTexture( target, null );

            }

        }

        function updateVideoTexture( texture ) {

            var id = texture.id;
            var frame = info.render.frame;

            // Check the last frame we updated the VideoTexture

            if ( _videoTextures[ id ] !== frame ) {

                _videoTextures[ id ] = frame;
                texture.update();

            }

        }

        this.setTexture2D = setTexture2D;
        this.setTextureCube = setTextureCube;
        this.setTextureCubeDynamic = setTextureCubeDynamic;
        this.setupRenderTarget = setupRenderTarget;
        this.updateRenderTargetMipmap = updateRenderTargetMipmap;

    }

    /**
     * @author thespite / http://www.twitter.com/thespite
     */

    function WebGLUtils( gl, extensions ) {

        function convert( p ) {

            var extension;

            if ( p === RepeatWrapping ) return gl.REPEAT;
            if ( p === ClampToEdgeWrapping ) return gl.CLAMP_TO_EDGE;
            if ( p === MirroredRepeatWrapping ) return gl.MIRRORED_REPEAT;

            if ( p === NearestFilter ) return gl.NEAREST;
            if ( p === NearestMipMapNearestFilter ) return gl.NEAREST_MIPMAP_NEAREST;
            if ( p === NearestMipMapLinearFilter ) return gl.NEAREST_MIPMAP_LINEAR;

            if ( p === LinearFilter ) return gl.LINEAR;
            if ( p === LinearMipMapNearestFilter ) return gl.LINEAR_MIPMAP_NEAREST;
            if ( p === LinearMipMapLinearFilter ) return gl.LINEAR_MIPMAP_LINEAR;

            if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE;
            if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4;
            if ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1;
            if ( p === UnsignedShort565Type ) return gl.UNSIGNED_SHORT_5_6_5;

            if ( p === ByteType ) return gl.BYTE;
            if ( p === ShortType ) return gl.SHORT;
            if ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT;
            if ( p === IntType ) return gl.INT;
            if ( p === UnsignedIntType ) return gl.UNSIGNED_INT;
            if ( p === FloatType ) return gl.FLOAT;

            if ( p === HalfFloatType ) {

                extension = extensions.get( 'OES_texture_half_float' );

                if ( extension !== null ) return extension.HALF_FLOAT_OES;

            }

            if ( p === AlphaFormat ) return gl.ALPHA;
            if ( p === RGBFormat ) return gl.RGB;
            if ( p === RGBAFormat ) return gl.RGBA;
            if ( p === LuminanceFormat ) return gl.LUMINANCE;
            if ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA;
            if ( p === DepthFormat ) return gl.DEPTH_COMPONENT;
            if ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL;

            if ( p === AddEquation ) return gl.FUNC_ADD;
            if ( p === SubtractEquation ) return gl.FUNC_SUBTRACT;
            if ( p === ReverseSubtractEquation ) return gl.FUNC_REVERSE_SUBTRACT;

            if ( p === ZeroFactor ) return gl.ZERO;
            if ( p === OneFactor ) return gl.ONE;
            if ( p === SrcColorFactor ) return gl.SRC_COLOR;
            if ( p === OneMinusSrcColorFactor ) return gl.ONE_MINUS_SRC_COLOR;
            if ( p === SrcAlphaFactor ) return gl.SRC_ALPHA;
            if ( p === OneMinusSrcAlphaFactor ) return gl.ONE_MINUS_SRC_ALPHA;
            if ( p === DstAlphaFactor ) return gl.DST_ALPHA;
            if ( p === OneMinusDstAlphaFactor ) return gl.ONE_MINUS_DST_ALPHA;

            if ( p === DstColorFactor ) return gl.DST_COLOR;
            if ( p === OneMinusDstColorFactor ) return gl.ONE_MINUS_DST_COLOR;
            if ( p === SrcAlphaSaturateFactor ) return gl.SRC_ALPHA_SATURATE;

            if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
                p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {

                extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );

                if ( extension !== null ) {

                    if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
                    if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
                    if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
                    if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;

                }

            }

            if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
                p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {

                extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );

                if ( extension !== null ) {

                    if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
                    if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
                    if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
                    if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;

                }

            }

            if ( p === RGB_ETC1_Format ) {

                extension = extensions.get( 'WEBGL_compressed_texture_etc1' );

                if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;

            }

            if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
                p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
                p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
                p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
                p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {

                extension = extensions.get( 'WEBGL_compressed_texture_astc' );

                if ( extension !== null ) {

                    return p;

                }

            }

            if ( p === MinEquation || p === MaxEquation ) {

                extension = extensions.get( 'EXT_blend_minmax' );

                if ( extension !== null ) {

                    if ( p === MinEquation ) return extension.MIN_EXT;
                    if ( p === MaxEquation ) return extension.MAX_EXT;

                }

            }

            if ( p === UnsignedInt248Type ) {

                extension = extensions.get( 'WEBGL_depth_texture' );

                if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;

            }

            return 0;

        }

        return { convert: convert };

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function Group() {

        Object3D.call( this );

        this.type = 'Group';

    }

    Group.prototype = Object.assign( Object.create( Object3D.prototype ), {

        constructor: Group,

        isGroup: true

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author greggman / http://games.greggman.com/
     * @author zz85 / http://www.lab4games.net/zz85/blog
     * @author tschw
     */

    function PerspectiveCamera( fov, aspect, near, far ) {

        Camera.call( this );

        this.type = 'PerspectiveCamera';

        this.fov = fov !== undefined ? fov : 50;
        this.zoom = 1;

        this.near = near !== undefined ? near : 0.1;
        this.far = far !== undefined ? far : 2000;
        this.focus = 10;

        this.aspect = aspect !== undefined ? aspect : 1;
        this.view = null;

        this.filmGauge = 35;	// width of the film (default in millimeters)
        this.filmOffset = 0;	// horizontal film offset (same unit as gauge)

        this.updateProjectionMatrix();

    }

    PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {

        constructor: PerspectiveCamera,

        isPerspectiveCamera: true,

        copy: function ( source, recursive ) {

            Camera.prototype.copy.call( this, source, recursive );

            this.fov = source.fov;
            this.zoom = source.zoom;

            this.near = source.near;
            this.far = source.far;
            this.focus = source.focus;

            this.aspect = source.aspect;
            this.view = source.view === null ? null : Object.assign( {}, source.view );

            this.filmGauge = source.filmGauge;
            this.filmOffset = source.filmOffset;

            return this;

        },

        /**
         * Sets the FOV by focal length in respect to the current .filmGauge.
         *
         * The default film gauge is 35, so that the focal length can be specified for
         * a 35mm (full frame) camera.
         *
         * Values for focal length and film gauge must have the same unit.
         */
        setFocalLength: function ( focalLength ) {

            // see http://www.bobatkins.com/photography/technical/field_of_view.html
            var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;

            this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
            this.updateProjectionMatrix();

        },

        /**
         * Calculates the focal length from the current .fov and .filmGauge.
         */
        getFocalLength: function () {

            var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );

            return 0.5 * this.getFilmHeight() / vExtentSlope;

        },

        getEffectiveFOV: function () {

            return _Math.RAD2DEG * 2 * Math.atan(
                Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );

        },

        getFilmWidth: function () {

            // film not completely covered in portrait format (aspect < 1)
            return this.filmGauge * Math.min( this.aspect, 1 );

        },

        getFilmHeight: function () {

            // film not completely covered in landscape format (aspect > 1)
            return this.filmGauge / Math.max( this.aspect, 1 );

        },

        /**
         * Sets an offset in a larger frustum. This is useful for multi-window or
         * multi-monitor/multi-machine setups.
         *
         * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
         * the monitors are in grid like this
         *
         *   +---+---+---+
         *   | A | B | C |
         *   +---+---+---+
         *   | D | E | F |
         *   +---+---+---+
         *
         * then for each monitor you would call it like this
         *
         *   var w = 1920;
         *   var h = 1080;
         *   var fullWidth = w * 3;
         *   var fullHeight = h * 2;
         *
         *   --A--
         *   camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
         *   --B--
         *   camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
         *   --C--
         *   camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
         *   --D--
         *   camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
         *   --E--
         *   camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
         *   --F--
         *   camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
         *
         *   Note there is no reason monitors have to be the same size or in a grid.
         */
        setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {

            this.aspect = fullWidth / fullHeight;

            if ( this.view === null ) {

                this.view = {
                    enabled: true,
                    fullWidth: 1,
                    fullHeight: 1,
                    offsetX: 0,
                    offsetY: 0,
                    width: 1,
                    height: 1
                };

            }

            this.view.enabled = true;
            this.view.fullWidth = fullWidth;
            this.view.fullHeight = fullHeight;
            this.view.offsetX = x;
            this.view.offsetY = y;
            this.view.width = width;
            this.view.height = height;

            this.updateProjectionMatrix();

        },

        clearViewOffset: function () {

            if ( this.view !== null ) {

                this.view.enabled = false;

            }

            this.updateProjectionMatrix();

        },

        updateProjectionMatrix: function () {

            var near = this.near,
                top = near * Math.tan(
                    _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
                height = 2 * top,
                width = this.aspect * height,
                left = - 0.5 * width,
                view = this.view;

            if ( this.view !== null && this.view.enabled ) {

                var fullWidth = view.fullWidth,
                    fullHeight = view.fullHeight;

                left += view.offsetX * width / fullWidth;
                top -= view.offsetY * height / fullHeight;
                width *= view.width / fullWidth;
                height *= view.height / fullHeight;

            }

            var skew = this.filmOffset;
            if ( skew !== 0 ) left += near * skew / this.getFilmWidth();

            this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );

        },

        toJSON: function ( meta ) {

            var data = Object3D.prototype.toJSON.call( this, meta );

            data.object.fov = this.fov;
            data.object.zoom = this.zoom;

            data.object.near = this.near;
            data.object.far = this.far;
            data.object.focus = this.focus;

            data.object.aspect = this.aspect;

            if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );

            data.object.filmGauge = this.filmGauge;
            data.object.filmOffset = this.filmOffset;

            return data;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function ArrayCamera( array ) {

        PerspectiveCamera.call( this );

        this.cameras = array || [];

    }

    ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {

        constructor: ArrayCamera,

        isArrayCamera: true

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function WebVRManager( renderer ) {

        var scope = this;

        var device = null;
        var frameData = null;

        var poseTarget = null;

        var controllers = [];
        var standingMatrix = new Matrix4();
        var standingMatrixInverse = new Matrix4();

        if ( typeof window !== 'undefined' && 'VRFrameData' in window ) {

            frameData = new window.VRFrameData();
            window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );

        }

        var matrixWorldInverse = new Matrix4();
        var tempQuaternion = new Quaternion();
        var tempPosition = new Vector3();

        var cameraL = new PerspectiveCamera();
        cameraL.bounds = new Vector4( 0.0, 0.0, 0.5, 1.0 );
        cameraL.layers.enable( 1 );

        var cameraR = new PerspectiveCamera();
        cameraR.bounds = new Vector4( 0.5, 0.0, 0.5, 1.0 );
        cameraR.layers.enable( 2 );

        var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
        cameraVR.layers.enable( 1 );
        cameraVR.layers.enable( 2 );

        //

        function isPresenting() {

            return device !== null && device.isPresenting === true;

        }

        var currentSize, currentPixelRatio;

        function onVRDisplayPresentChange() {

            if ( isPresenting() ) {

                var eyeParameters = device.getEyeParameters( 'left' );
                var renderWidth = eyeParameters.renderWidth;
                var renderHeight = eyeParameters.renderHeight;

                currentPixelRatio = renderer.getPixelRatio();
                currentSize = renderer.getSize();

                renderer.setDrawingBufferSize( renderWidth * 2, renderHeight, 1 );

                animation.start();

            } else if ( scope.enabled ) {

                renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );

                animation.stop();

            }

        }

        //

        var isTriggerPressed = false;

        function findGamepad( id ) {

            var gamepads = navigator.getGamepads && navigator.getGamepads();

            for ( var i = 0, j = 0, l = gamepads.length; i < l; i ++ ) {

                var gamepad = gamepads[ i ];

                if ( gamepad && ( gamepad.id === 'Daydream Controller' ||
                    gamepad.id === 'Gear VR Controller' || gamepad.id === 'Oculus Go Controller' ||
                    gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith( 'Oculus Touch' ) ||
                    gamepad.id.startsWith( 'Spatial Controller' ) ) ) {

                    if ( j === id ) return gamepad;

                    j ++;

                }

            }

        }

        function updateControllers() {

            for ( var i = 0; i < controllers.length; i ++ ) {

                var controller = controllers[ i ];

                var gamepad = findGamepad( i );

                if ( gamepad !== undefined && gamepad.pose !== undefined ) {

                    if ( gamepad.pose === null ) return;

                    //  Pose

                    var pose = gamepad.pose;

                    if ( pose.hasPosition === false ) controller.position.set( 0.2, - 0.6, - 0.05 );

                    if ( pose.position !== null ) controller.position.fromArray( pose.position );
                    if ( pose.orientation !== null ) controller.quaternion.fromArray( pose.orientation );
                    controller.matrix.compose( controller.position, controller.quaternion, controller.scale );
                    controller.matrix.premultiply( standingMatrix );
                    controller.matrix.decompose( controller.position, controller.quaternion, controller.scale );
                    controller.matrixWorldNeedsUpdate = true;
                    controller.visible = true;

                    //  Trigger

                    var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;

                    if ( isTriggerPressed !== gamepad.buttons[ buttonId ].pressed ) {

                        isTriggerPressed = gamepad.buttons[ buttonId ].pressed;

                        if ( isTriggerPressed ) {

                            controller.dispatchEvent( { type: 'selectstart' } );

                        } else {

                            controller.dispatchEvent( { type: 'selectend' } );
                            controller.dispatchEvent( { type: 'select' } );

                        }

                    }

                } else {

                    controller.visible = false;

                }

            }

        }

        //

        this.enabled = false;
        this.userHeight = 1.6;

        this.getController = function ( id ) {

            var controller = controllers[ id ];

            if ( controller === undefined ) {

                controller = new Group();
                controller.matrixAutoUpdate = false;
                controller.visible = false;

                controllers[ id ] = controller;

            }

            return controller;

        };

        this.getDevice = function () {

            return device;

        };

        this.setDevice = function ( value ) {

            if ( value !== undefined ) device = value;

            animation.setContext( value );

        };

        this.setPoseTarget = function ( object ) {

            if ( object !== undefined ) poseTarget = object;

        };

        this.getCamera = function ( camera ) {

            if ( device === null ) {

                camera.position.set( 0, scope.userHeight, 0 );
                return camera;

            }

            device.depthNear = camera.near;
            device.depthFar = camera.far;

            device.getFrameData( frameData );

            //

            var stageParameters = device.stageParameters;

            if ( stageParameters ) {

                standingMatrix.fromArray( stageParameters.sittingToStandingTransform );

            } else {

                standingMatrix.makeTranslation( 0, scope.userHeight, 0 );

            }


            var pose = frameData.pose;
            var poseObject = poseTarget !== null ? poseTarget : camera;

            // We want to manipulate poseObject by its position and quaternion components since users may rely on them.
            poseObject.matrix.copy( standingMatrix );
            poseObject.matrix.decompose( poseObject.position, poseObject.quaternion, poseObject.scale );

            if ( pose.orientation !== null ) {

                tempQuaternion.fromArray( pose.orientation );
                poseObject.quaternion.multiply( tempQuaternion );

            }

            if ( pose.position !== null ) {

                tempQuaternion.setFromRotationMatrix( standingMatrix );
                tempPosition.fromArray( pose.position );
                tempPosition.applyQuaternion( tempQuaternion );
                poseObject.position.add( tempPosition );

            }

            poseObject.updateMatrixWorld();

            if ( device.isPresenting === false ) return camera;

            //

            cameraL.near = camera.near;
            cameraR.near = camera.near;

            cameraL.far = camera.far;
            cameraR.far = camera.far;

            cameraVR.matrixWorld.copy( camera.matrixWorld );
            cameraVR.matrixWorldInverse.copy( camera.matrixWorldInverse );

            cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );
            cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );

            // TODO (mrdoob) Double check this code

            standingMatrixInverse.getInverse( standingMatrix );

            cameraL.matrixWorldInverse.multiply( standingMatrixInverse );
            cameraR.matrixWorldInverse.multiply( standingMatrixInverse );

            var parent = poseObject.parent;

            if ( parent !== null ) {

                matrixWorldInverse.getInverse( parent.matrixWorld );

                cameraL.matrixWorldInverse.multiply( matrixWorldInverse );
                cameraR.matrixWorldInverse.multiply( matrixWorldInverse );

            }

            // envMap and Mirror needs camera.matrixWorld

            cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );
            cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );

            cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );
            cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );

            // HACK (mrdoob)
            // https://github.com/w3c/webvr/issues/203

            cameraVR.projectionMatrix.copy( cameraL.projectionMatrix );

            //

            var layers = device.getLayers();

            if ( layers.length ) {

                var layer = layers[ 0 ];

                if ( layer.leftBounds !== null && layer.leftBounds.length === 4 ) {

                    cameraL.bounds.fromArray( layer.leftBounds );

                }

                if ( layer.rightBounds !== null && layer.rightBounds.length === 4 ) {

                    cameraR.bounds.fromArray( layer.rightBounds );

                }

            }

            updateControllers();

            return cameraVR;

        };

        this.getStandingMatrix = function () {

            return standingMatrix;

        };

        this.isPresenting = isPresenting;

        // Animation Loop

        var animation = new WebGLAnimation();

        this.setAnimationLoop = function ( callback ) {

            animation.setAnimationLoop( callback );

        };

        this.submitFrame = function () {

            if ( isPresenting() ) device.submitFrame();

        };

        this.dispose = function () {

            if ( typeof window !== 'undefined' ) {

                window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );

            }

        };

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function WebXRManager( renderer ) {

        var gl = renderer.context;

        var device = null;
        var session = null;

        var frameOfRef = null;

        var pose = null;

        var controllers = [];
        var inputSources = [];

        function isPresenting() {

            return session !== null && frameOfRef !== null;


        }

        //

        var cameraL = new PerspectiveCamera();
        cameraL.layers.enable( 1 );
        cameraL.viewport = new Vector4();

        var cameraR = new PerspectiveCamera();
        cameraR.layers.enable( 2 );
        cameraR.viewport = new Vector4();

        var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
        cameraVR.layers.enable( 1 );
        cameraVR.layers.enable( 2 );

        //

        this.enabled = false;

        this.getController = function ( id ) {

            var controller = controllers[ id ];

            if ( controller === undefined ) {

                controller = new Group();
                controller.matrixAutoUpdate = false;
                controller.visible = false;

                controllers[ id ] = controller;

            }

            return controller;

        };

        this.getDevice = function () {

            return device;

        };

        this.setDevice = function ( value ) {

            if ( value !== undefined ) device = value;

            gl.setCompatibleXRDevice( value );

        };

        //

        function onSessionEvent( event ) {

            var controller = controllers[ inputSources.indexOf( event.inputSource ) ];
            if ( controller ) controller.dispatchEvent( { type: event.type } );

        }

        function onSessionEnd() {

            renderer.setFramebuffer( null );
            animation.stop();

        }

        this.setSession = function ( value, options ) {

            session = value;

            if ( session !== null ) {

                session.addEventListener( 'select', onSessionEvent );
                session.addEventListener( 'selectstart', onSessionEvent );
                session.addEventListener( 'selectend', onSessionEvent );
                session.addEventListener( 'end', onSessionEnd );

                session.baseLayer = new XRWebGLLayer( session, gl );
                session.requestFrameOfReference( options.frameOfReferenceType ).then( function ( value ) {

                    frameOfRef = value;

                    renderer.setFramebuffer( session.baseLayer.framebuffer );

                    animation.setContext( session );
                    animation.start();

                } );

                //

                inputSources = session.getInputSources();

                session.addEventListener( 'inputsourceschange', function () {

                    inputSources = session.getInputSources();
                    console.log( inputSources );

                } );

            }

        };

        function updateCamera( camera, parent ) {

            if ( parent === null ) {

                camera.matrixWorld.copy( camera.matrix );

            } else {

                camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );

            }

            camera.matrixWorldInverse.getInverse( camera.matrixWorld );

        }

        this.getCamera = function ( camera ) {

            if ( isPresenting() ) {

                var parent = camera.parent;
                var cameras = cameraVR.cameras;

                // apply camera.parent to cameraVR

                updateCamera( cameraVR, parent );

                for ( var i = 0; i < cameras.length; i ++ ) {

                    updateCamera( cameras[ i ], parent );

                }

                // update camera and its children

                camera.matrixWorld.copy( cameraVR.matrixWorld );

                var children = camera.children;

                for ( var i = 0, l = children.length; i < l; i ++ ) {

                    children[ i ].updateMatrixWorld( true );

                }

                return cameraVR;

            }

            return camera;

        };

        this.isPresenting = isPresenting;

        // Animation Loop

        var onAnimationFrameCallback = null;

        function onAnimationFrame( time, frame ) {

            pose = frame.getDevicePose( frameOfRef );

            if ( pose !== null ) {

                var layer = session.baseLayer;
                var views = frame.views;

                for ( var i = 0; i < views.length; i ++ ) {

                    var view = views[ i ];
                    var viewport = layer.getViewport( view );
                    var viewMatrix = pose.getViewMatrix( view );

                    var camera = cameraVR.cameras[ i ];
                    camera.matrix.fromArray( viewMatrix ).getInverse( camera.matrix );
                    camera.projectionMatrix.fromArray( view.projectionMatrix );
                    camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );

                    if ( i === 0 ) {

                        cameraVR.matrix.copy( camera.matrix );

                        // HACK (mrdoob)
                        // https://github.com/w3c/webvr/issues/203

                        cameraVR.projectionMatrix.copy( camera.projectionMatrix );

                    }

                }

            }

            //

            for ( var i = 0; i < controllers.length; i ++ ) {

                var controller = controllers[ i ];

                var inputSource = inputSources[ i ];

                if ( inputSource ) {

                    var inputPose = frame.getInputPose( inputSource, frameOfRef );

                    if ( inputPose !== null ) {

                        controller.matrix.elements = inputPose.pointerMatrix;
                        controller.matrix.decompose( controller.position, controller.rotation, controller.scale );
                        controller.visible = true;

                        continue;

                    }

                }

                controller.visible = false;

            }

            if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );

        }

        var animation = new WebGLAnimation();
        animation.setAnimationLoop( onAnimationFrame );

        this.setAnimationLoop = function ( callback ) {

            onAnimationFrameCallback = callback;

        };

        this.dispose = function () {};

        // DEPRECATED

        this.getStandingMatrix = function () {

            console.warn( 'THREE.WebXRManager: getStandingMatrix() is no longer needed.' );
            return new THREE.Matrix4();

        };

        this.submitFrame = function () {};

    }

    /**
     * @author supereggbert / http://www.paulbrunt.co.uk/
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     * @author szimek / https://github.com/szimek/
     * @author tschw
     */

    function WebGLRenderer( parameters ) {

        console.log( 'THREE.WebGLRenderer', REVISION );

        parameters = parameters || {};

        var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
            _context = parameters.context !== undefined ? parameters.context : null,

            _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
            _depth = parameters.depth !== undefined ? parameters.depth : true,
            _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
            _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
            _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
            _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
            _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default';

        var currentRenderList = null;
        var currentRenderState = null;

        // public properties

        this.domElement = _canvas;
        this.context = null;

        // clearing

        this.autoClear = true;
        this.autoClearColor = true;
        this.autoClearDepth = true;
        this.autoClearStencil = true;

        // scene graph

        this.sortObjects = true;

        // user-defined clipping

        this.clippingPlanes = [];
        this.localClippingEnabled = false;

        // physically based shading

        this.gammaFactor = 2.0;	// for backwards compatibility
        this.gammaInput = false;
        this.gammaOutput = false;

        // physical lights

        this.physicallyCorrectLights = false;

        // tone mapping

        this.toneMapping = LinearToneMapping;
        this.toneMappingExposure = 1.0;
        this.toneMappingWhitePoint = 1.0;

        // morphs

        this.maxMorphTargets = 8;
        this.maxMorphNormals = 4;

        // internal properties

        var _this = this,

            _isContextLost = false,

            // internal state cache

            _framebuffer = null,

            _currentRenderTarget = null,
            _currentFramebuffer = null,
            _currentMaterialId = - 1,
            _currentGeometryProgram = '',

            _currentCamera = null,
            _currentArrayCamera = null,

            _currentViewport = new Vector4(),
            _currentScissor = new Vector4(),
            _currentScissorTest = null,

            //

            _usedTextureUnits = 0,

            //

            _width = _canvas.width,
            _height = _canvas.height,

            _pixelRatio = 1,

            _viewport = new Vector4( 0, 0, _width, _height ),
            _scissor = new Vector4( 0, 0, _width, _height ),
            _scissorTest = false,

            // frustum

            _frustum = new Frustum(),

            // clipping

            _clipping = new WebGLClipping(),
            _clippingEnabled = false,
            _localClippingEnabled = false,

            // camera matrices cache

            _projScreenMatrix = new Matrix4(),

            _vector3 = new Vector3();

        function getTargetPixelRatio() {

            return _currentRenderTarget === null ? _pixelRatio : 1;

        }

        // initialize

        var _gl;

        try {

            var contextAttributes = {
                alpha: _alpha,
                depth: _depth,
                stencil: _stencil,
                antialias: _antialias,
                premultipliedAlpha: _premultipliedAlpha,
                preserveDrawingBuffer: _preserveDrawingBuffer,
                powerPreference: _powerPreference
            };

            // event listeners must be registered before WebGL context is created, see #12753

            _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
            _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );

            _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );

            if ( _gl === null ) {

                if ( _canvas.getContext( 'webgl' ) !== null ) {

                    throw new Error( 'Error creating WebGL context with your selected attributes.' );

                } else {

                    throw new Error( 'Error creating WebGL context.' );

                }

            }

            // Some experimental-webgl implementations do not have getShaderPrecisionFormat

            if ( _gl.getShaderPrecisionFormat === undefined ) {

                _gl.getShaderPrecisionFormat = function () {

                    return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };

                };

            }

        } catch ( error ) {

            console.error( 'THREE.WebGLRenderer: ' + error.message );

        }

        var extensions, capabilities, state, info;
        var properties, textures, attributes, geometries, objects;
        var programCache, renderLists, renderStates;

        var background, morphtargets, bufferRenderer, indexedBufferRenderer;
        var spriteRenderer;

        var utils;

        function initGLContext() {

            extensions = new WebGLExtensions( _gl );
            extensions.get( 'WEBGL_depth_texture' );
            extensions.get( 'OES_texture_float' );
            extensions.get( 'OES_texture_float_linear' );
            extensions.get( 'OES_texture_half_float' );
            extensions.get( 'OES_texture_half_float_linear' );
            extensions.get( 'OES_standard_derivatives' );
            extensions.get( 'OES_element_index_uint' );
            extensions.get( 'ANGLE_instanced_arrays' );

            utils = new WebGLUtils( _gl, extensions );

            capabilities = new WebGLCapabilities( _gl, extensions, parameters );

            state = new WebGLState( _gl, extensions, utils );
            state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
            state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );

            info = new WebGLInfo( _gl );
            properties = new WebGLProperties();
            textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
            attributes = new WebGLAttributes( _gl );
            geometries = new WebGLGeometries( _gl, attributes, info );
            objects = new WebGLObjects( geometries, info );
            morphtargets = new WebGLMorphtargets( _gl );
            programCache = new WebGLPrograms( _this, extensions, capabilities );
            renderLists = new WebGLRenderLists();
            renderStates = new WebGLRenderStates();

            background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );

            bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info );
            indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info );

            spriteRenderer = new WebGLSpriteRenderer( _this, _gl, state, textures, capabilities );

            info.programs = programCache.programs;

            _this.context = _gl;
            _this.capabilities = capabilities;
            _this.extensions = extensions;
            _this.properties = properties;
            _this.renderLists = renderLists;
            _this.state = state;
            _this.info = info;

        }

        initGLContext();

        // vr

        var vr = ( 'xr' in navigator ) ? new WebXRManager( _this ) : new WebVRManager( _this );

        this.vr = vr;

        // shadow map

        var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );

        this.shadowMap = shadowMap;

        // API

        this.getContext = function () {

            return _gl;

        };

        this.getContextAttributes = function () {

            return _gl.getContextAttributes();

        };

        this.forceContextLoss = function () {

            var extension = extensions.get( 'WEBGL_lose_context' );
            if ( extension ) extension.loseContext();

        };

        this.forceContextRestore = function () {

            var extension = extensions.get( 'WEBGL_lose_context' );
            if ( extension ) extension.restoreContext();

        };

        this.getPixelRatio = function () {

            return _pixelRatio;

        };

        this.setPixelRatio = function ( value ) {

            if ( value === undefined ) return;

            _pixelRatio = value;

            this.setSize( _width, _height, false );

        };

        this.getSize = function () {

            return {
                width: _width,
                height: _height
            };

        };

        this.setSize = function ( width, height, updateStyle ) {

            if ( vr.isPresenting() ) {

                console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
                return;

            }

            _width = width;
            _height = height;

            _canvas.width = width * _pixelRatio;
            _canvas.height = height * _pixelRatio;

            if ( updateStyle !== false ) {

                _canvas.style.width = width + 'px';
                _canvas.style.height = height + 'px';

            }

            this.setViewport( 0, 0, width, height );

        };

        this.getDrawingBufferSize = function () {

            return {
                width: _width * _pixelRatio,
                height: _height * _pixelRatio
            };

        };

        this.setDrawingBufferSize = function ( width, height, pixelRatio ) {

            _width = width;
            _height = height;

            _pixelRatio = pixelRatio;

            _canvas.width = width * pixelRatio;
            _canvas.height = height * pixelRatio;

            this.setViewport( 0, 0, width, height );

        };

        this.getCurrentViewport = function () {

            return _currentViewport;

        };

        this.setViewport = function ( x, y, width, height ) {

            _viewport.set( x, _height - y - height, width, height );
            state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );

        };

        this.setScissor = function ( x, y, width, height ) {

            _scissor.set( x, _height - y - height, width, height );
            state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );

        };

        this.setScissorTest = function ( boolean ) {

            state.setScissorTest( _scissorTest = boolean );

        };

        // Clearing

        this.getClearColor = function () {

            return background.getClearColor();

        };

        this.setClearColor = function () {

            background.setClearColor.apply( background, arguments );

        };

        this.getClearAlpha = function () {

            return background.getClearAlpha();

        };

        this.setClearAlpha = function () {

            background.setClearAlpha.apply( background, arguments );

        };

        this.clear = function ( color, depth, stencil ) {

            var bits = 0;

            if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
            if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
            if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;

            _gl.clear( bits );

        };

        this.clearColor = function () {

            this.clear( true, false, false );

        };

        this.clearDepth = function () {

            this.clear( false, true, false );

        };

        this.clearStencil = function () {

            this.clear( false, false, true );

        };

        this.clearTarget = function ( renderTarget, color, depth, stencil ) {

            this.setRenderTarget( renderTarget );
            this.clear( color, depth, stencil );

        };

        //

        this.dispose = function () {

            _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
            _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );

            renderLists.dispose();
            renderStates.dispose();
            properties.dispose();
            objects.dispose();

            vr.dispose();

            animation.stop();

        };

        // Events

        function onContextLost( event ) {

            event.preventDefault();

            console.log( 'THREE.WebGLRenderer: Context Lost.' );

            _isContextLost = true;

        }

        function onContextRestore( /* event */ ) {

            console.log( 'THREE.WebGLRenderer: Context Restored.' );

            _isContextLost = false;

            initGLContext();

        }

        function onMaterialDispose( event ) {

            var material = event.target;

            material.removeEventListener( 'dispose', onMaterialDispose );

            deallocateMaterial( material );

        }

        // Buffer deallocation

        function deallocateMaterial( material ) {

            releaseMaterialProgramReference( material );

            properties.remove( material );

        }


        function releaseMaterialProgramReference( material ) {

            var programInfo = properties.get( material ).program;

            material.program = undefined;

            if ( programInfo !== undefined ) {

                programCache.releaseProgram( programInfo );

            }

        }

        // Buffer rendering

        function renderObjectImmediate( object, program, material ) {

            object.render( function ( object ) {

                _this.renderBufferImmediate( object, program, material );

            } );

        }

        this.renderBufferImmediate = function ( object, program, material ) {

            state.initAttributes();

            var buffers = properties.get( object );

            if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
            if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
            if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
            if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();

            var programAttributes = program.getAttributes();

            if ( object.hasPositions ) {

                _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
                _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );

                state.enableAttribute( programAttributes.position );
                _gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );

            }

            if ( object.hasNormals ) {

                _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );

                if ( ! material.isMeshPhongMaterial &&
                    ! material.isMeshStandardMaterial &&
                    ! material.isMeshNormalMaterial &&
                    material.flatShading === true ) {

                    for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {

                        var array = object.normalArray;

                        var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
                        var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
                        var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;

                        array[ i + 0 ] = nx;
                        array[ i + 1 ] = ny;
                        array[ i + 2 ] = nz;

                        array[ i + 3 ] = nx;
                        array[ i + 4 ] = ny;
                        array[ i + 5 ] = nz;

                        array[ i + 6 ] = nx;
                        array[ i + 7 ] = ny;
                        array[ i + 8 ] = nz;

                    }

                }

                _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );

                state.enableAttribute( programAttributes.normal );

                _gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );

            }

            if ( object.hasUvs && material.map ) {

                _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
                _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );

                state.enableAttribute( programAttributes.uv );

                _gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );

            }

            if ( object.hasColors && material.vertexColors !== NoColors ) {

                _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
                _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );

                state.enableAttribute( programAttributes.color );

                _gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );

            }

            state.disableUnusedAttributes();

            _gl.drawArrays( _gl.TRIANGLES, 0, object.count );

            object.count = 0;

        };

        this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {

            var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );

            state.setMaterial( material, frontFaceCW );

            var program = setProgram( camera, fog, material, object );
            var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );

            var updateBuffers = false;

            if ( geometryProgram !== _currentGeometryProgram ) {

                _currentGeometryProgram = geometryProgram;
                updateBuffers = true;

            }

            if ( object.morphTargetInfluences ) {

                morphtargets.update( object, geometry, material, program );

                updateBuffers = true;

            }

            //

            var index = geometry.index;
            var position = geometry.attributes.position;
            var rangeFactor = 1;

            if ( material.wireframe === true ) {

                index = geometries.getWireframeAttribute( geometry );
                rangeFactor = 2;

            }

            var attribute;
            var renderer = bufferRenderer;

            if ( index !== null ) {

                attribute = attributes.get( index );

                renderer = indexedBufferRenderer;
                renderer.setIndex( attribute );

            }

            if ( updateBuffers ) {

                setupVertexAttributes( material, program, geometry );

                if ( index !== null ) {

                    _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );

                }

            }

            //

            var dataCount = Infinity;

            if ( index !== null ) {

                dataCount = index.count;

            } else if ( position !== undefined ) {

                dataCount = position.count;

            }

            var rangeStart = geometry.drawRange.start * rangeFactor;
            var rangeCount = geometry.drawRange.count * rangeFactor;

            var groupStart = group !== null ? group.start * rangeFactor : 0;
            var groupCount = group !== null ? group.count * rangeFactor : Infinity;

            var drawStart = Math.max( rangeStart, groupStart );
            var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;

            var drawCount = Math.max( 0, drawEnd - drawStart + 1 );

            if ( drawCount === 0 ) return;

            //

            if ( object.isMesh ) {

                if ( material.wireframe === true ) {

                    state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
                    renderer.setMode( _gl.LINES );

                } else {

                    switch ( object.drawMode ) {

                        case TrianglesDrawMode:
                            renderer.setMode( _gl.TRIANGLES );
                            break;

                        case TriangleStripDrawMode:
                            renderer.setMode( _gl.TRIANGLE_STRIP );
                            break;

                        case TriangleFanDrawMode:
                            renderer.setMode( _gl.TRIANGLE_FAN );
                            break;

                    }

                }


            } else if ( object.isLine ) {

                var lineWidth = material.linewidth;

                if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material

                state.setLineWidth( lineWidth * getTargetPixelRatio() );

                if ( object.isLineSegments ) {

                    renderer.setMode( _gl.LINES );

                } else if ( object.isLineLoop ) {

                    renderer.setMode( _gl.LINE_LOOP );

                } else {

                    renderer.setMode( _gl.LINE_STRIP );

                }

            } else if ( object.isPoints ) {

                renderer.setMode( _gl.POINTS );

            }

            if ( geometry && geometry.isInstancedBufferGeometry ) {

                if ( geometry.maxInstancedCount > 0 ) {

                    renderer.renderInstances( geometry, drawStart, drawCount );

                }

            } else {

                renderer.render( drawStart, drawCount );

            }

        };

        function setupVertexAttributes( material, program, geometry ) {

            if ( geometry && geometry.isInstancedBufferGeometry ) {

                if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {

                    console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
                    return;

                }

            }

            state.initAttributes();

            var geometryAttributes = geometry.attributes;

            var programAttributes = program.getAttributes();

            var materialDefaultAttributeValues = material.defaultAttributeValues;

            for ( var name in programAttributes ) {

                var programAttribute = programAttributes[ name ];

                if ( programAttribute >= 0 ) {

                    var geometryAttribute = geometryAttributes[ name ];

                    if ( geometryAttribute !== undefined ) {

                        var normalized = geometryAttribute.normalized;
                        var size = geometryAttribute.itemSize;

                        var attribute = attributes.get( geometryAttribute );

                        // TODO Attribute may not be available on context restore

                        if ( attribute === undefined ) continue;

                        var buffer = attribute.buffer;
                        var type = attribute.type;
                        var bytesPerElement = attribute.bytesPerElement;

                        if ( geometryAttribute.isInterleavedBufferAttribute ) {

                            var data = geometryAttribute.data;
                            var stride = data.stride;
                            var offset = geometryAttribute.offset;

                            if ( data && data.isInstancedInterleavedBuffer ) {

                                state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );

                                if ( geometry.maxInstancedCount === undefined ) {

                                    geometry.maxInstancedCount = data.meshPerAttribute * data.count;

                                }

                            } else {

                                state.enableAttribute( programAttribute );

                            }

                            _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
                            _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );

                        } else {

                            if ( geometryAttribute.isInstancedBufferAttribute ) {

                                state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );

                                if ( geometry.maxInstancedCount === undefined ) {

                                    geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;

                                }

                            } else {

                                state.enableAttribute( programAttribute );

                            }

                            _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
                            _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );

                        }

                    } else if ( materialDefaultAttributeValues !== undefined ) {

                        var value = materialDefaultAttributeValues[ name ];

                        if ( value !== undefined ) {

                            switch ( value.length ) {

                                case 2:
                                    _gl.vertexAttrib2fv( programAttribute, value );
                                    break;

                                case 3:
                                    _gl.vertexAttrib3fv( programAttribute, value );
                                    break;

                                case 4:
                                    _gl.vertexAttrib4fv( programAttribute, value );
                                    break;

                                default:
                                    _gl.vertexAttrib1fv( programAttribute, value );

                            }

                        }

                    }

                }

            }

            state.disableUnusedAttributes();

        }

        // Compile

        this.compile = function ( scene, camera ) {

            currentRenderState = renderStates.get( scene, camera );
            currentRenderState.init();

            scene.traverse( function ( object ) {

                if ( object.isLight ) {

                    currentRenderState.pushLight( object );

                    if ( object.castShadow ) {

                        currentRenderState.pushShadow( object );

                    }

                }

            } );

            currentRenderState.setupLights( camera );

            scene.traverse( function ( object ) {

                if ( object.material ) {

                    if ( Array.isArray( object.material ) ) {

                        for ( var i = 0; i < object.material.length; i ++ ) {

                            initMaterial( object.material[ i ], scene.fog, object );

                        }

                    } else {

                        initMaterial( object.material, scene.fog, object );

                    }

                }

            } );

        };

        // Animation Loop

        var onAnimationFrameCallback = null;

        function onAnimationFrame( time ) {

            if ( vr.isPresenting() ) return;
            if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );

        }

        var animation = new WebGLAnimation();
        animation.setAnimationLoop( onAnimationFrame );

        if ( typeof window !== 'undefined' ) animation.setContext( window );

        this.setAnimationLoop = function ( callback ) {

            onAnimationFrameCallback = callback;
            vr.setAnimationLoop( callback );

            animation.start();

        };

        // Rendering

        this.render = function ( scene, camera, renderTarget, forceClear ) {

            if ( ! ( camera && camera.isCamera ) ) {

                console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
                return;

            }

            if ( _isContextLost ) return;

            // reset caching for this frame

            _currentGeometryProgram = '';
            _currentMaterialId = - 1;
            _currentCamera = null;

            // update scene graph

            if ( scene.autoUpdate === true ) scene.updateMatrixWorld();

            // update camera matrices and frustum

            if ( camera.parent === null ) camera.updateMatrixWorld();

            if ( vr.enabled ) {

                camera = vr.getCamera( camera );

            }

            //

            currentRenderState = renderStates.get( scene, camera );
            currentRenderState.init();

            scene.onBeforeRender( _this, scene, camera, renderTarget );

            _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
            _frustum.setFromMatrix( _projScreenMatrix );

            _localClippingEnabled = this.localClippingEnabled;
            _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );

            currentRenderList = renderLists.get( scene, camera );
            currentRenderList.init();

            projectObject( scene, camera, _this.sortObjects );

            if ( _this.sortObjects === true ) {

                currentRenderList.sort();

            }

            //

            if ( _clippingEnabled ) _clipping.beginShadows();

            var shadowsArray = currentRenderState.state.shadowsArray;

            shadowMap.render( shadowsArray, scene, camera );

            currentRenderState.setupLights( camera );

            if ( _clippingEnabled ) _clipping.endShadows();

            //

            if ( this.info.autoReset ) this.info.reset();

            if ( renderTarget === undefined ) {

                renderTarget = null;

            }

            this.setRenderTarget( renderTarget );

            //

            background.render( currentRenderList, scene, camera, forceClear );

            // render scene

            var opaqueObjects = currentRenderList.opaque;
            var transparentObjects = currentRenderList.transparent;

            if ( scene.overrideMaterial ) {

                var overrideMaterial = scene.overrideMaterial;

                if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
                if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );

            } else {

                // opaque pass (front-to-back order)

                if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );

                // transparent pass (back-to-front order)

                if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );

            }

            // custom renderers

            var spritesArray = currentRenderState.state.spritesArray;

            spriteRenderer.render( spritesArray, scene, camera );

            // Generate mipmap if we're using any kind of mipmap filtering

            if ( renderTarget ) {

                textures.updateRenderTargetMipmap( renderTarget );

            }

            // Ensure depth buffer writing is enabled so it can be cleared on next render

            state.buffers.depth.setTest( true );
            state.buffers.depth.setMask( true );
            state.buffers.color.setMask( true );

            state.setPolygonOffset( false );

            scene.onAfterRender( _this, scene, camera );

            if ( vr.enabled ) {

                vr.submitFrame();

            }

            // _gl.finish();

            currentRenderList = null;
            currentRenderState = null;

        };

        /*
        // TODO Duplicated code (Frustum)

        var _sphere = new Sphere();

        function isObjectViewable( object ) {

            var geometry = object.geometry;

            if ( geometry.boundingSphere === null )
                geometry.computeBoundingSphere();

            _sphere.copy( geometry.boundingSphere ).
            applyMatrix4( object.matrixWorld );

            return isSphereViewable( _sphere );

        }

        function isSpriteViewable( sprite ) {

            _sphere.center.set( 0, 0, 0 );
            _sphere.radius = 0.7071067811865476;
            _sphere.applyMatrix4( sprite.matrixWorld );

            return isSphereViewable( _sphere );

        }

        function isSphereViewable( sphere ) {

            if ( ! _frustum.intersectsSphere( sphere ) ) return false;

            var numPlanes = _clipping.numPlanes;

            if ( numPlanes === 0 ) return true;

            var planes = _this.clippingPlanes,

                center = sphere.center,
                negRad = - sphere.radius,
                i = 0;

            do {

                // out when deeper than radius in the negative halfspace
                if ( planes[ i ].distanceToPoint( center ) < negRad ) return false;

            } while ( ++ i !== numPlanes );

            return true;

        }
        */

        function projectObject( object, camera, sortObjects ) {

            if ( object.visible === false ) return;

            var visible = object.layers.test( camera.layers );

            if ( visible ) {

                if ( object.isLight ) {

                    currentRenderState.pushLight( object );

                    if ( object.castShadow ) {

                        currentRenderState.pushShadow( object );

                    }

                } else if ( object.isSprite ) {

                    if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {

                        currentRenderState.pushSprite( object );

                    }

                } else if ( object.isImmediateRenderObject ) {

                    if ( sortObjects ) {

                        _vector3.setFromMatrixPosition( object.matrixWorld )
                            .applyMatrix4( _projScreenMatrix );

                    }

                    currentRenderList.push( object, null, object.material, _vector3.z, null );

                } else if ( object.isMesh || object.isLine || object.isPoints ) {

                    if ( object.isSkinnedMesh ) {

                        object.skeleton.update();

                    }

                    if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {

                        if ( sortObjects ) {

                            _vector3.setFromMatrixPosition( object.matrixWorld )
                                .applyMatrix4( _projScreenMatrix );

                        }

                        var geometry = objects.update( object );
                        var material = object.material;

                        if ( Array.isArray( material ) ) {

                            var groups = geometry.groups;

                            for ( var i = 0, l = groups.length; i < l; i ++ ) {

                                var group = groups[ i ];
                                var groupMaterial = material[ group.materialIndex ];

                                if ( groupMaterial && groupMaterial.visible ) {

                                    currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );

                                }

                            }

                        } else if ( material.visible ) {

                            currentRenderList.push( object, geometry, material, _vector3.z, null );

                        }

                    }

                }

            }

            var children = object.children;

            for ( var i = 0, l = children.length; i < l; i ++ ) {

                projectObject( children[ i ], camera, sortObjects );

            }

        }

        function renderObjects( renderList, scene, camera, overrideMaterial ) {

            for ( var i = 0, l = renderList.length; i < l; i ++ ) {

                var renderItem = renderList[ i ];

                var object = renderItem.object;
                var geometry = renderItem.geometry;
                var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
                var group = renderItem.group;

                if ( camera.isArrayCamera ) {

                    _currentArrayCamera = camera;

                    var cameras = camera.cameras;

                    for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {

                        var camera2 = cameras[ j ];

                        if ( object.layers.test( camera2.layers ) ) {

                            if ( 'viewport' in camera2 ) { // XR

                                state.viewport( _currentViewport.copy( camera2.viewport ) );

                            } else {

                                var bounds = camera2.bounds;

                                var x = bounds.x * _width;
                                var y = bounds.y * _height;
                                var width = bounds.z * _width;
                                var height = bounds.w * _height;

                                state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );

                            }

                            renderObject( object, scene, camera2, geometry, material, group );

                        }

                    }

                } else {

                    _currentArrayCamera = null;

                    renderObject( object, scene, camera, geometry, material, group );

                }

            }

        }

        function renderObject( object, scene, camera, geometry, material, group ) {

            object.onBeforeRender( _this, scene, camera, geometry, material, group );
            currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );

            object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
            object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

            if ( object.isImmediateRenderObject ) {

                var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );

                state.setMaterial( material, frontFaceCW );

                var program = setProgram( camera, scene.fog, material, object );

                _currentGeometryProgram = '';

                renderObjectImmediate( object, program, material );

            } else {

                _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );

            }

            object.onAfterRender( _this, scene, camera, geometry, material, group );
            currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );

        }

        function initMaterial( material, fog, object ) {

            var materialProperties = properties.get( material );

            var lights = currentRenderState.state.lights;
            var shadowsArray = currentRenderState.state.shadowsArray;

            var parameters = programCache.getParameters(
                material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );

            var code = programCache.getProgramCode( material, parameters );

            var program = materialProperties.program;
            var programChange = true;

            if ( program === undefined ) {

                // new material
                material.addEventListener( 'dispose', onMaterialDispose );

            } else if ( program.code !== code ) {

                // changed glsl or parameters
                releaseMaterialProgramReference( material );

            } else if ( materialProperties.lightsHash !== lights.state.hash ) {

                properties.update( material, 'lightsHash', lights.state.hash );
                programChange = false;

            } else if ( parameters.shaderID !== undefined ) {

                // same glsl and uniform list
                return;

            } else {

                // only rebuild uniform list
                programChange = false;

            }

            if ( programChange ) {

                if ( parameters.shaderID ) {

                    var shader = ShaderLib[ parameters.shaderID ];

                    materialProperties.shader = {
                        name: material.type,
                        uniforms: UniformsUtils.clone( shader.uniforms ),
                        vertexShader: shader.vertexShader,
                        fragmentShader: shader.fragmentShader
                    };

                } else {

                    materialProperties.shader = {
                        name: material.type,
                        uniforms: material.uniforms,
                        vertexShader: material.vertexShader,
                        fragmentShader: material.fragmentShader
                    };

                }

                material.onBeforeCompile( materialProperties.shader, _this );

                program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );

                materialProperties.program = program;
                material.program = program;

            }

            var programAttributes = program.getAttributes();

            if ( material.morphTargets ) {

                material.numSupportedMorphTargets = 0;

                for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {

                    if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {

                        material.numSupportedMorphTargets ++;

                    }

                }

            }

            if ( material.morphNormals ) {

                material.numSupportedMorphNormals = 0;

                for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {

                    if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {

                        material.numSupportedMorphNormals ++;

                    }

                }

            }

            var uniforms = materialProperties.shader.uniforms;

            if ( ! material.isShaderMaterial &&
                ! material.isRawShaderMaterial ||
                material.clipping === true ) {

                materialProperties.numClippingPlanes = _clipping.numPlanes;
                materialProperties.numIntersection = _clipping.numIntersection;
                uniforms.clippingPlanes = _clipping.uniform;

            }

            materialProperties.fog = fog;

            // store the light setup it was created for

            materialProperties.lightsHash = lights.state.hash;

            if ( material.lights ) {

                // wire up the material to this renderer's lighting state

                uniforms.ambientLightColor.value = lights.state.ambient;
                uniforms.directionalLights.value = lights.state.directional;
                uniforms.spotLights.value = lights.state.spot;
                uniforms.rectAreaLights.value = lights.state.rectArea;
                uniforms.pointLights.value = lights.state.point;
                uniforms.hemisphereLights.value = lights.state.hemi;

                uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
                uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
                uniforms.spotShadowMap.value = lights.state.spotShadowMap;
                uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
                uniforms.pointShadowMap.value = lights.state.pointShadowMap;
                uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
                // TODO (abelnation): add area lights shadow info to uniforms

            }

            var progUniforms = materialProperties.program.getUniforms(),
                uniformsList =
                    WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );

            materialProperties.uniformsList = uniformsList;

        }

        function setProgram( camera, fog, material, object ) {

            _usedTextureUnits = 0;

            var materialProperties = properties.get( material );
            var lights = currentRenderState.state.lights;

            if ( _clippingEnabled ) {

                if ( _localClippingEnabled || camera !== _currentCamera ) {

                    var useCache =
                        camera === _currentCamera &&
                        material.id === _currentMaterialId;

                    // we might want to call this function with some ClippingGroup
                    // object instead of the material, once it becomes feasible
                    // (#8465, #8379)
                    _clipping.setState(
                        material.clippingPlanes, material.clipIntersection, material.clipShadows,
                        camera, materialProperties, useCache );

                }

            }

            if ( material.needsUpdate === false ) {

                if ( materialProperties.program === undefined ) {

                    material.needsUpdate = true;

                } else if ( material.fog && materialProperties.fog !== fog ) {

                    material.needsUpdate = true;

                } else if ( material.lights && materialProperties.lightsHash !== lights.state.hash ) {

                    material.needsUpdate = true;

                } else if ( materialProperties.numClippingPlanes !== undefined &&
                    ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
                    materialProperties.numIntersection !== _clipping.numIntersection ) ) {

                    material.needsUpdate = true;

                }

            }

            if ( material.needsUpdate ) {

                initMaterial( material, fog, object );
                material.needsUpdate = false;

            }

            var refreshProgram = false;
            var refreshMaterial = false;
            var refreshLights = false;

            var program = materialProperties.program,
                p_uniforms = program.getUniforms(),
                m_uniforms = materialProperties.shader.uniforms;

            if ( state.useProgram( program.program ) ) {

                refreshProgram = true;
                refreshMaterial = true;
                refreshLights = true;

            }

            if ( material.id !== _currentMaterialId ) {

                _currentMaterialId = material.id;

                refreshMaterial = true;

            }

            if ( refreshProgram || camera !== _currentCamera ) {

                p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );

                if ( capabilities.logarithmicDepthBuffer ) {

                    p_uniforms.setValue( _gl, 'logDepthBufFC',
                        2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );

                }

                // Avoid unneeded uniform updates per ArrayCamera's sub-camera

                if ( _currentCamera !== ( _currentArrayCamera || camera ) ) {

                    _currentCamera = ( _currentArrayCamera || camera );

                    // lighting uniforms depend on the camera so enforce an update
                    // now, in case this material supports lights - or later, when
                    // the next material that does gets activated:

                    refreshMaterial = true;		// set to true on material change
                    refreshLights = true;		// remains set until update done

                }

                // load material specific uniforms
                // (shader material also gets them for the sake of genericity)

                if ( material.isShaderMaterial ||
                    material.isMeshPhongMaterial ||
                    material.isMeshStandardMaterial ||
                    material.envMap ) {

                    var uCamPos = p_uniforms.map.cameraPosition;

                    if ( uCamPos !== undefined ) {

                        uCamPos.setValue( _gl,
                            _vector3.setFromMatrixPosition( camera.matrixWorld ) );

                    }

                }

                if ( material.isMeshPhongMaterial ||
                    material.isMeshLambertMaterial ||
                    material.isMeshBasicMaterial ||
                    material.isMeshStandardMaterial ||
                    material.isShaderMaterial ||
                    material.skinning ) {

                    p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );

                }

            }

            // skinning uniforms must be set even if material didn't change
            // auto-setting of texture unit for bone texture must go before other textures
            // not sure why, but otherwise weird things happen

            if ( material.skinning ) {

                p_uniforms.setOptional( _gl, object, 'bindMatrix' );
                p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );

                var skeleton = object.skeleton;

                if ( skeleton ) {

                    var bones = skeleton.bones;

                    if ( capabilities.floatVertexTextures ) {

                        if ( skeleton.boneTexture === undefined ) {

                            // layout (1 matrix = 4 pixels)
                            //      RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
                            //  with  8x8  pixel texture max   16 bones * 4 pixels =  (8 * 8)
                            //       16x16 pixel texture max   64 bones * 4 pixels = (16 * 16)
                            //       32x32 pixel texture max  256 bones * 4 pixels = (32 * 32)
                            //       64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)


                            var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
                            size = _Math.ceilPowerOfTwo( size );
                            size = Math.max( size, 4 );

                            var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
                            boneMatrices.set( skeleton.boneMatrices ); // copy current values

                            var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
                            boneTexture.needsUpdate = true;

                            skeleton.boneMatrices = boneMatrices;
                            skeleton.boneTexture = boneTexture;
                            skeleton.boneTextureSize = size;

                        }

                        p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
                        p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );

                    } else {

                        p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );

                    }

                }

            }

            if ( refreshMaterial ) {

                p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
                p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

                if ( material.lights ) {

                    // the current material requires lighting info

                    // note: all lighting uniforms are always set correctly
                    // they simply reference the renderer's state for their
                    // values
                    //
                    // use the current material's .needsUpdate flags to set
                    // the GL state when required

                    markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );

                }

                // refresh uniforms common to several materials

                if ( fog && material.fog ) {

                    refreshUniformsFog( m_uniforms, fog );

                }

                if ( material.isMeshBasicMaterial ) {

                    refreshUniformsCommon( m_uniforms, material );

                } else if ( material.isMeshLambertMaterial ) {

                    refreshUniformsCommon( m_uniforms, material );
                    refreshUniformsLambert( m_uniforms, material );

                } else if ( material.isMeshPhongMaterial ) {

                    refreshUniformsCommon( m_uniforms, material );

                    if ( material.isMeshToonMaterial ) {

                        refreshUniformsToon( m_uniforms, material );

                    } else {

                        refreshUniformsPhong( m_uniforms, material );

                    }

                } else if ( material.isMeshStandardMaterial ) {

                    refreshUniformsCommon( m_uniforms, material );

                    if ( material.isMeshPhysicalMaterial ) {

                        refreshUniformsPhysical( m_uniforms, material );

                    } else {

                        refreshUniformsStandard( m_uniforms, material );

                    }

                } else if ( material.isMeshDepthMaterial ) {

                    refreshUniformsCommon( m_uniforms, material );
                    refreshUniformsDepth( m_uniforms, material );

                } else if ( material.isMeshDistanceMaterial ) {

                    refreshUniformsCommon( m_uniforms, material );
                    refreshUniformsDistance( m_uniforms, material );

                } else if ( material.isMeshNormalMaterial ) {

                    refreshUniformsCommon( m_uniforms, material );
                    refreshUniformsNormal( m_uniforms, material );

                } else if ( material.isLineBasicMaterial ) {

                    refreshUniformsLine( m_uniforms, material );

                    if ( material.isLineDashedMaterial ) {

                        refreshUniformsDash( m_uniforms, material );

                    }

                } else if ( material.isPointsMaterial ) {

                    refreshUniformsPoints( m_uniforms, material );

                } else if ( material.isShadowMaterial ) {

                    m_uniforms.color.value = material.color;
                    m_uniforms.opacity.value = material.opacity;

                }

                // RectAreaLight Texture
                // TODO (mrdoob): Find a nicer implementation

                if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
                if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;

                WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );

            }

            if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

                WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
                material.uniformsNeedUpdate = false;

            }

            // common matrices

            p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
            p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
            p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );

            return program;

        }

        // Uniforms (refresh uniforms objects)

        function refreshUniformsCommon( uniforms, material ) {

            uniforms.opacity.value = material.opacity;

            if ( material.color ) {

                uniforms.diffuse.value = material.color;

            }

            if ( material.emissive ) {

                uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );

            }

            if ( material.map ) {

                uniforms.map.value = material.map;

            }

            if ( material.alphaMap ) {

                uniforms.alphaMap.value = material.alphaMap;

            }

            if ( material.specularMap ) {

                uniforms.specularMap.value = material.specularMap;

            }

            if ( material.envMap ) {

                uniforms.envMap.value = material.envMap;

                // don't flip CubeTexture envMaps, flip everything else:
                //  WebGLRenderTargetCube will be flipped for backwards compatibility
                //  WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
                // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
                uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;

                uniforms.reflectivity.value = material.reflectivity;
                uniforms.refractionRatio.value = material.refractionRatio;

                uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;

            }

            if ( material.lightMap ) {

                uniforms.lightMap.value = material.lightMap;
                uniforms.lightMapIntensity.value = material.lightMapIntensity;

            }

            if ( material.aoMap ) {

                uniforms.aoMap.value = material.aoMap;
                uniforms.aoMapIntensity.value = material.aoMapIntensity;

            }

            // uv repeat and offset setting priorities
            // 1. color map
            // 2. specular map
            // 3. normal map
            // 4. bump map
            // 5. alpha map
            // 6. emissive map

            var uvScaleMap;

            if ( material.map ) {

                uvScaleMap = material.map;

            } else if ( material.specularMap ) {

                uvScaleMap = material.specularMap;

            } else if ( material.displacementMap ) {

                uvScaleMap = material.displacementMap;

            } else if ( material.normalMap ) {

                uvScaleMap = material.normalMap;

            } else if ( material.bumpMap ) {

                uvScaleMap = material.bumpMap;

            } else if ( material.roughnessMap ) {

                uvScaleMap = material.roughnessMap;

            } else if ( material.metalnessMap ) {

                uvScaleMap = material.metalnessMap;

            } else if ( material.alphaMap ) {

                uvScaleMap = material.alphaMap;

            } else if ( material.emissiveMap ) {

                uvScaleMap = material.emissiveMap;

            }

            if ( uvScaleMap !== undefined ) {

                // backwards compatibility
                if ( uvScaleMap.isWebGLRenderTarget ) {

                    uvScaleMap = uvScaleMap.texture;

                }

                if ( uvScaleMap.matrixAutoUpdate === true ) {

                    uvScaleMap.updateMatrix();

                }

                uniforms.uvTransform.value.copy( uvScaleMap.matrix );

            }

        }

        function refreshUniformsLine( uniforms, material ) {

            uniforms.diffuse.value = material.color;
            uniforms.opacity.value = material.opacity;

        }

        function refreshUniformsDash( uniforms, material ) {

            uniforms.dashSize.value = material.dashSize;
            uniforms.totalSize.value = material.dashSize + material.gapSize;
            uniforms.scale.value = material.scale;

        }

        function refreshUniformsPoints( uniforms, material ) {

            uniforms.diffuse.value = material.color;
            uniforms.opacity.value = material.opacity;
            uniforms.size.value = material.size * _pixelRatio;
            uniforms.scale.value = _height * 0.5;

            uniforms.map.value = material.map;

            if ( material.map !== null ) {

                if ( material.map.matrixAutoUpdate === true ) {

                    material.map.updateMatrix();

                }

                uniforms.uvTransform.value.copy( material.map.matrix );

            }

        }

        function refreshUniformsFog( uniforms, fog ) {

            uniforms.fogColor.value = fog.color;

            if ( fog.isFog ) {

                uniforms.fogNear.value = fog.near;
                uniforms.fogFar.value = fog.far;

            } else if ( fog.isFogExp2 ) {

                uniforms.fogDensity.value = fog.density;

            }

        }

        function refreshUniformsLambert( uniforms, material ) {

            if ( material.emissiveMap ) {

                uniforms.emissiveMap.value = material.emissiveMap;

            }

        }

        function refreshUniformsPhong( uniforms, material ) {

            uniforms.specular.value = material.specular;
            uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )

            if ( material.emissiveMap ) {

                uniforms.emissiveMap.value = material.emissiveMap;

            }

            if ( material.bumpMap ) {

                uniforms.bumpMap.value = material.bumpMap;
                uniforms.bumpScale.value = material.bumpScale;
                if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;

            }

            if ( material.normalMap ) {

                uniforms.normalMap.value = material.normalMap;
                uniforms.normalScale.value.copy( material.normalScale );
                if ( material.side === BackSide ) uniforms.normalScale.value.negate();

            }

            if ( material.displacementMap ) {

                uniforms.displacementMap.value = material.displacementMap;
                uniforms.displacementScale.value = material.displacementScale;
                uniforms.displacementBias.value = material.displacementBias;

            }

        }

        function refreshUniformsToon( uniforms, material ) {

            refreshUniformsPhong( uniforms, material );

            if ( material.gradientMap ) {

                uniforms.gradientMap.value = material.gradientMap;

            }

        }

        function refreshUniformsStandard( uniforms, material ) {

            uniforms.roughness.value = material.roughness;
            uniforms.metalness.value = material.metalness;

            if ( material.roughnessMap ) {

                uniforms.roughnessMap.value = material.roughnessMap;

            }

            if ( material.metalnessMap ) {

                uniforms.metalnessMap.value = material.metalnessMap;

            }

            if ( material.emissiveMap ) {

                uniforms.emissiveMap.value = material.emissiveMap;

            }

            if ( material.bumpMap ) {

                uniforms.bumpMap.value = material.bumpMap;
                uniforms.bumpScale.value = material.bumpScale;
                if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;

            }

            if ( material.normalMap ) {

                uniforms.normalMap.value = material.normalMap;
                uniforms.normalScale.value.copy( material.normalScale );
                if ( material.side === BackSide ) uniforms.normalScale.value.negate();

            }

            if ( material.displacementMap ) {

                uniforms.displacementMap.value = material.displacementMap;
                uniforms.displacementScale.value = material.displacementScale;
                uniforms.displacementBias.value = material.displacementBias;

            }

            if ( material.envMap ) {

                //uniforms.envMap.value = material.envMap; // part of uniforms common
                uniforms.envMapIntensity.value = material.envMapIntensity;

            }

        }

        function refreshUniformsPhysical( uniforms, material ) {

            refreshUniformsStandard( uniforms, material );

            uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common

            uniforms.clearCoat.value = material.clearCoat;
            uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

        }

        function refreshUniformsDepth( uniforms, material ) {

            if ( material.displacementMap ) {

                uniforms.displacementMap.value = material.displacementMap;
                uniforms.displacementScale.value = material.displacementScale;
                uniforms.displacementBias.value = material.displacementBias;

            }

        }

        function refreshUniformsDistance( uniforms, material ) {

            if ( material.displacementMap ) {

                uniforms.displacementMap.value = material.displacementMap;
                uniforms.displacementScale.value = material.displacementScale;
                uniforms.displacementBias.value = material.displacementBias;

            }

            uniforms.referencePosition.value.copy( material.referencePosition );
            uniforms.nearDistance.value = material.nearDistance;
            uniforms.farDistance.value = material.farDistance;

        }

        function refreshUniformsNormal( uniforms, material ) {

            if ( material.bumpMap ) {

                uniforms.bumpMap.value = material.bumpMap;
                uniforms.bumpScale.value = material.bumpScale;
                if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;

            }

            if ( material.normalMap ) {

                uniforms.normalMap.value = material.normalMap;
                uniforms.normalScale.value.copy( material.normalScale );
                if ( material.side === BackSide ) uniforms.normalScale.value.negate();

            }

            if ( material.displacementMap ) {

                uniforms.displacementMap.value = material.displacementMap;
                uniforms.displacementScale.value = material.displacementScale;
                uniforms.displacementBias.value = material.displacementBias;

            }

        }

        // If uniforms are marked as clean, they don't need to be loaded to the GPU.

        function markUniformsLightsNeedsUpdate( uniforms, value ) {

            uniforms.ambientLightColor.needsUpdate = value;

            uniforms.directionalLights.needsUpdate = value;
            uniforms.pointLights.needsUpdate = value;
            uniforms.spotLights.needsUpdate = value;
            uniforms.rectAreaLights.needsUpdate = value;
            uniforms.hemisphereLights.needsUpdate = value;

        }

        // Textures

        function allocTextureUnit() {

            var textureUnit = _usedTextureUnits;

            if ( textureUnit >= capabilities.maxTextures ) {

                console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );

            }

            _usedTextureUnits += 1;

            return textureUnit;

        }

        this.allocTextureUnit = allocTextureUnit;

        // this.setTexture2D = setTexture2D;
        this.setTexture2D = ( function () {

            var warned = false;

            // backwards compatibility: peel texture.texture
            return function setTexture2D( texture, slot ) {

                if ( texture && texture.isWebGLRenderTarget ) {

                    if ( ! warned ) {

                        console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
                        warned = true;

                    }

                    texture = texture.texture;

                }

                textures.setTexture2D( texture, slot );

            };

        }() );

        this.setTexture = ( function () {

            var warned = false;

            return function setTexture( texture, slot ) {

                if ( ! warned ) {

                    console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." );
                    warned = true;

                }

                textures.setTexture2D( texture, slot );

            };

        }() );

        this.setTextureCube = ( function () {

            var warned = false;

            return function setTextureCube( texture, slot ) {

                // backwards compatibility: peel texture.texture
                if ( texture && texture.isWebGLRenderTargetCube ) {

                    if ( ! warned ) {

                        console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
                        warned = true;

                    }

                    texture = texture.texture;

                }

                // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
                // TODO: unify these code paths
                if ( ( texture && texture.isCubeTexture ) ||
                    ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {

                    // CompressedTexture can have Array in image :/

                    // this function alone should take care of cube textures
                    textures.setTextureCube( texture, slot );

                } else {

                    // assumed: texture property of THREE.WebGLRenderTargetCube

                    textures.setTextureCubeDynamic( texture, slot );

                }

            };

        }() );

        //

        this.setFramebuffer = function ( value ) {

            _framebuffer = value;

        };

        this.getRenderTarget = function () {

            return _currentRenderTarget;

        };

        this.setRenderTarget = function ( renderTarget ) {

            _currentRenderTarget = renderTarget;

            if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {

                textures.setupRenderTarget( renderTarget );

            }

            var framebuffer = _framebuffer;
            var isCube = false;

            if ( renderTarget ) {

                var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;

                if ( renderTarget.isWebGLRenderTargetCube ) {

                    framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ];
                    isCube = true;

                } else {

                    framebuffer = __webglFramebuffer;

                }

                _currentViewport.copy( renderTarget.viewport );
                _currentScissor.copy( renderTarget.scissor );
                _currentScissorTest = renderTarget.scissorTest;

            } else {

                _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
                _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
                _currentScissorTest = _scissorTest;

            }

            if ( _currentFramebuffer !== framebuffer ) {

                _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
                _currentFramebuffer = framebuffer;

            }

            state.viewport( _currentViewport );
            state.scissor( _currentScissor );
            state.setScissorTest( _currentScissorTest );

            if ( isCube ) {

                var textureProperties = properties.get( renderTarget.texture );
                _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );

            }

        };

        this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {

            if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {

                console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
                return;

            }

            var framebuffer = properties.get( renderTarget ).__webglFramebuffer;

            if ( framebuffer ) {

                var restore = false;

                if ( framebuffer !== _currentFramebuffer ) {

                    _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );

                    restore = true;

                }

                try {

                    var texture = renderTarget.texture;
                    var textureFormat = texture.format;
                    var textureType = texture.type;

                    if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {

                        console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
                        return;

                    }

                    if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
                        ! ( textureType === FloatType && ( extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
                        ! ( textureType === HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {

                        console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
                        return;

                    }

                    if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {

                        // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

                        if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {

                            _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );

                        }

                    } else {

                        console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

                    }

                } finally {

                    if ( restore ) {

                        _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );

                    }

                }

            }

        };

        this.copyFramebufferToTexture = function ( position, texture, level ) {

            var width = texture.image.width;
            var height = texture.image.height;
            var glFormat = utils.convert( texture.format );

            this.setTexture2D( texture, 0 );

            _gl.copyTexImage2D( _gl.TEXTURE_2D, level || 0, glFormat, position.x, position.y, width, height, 0 );

        };

        this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {

            var width = srcTexture.image.width;
            var height = srcTexture.image.height;
            var glFormat = utils.convert( dstTexture.format );
            var glType = utils.convert( dstTexture.type );

            this.setTexture2D( dstTexture, 0 );

            if ( srcTexture.isDataTexture ) {

                _gl.texSubImage2D( _gl.TEXTURE_2D, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );

            } else {

                _gl.texSubImage2D( _gl.TEXTURE_2D, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );

            }

        };

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     */

    function FogExp2( color, density ) {

        this.name = '';

        this.color = new Color( color );
        this.density = ( density !== undefined ) ? density : 0.00025;

    }

    FogExp2.prototype.isFogExp2 = true;

    FogExp2.prototype.clone = function () {

        return new FogExp2( this.color, this.density );

    };

    FogExp2.prototype.toJSON = function ( /* meta */ ) {

        return {
            type: 'FogExp2',
            color: this.color.getHex(),
            density: this.density
        };

    };

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     */

    function Fog( color, near, far ) {

        this.name = '';

        this.color = new Color( color );

        this.near = ( near !== undefined ) ? near : 1;
        this.far = ( far !== undefined ) ? far : 1000;

    }

    Fog.prototype.isFog = true;

    Fog.prototype.clone = function () {

        return new Fog( this.color, this.near, this.far );

    };

    Fog.prototype.toJSON = function ( /* meta */ ) {

        return {
            type: 'Fog',
            color: this.color.getHex(),
            near: this.near,
            far: this.far
        };

    };

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function Scene() {

        Object3D.call( this );

        this.type = 'Scene';

        this.background = null;
        this.fog = null;
        this.overrideMaterial = null;

        this.autoUpdate = true; // checked by the renderer

    }

    Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {

        constructor: Scene,

        copy: function ( source, recursive ) {

            Object3D.prototype.copy.call( this, source, recursive );

            if ( source.background !== null ) this.background = source.background.clone();
            if ( source.fog !== null ) this.fog = source.fog.clone();
            if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();

            this.autoUpdate = source.autoUpdate;
            this.matrixAutoUpdate = source.matrixAutoUpdate;

            return this;

        },

        toJSON: function ( meta ) {

            var data = Object3D.prototype.toJSON.call( this, meta );

            if ( this.background !== null ) data.object.background = this.background.toJSON( meta );
            if ( this.fog !== null ) data.object.fog = this.fog.toJSON();

            return data;

        }

    } );

    /**
     * @author alteredq / http://alteredqualia.com/
     *
     * parameters = {
     *  color: <hex>,
     *  opacity: <float>,
     *  map: new THREE.Texture( <Image> ),
     *
     *	uvOffset: new THREE.Vector2(),
     *	uvScale: new THREE.Vector2()
     * }
     */

    function SpriteMaterial( parameters ) {

        Material.call( this );

        this.type = 'SpriteMaterial';

        this.color = new Color( 0xffffff );
        this.map = null;

        this.rotation = 0;

        this.fog = false;
        this.lights = false;

        this.setValues( parameters );

    }

    SpriteMaterial.prototype = Object.create( Material.prototype );
    SpriteMaterial.prototype.constructor = SpriteMaterial;
    SpriteMaterial.prototype.isSpriteMaterial = true;

    SpriteMaterial.prototype.copy = function ( source ) {

        Material.prototype.copy.call( this, source );

        this.color.copy( source.color );
        this.map = source.map;

        this.rotation = source.rotation;

        return this;

    };

    /**
     * @author mikael emtinger / http://gomo.se/
     * @author alteredq / http://alteredqualia.com/
     */

    function Sprite( material ) {

        Object3D.call( this );

        this.type = 'Sprite';

        this.material = ( material !== undefined ) ? material : new SpriteMaterial();

        this.center = new Vector2( 0.5, 0.5 );

    }

    Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {

        constructor: Sprite,

        isSprite: true,

        raycast: ( function () {

            var intersectPoint = new Vector3();
            var worldPosition = new Vector3();
            var worldScale = new Vector3();

            return function raycast( raycaster, intersects ) {

                worldPosition.setFromMatrixPosition( this.matrixWorld );
                raycaster.ray.closestPointToPoint( worldPosition, intersectPoint );

                worldScale.setFromMatrixScale( this.matrixWorld );
                var guessSizeSq = worldScale.x * worldScale.y / 4;

                if ( worldPosition.distanceToSquared( intersectPoint ) > guessSizeSq ) return;

                var distance = raycaster.ray.origin.distanceTo( intersectPoint );

                if ( distance < raycaster.near || distance > raycaster.far ) return;

                intersects.push( {

                    distance: distance,
                    point: intersectPoint.clone(),
                    face: null,
                    object: this

                } );

            };

        }() ),

        clone: function () {

            return new this.constructor( this.material ).copy( this );

        },

        copy: function ( source ) {

            Object3D.prototype.copy.call( this, source );

            if ( source.center !== undefined ) this.center.copy( source.center );

            return this;

        }


    } );

    /**
     * @author mikael emtinger / http://gomo.se/
     * @author alteredq / http://alteredqualia.com/
     * @author mrdoob / http://mrdoob.com/
     */

    function LOD() {

        Object3D.call( this );

        this.type = 'LOD';

        Object.defineProperties( this, {
            levels: {
                enumerable: true,
                value: []
            }
        } );

    }

    LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {

        constructor: LOD,

        copy: function ( source ) {

            Object3D.prototype.copy.call( this, source, false );

            var levels = source.levels;

            for ( var i = 0, l = levels.length; i < l; i ++ ) {

                var level = levels[ i ];

                this.addLevel( level.object.clone(), level.distance );

            }

            return this;

        },

        addLevel: function ( object, distance ) {

            if ( distance === undefined ) distance = 0;

            distance = Math.abs( distance );

            var levels = this.levels;

            for ( var l = 0; l < levels.length; l ++ ) {

                if ( distance < levels[ l ].distance ) {

                    break;

                }

            }

            levels.splice( l, 0, { distance: distance, object: object } );

            this.add( object );

        },

        getObjectForDistance: function ( distance ) {

            var levels = this.levels;

            for ( var i = 1, l = levels.length; i < l; i ++ ) {

                if ( distance < levels[ i ].distance ) {

                    break;

                }

            }

            return levels[ i - 1 ].object;

        },

        raycast: ( function () {

            var matrixPosition = new Vector3();

            return function raycast( raycaster, intersects ) {

                matrixPosition.setFromMatrixPosition( this.matrixWorld );

                var distance = raycaster.ray.origin.distanceTo( matrixPosition );

                this.getObjectForDistance( distance ).raycast( raycaster, intersects );

            };

        }() ),

        update: function () {

            var v1 = new Vector3();
            var v2 = new Vector3();

            return function update( camera ) {

                var levels = this.levels;

                if ( levels.length > 1 ) {

                    v1.setFromMatrixPosition( camera.matrixWorld );
                    v2.setFromMatrixPosition( this.matrixWorld );

                    var distance = v1.distanceTo( v2 );

                    levels[ 0 ].object.visible = true;

                    for ( var i = 1, l = levels.length; i < l; i ++ ) {

                        if ( distance >= levels[ i ].distance ) {

                            levels[ i - 1 ].object.visible = false;
                            levels[ i ].object.visible = true;

                        } else {

                            break;

                        }

                    }

                    for ( ; i < l; i ++ ) {

                        levels[ i ].object.visible = false;

                    }

                }

            };

        }(),

        toJSON: function ( meta ) {

            var data = Object3D.prototype.toJSON.call( this, meta );

            data.object.levels = [];

            var levels = this.levels;

            for ( var i = 0, l = levels.length; i < l; i ++ ) {

                var level = levels[ i ];

                data.object.levels.push( {
                    object: level.object.uuid,
                    distance: level.distance
                } );

            }

            return data;

        }

    } );

    /**
     * @author mikael emtinger / http://gomo.se/
     * @author alteredq / http://alteredqualia.com/
     * @author michael guerrero / http://realitymeltdown.com
     * @author ikerr / http://verold.com
     */

    function Skeleton( bones, boneInverses ) {

        // copy the bone array

        bones = bones || [];

        this.bones = bones.slice( 0 );
        this.boneMatrices = new Float32Array( this.bones.length * 16 );

        // use the supplied bone inverses or calculate the inverses

        if ( boneInverses === undefined ) {

            this.calculateInverses();

        } else {

            if ( this.bones.length === boneInverses.length ) {

                this.boneInverses = boneInverses.slice( 0 );

            } else {

                console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );

                this.boneInverses = [];

                for ( var i = 0, il = this.bones.length; i < il; i ++ ) {

                    this.boneInverses.push( new Matrix4() );

                }

            }

        }

    }

    Object.assign( Skeleton.prototype, {

        calculateInverses: function () {

            this.boneInverses = [];

            for ( var i = 0, il = this.bones.length; i < il; i ++ ) {

                var inverse = new Matrix4();

                if ( this.bones[ i ] ) {

                    inverse.getInverse( this.bones[ i ].matrixWorld );

                }

                this.boneInverses.push( inverse );

            }

        },

        pose: function () {

            var bone, i, il;

            // recover the bind-time world matrices

            for ( i = 0, il = this.bones.length; i < il; i ++ ) {

                bone = this.bones[ i ];

                if ( bone ) {

                    bone.matrixWorld.getInverse( this.boneInverses[ i ] );

                }

            }

            // compute the local matrices, positions, rotations and scales

            for ( i = 0, il = this.bones.length; i < il; i ++ ) {

                bone = this.bones[ i ];

                if ( bone ) {

                    if ( bone.parent && bone.parent.isBone ) {

                        bone.matrix.getInverse( bone.parent.matrixWorld );
                        bone.matrix.multiply( bone.matrixWorld );

                    } else {

                        bone.matrix.copy( bone.matrixWorld );

                    }

                    bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );

                }

            }

        },

        update: ( function () {

            var offsetMatrix = new Matrix4();
            var identityMatrix = new Matrix4();

            return function update() {

                var bones = this.bones;
                var boneInverses = this.boneInverses;
                var boneMatrices = this.boneMatrices;
                var boneTexture = this.boneTexture;

                // flatten bone matrices to array

                for ( var i = 0, il = bones.length; i < il; i ++ ) {

                    // compute the offset between the current and the original transform

                    var matrix = bones[ i ] ? bones[ i ].matrixWorld : identityMatrix;

                    offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
                    offsetMatrix.toArray( boneMatrices, i * 16 );

                }

                if ( boneTexture !== undefined ) {

                    boneTexture.needsUpdate = true;

                }

            };

        } )(),

        clone: function () {

            return new Skeleton( this.bones, this.boneInverses );

        },

        getBoneByName: function ( name ) {

            for ( var i = 0, il = this.bones.length; i < il; i ++ ) {

                var bone = this.bones[ i ];

                if ( bone.name === name ) {

                    return bone;

                }

            }

            return undefined;

        }

    } );

    /**
     * @author mikael emtinger / http://gomo.se/
     * @author alteredq / http://alteredqualia.com/
     * @author ikerr / http://verold.com
     */

    function Bone() {

        Object3D.call( this );

        this.type = 'Bone';

    }

    Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {

        constructor: Bone,

        isBone: true

    } );

    /**
     * @author mikael emtinger / http://gomo.se/
     * @author alteredq / http://alteredqualia.com/
     * @author ikerr / http://verold.com
     */

    function SkinnedMesh( geometry, material ) {

        Mesh.call( this, geometry, material );

        this.type = 'SkinnedMesh';

        this.bindMode = 'attached';
        this.bindMatrix = new Matrix4();
        this.bindMatrixInverse = new Matrix4();

        var bones = this.initBones();
        var skeleton = new Skeleton( bones );

        this.bind( skeleton, this.matrixWorld );

        this.normalizeSkinWeights();

    }

    SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {

        constructor: SkinnedMesh,

        isSkinnedMesh: true,

        initBones: function () {

            var bones = [], bone, gbone;
            var i, il;

            if ( this.geometry && this.geometry.bones !== undefined ) {

                // first, create array of 'Bone' objects from geometry data

                for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) {

                    gbone = this.geometry.bones[ i ];

                    // create new 'Bone' object

                    bone = new Bone();
                    bones.push( bone );

                    // apply values

                    bone.name = gbone.name;
                    bone.position.fromArray( gbone.pos );
                    bone.quaternion.fromArray( gbone.rotq );
                    if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl );

                }

                // second, create bone hierarchy

                for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) {

                    gbone = this.geometry.bones[ i ];

                    if ( ( gbone.parent !== - 1 ) && ( gbone.parent !== null ) && ( bones[ gbone.parent ] !== undefined ) ) {

                        // subsequent bones in the hierarchy

                        bones[ gbone.parent ].add( bones[ i ] );

                    } else {

                        // topmost bone, immediate child of the skinned mesh

                        this.add( bones[ i ] );

                    }

                }

            }

            // now the bones are part of the scene graph and children of the skinned mesh.
            // let's update the corresponding matrices

            this.updateMatrixWorld( true );

            return bones;

        },

        bind: function ( skeleton, bindMatrix ) {

            this.skeleton = skeleton;

            if ( bindMatrix === undefined ) {

                this.updateMatrixWorld( true );

                this.skeleton.calculateInverses();

                bindMatrix = this.matrixWorld;

            }

            this.bindMatrix.copy( bindMatrix );
            this.bindMatrixInverse.getInverse( bindMatrix );

        },

        pose: function () {

            this.skeleton.pose();

        },

        normalizeSkinWeights: function () {

            var scale, i;

            if ( this.geometry && this.geometry.isGeometry ) {

                for ( i = 0; i < this.geometry.skinWeights.length; i ++ ) {

                    var sw = this.geometry.skinWeights[ i ];

                    scale = 1.0 / sw.manhattanLength();

                    if ( scale !== Infinity ) {

                        sw.multiplyScalar( scale );

                    } else {

                        sw.set( 1, 0, 0, 0 ); // do something reasonable

                    }

                }

            } else if ( this.geometry && this.geometry.isBufferGeometry ) {

                var vec = new Vector4();

                var skinWeight = this.geometry.attributes.skinWeight;

                for ( i = 0; i < skinWeight.count; i ++ ) {

                    vec.x = skinWeight.getX( i );
                    vec.y = skinWeight.getY( i );
                    vec.z = skinWeight.getZ( i );
                    vec.w = skinWeight.getW( i );

                    scale = 1.0 / vec.manhattanLength();

                    if ( scale !== Infinity ) {

                        vec.multiplyScalar( scale );

                    } else {

                        vec.set( 1, 0, 0, 0 ); // do something reasonable

                    }

                    skinWeight.setXYZW( i, vec.x, vec.y, vec.z, vec.w );

                }

            }

        },

        updateMatrixWorld: function ( force ) {

            Mesh.prototype.updateMatrixWorld.call( this, force );

            if ( this.bindMode === 'attached' ) {

                this.bindMatrixInverse.getInverse( this.matrixWorld );

            } else if ( this.bindMode === 'detached' ) {

                this.bindMatrixInverse.getInverse( this.bindMatrix );

            } else {

                console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );

            }

        },

        clone: function () {

            return new this.constructor( this.geometry, this.material ).copy( this );

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     *
     * parameters = {
     *  color: <hex>,
     *  opacity: <float>,
     *
     *  linewidth: <float>,
     *  linecap: "round",
     *  linejoin: "round"
     * }
     */

    function LineBasicMaterial( parameters ) {

        Material.call( this );

        this.type = 'LineBasicMaterial';

        this.color = new Color( 0xffffff );

        this.linewidth = 1;
        this.linecap = 'round';
        this.linejoin = 'round';

        this.lights = false;

        this.setValues( parameters );

    }

    LineBasicMaterial.prototype = Object.create( Material.prototype );
    LineBasicMaterial.prototype.constructor = LineBasicMaterial;

    LineBasicMaterial.prototype.isLineBasicMaterial = true;

    LineBasicMaterial.prototype.copy = function ( source ) {

        Material.prototype.copy.call( this, source );

        this.color.copy( source.color );

        this.linewidth = source.linewidth;
        this.linecap = source.linecap;
        this.linejoin = source.linejoin;

        return this;

    };

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function Line( geometry, material, mode ) {

        if ( mode === 1 ) {

            console.warn( 'THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead.' );
            return new LineSegments( geometry, material );

        }

        Object3D.call( this );

        this.type = 'Line';

        this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
        this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );

    }

    Line.prototype = Object.assign( Object.create( Object3D.prototype ), {

        constructor: Line,

        isLine: true,

        computeLineDistances: ( function () {

            var start = new Vector3();
            var end = new Vector3();

            return function computeLineDistances() {

                var geometry = this.geometry;

                if ( geometry.isBufferGeometry ) {

                    // we assume non-indexed geometry

                    if ( geometry.index === null ) {

                        var positionAttribute = geometry.attributes.position;
                        var lineDistances = [ 0 ];

                        for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {

                            start.fromBufferAttribute( positionAttribute, i - 1 );
                            end.fromBufferAttribute( positionAttribute, i );

                            lineDistances[ i ] = lineDistances[ i - 1 ];
                            lineDistances[ i ] += start.distanceTo( end );

                        }

                        geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );

                    } else {

                        console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );

                    }

                } else if ( geometry.isGeometry ) {

                    var vertices = geometry.vertices;
                    var lineDistances = geometry.lineDistances;

                    lineDistances[ 0 ] = 0;

                    for ( var i = 1, l = vertices.length; i < l; i ++ ) {

                        lineDistances[ i ] = lineDistances[ i - 1 ];
                        lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );

                    }

                }

                return this;

            };

        }() ),

        raycast: ( function () {

            var inverseMatrix = new Matrix4();
            var ray = new Ray();
            var sphere = new Sphere();

            return function raycast( raycaster, intersects ) {

                var precision = raycaster.linePrecision;
                var precisionSq = precision * precision;

                var geometry = this.geometry;
                var matrixWorld = this.matrixWorld;

                // Checking boundingSphere distance to ray

                if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

                sphere.copy( geometry.boundingSphere );
                sphere.applyMatrix4( matrixWorld );

                if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;

                //

                inverseMatrix.getInverse( matrixWorld );
                ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );

                var vStart = new Vector3();
                var vEnd = new Vector3();
                var interSegment = new Vector3();
                var interRay = new Vector3();
                var step = ( this && this.isLineSegments ) ? 2 : 1;

                if ( geometry.isBufferGeometry ) {

                    var index = geometry.index;
                    var attributes = geometry.attributes;
                    var positions = attributes.position.array;

                    if ( index !== null ) {

                        var indices = index.array;

                        for ( var i = 0, l = indices.length - 1; i < l; i += step ) {

                            var a = indices[ i ];
                            var b = indices[ i + 1 ];

                            vStart.fromArray( positions, a * 3 );
                            vEnd.fromArray( positions, b * 3 );

                            var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );

                            if ( distSq > precisionSq ) continue;

                            interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation

                            var distance = raycaster.ray.origin.distanceTo( interRay );

                            if ( distance < raycaster.near || distance > raycaster.far ) continue;

                            intersects.push( {

                                distance: distance,
                                // What do we want? intersection point on the ray or on the segment??
                                // point: raycaster.ray.at( distance ),
                                point: interSegment.clone().applyMatrix4( this.matrixWorld ),
                                index: i,
                                face: null,
                                faceIndex: null,
                                object: this

                            } );

                        }

                    } else {

                        for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {

                            vStart.fromArray( positions, 3 * i );
                            vEnd.fromArray( positions, 3 * i + 3 );

                            var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );

                            if ( distSq > precisionSq ) continue;

                            interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation

                            var distance = raycaster.ray.origin.distanceTo( interRay );

                            if ( distance < raycaster.near || distance > raycaster.far ) continue;

                            intersects.push( {

                                distance: distance,
                                // What do we want? intersection point on the ray or on the segment??
                                // point: raycaster.ray.at( distance ),
                                point: interSegment.clone().applyMatrix4( this.matrixWorld ),
                                index: i,
                                face: null,
                                faceIndex: null,
                                object: this

                            } );

                        }

                    }

                } else if ( geometry.isGeometry ) {

                    var vertices = geometry.vertices;
                    var nbVertices = vertices.length;

                    for ( var i = 0; i < nbVertices - 1; i += step ) {

                        var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );

                        if ( distSq > precisionSq ) continue;

                        interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation

                        var distance = raycaster.ray.origin.distanceTo( interRay );

                        if ( distance < raycaster.near || distance > raycaster.far ) continue;

                        intersects.push( {

                            distance: distance,
                            // What do we want? intersection point on the ray or on the segment??
                            // point: raycaster.ray.at( distance ),
                            point: interSegment.clone().applyMatrix4( this.matrixWorld ),
                            index: i,
                            face: null,
                            faceIndex: null,
                            object: this

                        } );

                    }

                }

            };

        }() ),

        clone: function () {

            return new this.constructor( this.geometry, this.material ).copy( this );

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function LineSegments( geometry, material ) {

        Line.call( this, geometry, material );

        this.type = 'LineSegments';

    }

    LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {

        constructor: LineSegments,

        isLineSegments: true,

        computeLineDistances: ( function () {

            var start = new Vector3();
            var end = new Vector3();

            return function computeLineDistances() {

                var geometry = this.geometry;

                if ( geometry.isBufferGeometry ) {

                    // we assume non-indexed geometry

                    if ( geometry.index === null ) {

                        var positionAttribute = geometry.attributes.position;
                        var lineDistances = [];

                        for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {

                            start.fromBufferAttribute( positionAttribute, i );
                            end.fromBufferAttribute( positionAttribute, i + 1 );

                            lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
                            lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end );

                        }

                        geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );

                    } else {

                        console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );

                    }

                } else if ( geometry.isGeometry ) {

                    var vertices = geometry.vertices;
                    var lineDistances = geometry.lineDistances;

                    for ( var i = 0, l = vertices.length; i < l; i += 2 ) {

                        start.copy( vertices[ i ] );
                        end.copy( vertices[ i + 1 ] );

                        lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
                        lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end );

                    }

                }

                return this;

            };

        }() )

    } );

    /**
     * @author mgreter / http://github.com/mgreter
     */

    function LineLoop( geometry, material ) {

        Line.call( this, geometry, material );

        this.type = 'LineLoop';

    }

    LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {

        constructor: LineLoop,

        isLineLoop: true,

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     *
     * parameters = {
     *  color: <hex>,
     *  opacity: <float>,
     *  map: new THREE.Texture( <Image> ),
     *
     *  size: <float>,
     *  sizeAttenuation: <bool>
     *
     *  morphTargets: <bool>
     * }
     */

    function PointsMaterial( parameters ) {

        Material.call( this );

        this.type = 'PointsMaterial';

        this.color = new Color( 0xffffff );

        this.map = null;

        this.size = 1;
        this.sizeAttenuation = true;

        this.morphTargets = false;

        this.lights = false;

        this.setValues( parameters );

    }

    PointsMaterial.prototype = Object.create( Material.prototype );
    PointsMaterial.prototype.constructor = PointsMaterial;

    PointsMaterial.prototype.isPointsMaterial = true;

    PointsMaterial.prototype.copy = function ( source ) {

        Material.prototype.copy.call( this, source );

        this.color.copy( source.color );

        this.map = source.map;

        this.size = source.size;
        this.sizeAttenuation = source.sizeAttenuation;

        this.morphTargets = source.morphTargets;

        return this;

    };

    /**
     * @author alteredq / http://alteredqualia.com/
     */

    function Points( geometry, material ) {

        Object3D.call( this );

        this.type = 'Points';

        this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
        this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );

    }

    Points.prototype = Object.assign( Object.create( Object3D.prototype ), {

        constructor: Points,

        isPoints: true,

        raycast: ( function () {

            var inverseMatrix = new Matrix4();
            var ray = new Ray();
            var sphere = new Sphere();

            return function raycast( raycaster, intersects ) {

                var object = this;
                var geometry = this.geometry;
                var matrixWorld = this.matrixWorld;
                var threshold = raycaster.params.Points.threshold;

                // Checking boundingSphere distance to ray

                if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

                sphere.copy( geometry.boundingSphere );
                sphere.applyMatrix4( matrixWorld );
                sphere.radius += threshold;

                if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;

                //

                inverseMatrix.getInverse( matrixWorld );
                ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );

                var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
                var localThresholdSq = localThreshold * localThreshold;
                var position = new Vector3();
                var intersectPoint = new Vector3();

                function testPoint( point, index ) {

                    var rayPointDistanceSq = ray.distanceSqToPoint( point );

                    if ( rayPointDistanceSq < localThresholdSq ) {

                        ray.closestPointToPoint( point, intersectPoint );
                        intersectPoint.applyMatrix4( matrixWorld );

                        var distance = raycaster.ray.origin.distanceTo( intersectPoint );

                        if ( distance < raycaster.near || distance > raycaster.far ) return;

                        intersects.push( {

                            distance: distance,
                            distanceToRay: Math.sqrt( rayPointDistanceSq ),
                            point: intersectPoint.clone(),
                            index: index,
                            face: null,
                            object: object

                        } );

                    }

                }

                if ( geometry.isBufferGeometry ) {

                    var index = geometry.index;
                    var attributes = geometry.attributes;
                    var positions = attributes.position.array;

                    if ( index !== null ) {

                        var indices = index.array;

                        for ( var i = 0, il = indices.length; i < il; i ++ ) {

                            var a = indices[ i ];

                            position.fromArray( positions, a * 3 );

                            testPoint( position, a );

                        }

                    } else {

                        for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {

                            position.fromArray( positions, i * 3 );

                            testPoint( position, i );

                        }

                    }

                } else {

                    var vertices = geometry.vertices;

                    for ( var i = 0, l = vertices.length; i < l; i ++ ) {

                        testPoint( vertices[ i ], i );

                    }

                }

            };

        }() ),

        clone: function () {

            return new this.constructor( this.geometry, this.material ).copy( this );

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {

        Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );

        this.generateMipmaps = false;

    }

    VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {

        constructor: VideoTexture,

        isVideoTexture: true,

        update: function () {

            var video = this.image;

            if ( video.readyState >= video.HAVE_CURRENT_DATA ) {

                this.needsUpdate = true;

            }

        }

    } );

    /**
     * @author alteredq / http://alteredqualia.com/
     */

    function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {

        Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );

        this.image = { width: width, height: height };
        this.mipmaps = mipmaps;

        // no flipping for cube textures
        // (also flipping doesn't work for compressed textures )

        this.flipY = false;

        // can't generate mipmaps for compressed textures
        // mips must be embedded in DDS files

        this.generateMipmaps = false;

    }

    CompressedTexture.prototype = Object.create( Texture.prototype );
    CompressedTexture.prototype.constructor = CompressedTexture;

    CompressedTexture.prototype.isCompressedTexture = true;

    /**
     * @author Matt DesLauriers / @mattdesl
     * @author atix / arthursilber.de
     */

    function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {

        format = format !== undefined ? format : DepthFormat;

        if ( format !== DepthFormat && format !== DepthStencilFormat ) {

            throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );

        }

        if ( type === undefined && format === DepthFormat ) type = UnsignedShortType;
        if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;

        Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );

        this.image = { width: width, height: height };

        this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
        this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;

        this.flipY = false;
        this.generateMipmaps	= false;

    }

    DepthTexture.prototype = Object.create( Texture.prototype );
    DepthTexture.prototype.constructor = DepthTexture;
    DepthTexture.prototype.isDepthTexture = true;

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author Mugen87 / https://github.com/Mugen87
     */

    function WireframeGeometry( geometry ) {

        BufferGeometry.call( this );

        this.type = 'WireframeGeometry';

        // buffer

        var vertices = [];

        // helper variables

        var i, j, l, o, ol;
        var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
        var key, keys = [ 'a', 'b', 'c' ];
        var vertex;

        // different logic for Geometry and BufferGeometry

        if ( geometry && geometry.isGeometry ) {

            // create a data structure that contains all edges without duplicates

            var faces = geometry.faces;

            for ( i = 0, l = faces.length; i < l; i ++ ) {

                var face = faces[ i ];

                for ( j = 0; j < 3; j ++ ) {

                    edge1 = face[ keys[ j ] ];
                    edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
                    edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
                    edge[ 1 ] = Math.max( edge1, edge2 );

                    key = edge[ 0 ] + ',' + edge[ 1 ];

                    if ( edges[ key ] === undefined ) {

                        edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };

                    }

                }

            }

            // generate vertices

            for ( key in edges ) {

                e = edges[ key ];

                vertex = geometry.vertices[ e.index1 ];
                vertices.push( vertex.x, vertex.y, vertex.z );

                vertex = geometry.vertices[ e.index2 ];
                vertices.push( vertex.x, vertex.y, vertex.z );

            }

        } else if ( geometry && geometry.isBufferGeometry ) {

            var position, indices, groups;
            var group, start, count;
            var index1, index2;

            vertex = new Vector3();

            if ( geometry.index !== null ) {

                // indexed BufferGeometry

                position = geometry.attributes.position;
                indices = geometry.index;
                groups = geometry.groups;

                if ( groups.length === 0 ) {

                    groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];

                }

                // create a data structure that contains all eges without duplicates

                for ( o = 0, ol = groups.length; o < ol; ++ o ) {

                    group = groups[ o ];

                    start = group.start;
                    count = group.count;

                    for ( i = start, l = ( start + count ); i < l; i += 3 ) {

                        for ( j = 0; j < 3; j ++ ) {

                            edge1 = indices.getX( i + j );
                            edge2 = indices.getX( i + ( j + 1 ) % 3 );
                            edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
                            edge[ 1 ] = Math.max( edge1, edge2 );

                            key = edge[ 0 ] + ',' + edge[ 1 ];

                            if ( edges[ key ] === undefined ) {

                                edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };

                            }

                        }

                    }

                }

                // generate vertices

                for ( key in edges ) {

                    e = edges[ key ];

                    vertex.fromBufferAttribute( position, e.index1 );
                    vertices.push( vertex.x, vertex.y, vertex.z );

                    vertex.fromBufferAttribute( position, e.index2 );
                    vertices.push( vertex.x, vertex.y, vertex.z );

                }

            } else {

                // non-indexed BufferGeometry

                position = geometry.attributes.position;

                for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {

                    for ( j = 0; j < 3; j ++ ) {

                        // three edges per triangle, an edge is represented as (index1, index2)
                        // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)

                        index1 = 3 * i + j;
                        vertex.fromBufferAttribute( position, index1 );
                        vertices.push( vertex.x, vertex.y, vertex.z );

                        index2 = 3 * i + ( ( j + 1 ) % 3 );
                        vertex.fromBufferAttribute( position, index2 );
                        vertices.push( vertex.x, vertex.y, vertex.z );

                    }

                }

            }

        }

        // build geometry

        this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );

    }

    WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
    WireframeGeometry.prototype.constructor = WireframeGeometry;

    /**
     * @author zz85 / https://github.com/zz85
     * @author Mugen87 / https://github.com/Mugen87
     *
     * Parametric Surfaces Geometry
     * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
     */

    // ParametricGeometry

    function ParametricGeometry( func, slices, stacks ) {

        Geometry.call( this );

        this.type = 'ParametricGeometry';

        this.parameters = {
            func: func,
            slices: slices,
            stacks: stacks
        };

        this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
        this.mergeVertices();

    }

    ParametricGeometry.prototype = Object.create( Geometry.prototype );
    ParametricGeometry.prototype.constructor = ParametricGeometry;

    // ParametricBufferGeometry

    function ParametricBufferGeometry( func, slices, stacks ) {

        BufferGeometry.call( this );

        this.type = 'ParametricBufferGeometry';

        this.parameters = {
            func: func,
            slices: slices,
            stacks: stacks
        };

        // buffers

        var indices = [];
        var vertices = [];
        var normals = [];
        var uvs = [];

        var EPS = 0.00001;

        var normal = new Vector3();

        var p0 = new Vector3(), p1 = new Vector3();
        var pu = new Vector3(), pv = new Vector3();

        var i, j;

        if ( func.length < 3 ) {

            console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );

        }

        // generate vertices, normals and uvs

        var sliceCount = slices + 1;

        for ( i = 0; i <= stacks; i ++ ) {

            var v = i / stacks;

            for ( j = 0; j <= slices; j ++ ) {

                var u = j / slices;

                // vertex

                func( u, v, p0 );
                vertices.push( p0.x, p0.y, p0.z );

                // normal

                // approximate tangent vectors via finite differences

                if ( u - EPS >= 0 ) {

                    func( u - EPS, v, p1 );
                    pu.subVectors( p0, p1 );

                } else {

                    func( u + EPS, v, p1 );
                    pu.subVectors( p1, p0 );

                }

                if ( v - EPS >= 0 ) {

                    func( u, v - EPS, p1 );
                    pv.subVectors( p0, p1 );

                } else {

                    func( u, v + EPS, p1 );
                    pv.subVectors( p1, p0 );

                }

                // cross product of tangent vectors returns surface normal

                normal.crossVectors( pu, pv ).normalize();
                normals.push( normal.x, normal.y, normal.z );

                // uv

                uvs.push( u, v );

            }

        }

        // generate indices

        for ( i = 0; i < stacks; i ++ ) {

            for ( j = 0; j < slices; j ++ ) {

                var a = i * sliceCount + j;
                var b = i * sliceCount + j + 1;
                var c = ( i + 1 ) * sliceCount + j + 1;
                var d = ( i + 1 ) * sliceCount + j;

                // faces one and two

                indices.push( a, b, d );
                indices.push( b, c, d );

            }

        }

        // build geometry

        this.setIndex( indices );
        this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
        this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

    }

    ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;

    /**
     * @author clockworkgeek / https://github.com/clockworkgeek
     * @author timothypratley / https://github.com/timothypratley
     * @author WestLangley / http://github.com/WestLangley
     * @author Mugen87 / https://github.com/Mugen87
     */

    // PolyhedronGeometry

    function PolyhedronGeometry( vertices, indices, radius, detail ) {

        Geometry.call( this );

        this.type = 'PolyhedronGeometry';

        this.parameters = {
            vertices: vertices,
            indices: indices,
            radius: radius,
            detail: detail
        };

        this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
        this.mergeVertices();

    }

    PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
    PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;

    // PolyhedronBufferGeometry

    function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {

        BufferGeometry.call( this );

        this.type = 'PolyhedronBufferGeometry';

        this.parameters = {
            vertices: vertices,
            indices: indices,
            radius: radius,
            detail: detail
        };

        radius = radius || 1;
        detail = detail || 0;

        // default buffer data

        var vertexBuffer = [];
        var uvBuffer = [];

        // the subdivision creates the vertex buffer data

        subdivide( detail );

        // all vertices should lie on a conceptual sphere with a given radius

        appplyRadius( radius );

        // finally, create the uv data

        generateUVs();

        // build non-indexed geometry

        this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
        this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
        this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );

        if ( detail === 0 ) {

            this.computeVertexNormals(); // flat normals

        } else {

            this.normalizeNormals(); // smooth normals

        }

        // helper functions

        function subdivide( detail ) {

            var a = new Vector3();
            var b = new Vector3();
            var c = new Vector3();

            // iterate over all faces and apply a subdivison with the given detail value

            for ( var i = 0; i < indices.length; i += 3 ) {

                // get the vertices of the face

                getVertexByIndex( indices[ i + 0 ], a );
                getVertexByIndex( indices[ i + 1 ], b );
                getVertexByIndex( indices[ i + 2 ], c );

                // perform subdivision

                subdivideFace( a, b, c, detail );

            }

        }

        function subdivideFace( a, b, c, detail ) {

            var cols = Math.pow( 2, detail );

            // we use this multidimensional array as a data structure for creating the subdivision

            var v = [];

            var i, j;

            // construct all of the vertices for this subdivision

            for ( i = 0; i <= cols; i ++ ) {

                v[ i ] = [];

                var aj = a.clone().lerp( c, i / cols );
                var bj = b.clone().lerp( c, i / cols );

                var rows = cols - i;

                for ( j = 0; j <= rows; j ++ ) {

                    if ( j === 0 && i === cols ) {

                        v[ i ][ j ] = aj;

                    } else {

                        v[ i ][ j ] = aj.clone().lerp( bj, j / rows );

                    }

                }

            }

            // construct all of the faces

            for ( i = 0; i < cols; i ++ ) {

                for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {

                    var k = Math.floor( j / 2 );

                    if ( j % 2 === 0 ) {

                        pushVertex( v[ i ][ k + 1 ] );
                        pushVertex( v[ i + 1 ][ k ] );
                        pushVertex( v[ i ][ k ] );

                    } else {

                        pushVertex( v[ i ][ k + 1 ] );
                        pushVertex( v[ i + 1 ][ k + 1 ] );
                        pushVertex( v[ i + 1 ][ k ] );

                    }

                }

            }

        }

        function appplyRadius( radius ) {

            var vertex = new Vector3();

            // iterate over the entire buffer and apply the radius to each vertex

            for ( var i = 0; i < vertexBuffer.length; i += 3 ) {

                vertex.x = vertexBuffer[ i + 0 ];
                vertex.y = vertexBuffer[ i + 1 ];
                vertex.z = vertexBuffer[ i + 2 ];

                vertex.normalize().multiplyScalar( radius );

                vertexBuffer[ i + 0 ] = vertex.x;
                vertexBuffer[ i + 1 ] = vertex.y;
                vertexBuffer[ i + 2 ] = vertex.z;

            }

        }

        function generateUVs() {

            var vertex = new Vector3();

            for ( var i = 0; i < vertexBuffer.length; i += 3 ) {

                vertex.x = vertexBuffer[ i + 0 ];
                vertex.y = vertexBuffer[ i + 1 ];
                vertex.z = vertexBuffer[ i + 2 ];

                var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
                var v = inclination( vertex ) / Math.PI + 0.5;
                uvBuffer.push( u, 1 - v );

            }

            correctUVs();

            correctSeam();

        }

        function correctSeam() {

            // handle case when face straddles the seam, see #3269

            for ( var i = 0; i < uvBuffer.length; i += 6 ) {

                // uv data of a single face

                var x0 = uvBuffer[ i + 0 ];
                var x1 = uvBuffer[ i + 2 ];
                var x2 = uvBuffer[ i + 4 ];

                var max = Math.max( x0, x1, x2 );
                var min = Math.min( x0, x1, x2 );

                // 0.9 is somewhat arbitrary

                if ( max > 0.9 && min < 0.1 ) {

                    if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
                    if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
                    if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;

                }

            }

        }

        function pushVertex( vertex ) {

            vertexBuffer.push( vertex.x, vertex.y, vertex.z );

        }

        function getVertexByIndex( index, vertex ) {

            var stride = index * 3;

            vertex.x = vertices[ stride + 0 ];
            vertex.y = vertices[ stride + 1 ];
            vertex.z = vertices[ stride + 2 ];

        }

        function correctUVs() {

            var a = new Vector3();
            var b = new Vector3();
            var c = new Vector3();

            var centroid = new Vector3();

            var uvA = new Vector2();
            var uvB = new Vector2();
            var uvC = new Vector2();

            for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {

                a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
                b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
                c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );

                uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
                uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
                uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );

                centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );

                var azi = azimuth( centroid );

                correctUV( uvA, j + 0, a, azi );
                correctUV( uvB, j + 2, b, azi );
                correctUV( uvC, j + 4, c, azi );

            }

        }

        function correctUV( uv, stride, vector, azimuth ) {

            if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {

                uvBuffer[ stride ] = uv.x - 1;

            }

            if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {

                uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;

            }

        }

        // Angle around the Y axis, counter-clockwise when looking from above.

        function azimuth( vector ) {

            return Math.atan2( vector.z, - vector.x );

        }


        // Angle above the XZ plane.

        function inclination( vector ) {

            return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );

        }

    }

    PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;

    /**
     * @author timothypratley / https://github.com/timothypratley
     * @author Mugen87 / https://github.com/Mugen87
     */

    // TetrahedronGeometry

    function TetrahedronGeometry( radius, detail ) {

        Geometry.call( this );

        this.type = 'TetrahedronGeometry';

        this.parameters = {
            radius: radius,
            detail: detail
        };

        this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
        this.mergeVertices();

    }

    TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
    TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;

    // TetrahedronBufferGeometry

    function TetrahedronBufferGeometry( radius, detail ) {

        var vertices = [
            1, 1, 1, 	- 1, - 1, 1, 	- 1, 1, - 1, 	1, - 1, - 1
        ];

        var indices = [
            2, 1, 0, 	0, 3, 2,	1, 3, 0,	2, 3, 1
        ];

        PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );

        this.type = 'TetrahedronBufferGeometry';

        this.parameters = {
            radius: radius,
            detail: detail
        };

    }

    TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
    TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;

    /**
     * @author timothypratley / https://github.com/timothypratley
     * @author Mugen87 / https://github.com/Mugen87
     */

    // OctahedronGeometry

    function OctahedronGeometry( radius, detail ) {

        Geometry.call( this );

        this.type = 'OctahedronGeometry';

        this.parameters = {
            radius: radius,
            detail: detail
        };

        this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
        this.mergeVertices();

    }

    OctahedronGeometry.prototype = Object.create( Geometry.prototype );
    OctahedronGeometry.prototype.constructor = OctahedronGeometry;

    // OctahedronBufferGeometry

    function OctahedronBufferGeometry( radius, detail ) {

        var vertices = [
            1, 0, 0, 	- 1, 0, 0,	0, 1, 0,
            0, - 1, 0, 	0, 0, 1,	0, 0, - 1
        ];

        var indices = [
            0, 2, 4,	0, 4, 3,	0, 3, 5,
            0, 5, 2,	1, 2, 5,	1, 5, 3,
            1, 3, 4,	1, 4, 2
        ];

        PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );

        this.type = 'OctahedronBufferGeometry';

        this.parameters = {
            radius: radius,
            detail: detail
        };

    }

    OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
    OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;

    /**
     * @author timothypratley / https://github.com/timothypratley
     * @author Mugen87 / https://github.com/Mugen87
     */

    // IcosahedronGeometry

    function IcosahedronGeometry( radius, detail ) {

        Geometry.call( this );

        this.type = 'IcosahedronGeometry';

        this.parameters = {
            radius: radius,
            detail: detail
        };

        this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
        this.mergeVertices();

    }

    IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
    IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;

    // IcosahedronBufferGeometry

    function IcosahedronBufferGeometry( radius, detail ) {

        var t = ( 1 + Math.sqrt( 5 ) ) / 2;

        var vertices = [
            - 1, t, 0, 	1, t, 0, 	- 1, - t, 0, 	1, - t, 0,
             0, - 1, t, 	0, 1, t,	0, - 1, - t, 	0, 1, - t,
             t, 0, - 1, 	t, 0, 1, 	- t, 0, - 1, 	- t, 0, 1
        ];

        var indices = [
             0, 11, 5, 	0, 5, 1, 	0, 1, 7, 	0, 7, 10, 	0, 10, 11,
             1, 5, 9, 	5, 11, 4,	11, 10, 2,	10, 7, 6,	7, 1, 8,
             3, 9, 4, 	3, 4, 2,	3, 2, 6,	3, 6, 8,	3, 8, 9,
             4, 9, 5, 	2, 4, 11,	6, 2, 10,	8, 6, 7,	9, 8, 1
        ];

        PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );

        this.type = 'IcosahedronBufferGeometry';

        this.parameters = {
            radius: radius,
            detail: detail
        };

    }

    IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
    IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;

    /**
     * @author Abe Pazos / https://hamoid.com
     * @author Mugen87 / https://github.com/Mugen87
     */

    // DodecahedronGeometry

    function DodecahedronGeometry( radius, detail ) {

        Geometry.call( this );

        this.type = 'DodecahedronGeometry';

        this.parameters = {
            radius: radius,
            detail: detail
        };

        this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
        this.mergeVertices();

    }

    DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
    DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;

    // DodecahedronBufferGeometry

    function DodecahedronBufferGeometry( radius, detail ) {

        var t = ( 1 + Math.sqrt( 5 ) ) / 2;
        var r = 1 / t;

        var vertices = [

            // (+/-1, +/-1, +/-1)
            - 1, - 1, - 1,	- 1, - 1, 1,
            - 1, 1, - 1, - 1, 1, 1,
            1, - 1, - 1, 1, - 1, 1,
            1, 1, - 1, 1, 1, 1,

            // (0, +/-1/phi, +/-phi)
             0, - r, - t, 0, - r, t,
             0, r, - t, 0, r, t,

            // (+/-1/phi, +/-phi, 0)
            - r, - t, 0, - r, t, 0,
             r, - t, 0, r, t, 0,

            // (+/-phi, 0, +/-1/phi)
            - t, 0, - r, t, 0, - r,
            - t, 0, r, t, 0, r
        ];

        var indices = [
            3, 11, 7, 	3, 7, 15, 	3, 15, 13,
            7, 19, 17, 	7, 17, 6, 	7, 6, 15,
            17, 4, 8, 	17, 8, 10, 	17, 10, 6,
            8, 0, 16, 	8, 16, 2, 	8, 2, 10,
            0, 12, 1, 	0, 1, 18, 	0, 18, 16,
            6, 10, 2, 	6, 2, 13, 	6, 13, 15,
            2, 16, 18, 	2, 18, 3, 	2, 3, 13,
            18, 1, 9, 	18, 9, 11, 	18, 11, 3,
            4, 14, 12, 	4, 12, 0, 	4, 0, 8,
            11, 9, 5, 	11, 5, 19, 	11, 19, 7,
            19, 5, 14, 	19, 14, 4, 	19, 4, 17,
            1, 12, 14, 	1, 14, 5, 	1, 5, 9
        ];

        PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );

        this.type = 'DodecahedronBufferGeometry';

        this.parameters = {
            radius: radius,
            detail: detail
        };

    }

    DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
    DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;

    /**
     * @author oosmoxiecode / https://github.com/oosmoxiecode
     * @author WestLangley / https://github.com/WestLangley
     * @author zz85 / https://github.com/zz85
     * @author miningold / https://github.com/miningold
     * @author jonobr1 / https://github.com/jonobr1
     * @author Mugen87 / https://github.com/Mugen87
     *
     */

    // TubeGeometry

    function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {

        Geometry.call( this );

        this.type = 'TubeGeometry';

        this.parameters = {
            path: path,
            tubularSegments: tubularSegments,
            radius: radius,
            radialSegments: radialSegments,
            closed: closed
        };

        if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );

        var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );

        // expose internals

        this.tangents = bufferGeometry.tangents;
        this.normals = bufferGeometry.normals;
        this.binormals = bufferGeometry.binormals;

        // create geometry

        this.fromBufferGeometry( bufferGeometry );
        this.mergeVertices();

    }

    TubeGeometry.prototype = Object.create( Geometry.prototype );
    TubeGeometry.prototype.constructor = TubeGeometry;

    // TubeBufferGeometry

    function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {

        BufferGeometry.call( this );

        this.type = 'TubeBufferGeometry';

        this.parameters = {
            path: path,
            tubularSegments: tubularSegments,
            radius: radius,
            radialSegments: radialSegments,
            closed: closed
        };

        tubularSegments = tubularSegments || 64;
        radius = radius || 1;
        radialSegments = radialSegments || 8;
        closed = closed || false;

        var frames = path.computeFrenetFrames( tubularSegments, closed );

        // expose internals

        this.tangents = frames.tangents;
        this.normals = frames.normals;
        this.binormals = frames.binormals;

        // helper variables

        var vertex = new Vector3();
        var normal = new Vector3();
        var uv = new Vector2();
        var P = new Vector3();

        var i, j;

        // buffer

        var vertices = [];
        var normals = [];
        var uvs = [];
        var indices = [];

        // create buffer data

        generateBufferData();

        // build geometry

        this.setIndex( indices );
        this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
        this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

        // functions

        function generateBufferData() {

            for ( i = 0; i < tubularSegments; i ++ ) {

                generateSegment( i );

            }

            // if the geometry is not closed, generate the last row of vertices and normals
            // at the regular position on the given path
            //
            // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)

            generateSegment( ( closed === false ) ? tubularSegments : 0 );

            // uvs are generated in a separate function.
            // this makes it easy compute correct values for closed geometries

            generateUVs();

            // finally create faces

            generateIndices();

        }

        function generateSegment( i ) {

            // we use getPointAt to sample evenly distributed points from the given path

            P = path.getPointAt( i / tubularSegments, P );

            // retrieve corresponding normal and binormal

            var N = frames.normals[ i ];
            var B = frames.binormals[ i ];

            // generate normals and vertices for the current segment

            for ( j = 0; j <= radialSegments; j ++ ) {

                var v = j / radialSegments * Math.PI * 2;

                var sin = Math.sin( v );
                var cos = - Math.cos( v );

                // normal

                normal.x = ( cos * N.x + sin * B.x );
                normal.y = ( cos * N.y + sin * B.y );
                normal.z = ( cos * N.z + sin * B.z );
                normal.normalize();

                normals.push( normal.x, normal.y, normal.z );

                // vertex

                vertex.x = P.x + radius * normal.x;
                vertex.y = P.y + radius * normal.y;
                vertex.z = P.z + radius * normal.z;

                vertices.push( vertex.x, vertex.y, vertex.z );

            }

        }

        function generateIndices() {

            for ( j = 1; j <= tubularSegments; j ++ ) {

                for ( i = 1; i <= radialSegments; i ++ ) {

                    var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
                    var b = ( radialSegments + 1 ) * j + ( i - 1 );
                    var c = ( radialSegments + 1 ) * j + i;
                    var d = ( radialSegments + 1 ) * ( j - 1 ) + i;

                    // faces

                    indices.push( a, b, d );
                    indices.push( b, c, d );

                }

            }

        }

        function generateUVs() {

            for ( i = 0; i <= tubularSegments; i ++ ) {

                for ( j = 0; j <= radialSegments; j ++ ) {

                    uv.x = i / tubularSegments;
                    uv.y = j / radialSegments;

                    uvs.push( uv.x, uv.y );

                }

            }

        }

    }

    TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;

    /**
     * @author oosmoxiecode
     * @author Mugen87 / https://github.com/Mugen87
     *
     * based on http://www.blackpawn.com/texts/pqtorus/
     */

    // TorusKnotGeometry

    function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {

        Geometry.call( this );

        this.type = 'TorusKnotGeometry';

        this.parameters = {
            radius: radius,
            tube: tube,
            tubularSegments: tubularSegments,
            radialSegments: radialSegments,
            p: p,
            q: q
        };

        if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );

        this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
        this.mergeVertices();

    }

    TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
    TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;

    // TorusKnotBufferGeometry

    function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {

        BufferGeometry.call( this );

        this.type = 'TorusKnotBufferGeometry';

        this.parameters = {
            radius: radius,
            tube: tube,
            tubularSegments: tubularSegments,
            radialSegments: radialSegments,
            p: p,
            q: q
        };

        radius = radius || 1;
        tube = tube || 0.4;
        tubularSegments = Math.floor( tubularSegments ) || 64;
        radialSegments = Math.floor( radialSegments ) || 8;
        p = p || 2;
        q = q || 3;

        // buffers

        var indices = [];
        var vertices = [];
        var normals = [];
        var uvs = [];

        // helper variables

        var i, j;

        var vertex = new Vector3();
        var normal = new Vector3();

        var P1 = new Vector3();
        var P2 = new Vector3();

        var B = new Vector3();
        var T = new Vector3();
        var N = new Vector3();

        // generate vertices, normals and uvs

        for ( i = 0; i <= tubularSegments; ++ i ) {

            // the radian "u" is used to calculate the position on the torus curve of the current tubular segement

            var u = i / tubularSegments * p * Math.PI * 2;

            // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
            // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions

            calculatePositionOnCurve( u, p, q, radius, P1 );
            calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );

            // calculate orthonormal basis

            T.subVectors( P2, P1 );
            N.addVectors( P2, P1 );
            B.crossVectors( T, N );
            N.crossVectors( B, T );

            // normalize B, N. T can be ignored, we don't use it

            B.normalize();
            N.normalize();

            for ( j = 0; j <= radialSegments; ++ j ) {

                // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
                // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.

                var v = j / radialSegments * Math.PI * 2;
                var cx = - tube * Math.cos( v );
                var cy = tube * Math.sin( v );

                // now calculate the final vertex position.
                // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve

                vertex.x = P1.x + ( cx * N.x + cy * B.x );
                vertex.y = P1.y + ( cx * N.y + cy * B.y );
                vertex.z = P1.z + ( cx * N.z + cy * B.z );

                vertices.push( vertex.x, vertex.y, vertex.z );

                // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)

                normal.subVectors( vertex, P1 ).normalize();

                normals.push( normal.x, normal.y, normal.z );

                // uv

                uvs.push( i / tubularSegments );
                uvs.push( j / radialSegments );

            }

        }

        // generate indices

        for ( j = 1; j <= tubularSegments; j ++ ) {

            for ( i = 1; i <= radialSegments; i ++ ) {

                // indices

                var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
                var b = ( radialSegments + 1 ) * j + ( i - 1 );
                var c = ( radialSegments + 1 ) * j + i;
                var d = ( radialSegments + 1 ) * ( j - 1 ) + i;

                // faces

                indices.push( a, b, d );
                indices.push( b, c, d );

            }

        }

        // build geometry

        this.setIndex( indices );
        this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
        this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

        // this function calculates the current position on the torus curve

        function calculatePositionOnCurve( u, p, q, radius, position ) {

            var cu = Math.cos( u );
            var su = Math.sin( u );
            var quOverP = q / p * u;
            var cs = Math.cos( quOverP );

            position.x = radius * ( 2 + cs ) * 0.5 * cu;
            position.y = radius * ( 2 + cs ) * su * 0.5;
            position.z = radius * Math.sin( quOverP ) * 0.5;

        }

    }

    TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;

    /**
     * @author oosmoxiecode
     * @author mrdoob / http://mrdoob.com/
     * @author Mugen87 / https://github.com/Mugen87
     */

    // TorusGeometry

    function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {

        Geometry.call( this );

        this.type = 'TorusGeometry';

        this.parameters = {
            radius: radius,
            tube: tube,
            radialSegments: radialSegments,
            tubularSegments: tubularSegments,
            arc: arc
        };

        this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
        this.mergeVertices();

    }

    TorusGeometry.prototype = Object.create( Geometry.prototype );
    TorusGeometry.prototype.constructor = TorusGeometry;

    // TorusBufferGeometry

    function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {

        BufferGeometry.call( this );

        this.type = 'TorusBufferGeometry';

        this.parameters = {
            radius: radius,
            tube: tube,
            radialSegments: radialSegments,
            tubularSegments: tubularSegments,
            arc: arc
        };

        radius = radius || 1;
        tube = tube || 0.4;
        radialSegments = Math.floor( radialSegments ) || 8;
        tubularSegments = Math.floor( tubularSegments ) || 6;
        arc = arc || Math.PI * 2;

        // buffers

        var indices = [];
        var vertices = [];
        var normals = [];
        var uvs = [];

        // helper variables

        var center = new Vector3();
        var vertex = new Vector3();
        var normal = new Vector3();

        var j, i;

        // generate vertices, normals and uvs

        for ( j = 0; j <= radialSegments; j ++ ) {

            for ( i = 0; i <= tubularSegments; i ++ ) {

                var u = i / tubularSegments * arc;
                var v = j / radialSegments * Math.PI * 2;

                // vertex

                vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
                vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
                vertex.z = tube * Math.sin( v );

                vertices.push( vertex.x, vertex.y, vertex.z );

                // normal

                center.x = radius * Math.cos( u );
                center.y = radius * Math.sin( u );
                normal.subVectors( vertex, center ).normalize();

                normals.push( normal.x, normal.y, normal.z );

                // uv

                uvs.push( i / tubularSegments );
                uvs.push( j / radialSegments );

            }

        }

        // generate indices

        for ( j = 1; j <= radialSegments; j ++ ) {

            for ( i = 1; i <= tubularSegments; i ++ ) {

                // indices

                var a = ( tubularSegments + 1 ) * j + i - 1;
                var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
                var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
                var d = ( tubularSegments + 1 ) * j + i;

                // faces

                indices.push( a, b, d );
                indices.push( b, c, d );

            }

        }

        // build geometry

        this.setIndex( indices );
        this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
        this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

    }

    TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;

    /**
     * @author Mugen87 / https://github.com/Mugen87
     * Port from https://github.com/mapbox/earcut (v2.1.2)
     */

    var Earcut = {

        triangulate: function ( data, holeIndices, dim ) {

            dim = dim || 2;

            var hasHoles = holeIndices && holeIndices.length,
                outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
                outerNode = linkedList( data, 0, outerLen, dim, true ),
                triangles = [];

            if ( ! outerNode ) return triangles;

            var minX, minY, maxX, maxY, x, y, invSize;

            if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );

            // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox

            if ( data.length > 80 * dim ) {

                minX = maxX = data[ 0 ];
                minY = maxY = data[ 1 ];

                for ( var i = dim; i < outerLen; i += dim ) {

                    x = data[ i ];
                    y = data[ i + 1 ];
                    if ( x < minX ) minX = x;
                    if ( y < minY ) minY = y;
                    if ( x > maxX ) maxX = x;
                    if ( y > maxY ) maxY = y;

                }

                // minX, minY and invSize are later used to transform coords into integers for z-order calculation

                invSize = Math.max( maxX - minX, maxY - minY );
                invSize = invSize !== 0 ? 1 / invSize : 0;

            }

            earcutLinked( outerNode, triangles, dim, minX, minY, invSize );

            return triangles;

        }

    };

    // create a circular doubly linked list from polygon points in the specified winding order

    function linkedList( data, start, end, dim, clockwise ) {

        var i, last;

        if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {

            for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );

        } else {

            for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );

        }

        if ( last && equals( last, last.next ) ) {

            removeNode( last );
            last = last.next;

        }

        return last;

    }

    // eliminate colinear or duplicate points

    function filterPoints( start, end ) {

        if ( ! start ) return start;
        if ( ! end ) end = start;

        var p = start, again;

        do {

            again = false;

            if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {

                removeNode( p );
                p = end = p.prev;
                if ( p === p.next ) break;
                again = true;

            } else {

                p = p.next;

            }

        } while ( again || p !== end );

        return end;

    }

    // main ear slicing loop which triangulates a polygon (given as a linked list)

    function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {

        if ( ! ear ) return;

        // interlink polygon nodes in z-order

        if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );

        var stop = ear, prev, next;

        // iterate through ears, slicing them one by one

        while ( ear.prev !== ear.next ) {

            prev = ear.prev;
            next = ear.next;

            if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {

                // cut off the triangle
                triangles.push( prev.i / dim );
                triangles.push( ear.i / dim );
                triangles.push( next.i / dim );

                removeNode( ear );

                // skipping the next vertice leads to less sliver triangles
                ear = next.next;
                stop = next.next;

                continue;

            }

            ear = next;

            // if we looped through the whole remaining polygon and can't find any more ears

            if ( ear === stop ) {

                // try filtering points and slicing again

                if ( ! pass ) {

                    earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );

                    // if this didn't work, try curing all small self-intersections locally

                } else if ( pass === 1 ) {

                    ear = cureLocalIntersections( ear, triangles, dim );
                    earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );

                // as a last resort, try splitting the remaining polygon into two

                } else if ( pass === 2 ) {

                    splitEarcut( ear, triangles, dim, minX, minY, invSize );

                }

                break;

            }

        }

    }

    // check whether a polygon node forms a valid ear with adjacent nodes

    function isEar( ear ) {

        var a = ear.prev,
            b = ear,
            c = ear.next;

        if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear

        // now make sure we don't have other points inside the potential ear
        var p = ear.next.next;

        while ( p !== ear.prev ) {

            if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) {

                return false;

            }

            p = p.next;

        }

        return true;

    }

    function isEarHashed( ear, minX, minY, invSize ) {

        var a = ear.prev,
            b = ear,
            c = ear.next;

        if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear

        // triangle bbox; min & max are calculated like this for speed

        var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
            minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
            maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
            maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );

        // z-order range for the current triangle bbox;

        var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
            maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );

        // first look for points inside the triangle in increasing z-order

        var p = ear.nextZ;

        while ( p && p.z <= maxZ ) {

            if ( p !== ear.prev && p !== ear.next &&
                    pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
                    area( p.prev, p, p.next ) >= 0 ) return false;
            p = p.nextZ;

        }

        // then look for points in decreasing z-order

        p = ear.prevZ;

        while ( p && p.z >= minZ ) {

            if ( p !== ear.prev && p !== ear.next &&
                    pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
                    area( p.prev, p, p.next ) >= 0 ) return false;

            p = p.prevZ;

        }

        return true;

    }

    // go through all polygon nodes and cure small local self-intersections

    function cureLocalIntersections( start, triangles, dim ) {

        var p = start;

        do {

            var a = p.prev, b = p.next.next;

            if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {

                triangles.push( a.i / dim );
                triangles.push( p.i / dim );
                triangles.push( b.i / dim );

                // remove two nodes involved

                removeNode( p );
                removeNode( p.next );

                p = start = b;

            }

            p = p.next;

        } while ( p !== start );

        return p;

    }

    // try splitting polygon into two and triangulate them independently

    function splitEarcut( start, triangles, dim, minX, minY, invSize ) {

        // look for a valid diagonal that divides the polygon into two

        var a = start;

        do {

            var b = a.next.next;

            while ( b !== a.prev ) {

                if ( a.i !== b.i && isValidDiagonal( a, b ) ) {

                    // split the polygon in two by the diagonal

                    var c = splitPolygon( a, b );

                    // filter colinear points around the cuts

                    a = filterPoints( a, a.next );
                    c = filterPoints( c, c.next );

                    // run earcut on each half

                    earcutLinked( a, triangles, dim, minX, minY, invSize );
                    earcutLinked( c, triangles, dim, minX, minY, invSize );
                    return;

                }

                b = b.next;

            }

            a = a.next;

        } while ( a !== start );

    }

    // link every hole into the outer loop, producing a single-ring polygon without holes

    function eliminateHoles( data, holeIndices, outerNode, dim ) {

        var queue = [], i, len, start, end, list;

        for ( i = 0, len = holeIndices.length; i < len; i ++ ) {

            start = holeIndices[ i ] * dim;
            end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
            list = linkedList( data, start, end, dim, false );
            if ( list === list.next ) list.steiner = true;
            queue.push( getLeftmost( list ) );

        }

        queue.sort( compareX );

        // process holes from left to right

        for ( i = 0; i < queue.length; i ++ ) {

            eliminateHole( queue[ i ], outerNode );
            outerNode = filterPoints( outerNode, outerNode.next );

        }

        return outerNode;

    }

    function compareX( a, b ) {

        return a.x - b.x;

    }

    // find a bridge between vertices that connects hole with an outer ring and and link it

    function eliminateHole( hole, outerNode ) {

        outerNode = findHoleBridge( hole, outerNode );

        if ( outerNode ) {

            var b = splitPolygon( outerNode, hole );

            filterPoints( b, b.next );

        }

    }

    // David Eberly's algorithm for finding a bridge between hole and outer polygon

    function findHoleBridge( hole, outerNode ) {

        var p = outerNode,
            hx = hole.x,
            hy = hole.y,
            qx = - Infinity,
            m;

        // find a segment intersected by a ray from the hole's leftmost point to the left;
        // segment's endpoint with lesser x will be potential connection point

        do {

            if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {

                var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );

                if ( x <= hx && x > qx ) {

                    qx = x;

                    if ( x === hx ) {

                        if ( hy === p.y ) return p;
                        if ( hy === p.next.y ) return p.next;

                    }

                    m = p.x < p.next.x ? p : p.next;

                }

            }

            p = p.next;

        } while ( p !== outerNode );

        if ( ! m ) return null;

        if ( hx === qx ) return m.prev; // hole touches outer segment; pick lower endpoint

        // look for points inside the triangle of hole point, segment intersection and endpoint;
        // if there are no points found, we have a valid connection;
        // otherwise choose the point of the minimum angle with the ray as connection point

        var stop = m,
            mx = m.x,
            my = m.y,
            tanMin = Infinity,
            tan;

        p = m.next;

        while ( p !== stop ) {

            if ( hx >= p.x && p.x >= mx && hx !== p.x &&
                            pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {

                tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential

                if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {

                    m = p;
                    tanMin = tan;

                }

            }

            p = p.next;

        }

        return m;

    }

    // interlink polygon nodes in z-order

    function indexCurve( start, minX, minY, invSize ) {

        var p = start;

        do {

            if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );
            p.prevZ = p.prev;
            p.nextZ = p.next;
            p = p.next;

        } while ( p !== start );

        p.prevZ.nextZ = null;
        p.prevZ = null;

        sortLinked( p );

    }

    // Simon Tatham's linked list merge sort algorithm
    // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html

    function sortLinked( list ) {

        var i, p, q, e, tail, numMerges, pSize, qSize, inSize = 1;

        do {

            p = list;
            list = null;
            tail = null;
            numMerges = 0;

            while ( p ) {

                numMerges ++;
                q = p;
                pSize = 0;

                for ( i = 0; i < inSize; i ++ ) {

                    pSize ++;
                    q = q.nextZ;
                    if ( ! q ) break;

                }

                qSize = inSize;

                while ( pSize > 0 || ( qSize > 0 && q ) ) {

                    if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {

                        e = p;
                        p = p.nextZ;
                        pSize --;

                    } else {

                        e = q;
                        q = q.nextZ;
                        qSize --;

                    }

                    if ( tail ) tail.nextZ = e;
                    else list = e;

                    e.prevZ = tail;
                    tail = e;

                }

                p = q;

            }

            tail.nextZ = null;
            inSize *= 2;

        } while ( numMerges > 1 );

        return list;

    }

    // z-order of a point given coords and inverse of the longer side of data bbox

    function zOrder( x, y, minX, minY, invSize ) {

        // coords are transformed into non-negative 15-bit integer range

        x = 32767 * ( x - minX ) * invSize;
        y = 32767 * ( y - minY ) * invSize;

        x = ( x | ( x << 8 ) ) & 0x00FF00FF;
        x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
        x = ( x | ( x << 2 ) ) & 0x33333333;
        x = ( x | ( x << 1 ) ) & 0x55555555;

        y = ( y | ( y << 8 ) ) & 0x00FF00FF;
        y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
        y = ( y | ( y << 2 ) ) & 0x33333333;
        y = ( y | ( y << 1 ) ) & 0x55555555;

        return x | ( y << 1 );

    }

    // find the leftmost node of a polygon ring

    function getLeftmost( start ) {

        var p = start, leftmost = start;

        do {

            if ( p.x < leftmost.x ) leftmost = p;
            p = p.next;

        } while ( p !== start );

        return leftmost;

    }

    // check if a point lies within a convex triangle

    function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {

        return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
         ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
         ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;

    }

    // check if a diagonal between two polygon nodes is valid (lies in polygon interior)

    function isValidDiagonal( a, b ) {

        return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
            locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );

    }

    // signed area of a triangle

    function area( p, q, r ) {

        return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );

    }

    // check if two points are equal

    function equals( p1, p2 ) {

        return p1.x === p2.x && p1.y === p2.y;

    }

    // check if two segments intersect

    function intersects( p1, q1, p2, q2 ) {

        if ( ( equals( p1, q1 ) && equals( p2, q2 ) ) ||
                ( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true;

        return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
                     area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;

    }

    // check if a polygon diagonal intersects any polygon segments

    function intersectsPolygon( a, b ) {

        var p = a;

        do {

            if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
                            intersects( p, p.next, a, b ) ) {

                return true;

            }

            p = p.next;

        } while ( p !== a );

        return false;

    }

    // check if a polygon diagonal is locally inside the polygon

    function locallyInside( a, b ) {

        return area( a.prev, a, a.next ) < 0 ?
            area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
            area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;

    }

    // check if the middle point of a polygon diagonal is inside the polygon

    function middleInside( a, b ) {

        var p = a,
            inside = false,
            px = ( a.x + b.x ) / 2,
            py = ( a.y + b.y ) / 2;

        do {

            if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
                            ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) ) {

                inside = ! inside;

            }

            p = p.next;

        } while ( p !== a );

        return inside;

    }

    // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
    // if one belongs to the outer ring and another to a hole, it merges it into a single ring

    function splitPolygon( a, b ) {

        var a2 = new Node( a.i, a.x, a.y ),
            b2 = new Node( b.i, b.x, b.y ),
            an = a.next,
            bp = b.prev;

        a.next = b;
        b.prev = a;

        a2.next = an;
        an.prev = a2;

        b2.next = a2;
        a2.prev = b2;

        bp.next = b2;
        b2.prev = bp;

        return b2;

    }

    // create a node and optionally link it with previous one (in a circular doubly linked list)

    function insertNode( i, x, y, last ) {

        var p = new Node( i, x, y );

        if ( ! last ) {

            p.prev = p;
            p.next = p;

        } else {

            p.next = last.next;
            p.prev = last;
            last.next.prev = p;
            last.next = p;

        }

        return p;

    }

    function removeNode( p ) {

        p.next.prev = p.prev;
        p.prev.next = p.next;

        if ( p.prevZ ) p.prevZ.nextZ = p.nextZ;
        if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;

    }

    function Node( i, x, y ) {

        // vertice index in coordinates array
        this.i = i;

        // vertex coordinates
        this.x = x;
        this.y = y;

        // previous and next vertice nodes in a polygon ring
        this.prev = null;
        this.next = null;

        // z-order curve value
        this.z = null;

        // previous and next nodes in z-order
        this.prevZ = null;
        this.nextZ = null;

        // indicates whether this is a steiner point
        this.steiner = false;

    }

    function signedArea( data, start, end, dim ) {

        var sum = 0;

        for ( var i = start, j = end - dim; i < end; i += dim ) {

            sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
            j = i;

        }

        return sum;

    }

    /**
     * @author zz85 / http://www.lab4games.net/zz85/blog
     */

    var ShapeUtils = {

        // calculate area of the contour polygon

        area: function ( contour ) {

            var n = contour.length;
            var a = 0.0;

            for ( var p = n - 1, q = 0; q < n; p = q ++ ) {

                a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;

            }

            return a * 0.5;

        },

        isClockWise: function ( pts ) {

            return ShapeUtils.area( pts ) < 0;

        },

        triangulateShape: function ( contour, holes ) {

            var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
            var holeIndices = []; // array of hole indices
            var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]

            removeDupEndPts( contour );
            addContour( vertices, contour );

            //

            var holeIndex = contour.length;

            holes.forEach( removeDupEndPts );

            for ( var i = 0; i < holes.length; i ++ ) {

                holeIndices.push( holeIndex );
                holeIndex += holes[ i ].length;
                addContour( vertices, holes[ i ] );

            }

            //

            var triangles = Earcut.triangulate( vertices, holeIndices );

            //

            for ( var i = 0; i < triangles.length; i += 3 ) {

                faces.push( triangles.slice( i, i + 3 ) );

            }

            return faces;

        }

    };

    function removeDupEndPts( points ) {

        var l = points.length;

        if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {

            points.pop();

        }

    }

    function addContour( vertices, contour ) {

        for ( var i = 0; i < contour.length; i ++ ) {

            vertices.push( contour[ i ].x );
            vertices.push( contour[ i ].y );

        }

    }

    /**
     * @author zz85 / http://www.lab4games.net/zz85/blog
     *
     * Creates extruded geometry from a path shape.
     *
     * parameters = {
     *
     *  curveSegments: <int>, // number of points on the curves
     *  steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
     *  depth: <float>, // Depth to extrude the shape
     *
     *  bevelEnabled: <bool>, // turn on bevel
     *  bevelThickness: <float>, // how deep into the original shape bevel goes
     *  bevelSize: <float>, // how far from shape outline is bevel
     *  bevelSegments: <int>, // number of bevel layers
     *
     *  extrudePath: <THREE.Curve> // curve to extrude shape along
     *
     *  UVGenerator: <Object> // object that provides UV generator functions
     *
     * }
     */

    // ExtrudeGeometry

    function ExtrudeGeometry( shapes, options ) {

        Geometry.call( this );

        this.type = 'ExtrudeGeometry';

        this.parameters = {
            shapes: shapes,
            options: options
        };

        this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
        this.mergeVertices();

    }

    ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
    ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;

    ExtrudeGeometry.prototype.toJSON = function () {

        var data = Geometry.prototype.toJSON.call( this );

        var shapes = this.parameters.shapes;
        var options = this.parameters.options;

        return toJSON( shapes, options, data );

    };

    // ExtrudeBufferGeometry

    function ExtrudeBufferGeometry( shapes, options ) {

        BufferGeometry.call( this );

        this.type = 'ExtrudeBufferGeometry';

        this.parameters = {
            shapes: shapes,
            options: options
        };

        shapes = Array.isArray( shapes ) ? shapes : [ shapes ];

        var scope = this;

        var verticesArray = [];
        var uvArray = [];

        for ( var i = 0, l = shapes.length; i < l; i ++ ) {

            var shape = shapes[ i ];
            addShape( shape );

        }

        // build geometry

        this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
        this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );

        this.computeVertexNormals();

        // functions

        function addShape( shape ) {

            var placeholder = [];

            // options

            var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
            var steps = options.steps !== undefined ? options.steps : 1;
            var depth = options.depth !== undefined ? options.depth : 100;

            var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
            var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
            var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
            var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;

            var extrudePath = options.extrudePath;

            var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;

            // deprecated options

            if ( options.amount !== undefined ) {

                console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
                depth = options.amount;

            }

            //

            var extrudePts, extrudeByPath = false;
            var splineTube, binormal, normal, position2;

            if ( extrudePath ) {

                extrudePts = extrudePath.getSpacedPoints( steps );

                extrudeByPath = true;
                bevelEnabled = false; // bevels not supported for path extrusion

                // SETUP TNB variables

                // TODO1 - have a .isClosed in spline?

                splineTube = extrudePath.computeFrenetFrames( steps, false );

                // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);

                binormal = new Vector3();
                normal = new Vector3();
                position2 = new Vector3();

            }

            // Safeguards if bevels are not enabled

            if ( ! bevelEnabled ) {

                bevelSegments = 0;
                bevelThickness = 0;
                bevelSize = 0;

            }

            // Variables initialization

            var ahole, h, hl; // looping of holes

            var shapePoints = shape.extractPoints( curveSegments );

            var vertices = shapePoints.shape;
            var holes = shapePoints.holes;

            var reverse = ! ShapeUtils.isClockWise( vertices );

            if ( reverse ) {

                vertices = vertices.reverse();

                // Maybe we should also check if holes are in the opposite direction, just to be safe ...

                for ( h = 0, hl = holes.length; h < hl; h ++ ) {

                    ahole = holes[ h ];

                    if ( ShapeUtils.isClockWise( ahole ) ) {

                        holes[ h ] = ahole.reverse();

                    }

                }

            }


            var faces = ShapeUtils.triangulateShape( vertices, holes );

            /* Vertices */

            var contour = vertices; // vertices has all points but contour has only points of circumference

            for ( h = 0, hl = holes.length; h < hl; h ++ ) {

                ahole = holes[ h ];

                vertices = vertices.concat( ahole );

            }


            function scalePt2( pt, vec, size ) {

                if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );

                return vec.clone().multiplyScalar( size ).add( pt );

            }

            var b, bs, t, z,
                vert, vlen = vertices.length,
                face, flen = faces.length;


            // Find directions for point movement


            function getBevelVec( inPt, inPrev, inNext ) {

                // computes for inPt the corresponding point inPt' on a new contour
                //   shifted by 1 unit (length of normalized vector) to the left
                // if we walk along contour clockwise, this new contour is outside the old one
                //
                // inPt' is the intersection of the two lines parallel to the two
                //  adjacent edges of inPt at a distance of 1 unit on the left side.

                var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt

                // good reading for geometry algorithms (here: line-line intersection)
                // http://geomalgorithms.com/a05-_intersect-1.html

                var v_prev_x = inPt.x - inPrev.x,
                    v_prev_y = inPt.y - inPrev.y;
                var v_next_x = inNext.x - inPt.x,
                    v_next_y = inNext.y - inPt.y;

                var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );

                // check for collinear edges
                var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );

                if ( Math.abs( collinear0 ) > Number.EPSILON ) {

                    // not collinear

                    // length of vectors for normalizing

                    var v_prev_len = Math.sqrt( v_prev_lensq );
                    var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );

                    // shift adjacent points by unit vectors to the left

                    var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
                    var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );

                    var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
                    var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );

                    // scaling factor for v_prev to intersection point

                    var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
                            ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
                        ( v_prev_x * v_next_y - v_prev_y * v_next_x );

                    // vector from inPt to intersection point

                    v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
                    v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );

                    // Don't normalize!, otherwise sharp corners become ugly
                    //  but prevent crazy spikes
                    var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
                    if ( v_trans_lensq <= 2 ) {

                        return new Vector2( v_trans_x, v_trans_y );

                    } else {

                        shrink_by = Math.sqrt( v_trans_lensq / 2 );

                    }

                } else {

                    // handle special case of collinear edges

                    var direction_eq = false; // assumes: opposite
                    if ( v_prev_x > Number.EPSILON ) {

                        if ( v_next_x > Number.EPSILON ) {

                            direction_eq = true;

                        }

                    } else {

                        if ( v_prev_x < - Number.EPSILON ) {

                            if ( v_next_x < - Number.EPSILON ) {

                                direction_eq = true;

                            }

                        } else {

                            if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {

                                direction_eq = true;

                            }

                        }

                    }

                    if ( direction_eq ) {

                        // console.log("Warning: lines are a straight sequence");
                        v_trans_x = - v_prev_y;
                        v_trans_y = v_prev_x;
                        shrink_by = Math.sqrt( v_prev_lensq );

                    } else {

                        // console.log("Warning: lines are a straight spike");
                        v_trans_x = v_prev_x;
                        v_trans_y = v_prev_y;
                        shrink_by = Math.sqrt( v_prev_lensq / 2 );

                    }

                }

                return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );

            }


            var contourMovements = [];

            for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {

                if ( j === il ) j = 0;
                if ( k === il ) k = 0;

                //  (j)---(i)---(k)
                // console.log('i,j,k', i, j , k)

                contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );

            }

            var holesMovements = [],
                oneHoleMovements, verticesMovements = contourMovements.concat();

            for ( h = 0, hl = holes.length; h < hl; h ++ ) {

                ahole = holes[ h ];

                oneHoleMovements = [];

                for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {

                    if ( j === il ) j = 0;
                    if ( k === il ) k = 0;

                    //  (j)---(i)---(k)
                    oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );

                }

                holesMovements.push( oneHoleMovements );
                verticesMovements = verticesMovements.concat( oneHoleMovements );

            }


            // Loop bevelSegments, 1 for the front, 1 for the back

            for ( b = 0; b < bevelSegments; b ++ ) {

                //for ( b = bevelSegments; b > 0; b -- ) {

                t = b / bevelSegments;
                z = bevelThickness * Math.cos( t * Math.PI / 2 );
                bs = bevelSize * Math.sin( t * Math.PI / 2 );

                // contract shape

                for ( i = 0, il = contour.length; i < il; i ++ ) {

                    vert = scalePt2( contour[ i ], contourMovements[ i ], bs );

                    v( vert.x, vert.y, - z );

                }

                // expand holes

                for ( h = 0, hl = holes.length; h < hl; h ++ ) {

                    ahole = holes[ h ];
                    oneHoleMovements = holesMovements[ h ];

                    for ( i = 0, il = ahole.length; i < il; i ++ ) {

                        vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );

                        v( vert.x, vert.y, - z );

                    }

                }

            }

            bs = bevelSize;

            // Back facing vertices

            for ( i = 0; i < vlen; i ++ ) {

                vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];

                if ( ! extrudeByPath ) {

                    v( vert.x, vert.y, 0 );

                } else {

                    // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );

                    normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
                    binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );

                    position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );

                    v( position2.x, position2.y, position2.z );

                }

            }

            // Add stepped vertices...
            // Including front facing vertices

            var s;

            for ( s = 1; s <= steps; s ++ ) {

                for ( i = 0; i < vlen; i ++ ) {

                    vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];

                    if ( ! extrudeByPath ) {

                        v( vert.x, vert.y, depth / steps * s );

                    } else {

                        // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );

                        normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
                        binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );

                        position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );

                        v( position2.x, position2.y, position2.z );

                    }

                }

            }


            // Add bevel segments planes

            //for ( b = 1; b <= bevelSegments; b ++ ) {
            for ( b = bevelSegments - 1; b >= 0; b -- ) {

                t = b / bevelSegments;
                z = bevelThickness * Math.cos( t * Math.PI / 2 );
                bs = bevelSize * Math.sin( t * Math.PI / 2 );

                // contract shape

                for ( i = 0, il = contour.length; i < il; i ++ ) {

                    vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
                    v( vert.x, vert.y, depth + z );

                }

                // expand holes

                for ( h = 0, hl = holes.length; h < hl; h ++ ) {

                    ahole = holes[ h ];
                    oneHoleMovements = holesMovements[ h ];

                    for ( i = 0, il = ahole.length; i < il; i ++ ) {

                        vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );

                        if ( ! extrudeByPath ) {

                            v( vert.x, vert.y, depth + z );

                        } else {

                            v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );

                        }

                    }

                }

            }

            /* Faces */

            // Top and bottom faces

            buildLidFaces();

            // Sides faces

            buildSideFaces();


            /////  Internal functions

            function buildLidFaces() {

                var start = verticesArray.length / 3;

                if ( bevelEnabled ) {

                    var layer = 0; // steps + 1
                    var offset = vlen * layer;

                    // Bottom faces

                    for ( i = 0; i < flen; i ++ ) {

                        face = faces[ i ];
                        f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );

                    }

                    layer = steps + bevelSegments * 2;
                    offset = vlen * layer;

                    // Top faces

                    for ( i = 0; i < flen; i ++ ) {

                        face = faces[ i ];
                        f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );

                    }

                } else {

                    // Bottom faces

                    for ( i = 0; i < flen; i ++ ) {

                        face = faces[ i ];
                        f3( face[ 2 ], face[ 1 ], face[ 0 ] );

                    }

                    // Top faces

                    for ( i = 0; i < flen; i ++ ) {

                        face = faces[ i ];
                        f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );

                    }

                }

                scope.addGroup( start, verticesArray.length / 3 - start, 0 );

            }

            // Create faces for the z-sides of the shape

            function buildSideFaces() {

                var start = verticesArray.length / 3;
                var layeroffset = 0;
                sidewalls( contour, layeroffset );
                layeroffset += contour.length;

                for ( h = 0, hl = holes.length; h < hl; h ++ ) {

                    ahole = holes[ h ];
                    sidewalls( ahole, layeroffset );

                    //, true
                    layeroffset += ahole.length;

                }


                scope.addGroup( start, verticesArray.length / 3 - start, 1 );


            }

            function sidewalls( contour, layeroffset ) {

                var j, k;
                i = contour.length;

                while ( -- i >= 0 ) {

                    j = i;
                    k = i - 1;
                    if ( k < 0 ) k = contour.length - 1;

                    //console.log('b', i,j, i-1, k,vertices.length);

                    var s = 0,
                        sl = steps + bevelSegments * 2;

                    for ( s = 0; s < sl; s ++ ) {

                        var slen1 = vlen * s;
                        var slen2 = vlen * ( s + 1 );

                        var a = layeroffset + j + slen1,
                            b = layeroffset + k + slen1,
                            c = layeroffset + k + slen2,
                            d = layeroffset + j + slen2;

                        f4( a, b, c, d );

                    }

                }

            }

            function v( x, y, z ) {

                placeholder.push( x );
                placeholder.push( y );
                placeholder.push( z );

            }


            function f3( a, b, c ) {

                addVertex( a );
                addVertex( b );
                addVertex( c );

                var nextIndex = verticesArray.length / 3;
                var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );

                addUV( uvs[ 0 ] );
                addUV( uvs[ 1 ] );
                addUV( uvs[ 2 ] );

            }

            function f4( a, b, c, d ) {

                addVertex( a );
                addVertex( b );
                addVertex( d );

                addVertex( b );
                addVertex( c );
                addVertex( d );


                var nextIndex = verticesArray.length / 3;
                var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );

                addUV( uvs[ 0 ] );
                addUV( uvs[ 1 ] );
                addUV( uvs[ 3 ] );

                addUV( uvs[ 1 ] );
                addUV( uvs[ 2 ] );
                addUV( uvs[ 3 ] );

            }

            function addVertex( index ) {

                verticesArray.push( placeholder[ index * 3 + 0 ] );
                verticesArray.push( placeholder[ index * 3 + 1 ] );
                verticesArray.push( placeholder[ index * 3 + 2 ] );

            }


            function addUV( vector2 ) {

                uvArray.push( vector2.x );
                uvArray.push( vector2.y );

            }

        }

    }

    ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;

    ExtrudeBufferGeometry.prototype.toJSON = function () {

        var data = BufferGeometry.prototype.toJSON.call( this );

        var shapes = this.parameters.shapes;
        var options = this.parameters.options;

        return toJSON( shapes, options, data );

    };

    //

    var WorldUVGenerator = {

        generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {

            var a_x = vertices[ indexA * 3 ];
            var a_y = vertices[ indexA * 3 + 1 ];
            var b_x = vertices[ indexB * 3 ];
            var b_y = vertices[ indexB * 3 + 1 ];
            var c_x = vertices[ indexC * 3 ];
            var c_y = vertices[ indexC * 3 + 1 ];

            return [
                new Vector2( a_x, a_y ),
                new Vector2( b_x, b_y ),
                new Vector2( c_x, c_y )
            ];

        },

        generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {

            var a_x = vertices[ indexA * 3 ];
            var a_y = vertices[ indexA * 3 + 1 ];
            var a_z = vertices[ indexA * 3 + 2 ];
            var b_x = vertices[ indexB * 3 ];
            var b_y = vertices[ indexB * 3 + 1 ];
            var b_z = vertices[ indexB * 3 + 2 ];
            var c_x = vertices[ indexC * 3 ];
            var c_y = vertices[ indexC * 3 + 1 ];
            var c_z = vertices[ indexC * 3 + 2 ];
            var d_x = vertices[ indexD * 3 ];
            var d_y = vertices[ indexD * 3 + 1 ];
            var d_z = vertices[ indexD * 3 + 2 ];

            if ( Math.abs( a_y - b_y ) < 0.01 ) {

                return [
                    new Vector2( a_x, 1 - a_z ),
                    new Vector2( b_x, 1 - b_z ),
                    new Vector2( c_x, 1 - c_z ),
                    new Vector2( d_x, 1 - d_z )
                ];

            } else {

                return [
                    new Vector2( a_y, 1 - a_z ),
                    new Vector2( b_y, 1 - b_z ),
                    new Vector2( c_y, 1 - c_z ),
                    new Vector2( d_y, 1 - d_z )
                ];

            }

        }
    };

    function toJSON( shapes, options, data ) {

        //

        data.shapes = [];

        if ( Array.isArray( shapes ) ) {

            for ( var i = 0, l = shapes.length; i < l; i ++ ) {

                var shape = shapes[ i ];

                data.shapes.push( shape.uuid );

            }

        } else {

            data.shapes.push( shapes.uuid );

        }

        //

        if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();

        return data;

    }

    /**
     * @author zz85 / http://www.lab4games.net/zz85/blog
     * @author alteredq / http://alteredqualia.com/
     *
     * Text = 3D Text
     *
     * parameters = {
     *  font: <THREE.Font>, // font
     *
     *  size: <float>, // size of the text
     *  height: <float>, // thickness to extrude text
     *  curveSegments: <int>, // number of points on the curves
     *
     *  bevelEnabled: <bool>, // turn on bevel
     *  bevelThickness: <float>, // how deep into text bevel goes
     *  bevelSize: <float> // how far from text outline is bevel
     * }
     */

    // TextGeometry

    function TextGeometry( text, parameters ) {

        Geometry.call( this );

        this.type = 'TextGeometry';

        this.parameters = {
            text: text,
            parameters: parameters
        };

        this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
        this.mergeVertices();

    }

    TextGeometry.prototype = Object.create( Geometry.prototype );
    TextGeometry.prototype.constructor = TextGeometry;

    // TextBufferGeometry

    function TextBufferGeometry( text, parameters ) {

        parameters = parameters || {};

        var font = parameters.font;

        if ( ! ( font && font.isFont ) ) {

            console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
            return new Geometry();

        }

        var shapes = font.generateShapes( text, parameters.size );

        // translate parameters to ExtrudeGeometry API

        parameters.depth = parameters.height !== undefined ? parameters.height : 50;

        // defaults

        if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
        if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
        if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;

        ExtrudeBufferGeometry.call( this, shapes, parameters );

        this.type = 'TextBufferGeometry';

    }

    TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
    TextBufferGeometry.prototype.constructor = TextBufferGeometry;

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author benaadams / https://twitter.com/ben_a_adams
     * @author Mugen87 / https://github.com/Mugen87
     */

    // SphereGeometry

    function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {

        Geometry.call( this );

        this.type = 'SphereGeometry';

        this.parameters = {
            radius: radius,
            widthSegments: widthSegments,
            heightSegments: heightSegments,
            phiStart: phiStart,
            phiLength: phiLength,
            thetaStart: thetaStart,
            thetaLength: thetaLength
        };

        this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
        this.mergeVertices();

    }

    SphereGeometry.prototype = Object.create( Geometry.prototype );
    SphereGeometry.prototype.constructor = SphereGeometry;

    // SphereBufferGeometry

    function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {

        BufferGeometry.call( this );

        this.type = 'SphereBufferGeometry';

        this.parameters = {
            radius: radius,
            widthSegments: widthSegments,
            heightSegments: heightSegments,
            phiStart: phiStart,
            phiLength: phiLength,
            thetaStart: thetaStart,
            thetaLength: thetaLength
        };

        radius = radius || 1;

        widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
        heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );

        phiStart = phiStart !== undefined ? phiStart : 0;
        phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;

        thetaStart = thetaStart !== undefined ? thetaStart : 0;
        thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;

        var thetaEnd = thetaStart + thetaLength;

        var ix, iy;

        var index = 0;
        var grid = [];

        var vertex = new Vector3();
        var normal = new Vector3();

        // buffers

        var indices = [];
        var vertices = [];
        var normals = [];
        var uvs = [];

        // generate vertices, normals and uvs

        for ( iy = 0; iy <= heightSegments; iy ++ ) {

            var verticesRow = [];

            var v = iy / heightSegments;

            for ( ix = 0; ix <= widthSegments; ix ++ ) {

                var u = ix / widthSegments;

                // vertex

                vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
                vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
                vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );

                vertices.push( vertex.x, vertex.y, vertex.z );

                // normal

                normal.set( vertex.x, vertex.y, vertex.z ).normalize();
                normals.push( normal.x, normal.y, normal.z );

                // uv

                uvs.push( u, 1 - v );

                verticesRow.push( index ++ );

            }

            grid.push( verticesRow );

        }

        // indices

        for ( iy = 0; iy < heightSegments; iy ++ ) {

            for ( ix = 0; ix < widthSegments; ix ++ ) {

                var a = grid[ iy ][ ix + 1 ];
                var b = grid[ iy ][ ix ];
                var c = grid[ iy + 1 ][ ix ];
                var d = grid[ iy + 1 ][ ix + 1 ];

                if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
                if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );

            }

        }

        // build geometry

        this.setIndex( indices );
        this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
        this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

    }

    SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;

    /**
     * @author Kaleb Murphy
     * @author Mugen87 / https://github.com/Mugen87
     */

    // RingGeometry

    function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {

        Geometry.call( this );

        this.type = 'RingGeometry';

        this.parameters = {
            innerRadius: innerRadius,
            outerRadius: outerRadius,
            thetaSegments: thetaSegments,
            phiSegments: phiSegments,
            thetaStart: thetaStart,
            thetaLength: thetaLength
        };

        this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
        this.mergeVertices();

    }

    RingGeometry.prototype = Object.create( Geometry.prototype );
    RingGeometry.prototype.constructor = RingGeometry;

    // RingBufferGeometry

    function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {

        BufferGeometry.call( this );

        this.type = 'RingBufferGeometry';

        this.parameters = {
            innerRadius: innerRadius,
            outerRadius: outerRadius,
            thetaSegments: thetaSegments,
            phiSegments: phiSegments,
            thetaStart: thetaStart,
            thetaLength: thetaLength
        };

        innerRadius = innerRadius || 0.5;
        outerRadius = outerRadius || 1;

        thetaStart = thetaStart !== undefined ? thetaStart : 0;
        thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;

        thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
        phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;

        // buffers

        var indices = [];
        var vertices = [];
        var normals = [];
        var uvs = [];

        // some helper variables

        var segment;
        var radius = innerRadius;
        var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
        var vertex = new Vector3();
        var uv = new Vector2();
        var j, i;

        // generate vertices, normals and uvs

        for ( j = 0; j <= phiSegments; j ++ ) {

            for ( i = 0; i <= thetaSegments; i ++ ) {

                // values are generate from the inside of the ring to the outside

                segment = thetaStart + i / thetaSegments * thetaLength;

                // vertex

                vertex.x = radius * Math.cos( segment );
                vertex.y = radius * Math.sin( segment );

                vertices.push( vertex.x, vertex.y, vertex.z );

                // normal

                normals.push( 0, 0, 1 );

                // uv

                uv.x = ( vertex.x / outerRadius + 1 ) / 2;
                uv.y = ( vertex.y / outerRadius + 1 ) / 2;

                uvs.push( uv.x, uv.y );

            }

            // increase the radius for next row of vertices

            radius += radiusStep;

        }

        // indices

        for ( j = 0; j < phiSegments; j ++ ) {

            var thetaSegmentLevel = j * ( thetaSegments + 1 );

            for ( i = 0; i < thetaSegments; i ++ ) {

                segment = i + thetaSegmentLevel;

                var a = segment;
                var b = segment + thetaSegments + 1;
                var c = segment + thetaSegments + 2;
                var d = segment + 1;

                // faces

                indices.push( a, b, d );
                indices.push( b, c, d );

            }

        }

        // build geometry

        this.setIndex( indices );
        this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
        this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

    }

    RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    RingBufferGeometry.prototype.constructor = RingBufferGeometry;

    /**
     * @author astrodud / http://astrodud.isgreat.org/
     * @author zz85 / https://github.com/zz85
     * @author bhouston / http://clara.io
     * @author Mugen87 / https://github.com/Mugen87
     */

    // LatheGeometry

    function LatheGeometry( points, segments, phiStart, phiLength ) {

        Geometry.call( this );

        this.type = 'LatheGeometry';

        this.parameters = {
            points: points,
            segments: segments,
            phiStart: phiStart,
            phiLength: phiLength
        };

        this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
        this.mergeVertices();

    }

    LatheGeometry.prototype = Object.create( Geometry.prototype );
    LatheGeometry.prototype.constructor = LatheGeometry;

    // LatheBufferGeometry

    function LatheBufferGeometry( points, segments, phiStart, phiLength ) {

        BufferGeometry.call( this );

        this.type = 'LatheBufferGeometry';

        this.parameters = {
            points: points,
            segments: segments,
            phiStart: phiStart,
            phiLength: phiLength
        };

        segments = Math.floor( segments ) || 12;
        phiStart = phiStart || 0;
        phiLength = phiLength || Math.PI * 2;

        // clamp phiLength so it's in range of [ 0, 2PI ]

        phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );


        // buffers

        var indices = [];
        var vertices = [];
        var uvs = [];

        // helper variables

        var base;
        var inverseSegments = 1.0 / segments;
        var vertex = new Vector3();
        var uv = new Vector2();
        var i, j;

        // generate vertices and uvs

        for ( i = 0; i <= segments; i ++ ) {

            var phi = phiStart + i * inverseSegments * phiLength;

            var sin = Math.sin( phi );
            var cos = Math.cos( phi );

            for ( j = 0; j <= ( points.length - 1 ); j ++ ) {

                // vertex

                vertex.x = points[ j ].x * sin;
                vertex.y = points[ j ].y;
                vertex.z = points[ j ].x * cos;

                vertices.push( vertex.x, vertex.y, vertex.z );

                // uv

                uv.x = i / segments;
                uv.y = j / ( points.length - 1 );

                uvs.push( uv.x, uv.y );


            }

        }

        // indices

        for ( i = 0; i < segments; i ++ ) {

            for ( j = 0; j < ( points.length - 1 ); j ++ ) {

                base = j + i * points.length;

                var a = base;
                var b = base + points.length;
                var c = base + points.length + 1;
                var d = base + 1;

                // faces

                indices.push( a, b, d );
                indices.push( b, c, d );

            }

        }

        // build geometry

        this.setIndex( indices );
        this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

        // generate normals

        this.computeVertexNormals();

        // if the geometry is closed, we need to average the normals along the seam.
        // because the corresponding vertices are identical (but still have different UVs).

        if ( phiLength === Math.PI * 2 ) {

            var normals = this.attributes.normal.array;
            var n1 = new Vector3();
            var n2 = new Vector3();
            var n = new Vector3();

            // this is the buffer offset for the last line of vertices

            base = segments * points.length * 3;

            for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {

                // select the normal of the vertex in the first line

                n1.x = normals[ j + 0 ];
                n1.y = normals[ j + 1 ];
                n1.z = normals[ j + 2 ];

                // select the normal of the vertex in the last line

                n2.x = normals[ base + j + 0 ];
                n2.y = normals[ base + j + 1 ];
                n2.z = normals[ base + j + 2 ];

                // average normals

                n.addVectors( n1, n2 ).normalize();

                // assign the new values to both normals

                normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
                normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
                normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;

            }

        }

    }

    LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;

    /**
     * @author jonobr1 / http://jonobr1.com
     * @author Mugen87 / https://github.com/Mugen87
     */

    // ShapeGeometry

    function ShapeGeometry( shapes, curveSegments ) {

        Geometry.call( this );

        this.type = 'ShapeGeometry';

        if ( typeof curveSegments === 'object' ) {

            console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );

            curveSegments = curveSegments.curveSegments;

        }

        this.parameters = {
            shapes: shapes,
            curveSegments: curveSegments
        };

        this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
        this.mergeVertices();

    }

    ShapeGeometry.prototype = Object.create( Geometry.prototype );
    ShapeGeometry.prototype.constructor = ShapeGeometry;

    ShapeGeometry.prototype.toJSON = function () {

        var data = Geometry.prototype.toJSON.call( this );

        var shapes = this.parameters.shapes;

        return toJSON$1( shapes, data );

    };

    // ShapeBufferGeometry

    function ShapeBufferGeometry( shapes, curveSegments ) {

        BufferGeometry.call( this );

        this.type = 'ShapeBufferGeometry';

        this.parameters = {
            shapes: shapes,
            curveSegments: curveSegments
        };

        curveSegments = curveSegments || 12;

        // buffers

        var indices = [];
        var vertices = [];
        var normals = [];
        var uvs = [];

        // helper variables

        var groupStart = 0;
        var groupCount = 0;

        // allow single and array values for "shapes" parameter

        if ( Array.isArray( shapes ) === false ) {

            addShape( shapes );

        } else {

            for ( var i = 0; i < shapes.length; i ++ ) {

                addShape( shapes[ i ] );

                this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support

                groupStart += groupCount;
                groupCount = 0;

            }

        }

        // build geometry

        this.setIndex( indices );
        this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
        this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );


        // helper functions

        function addShape( shape ) {

            var i, l, shapeHole;

            var indexOffset = vertices.length / 3;
            var points = shape.extractPoints( curveSegments );

            var shapeVertices = points.shape;
            var shapeHoles = points.holes;

            // check direction of vertices

            if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {

                shapeVertices = shapeVertices.reverse();

                // also check if holes are in the opposite direction

                for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {

                    shapeHole = shapeHoles[ i ];

                    if ( ShapeUtils.isClockWise( shapeHole ) === true ) {

                        shapeHoles[ i ] = shapeHole.reverse();

                    }

                }

            }

            var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );

            // join vertices of inner and outer paths to a single array

            for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {

                shapeHole = shapeHoles[ i ];
                shapeVertices = shapeVertices.concat( shapeHole );

            }

            // vertices, normals, uvs

            for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {

                var vertex = shapeVertices[ i ];

                vertices.push( vertex.x, vertex.y, 0 );
                normals.push( 0, 0, 1 );
                uvs.push( vertex.x, vertex.y ); // world uvs

            }

            // incides

            for ( i = 0, l = faces.length; i < l; i ++ ) {

                var face = faces[ i ];

                var a = face[ 0 ] + indexOffset;
                var b = face[ 1 ] + indexOffset;
                var c = face[ 2 ] + indexOffset;

                indices.push( a, b, c );
                groupCount += 3;

            }

        }

    }

    ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;

    ShapeBufferGeometry.prototype.toJSON = function () {

        var data = BufferGeometry.prototype.toJSON.call( this );

        var shapes = this.parameters.shapes;

        return toJSON$1( shapes, data );

    };

    //

    function toJSON$1( shapes, data ) {

        data.shapes = [];

        if ( Array.isArray( shapes ) ) {

            for ( var i = 0, l = shapes.length; i < l; i ++ ) {

                var shape = shapes[ i ];

                data.shapes.push( shape.uuid );

            }

        } else {

            data.shapes.push( shapes.uuid );

        }

        return data;

    }

    /**
     * @author WestLangley / http://github.com/WestLangley
     * @author Mugen87 / https://github.com/Mugen87
     */

    function EdgesGeometry( geometry, thresholdAngle ) {

        BufferGeometry.call( this );

        this.type = 'EdgesGeometry';

        this.parameters = {
            thresholdAngle: thresholdAngle
        };

        thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;

        // buffer

        var vertices = [];

        // helper variables

        var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
        var edge = [ 0, 0 ], edges = {}, edge1, edge2;
        var key, keys = [ 'a', 'b', 'c' ];

        // prepare source geometry

        var geometry2;

        if ( geometry.isBufferGeometry ) {

            geometry2 = new Geometry();
            geometry2.fromBufferGeometry( geometry );

        } else {

            geometry2 = geometry.clone();

        }

        geometry2.mergeVertices();
        geometry2.computeFaceNormals();

        var sourceVertices = geometry2.vertices;
        var faces = geometry2.faces;

        // now create a data structure where each entry represents an edge with its adjoining faces

        for ( var i = 0, l = faces.length; i < l; i ++ ) {

            var face = faces[ i ];

            for ( var j = 0; j < 3; j ++ ) {

                edge1 = face[ keys[ j ] ];
                edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
                edge[ 0 ] = Math.min( edge1, edge2 );
                edge[ 1 ] = Math.max( edge1, edge2 );

                key = edge[ 0 ] + ',' + edge[ 1 ];

                if ( edges[ key ] === undefined ) {

                    edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };

                } else {

                    edges[ key ].face2 = i;

                }

            }

        }

        // generate vertices

        for ( key in edges ) {

            var e = edges[ key ];

            // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.

            if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {

                var vertex = sourceVertices[ e.index1 ];
                vertices.push( vertex.x, vertex.y, vertex.z );

                vertex = sourceVertices[ e.index2 ];
                vertices.push( vertex.x, vertex.y, vertex.z );

            }

        }

        // build geometry

        this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );

    }

    EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
    EdgesGeometry.prototype.constructor = EdgesGeometry;

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author Mugen87 / https://github.com/Mugen87
     */

    // CylinderGeometry

    function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {

        Geometry.call( this );

        this.type = 'CylinderGeometry';

        this.parameters = {
            radiusTop: radiusTop,
            radiusBottom: radiusBottom,
            height: height,
            radialSegments: radialSegments,
            heightSegments: heightSegments,
            openEnded: openEnded,
            thetaStart: thetaStart,
            thetaLength: thetaLength
        };

        this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
        this.mergeVertices();

    }

    CylinderGeometry.prototype = Object.create( Geometry.prototype );
    CylinderGeometry.prototype.constructor = CylinderGeometry;

    // CylinderBufferGeometry

    function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {

        BufferGeometry.call( this );

        this.type = 'CylinderBufferGeometry';

        this.parameters = {
            radiusTop: radiusTop,
            radiusBottom: radiusBottom,
            height: height,
            radialSegments: radialSegments,
            heightSegments: heightSegments,
            openEnded: openEnded,
            thetaStart: thetaStart,
            thetaLength: thetaLength
        };

        var scope = this;

        radiusTop = radiusTop !== undefined ? radiusTop : 1;
        radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
        height = height || 1;

        radialSegments = Math.floor( radialSegments ) || 8;
        heightSegments = Math.floor( heightSegments ) || 1;

        openEnded = openEnded !== undefined ? openEnded : false;
        thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
        thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;

        // buffers

        var indices = [];
        var vertices = [];
        var normals = [];
        var uvs = [];

        // helper variables

        var index = 0;
        var indexArray = [];
        var halfHeight = height / 2;
        var groupStart = 0;

        // generate geometry

        generateTorso();

        if ( openEnded === false ) {

            if ( radiusTop > 0 ) generateCap( true );
            if ( radiusBottom > 0 ) generateCap( false );

        }

        // build geometry

        this.setIndex( indices );
        this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
        this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

        function generateTorso() {

            var x, y;
            var normal = new Vector3();
            var vertex = new Vector3();

            var groupCount = 0;

            // this will be used to calculate the normal
            var slope = ( radiusBottom - radiusTop ) / height;

            // generate vertices, normals and uvs

            for ( y = 0; y <= heightSegments; y ++ ) {

                var indexRow = [];

                var v = y / heightSegments;

                // calculate the radius of the current row

                var radius = v * ( radiusBottom - radiusTop ) + radiusTop;

                for ( x = 0; x <= radialSegments; x ++ ) {

                    var u = x / radialSegments;

                    var theta = u * thetaLength + thetaStart;

                    var sinTheta = Math.sin( theta );
                    var cosTheta = Math.cos( theta );

                    // vertex

                    vertex.x = radius * sinTheta;
                    vertex.y = - v * height + halfHeight;
                    vertex.z = radius * cosTheta;
                    vertices.push( vertex.x, vertex.y, vertex.z );

                    // normal

                    normal.set( sinTheta, slope, cosTheta ).normalize();
                    normals.push( normal.x, normal.y, normal.z );

                    // uv

                    uvs.push( u, 1 - v );

                    // save index of vertex in respective row

                    indexRow.push( index ++ );

                }

                // now save vertices of the row in our index array

                indexArray.push( indexRow );

            }

            // generate indices

            for ( x = 0; x < radialSegments; x ++ ) {

                for ( y = 0; y < heightSegments; y ++ ) {

                    // we use the index array to access the correct indices

                    var a = indexArray[ y ][ x ];
                    var b = indexArray[ y + 1 ][ x ];
                    var c = indexArray[ y + 1 ][ x + 1 ];
                    var d = indexArray[ y ][ x + 1 ];

                    // faces

                    indices.push( a, b, d );
                    indices.push( b, c, d );

                    // update group counter

                    groupCount += 6;

                }

            }

            // add a group to the geometry. this will ensure multi material support

            scope.addGroup( groupStart, groupCount, 0 );

            // calculate new start value for groups

            groupStart += groupCount;

        }

        function generateCap( top ) {

            var x, centerIndexStart, centerIndexEnd;

            var uv = new Vector2();
            var vertex = new Vector3();

            var groupCount = 0;

            var radius = ( top === true ) ? radiusTop : radiusBottom;
            var sign = ( top === true ) ? 1 : - 1;

            // save the index of the first center vertex
            centerIndexStart = index;

            // first we generate the center vertex data of the cap.
            // because the geometry needs one set of uvs per face,
            // we must generate a center vertex per face/segment

            for ( x = 1; x <= radialSegments; x ++ ) {

                // vertex

                vertices.push( 0, halfHeight * sign, 0 );

                // normal

                normals.push( 0, sign, 0 );

                // uv

                uvs.push( 0.5, 0.5 );

                // increase index

                index ++;

            }

            // save the index of the last center vertex

            centerIndexEnd = index;

            // now we generate the surrounding vertices, normals and uvs

            for ( x = 0; x <= radialSegments; x ++ ) {

                var u = x / radialSegments;
                var theta = u * thetaLength + thetaStart;

                var cosTheta = Math.cos( theta );
                var sinTheta = Math.sin( theta );

                // vertex

                vertex.x = radius * sinTheta;
                vertex.y = halfHeight * sign;
                vertex.z = radius * cosTheta;
                vertices.push( vertex.x, vertex.y, vertex.z );

                // normal

                normals.push( 0, sign, 0 );

                // uv

                uv.x = ( cosTheta * 0.5 ) + 0.5;
                uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
                uvs.push( uv.x, uv.y );

                // increase index

                index ++;

            }

            // generate indices

            for ( x = 0; x < radialSegments; x ++ ) {

                var c = centerIndexStart + x;
                var i = centerIndexEnd + x;

                if ( top === true ) {

                    // face top

                    indices.push( i, i + 1, c );

                } else {

                    // face bottom

                    indices.push( i + 1, i, c );

                }

                groupCount += 3;

            }

            // add a group to the geometry. this will ensure multi material support

            scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );

            // calculate new start value for groups

            groupStart += groupCount;

        }

    }

    CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;

    /**
     * @author abelnation / http://github.com/abelnation
     */

    // ConeGeometry

    function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {

        CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );

        this.type = 'ConeGeometry';

        this.parameters = {
            radius: radius,
            height: height,
            radialSegments: radialSegments,
            heightSegments: heightSegments,
            openEnded: openEnded,
            thetaStart: thetaStart,
            thetaLength: thetaLength
        };

    }

    ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
    ConeGeometry.prototype.constructor = ConeGeometry;

    // ConeBufferGeometry

    function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {

        CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );

        this.type = 'ConeBufferGeometry';

        this.parameters = {
            radius: radius,
            height: height,
            radialSegments: radialSegments,
            heightSegments: heightSegments,
            openEnded: openEnded,
            thetaStart: thetaStart,
            thetaLength: thetaLength
        };

    }

    ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
    ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;

    /**
     * @author benaadams / https://twitter.com/ben_a_adams
     * @author Mugen87 / https://github.com/Mugen87
     * @author hughes
     */

    // CircleGeometry

    function CircleGeometry( radius, segments, thetaStart, thetaLength ) {

        Geometry.call( this );

        this.type = 'CircleGeometry';

        this.parameters = {
            radius: radius,
            segments: segments,
            thetaStart: thetaStart,
            thetaLength: thetaLength
        };

        this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
        this.mergeVertices();

    }

    CircleGeometry.prototype = Object.create( Geometry.prototype );
    CircleGeometry.prototype.constructor = CircleGeometry;

    // CircleBufferGeometry

    function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {

        BufferGeometry.call( this );

        this.type = 'CircleBufferGeometry';

        this.parameters = {
            radius: radius,
            segments: segments,
            thetaStart: thetaStart,
            thetaLength: thetaLength
        };

        radius = radius || 1;
        segments = segments !== undefined ? Math.max( 3, segments ) : 8;

        thetaStart = thetaStart !== undefined ? thetaStart : 0;
        thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;

        // buffers

        var indices = [];
        var vertices = [];
        var normals = [];
        var uvs = [];

        // helper variables

        var i, s;
        var vertex = new Vector3();
        var uv = new Vector2();

        // center point

        vertices.push( 0, 0, 0 );
        normals.push( 0, 0, 1 );
        uvs.push( 0.5, 0.5 );

        for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {

            var segment = thetaStart + s / segments * thetaLength;

            // vertex

            vertex.x = radius * Math.cos( segment );
            vertex.y = radius * Math.sin( segment );

            vertices.push( vertex.x, vertex.y, vertex.z );

            // normal

            normals.push( 0, 0, 1 );

            // uvs

            uv.x = ( vertices[ i ] / radius + 1 ) / 2;
            uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;

            uvs.push( uv.x, uv.y );

        }

        // indices

        for ( i = 1; i <= segments; i ++ ) {

            indices.push( i, i + 1, 0 );

        }

        // build geometry

        this.setIndex( indices );
        this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
        this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

    }

    CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
    CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;



    var Geometries = /*#__PURE__*/Object.freeze({
        WireframeGeometry: WireframeGeometry,
        ParametricGeometry: ParametricGeometry,
        ParametricBufferGeometry: ParametricBufferGeometry,
        TetrahedronGeometry: TetrahedronGeometry,
        TetrahedronBufferGeometry: TetrahedronBufferGeometry,
        OctahedronGeometry: OctahedronGeometry,
        OctahedronBufferGeometry: OctahedronBufferGeometry,
        IcosahedronGeometry: IcosahedronGeometry,
        IcosahedronBufferGeometry: IcosahedronBufferGeometry,
        DodecahedronGeometry: DodecahedronGeometry,
        DodecahedronBufferGeometry: DodecahedronBufferGeometry,
        PolyhedronGeometry: PolyhedronGeometry,
        PolyhedronBufferGeometry: PolyhedronBufferGeometry,
        TubeGeometry: TubeGeometry,
        TubeBufferGeometry: TubeBufferGeometry,
        TorusKnotGeometry: TorusKnotGeometry,
        TorusKnotBufferGeometry: TorusKnotBufferGeometry,
        TorusGeometry: TorusGeometry,
        TorusBufferGeometry: TorusBufferGeometry,
        TextGeometry: TextGeometry,
        TextBufferGeometry: TextBufferGeometry,
        SphereGeometry: SphereGeometry,
        SphereBufferGeometry: SphereBufferGeometry,
        RingGeometry: RingGeometry,
        RingBufferGeometry: RingBufferGeometry,
        PlaneGeometry: PlaneGeometry,
        PlaneBufferGeometry: PlaneBufferGeometry,
        LatheGeometry: LatheGeometry,
        LatheBufferGeometry: LatheBufferGeometry,
        ShapeGeometry: ShapeGeometry,
        ShapeBufferGeometry: ShapeBufferGeometry,
        ExtrudeGeometry: ExtrudeGeometry,
        ExtrudeBufferGeometry: ExtrudeBufferGeometry,
        EdgesGeometry: EdgesGeometry,
        ConeGeometry: ConeGeometry,
        ConeBufferGeometry: ConeBufferGeometry,
        CylinderGeometry: CylinderGeometry,
        CylinderBufferGeometry: CylinderBufferGeometry,
        CircleGeometry: CircleGeometry,
        CircleBufferGeometry: CircleBufferGeometry,
        BoxGeometry: BoxGeometry,
        BoxBufferGeometry: BoxBufferGeometry
    });

    /**
     * @author mrdoob / http://mrdoob.com/
     *
     * parameters = {
     *  color: <THREE.Color>
     * }
     */

    function ShadowMaterial( parameters ) {

        Material.call( this );

        this.type = 'ShadowMaterial';

        this.color = new Color( 0x000000 );
        this.transparent = true;

        this.setValues( parameters );

    }

    ShadowMaterial.prototype = Object.create( Material.prototype );
    ShadowMaterial.prototype.constructor = ShadowMaterial;

    ShadowMaterial.prototype.isShadowMaterial = true;

    ShadowMaterial.prototype.copy = function ( source ) {

        Material.prototype.copy.call( this, source );

        this.color.copy( source.color );

        return this;

    };

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function RawShaderMaterial( parameters ) {

        ShaderMaterial.call( this, parameters );

        this.type = 'RawShaderMaterial';

    }

    RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
    RawShaderMaterial.prototype.constructor = RawShaderMaterial;

    RawShaderMaterial.prototype.isRawShaderMaterial = true;

    /**
     * @author WestLangley / http://github.com/WestLangley
     *
     * parameters = {
     *  color: <hex>,
     *  roughness: <float>,
     *  metalness: <float>,
     *  opacity: <float>,
     *
     *  map: new THREE.Texture( <Image> ),
     *
     *  lightMap: new THREE.Texture( <Image> ),
     *  lightMapIntensity: <float>
     *
     *  aoMap: new THREE.Texture( <Image> ),
     *  aoMapIntensity: <float>
     *
     *  emissive: <hex>,
     *  emissiveIntensity: <float>
     *  emissiveMap: new THREE.Texture( <Image> ),
     *
     *  bumpMap: new THREE.Texture( <Image> ),
     *  bumpScale: <float>,
     *
     *  normalMap: new THREE.Texture( <Image> ),
     *  normalMapType: THREE.TangentSpaceNormalMap,
     *  normalScale: <Vector2>,
     *
     *  displacementMap: new THREE.Texture( <Image> ),
     *  displacementScale: <float>,
     *  displacementBias: <float>,
     *
     *  roughnessMap: new THREE.Texture( <Image> ),
     *
     *  metalnessMap: new THREE.Texture( <Image> ),
     *
     *  alphaMap: new THREE.Texture( <Image> ),
     *
     *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
     *  envMapIntensity: <float>
     *
     *  refractionRatio: <float>,
     *
     *  wireframe: <boolean>,
     *  wireframeLinewidth: <float>,
     *
     *  skinning: <bool>,
     *  morphTargets: <bool>,
     *  morphNormals: <bool>
     * }
     */

    function MeshStandardMaterial( parameters ) {

        Material.call( this );

        this.defines = { 'STANDARD': '' };

        this.type = 'MeshStandardMaterial';

        this.color = new Color( 0xffffff ); // diffuse
        this.roughness = 0.5;
        this.metalness = 0.5;

        this.map = null;

        this.lightMap = null;
        this.lightMapIntensity = 1.0;

        this.aoMap = null;
        this.aoMapIntensity = 1.0;

        this.emissive = new Color( 0x000000 );
        this.emissiveIntensity = 1.0;
        this.emissiveMap = null;

        this.bumpMap = null;
        this.bumpScale = 1;

        this.normalMap = null;
        this.normalMapType = TangentSpaceNormalMap;
        this.normalScale = new Vector2( 1, 1 );

        this.displacementMap = null;
        this.displacementScale = 1;
        this.displacementBias = 0;

        this.roughnessMap = null;

        this.metalnessMap = null;

        this.alphaMap = null;

        this.envMap = null;
        this.envMapIntensity = 1.0;

        this.refractionRatio = 0.98;

        this.wireframe = false;
        this.wireframeLinewidth = 1;
        this.wireframeLinecap = 'round';
        this.wireframeLinejoin = 'round';

        this.skinning = false;
        this.morphTargets = false;
        this.morphNormals = false;

        this.setValues( parameters );

    }

    MeshStandardMaterial.prototype = Object.create( Material.prototype );
    MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;

    MeshStandardMaterial.prototype.isMeshStandardMaterial = true;

    MeshStandardMaterial.prototype.copy = function ( source ) {

        Material.prototype.copy.call( this, source );

        this.defines = { 'STANDARD': '' };

        this.color.copy( source.color );
        this.roughness = source.roughness;
        this.metalness = source.metalness;

        this.map = source.map;

        this.lightMap = source.lightMap;
        this.lightMapIntensity = source.lightMapIntensity;

        this.aoMap = source.aoMap;
        this.aoMapIntensity = source.aoMapIntensity;

        this.emissive.copy( source.emissive );
        this.emissiveMap = source.emissiveMap;
        this.emissiveIntensity = source.emissiveIntensity;

        this.bumpMap = source.bumpMap;
        this.bumpScale = source.bumpScale;

        this.normalMap = source.normalMap;
        this.normalMapType = source.normalMapType;
        this.normalScale.copy( source.normalScale );

        this.displacementMap = source.displacementMap;
        this.displacementScale = source.displacementScale;
        this.displacementBias = source.displacementBias;

        this.roughnessMap = source.roughnessMap;

        this.metalnessMap = source.metalnessMap;

        this.alphaMap = source.alphaMap;

        this.envMap = source.envMap;
        this.envMapIntensity = source.envMapIntensity;

        this.refractionRatio = source.refractionRatio;

        this.wireframe = source.wireframe;
        this.wireframeLinewidth = source.wireframeLinewidth;
        this.wireframeLinecap = source.wireframeLinecap;
        this.wireframeLinejoin = source.wireframeLinejoin;

        this.skinning = source.skinning;
        this.morphTargets = source.morphTargets;
        this.morphNormals = source.morphNormals;

        return this;

    };

    /**
     * @author WestLangley / http://github.com/WestLangley
     *
     * parameters = {
     *  reflectivity: <float>
     * }
     */

    function MeshPhysicalMaterial( parameters ) {

        MeshStandardMaterial.call( this );

        this.defines = { 'PHYSICAL': '' };

        this.type = 'MeshPhysicalMaterial';

        this.reflectivity = 0.5; // maps to F0 = 0.04

        this.clearCoat = 0.0;
        this.clearCoatRoughness = 0.0;

        this.setValues( parameters );

    }

    MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
    MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;

    MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;

    MeshPhysicalMaterial.prototype.copy = function ( source ) {

        MeshStandardMaterial.prototype.copy.call( this, source );

        this.defines = { 'PHYSICAL': '' };

        this.reflectivity = source.reflectivity;

        this.clearCoat = source.clearCoat;
        this.clearCoatRoughness = source.clearCoatRoughness;

        return this;

    };

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     *
     * parameters = {
     *  color: <hex>,
     *  specular: <hex>,
     *  shininess: <float>,
     *  opacity: <float>,
     *
     *  map: new THREE.Texture( <Image> ),
     *
     *  lightMap: new THREE.Texture( <Image> ),
     *  lightMapIntensity: <float>
     *
     *  aoMap: new THREE.Texture( <Image> ),
     *  aoMapIntensity: <float>
     *
     *  emissive: <hex>,
     *  emissiveIntensity: <float>
     *  emissiveMap: new THREE.Texture( <Image> ),
     *
     *  bumpMap: new THREE.Texture( <Image> ),
     *  bumpScale: <float>,
     *
     *  normalMap: new THREE.Texture( <Image> ),
     *  normalMapType: THREE.TangentSpaceNormalMap,
     *  normalScale: <Vector2>,
     *
     *  displacementMap: new THREE.Texture( <Image> ),
     *  displacementScale: <float>,
     *  displacementBias: <float>,
     *
     *  specularMap: new THREE.Texture( <Image> ),
     *
     *  alphaMap: new THREE.Texture( <Image> ),
     *
     *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
     *  combine: THREE.Multiply,
     *  reflectivity: <float>,
     *  refractionRatio: <float>,
     *
     *  wireframe: <boolean>,
     *  wireframeLinewidth: <float>,
     *
     *  skinning: <bool>,
     *  morphTargets: <bool>,
     *  morphNormals: <bool>
     * }
     */

    function MeshPhongMaterial( parameters ) {

        Material.call( this );

        this.type = 'MeshPhongMaterial';

        this.color = new Color( 0xffffff ); // diffuse
        this.specular = new Color( 0x111111 );
        this.shininess = 30;

        this.map = null;

        this.lightMap = null;
        this.lightMapIntensity = 1.0;

        this.aoMap = null;
        this.aoMapIntensity = 1.0;

        this.emissive = new Color( 0x000000 );
        this.emissiveIntensity = 1.0;
        this.emissiveMap = null;

        this.bumpMap = null;
        this.bumpScale = 1;

        this.normalMap = null;
        this.normalMapType = TangentSpaceNormalMap;
        this.normalScale = new Vector2( 1, 1 );

        this.displacementMap = null;
        this.displacementScale = 1;
        this.displacementBias = 0;

        this.specularMap = null;

        this.alphaMap = null;

        this.envMap = null;
        this.combine = MultiplyOperation;
        this.reflectivity = 1;
        this.refractionRatio = 0.98;

        this.wireframe = false;
        this.wireframeLinewidth = 1;
        this.wireframeLinecap = 'round';
        this.wireframeLinejoin = 'round';

        this.skinning = false;
        this.morphTargets = false;
        this.morphNormals = false;

        this.setValues( parameters );

    }

    MeshPhongMaterial.prototype = Object.create( Material.prototype );
    MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;

    MeshPhongMaterial.prototype.isMeshPhongMaterial = true;

    MeshPhongMaterial.prototype.copy = function ( source ) {

        Material.prototype.copy.call( this, source );

        this.color.copy( source.color );
        this.specular.copy( source.specular );
        this.shininess = source.shininess;

        this.map = source.map;

        this.lightMap = source.lightMap;
        this.lightMapIntensity = source.lightMapIntensity;

        this.aoMap = source.aoMap;
        this.aoMapIntensity = source.aoMapIntensity;

        this.emissive.copy( source.emissive );
        this.emissiveMap = source.emissiveMap;
        this.emissiveIntensity = source.emissiveIntensity;

        this.bumpMap = source.bumpMap;
        this.bumpScale = source.bumpScale;

        this.normalMap = source.normalMap;
        this.normalMapType = source.normalMapType;
        this.normalScale.copy( source.normalScale );

        this.displacementMap = source.displacementMap;
        this.displacementScale = source.displacementScale;
        this.displacementBias = source.displacementBias;

        this.specularMap = source.specularMap;

        this.alphaMap = source.alphaMap;

        this.envMap = source.envMap;
        this.combine = source.combine;
        this.reflectivity = source.reflectivity;
        this.refractionRatio = source.refractionRatio;

        this.wireframe = source.wireframe;
        this.wireframeLinewidth = source.wireframeLinewidth;
        this.wireframeLinecap = source.wireframeLinecap;
        this.wireframeLinejoin = source.wireframeLinejoin;

        this.skinning = source.skinning;
        this.morphTargets = source.morphTargets;
        this.morphNormals = source.morphNormals;

        return this;

    };

    /**
     * @author takahirox / http://github.com/takahirox
     *
     * parameters = {
     *  gradientMap: new THREE.Texture( <Image> )
     * }
     */

    function MeshToonMaterial( parameters ) {

        MeshPhongMaterial.call( this );

        this.defines = { 'TOON': '' };

        this.type = 'MeshToonMaterial';

        this.gradientMap = null;

        this.setValues( parameters );

    }

    MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
    MeshToonMaterial.prototype.constructor = MeshToonMaterial;

    MeshToonMaterial.prototype.isMeshToonMaterial = true;

    MeshToonMaterial.prototype.copy = function ( source ) {

        MeshPhongMaterial.prototype.copy.call( this, source );

        this.gradientMap = source.gradientMap;

        return this;

    };

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author WestLangley / http://github.com/WestLangley
     *
     * parameters = {
     *  opacity: <float>,
     *
     *  bumpMap: new THREE.Texture( <Image> ),
     *  bumpScale: <float>,
     *
     *  normalMap: new THREE.Texture( <Image> ),
     *  normalMapType: THREE.TangentSpaceNormalMap,
     *  normalScale: <Vector2>,
     *
     *  displacementMap: new THREE.Texture( <Image> ),
     *  displacementScale: <float>,
     *  displacementBias: <float>,
     *
     *  wireframe: <boolean>,
     *  wireframeLinewidth: <float>
     *
     *  skinning: <bool>,
     *  morphTargets: <bool>,
     *  morphNormals: <bool>
     * }
     */

    function MeshNormalMaterial( parameters ) {

        Material.call( this );

        this.type = 'MeshNormalMaterial';

        this.bumpMap = null;
        this.bumpScale = 1;

        this.normalMap = null;
        this.normalMapType = TangentSpaceNormalMap;
        this.normalScale = new Vector2( 1, 1 );

        this.displacementMap = null;
        this.displacementScale = 1;
        this.displacementBias = 0;

        this.wireframe = false;
        this.wireframeLinewidth = 1;

        this.fog = false;
        this.lights = false;

        this.skinning = false;
        this.morphTargets = false;
        this.morphNormals = false;

        this.setValues( parameters );

    }

    MeshNormalMaterial.prototype = Object.create( Material.prototype );
    MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;

    MeshNormalMaterial.prototype.isMeshNormalMaterial = true;

    MeshNormalMaterial.prototype.copy = function ( source ) {

        Material.prototype.copy.call( this, source );

        this.bumpMap = source.bumpMap;
        this.bumpScale = source.bumpScale;

        this.normalMap = source.normalMap;
        this.normalMapType = source.normalMapType;
        this.normalScale.copy( source.normalScale );

        this.displacementMap = source.displacementMap;
        this.displacementScale = source.displacementScale;
        this.displacementBias = source.displacementBias;

        this.wireframe = source.wireframe;
        this.wireframeLinewidth = source.wireframeLinewidth;

        this.skinning = source.skinning;
        this.morphTargets = source.morphTargets;
        this.morphNormals = source.morphNormals;

        return this;

    };

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     *
     * parameters = {
     *  color: <hex>,
     *  opacity: <float>,
     *
     *  map: new THREE.Texture( <Image> ),
     *
     *  lightMap: new THREE.Texture( <Image> ),
     *  lightMapIntensity: <float>
     *
     *  aoMap: new THREE.Texture( <Image> ),
     *  aoMapIntensity: <float>
     *
     *  emissive: <hex>,
     *  emissiveIntensity: <float>
     *  emissiveMap: new THREE.Texture( <Image> ),
     *
     *  specularMap: new THREE.Texture( <Image> ),
     *
     *  alphaMap: new THREE.Texture( <Image> ),
     *
     *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
     *  combine: THREE.Multiply,
     *  reflectivity: <float>,
     *  refractionRatio: <float>,
     *
     *  wireframe: <boolean>,
     *  wireframeLinewidth: <float>,
     *
     *  skinning: <bool>,
     *  morphTargets: <bool>,
     *  morphNormals: <bool>
     * }
     */

    function MeshLambertMaterial( parameters ) {

        Material.call( this );

        this.type = 'MeshLambertMaterial';

        this.color = new Color( 0xffffff ); // diffuse

        this.map = null;

        this.lightMap = null;
        this.lightMapIntensity = 1.0;

        this.aoMap = null;
        this.aoMapIntensity = 1.0;

        this.emissive = new Color( 0x000000 );
        this.emissiveIntensity = 1.0;
        this.emissiveMap = null;

        this.specularMap = null;

        this.alphaMap = null;

        this.envMap = null;
        this.combine = MultiplyOperation;
        this.reflectivity = 1;
        this.refractionRatio = 0.98;

        this.wireframe = false;
        this.wireframeLinewidth = 1;
        this.wireframeLinecap = 'round';
        this.wireframeLinejoin = 'round';

        this.skinning = false;
        this.morphTargets = false;
        this.morphNormals = false;

        this.setValues( parameters );

    }

    MeshLambertMaterial.prototype = Object.create( Material.prototype );
    MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;

    MeshLambertMaterial.prototype.isMeshLambertMaterial = true;

    MeshLambertMaterial.prototype.copy = function ( source ) {

        Material.prototype.copy.call( this, source );

        this.color.copy( source.color );

        this.map = source.map;

        this.lightMap = source.lightMap;
        this.lightMapIntensity = source.lightMapIntensity;

        this.aoMap = source.aoMap;
        this.aoMapIntensity = source.aoMapIntensity;

        this.emissive.copy( source.emissive );
        this.emissiveMap = source.emissiveMap;
        this.emissiveIntensity = source.emissiveIntensity;

        this.specularMap = source.specularMap;

        this.alphaMap = source.alphaMap;

        this.envMap = source.envMap;
        this.combine = source.combine;
        this.reflectivity = source.reflectivity;
        this.refractionRatio = source.refractionRatio;

        this.wireframe = source.wireframe;
        this.wireframeLinewidth = source.wireframeLinewidth;
        this.wireframeLinecap = source.wireframeLinecap;
        this.wireframeLinejoin = source.wireframeLinejoin;

        this.skinning = source.skinning;
        this.morphTargets = source.morphTargets;
        this.morphNormals = source.morphNormals;

        return this;

    };

    /**
     * @author alteredq / http://alteredqualia.com/
     *
     * parameters = {
     *  color: <hex>,
     *  opacity: <float>,
     *
     *  linewidth: <float>,
     *
     *  scale: <float>,
     *  dashSize: <float>,
     *  gapSize: <float>
     * }
     */

    function LineDashedMaterial( parameters ) {

        LineBasicMaterial.call( this );

        this.type = 'LineDashedMaterial';

        this.scale = 1;
        this.dashSize = 3;
        this.gapSize = 1;

        this.setValues( parameters );

    }

    LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
    LineDashedMaterial.prototype.constructor = LineDashedMaterial;

    LineDashedMaterial.prototype.isLineDashedMaterial = true;

    LineDashedMaterial.prototype.copy = function ( source ) {

        LineBasicMaterial.prototype.copy.call( this, source );

        this.scale = source.scale;
        this.dashSize = source.dashSize;
        this.gapSize = source.gapSize;

        return this;

    };



    var Materials = /*#__PURE__*/Object.freeze({
        ShadowMaterial: ShadowMaterial,
        SpriteMaterial: SpriteMaterial,
        RawShaderMaterial: RawShaderMaterial,
        ShaderMaterial: ShaderMaterial,
        PointsMaterial: PointsMaterial,
        MeshPhysicalMaterial: MeshPhysicalMaterial,
        MeshStandardMaterial: MeshStandardMaterial,
        MeshPhongMaterial: MeshPhongMaterial,
        MeshToonMaterial: MeshToonMaterial,
        MeshNormalMaterial: MeshNormalMaterial,
        MeshLambertMaterial: MeshLambertMaterial,
        MeshDepthMaterial: MeshDepthMaterial,
        MeshDistanceMaterial: MeshDistanceMaterial,
        MeshBasicMaterial: MeshBasicMaterial,
        LineDashedMaterial: LineDashedMaterial,
        LineBasicMaterial: LineBasicMaterial,
        Material: Material
    });

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    var Cache = {

        enabled: false,

        files: {},

        add: function ( key, file ) {

            if ( this.enabled === false ) return;

            // console.log( 'THREE.Cache', 'Adding key:', key );

            this.files[ key ] = file;

        },

        get: function ( key ) {

            if ( this.enabled === false ) return;

            // console.log( 'THREE.Cache', 'Checking key:', key );

            return this.files[ key ];

        },

        remove: function ( key ) {

            delete this.files[ key ];

        },

        clear: function () {

            this.files = {};

        }

    };

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function LoadingManager( onLoad, onProgress, onError ) {

        var scope = this;

        var isLoading = false;
        var itemsLoaded = 0;
        var itemsTotal = 0;
        var urlModifier = undefined;

        this.onStart = undefined;
        this.onLoad = onLoad;
        this.onProgress = onProgress;
        this.onError = onError;

        this.itemStart = function ( url ) {

            itemsTotal ++;

            if ( isLoading === false ) {

                if ( scope.onStart !== undefined ) {

                    scope.onStart( url, itemsLoaded, itemsTotal );

                }

            }

            isLoading = true;

        };

        this.itemEnd = function ( url ) {

            itemsLoaded ++;

            if ( scope.onProgress !== undefined ) {

                scope.onProgress( url, itemsLoaded, itemsTotal );

            }

            if ( itemsLoaded === itemsTotal ) {

                isLoading = false;

                if ( scope.onLoad !== undefined ) {

                    scope.onLoad();

                }

            }

        };

        this.itemError = function ( url ) {

            if ( scope.onError !== undefined ) {

                scope.onError( url );

            }

        };

        this.resolveURL = function ( url ) {

            if ( urlModifier ) {

                return urlModifier( url );

            }

            return url;

        };

        this.setURLModifier = function ( transform ) {

            urlModifier = transform;
            return this;

        };

    }

    var DefaultLoadingManager = new LoadingManager();

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    var loading = {};

    function FileLoader( manager ) {

        this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

    }

    Object.assign( FileLoader.prototype, {

        load: function ( url, onLoad, onProgress, onError ) {

            if ( url === undefined ) url = '';

            if ( this.path !== undefined ) url = this.path + url;

            url = this.manager.resolveURL( url );

            var scope = this;

            var cached = Cache.get( url );

            if ( cached !== undefined ) {

                scope.manager.itemStart( url );

                setTimeout( function () {

                    if ( onLoad ) onLoad( cached );

                    scope.manager.itemEnd( url );

                }, 0 );

                return cached;

            }

            // Check if request is duplicate

            if ( loading[ url ] !== undefined ) {

                loading[ url ].push( {

                    onLoad: onLoad,
                    onProgress: onProgress,
                    onError: onError

                } );

                return;

            }

            // Check for data: URI
            var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
            var dataUriRegexResult = url.match( dataUriRegex );

            // Safari can not handle Data URIs through XMLHttpRequest so process manually
            if ( dataUriRegexResult ) {

                var mimeType = dataUriRegexResult[ 1 ];
                var isBase64 = !! dataUriRegexResult[ 2 ];
                var data = dataUriRegexResult[ 3 ];

                data = window.decodeURIComponent( data );

                if ( isBase64 ) data = window.atob( data );

                try {

                    var response;
                    var responseType = ( this.responseType || '' ).toLowerCase();

                    switch ( responseType ) {

                        case 'arraybuffer':
                        case 'blob':

                            var view = new Uint8Array( data.length );

                            for ( var i = 0; i < data.length; i ++ ) {

                                view[ i ] = data.charCodeAt( i );

                            }

                            if ( responseType === 'blob' ) {

                                response = new Blob( [ view.buffer ], { type: mimeType } );

                            } else {

                                response = view.buffer;

                            }

                            break;

                        case 'document':

                            var parser = new DOMParser();
                            response = parser.parseFromString( data, mimeType );

                            break;

                        case 'json':

                            response = JSON.parse( data );

                            break;

                        default: // 'text' or other

                            response = data;

                            break;

                    }

                    // Wait for next browser tick like standard XMLHttpRequest event dispatching does
                    window.setTimeout( function () {

                        if ( onLoad ) onLoad( response );

                        scope.manager.itemEnd( url );

                    }, 0 );

                } catch ( error ) {

                    // Wait for next browser tick like standard XMLHttpRequest event dispatching does
                    window.setTimeout( function () {

                        if ( onError ) onError( error );

                        scope.manager.itemEnd( url );
                        scope.manager.itemError( url );

                    }, 0 );

                }

            } else {

                // Initialise array for duplicate requests

                loading[ url ] = [];

                loading[ url ].push( {

                    onLoad: onLoad,
                    onProgress: onProgress,
                    onError: onError

                } );

                var request = new XMLHttpRequest();

                request.open( 'GET', url, true );

                request.addEventListener( 'load', function ( event ) {

                    var response = this.response;

                    Cache.add( url, response );

                    var callbacks = loading[ url ];

                    delete loading[ url ];

                    if ( this.status === 200 || this.status === 0 ) {

                        // Some browsers return HTTP Status 0 when using non-http protocol
                        // e.g. 'file://' or 'data://'. Handle as success.

                        if ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );

                        for ( var i = 0, il = callbacks.length; i < il; i ++ ) {

                            var callback = callbacks[ i ];
                            if ( callback.onLoad ) callback.onLoad( response );

                        }

                        scope.manager.itemEnd( url );

                    } else {

                        for ( var i = 0, il = callbacks.length; i < il; i ++ ) {

                            var callback = callbacks[ i ];
                            if ( callback.onError ) callback.onError( event );

                        }

                        scope.manager.itemEnd( url );
                        scope.manager.itemError( url );

                    }

                }, false );

                request.addEventListener( 'progress', function ( event ) {

                    var callbacks = loading[ url ];

                    for ( var i = 0, il = callbacks.length; i < il; i ++ ) {

                        var callback = callbacks[ i ];
                        if ( callback.onProgress ) callback.onProgress( event );

                    }

                }, false );

                request.addEventListener( 'error', function ( event ) {

                    var callbacks = loading[ url ];

                    delete loading[ url ];

                    for ( var i = 0, il = callbacks.length; i < il; i ++ ) {

                        var callback = callbacks[ i ];
                        if ( callback.onError ) callback.onError( event );

                    }

                    scope.manager.itemEnd( url );
                    scope.manager.itemError( url );

                }, false );

                if ( this.responseType !== undefined ) request.responseType = this.responseType;
                if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;

                if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );

                for ( var header in this.requestHeader ) {

                    request.setRequestHeader( header, this.requestHeader[ header ] );

                }

                request.send( null );

            }

            scope.manager.itemStart( url );

            return request;

        },

        setPath: function ( value ) {

            this.path = value;
            return this;

        },

        setResponseType: function ( value ) {

            this.responseType = value;
            return this;

        },

        setWithCredentials: function ( value ) {

            this.withCredentials = value;
            return this;

        },

        setMimeType: function ( value ) {

            this.mimeType = value;
            return this;

        },

        setRequestHeader: function ( value ) {

            this.requestHeader = value;
            return this;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     *
     * Abstract Base class to block based textures loader (dds, pvr, ...)
     */

    function CompressedTextureLoader( manager ) {

        this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

        // override in sub classes
        this._parser = null;

    }

    Object.assign( CompressedTextureLoader.prototype, {

        load: function ( url, onLoad, onProgress, onError ) {

            var scope = this;

            var images = [];

            var texture = new CompressedTexture();
            texture.image = images;

            var loader = new FileLoader( this.manager );
            loader.setPath( this.path );
            loader.setResponseType( 'arraybuffer' );

            function loadTexture( i ) {

                loader.load( url[ i ], function ( buffer ) {

                    var texDatas = scope._parser( buffer, true );

                    images[ i ] = {
                        width: texDatas.width,
                        height: texDatas.height,
                        format: texDatas.format,
                        mipmaps: texDatas.mipmaps
                    };

                    loaded += 1;

                    if ( loaded === 6 ) {

                        if ( texDatas.mipmapCount === 1 )
                            texture.minFilter = LinearFilter;

                        texture.format = texDatas.format;
                        texture.needsUpdate = true;

                        if ( onLoad ) onLoad( texture );

                    }

                }, onProgress, onError );

            }

            if ( Array.isArray( url ) ) {

                var loaded = 0;

                for ( var i = 0, il = url.length; i < il; ++ i ) {

                    loadTexture( i );

                }

            } else {

                // compressed cubemap texture stored in a single DDS file

                loader.load( url, function ( buffer ) {

                    var texDatas = scope._parser( buffer, true );

                    if ( texDatas.isCubemap ) {

                        var faces = texDatas.mipmaps.length / texDatas.mipmapCount;

                        for ( var f = 0; f < faces; f ++ ) {

                            images[ f ] = { mipmaps: [] };

                            for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {

                                images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
                                images[ f ].format = texDatas.format;
                                images[ f ].width = texDatas.width;
                                images[ f ].height = texDatas.height;

                            }

                        }

                    } else {

                        texture.image.width = texDatas.width;
                        texture.image.height = texDatas.height;
                        texture.mipmaps = texDatas.mipmaps;

                    }

                    if ( texDatas.mipmapCount === 1 ) {

                        texture.minFilter = LinearFilter;

                    }

                    texture.format = texDatas.format;
                    texture.needsUpdate = true;

                    if ( onLoad ) onLoad( texture );

                }, onProgress, onError );

            }

            return texture;

        },

        setPath: function ( value ) {

            this.path = value;
            return this;

        }

    } );

    /**
     * @author Nikos M. / https://github.com/foo123/
     *
     * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
     */

    function DataTextureLoader( manager ) {

        this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

        // override in sub classes
        this._parser = null;

    }

    Object.assign( DataTextureLoader.prototype, {

        load: function ( url, onLoad, onProgress, onError ) {

            var scope = this;

            var texture = new DataTexture();

            var loader = new FileLoader( this.manager );
            loader.setResponseType( 'arraybuffer' );

            loader.load( url, function ( buffer ) {

                var texData = scope._parser( buffer );

                if ( ! texData ) return;

                if ( undefined !== texData.image ) {

                    texture.image = texData.image;

                } else if ( undefined !== texData.data ) {

                    texture.image.width = texData.width;
                    texture.image.height = texData.height;
                    texture.image.data = texData.data;

                }

                texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : ClampToEdgeWrapping;
                texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : ClampToEdgeWrapping;

                texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : LinearFilter;
                texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : LinearMipMapLinearFilter;

                texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1;

                if ( undefined !== texData.format ) {

                    texture.format = texData.format;

                }
                if ( undefined !== texData.type ) {

                    texture.type = texData.type;

                }

                if ( undefined !== texData.mipmaps ) {

                    texture.mipmaps = texData.mipmaps;

                }

                if ( 1 === texData.mipmapCount ) {

                    texture.minFilter = LinearFilter;

                }

                texture.needsUpdate = true;

                if ( onLoad ) onLoad( texture, texData );

            }, onProgress, onError );


            return texture;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */


    function ImageLoader( manager ) {

        this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

    }

    Object.assign( ImageLoader.prototype, {

        crossOrigin: 'anonymous',

        load: function ( url, onLoad, onProgress, onError ) {

            if ( url === undefined ) url = '';

            if ( this.path !== undefined ) url = this.path + url;

            url = this.manager.resolveURL( url );

            var scope = this;

            var cached = Cache.get( url );

            if ( cached !== undefined ) {

                scope.manager.itemStart( url );

                setTimeout( function () {

                    if ( onLoad ) onLoad( cached );

                    scope.manager.itemEnd( url );

                }, 0 );

                return cached;

            }

            var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );

            function onImageLoad() {

                image.removeEventListener( 'load', onImageLoad, false );
                image.removeEventListener( 'error', onImageError, false );

                Cache.add( url, this );

                if ( onLoad ) onLoad( this );

                scope.manager.itemEnd( url );

            }

            function onImageError( event ) {

                image.removeEventListener( 'load', onImageLoad, false );
                image.removeEventListener( 'error', onImageError, false );

                if ( onError ) onError( event );

                scope.manager.itemEnd( url );
                scope.manager.itemError( url );

            }

            image.addEventListener( 'load', onImageLoad, false );
            image.addEventListener( 'error', onImageError, false );

            if ( url.substr( 0, 5 ) !== 'data:' ) {

                if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;

            }

            scope.manager.itemStart( url );

            image.src = url;

            return image;

        },

        setCrossOrigin: function ( value ) {

            this.crossOrigin = value;
            return this;

        },

        setPath: function ( value ) {

            this.path = value;
            return this;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */


    function CubeTextureLoader( manager ) {

        this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

    }

    Object.assign( CubeTextureLoader.prototype, {

        crossOrigin: 'anonymous',

        load: function ( urls, onLoad, onProgress, onError ) {

            var texture = new CubeTexture();

            var loader = new ImageLoader( this.manager );
            loader.setCrossOrigin( this.crossOrigin );
            loader.setPath( this.path );

            var loaded = 0;

            function loadTexture( i ) {

                loader.load( urls[ i ], function ( image ) {

                    texture.images[ i ] = image;

                    loaded ++;

                    if ( loaded === 6 ) {

                        texture.needsUpdate = true;

                        if ( onLoad ) onLoad( texture );

                    }

                }, undefined, onError );

            }

            for ( var i = 0; i < urls.length; ++ i ) {

                loadTexture( i );

            }

            return texture;

        },

        setCrossOrigin: function ( value ) {

            this.crossOrigin = value;
            return this;

        },

        setPath: function ( value ) {

            this.path = value;
            return this;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */


    function TextureLoader( manager ) {

        this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

    }

    Object.assign( TextureLoader.prototype, {

        crossOrigin: 'anonymous',

        load: function ( url, onLoad, onProgress, onError ) {

            var texture = new Texture();

            var loader = new ImageLoader( this.manager );
            loader.setCrossOrigin( this.crossOrigin );
            loader.setPath( this.path );

            loader.load( url, function ( image ) {

                texture.image = image;

                // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
                var isJPEG = url.search( /\.(jpg|jpeg)$/ ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;

                texture.format = isJPEG ? RGBFormat : RGBAFormat;
                texture.needsUpdate = true;

                if ( onLoad !== undefined ) {

                    onLoad( texture );

                }

            }, onProgress, onError );

            return texture;

        },

        setCrossOrigin: function ( value ) {

            this.crossOrigin = value;
            return this;

        },

        setPath: function ( value ) {

            this.path = value;
            return this;

        }

    } );

    /**
     * @author zz85 / http://www.lab4games.net/zz85/blog
     * Extensible curve object
     *
     * Some common of curve methods:
     * .getPoint( t, optionalTarget ), .getTangent( t )
     * .getPointAt( u, optionalTarget ), .getTangentAt( u )
     * .getPoints(), .getSpacedPoints()
     * .getLength()
     * .updateArcLengths()
     *
     * This following curves inherit from THREE.Curve:
     *
     * -- 2D curves --
     * THREE.ArcCurve
     * THREE.CubicBezierCurve
     * THREE.EllipseCurve
     * THREE.LineCurve
     * THREE.QuadraticBezierCurve
     * THREE.SplineCurve
     *
     * -- 3D curves --
     * THREE.CatmullRomCurve3
     * THREE.CubicBezierCurve3
     * THREE.LineCurve3
     * THREE.QuadraticBezierCurve3
     *
     * A series of curves can be represented as a THREE.CurvePath.
     *
     **/

    /**************************************************************
     *	Abstract Curve base class
     **************************************************************/

    function Curve() {

        this.type = 'Curve';

        this.arcLengthDivisions = 200;

    }

    Object.assign( Curve.prototype, {

        // Virtual base class method to overwrite and implement in subclasses
        //	- t [0 .. 1]

        getPoint: function ( /* t, optionalTarget */ ) {

            console.warn( 'THREE.Curve: .getPoint() not implemented.' );
            return null;

        },

        // Get point at relative position in curve according to arc length
        // - u [0 .. 1]

        getPointAt: function ( u, optionalTarget ) {

            var t = this.getUtoTmapping( u );
            return this.getPoint( t, optionalTarget );

        },

        // Get sequence of points using getPoint( t )

        getPoints: function ( divisions ) {

            if ( divisions === undefined ) divisions = 5;

            var points = [];

            for ( var d = 0; d <= divisions; d ++ ) {

                points.push( this.getPoint( d / divisions ) );

            }

            return points;

        },

        // Get sequence of points using getPointAt( u )

        getSpacedPoints: function ( divisions ) {

            if ( divisions === undefined ) divisions = 5;

            var points = [];

            for ( var d = 0; d <= divisions; d ++ ) {

                points.push( this.getPointAt( d / divisions ) );

            }

            return points;

        },

        // Get total curve arc length

        getLength: function () {

            var lengths = this.getLengths();
            return lengths[ lengths.length - 1 ];

        },

        // Get list of cumulative segment lengths

        getLengths: function ( divisions ) {

            if ( divisions === undefined ) divisions = this.arcLengthDivisions;

            if ( this.cacheArcLengths &&
                ( this.cacheArcLengths.length === divisions + 1 ) &&
                ! this.needsUpdate ) {

                return this.cacheArcLengths;

            }

            this.needsUpdate = false;

            var cache = [];
            var current, last = this.getPoint( 0 );
            var p, sum = 0;

            cache.push( 0 );

            for ( p = 1; p <= divisions; p ++ ) {

                current = this.getPoint( p / divisions );
                sum += current.distanceTo( last );
                cache.push( sum );
                last = current;

            }

            this.cacheArcLengths = cache;

            return cache; // { sums: cache, sum: sum }; Sum is in the last element.

        },

        updateArcLengths: function () {

            this.needsUpdate = true;
            this.getLengths();

        },

        // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant

        getUtoTmapping: function ( u, distance ) {

            var arcLengths = this.getLengths();

            var i = 0, il = arcLengths.length;

            var targetArcLength; // The targeted u distance value to get

            if ( distance ) {

                targetArcLength = distance;

            } else {

                targetArcLength = u * arcLengths[ il - 1 ];

            }

            // binary search for the index with largest value smaller than target u distance

            var low = 0, high = il - 1, comparison;

            while ( low <= high ) {

                i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats

                comparison = arcLengths[ i ] - targetArcLength;

                if ( comparison < 0 ) {

                    low = i + 1;

                } else if ( comparison > 0 ) {

                    high = i - 1;

                } else {

                    high = i;
                    break;

                    // DONE

                }

            }

            i = high;

            if ( arcLengths[ i ] === targetArcLength ) {

                return i / ( il - 1 );

            }

            // we could get finer grain at lengths, or use simple interpolation between two points

            var lengthBefore = arcLengths[ i ];
            var lengthAfter = arcLengths[ i + 1 ];

            var segmentLength = lengthAfter - lengthBefore;

            // determine where we are between the 'before' and 'after' points

            var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;

            // add that fractional amount to t

            var t = ( i + segmentFraction ) / ( il - 1 );

            return t;

        },

        // Returns a unit vector tangent at t
        // In case any sub curve does not implement its tangent derivation,
        // 2 points a small delta apart will be used to find its gradient
        // which seems to give a reasonable approximation

        getTangent: function ( t ) {

            var delta = 0.0001;
            var t1 = t - delta;
            var t2 = t + delta;

            // Capping in case of danger

            if ( t1 < 0 ) t1 = 0;
            if ( t2 > 1 ) t2 = 1;

            var pt1 = this.getPoint( t1 );
            var pt2 = this.getPoint( t2 );

            var vec = pt2.clone().sub( pt1 );
            return vec.normalize();

        },

        getTangentAt: function ( u ) {

            var t = this.getUtoTmapping( u );
            return this.getTangent( t );

        },

        computeFrenetFrames: function ( segments, closed ) {

            // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf

            var normal = new Vector3();

            var tangents = [];
            var normals = [];
            var binormals = [];

            var vec = new Vector3();
            var mat = new Matrix4();

            var i, u, theta;

            // compute the tangent vectors for each segment on the curve

            for ( i = 0; i <= segments; i ++ ) {

                u = i / segments;

                tangents[ i ] = this.getTangentAt( u );
                tangents[ i ].normalize();

            }

            // select an initial normal vector perpendicular to the first tangent vector,
            // and in the direction of the minimum tangent xyz component

            normals[ 0 ] = new Vector3();
            binormals[ 0 ] = new Vector3();
            var min = Number.MAX_VALUE;
            var tx = Math.abs( tangents[ 0 ].x );
            var ty = Math.abs( tangents[ 0 ].y );
            var tz = Math.abs( tangents[ 0 ].z );

            if ( tx <= min ) {

                min = tx;
                normal.set( 1, 0, 0 );

            }

            if ( ty <= min ) {

                min = ty;
                normal.set( 0, 1, 0 );

            }

            if ( tz <= min ) {

                normal.set( 0, 0, 1 );

            }

            vec.crossVectors( tangents[ 0 ], normal ).normalize();

            normals[ 0 ].crossVectors( tangents[ 0 ], vec );
            binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );


            // compute the slowly-varying normal and binormal vectors for each segment on the curve

            for ( i = 1; i <= segments; i ++ ) {

                normals[ i ] = normals[ i - 1 ].clone();

                binormals[ i ] = binormals[ i - 1 ].clone();

                vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );

                if ( vec.length() > Number.EPSILON ) {

                    vec.normalize();

                    theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors

                    normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );

                }

                binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );

            }

            // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same

            if ( closed === true ) {

                theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
                theta /= segments;

                if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {

                    theta = - theta;

                }

                for ( i = 1; i <= segments; i ++ ) {

                    // twist a little...
                    normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
                    binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );

                }

            }

            return {
                tangents: tangents,
                normals: normals,
                binormals: binormals
            };

        },

        clone: function () {

            return new this.constructor().copy( this );

        },

        copy: function ( source ) {

            this.arcLengthDivisions = source.arcLengthDivisions;

            return this;

        },

        toJSON: function () {

            var data = {
                metadata: {
                    version: 4.5,
                    type: 'Curve',
                    generator: 'Curve.toJSON'
                }
            };

            data.arcLengthDivisions = this.arcLengthDivisions;
            data.type = this.type;

            return data;

        },

        fromJSON: function ( json ) {

            this.arcLengthDivisions = json.arcLengthDivisions;

            return this;

        }

    } );

    function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {

        Curve.call( this );

        this.type = 'EllipseCurve';

        this.aX = aX || 0;
        this.aY = aY || 0;

        this.xRadius = xRadius || 1;
        this.yRadius = yRadius || 1;

        this.aStartAngle = aStartAngle || 0;
        this.aEndAngle = aEndAngle || 2 * Math.PI;

        this.aClockwise = aClockwise || false;

        this.aRotation = aRotation || 0;

    }

    EllipseCurve.prototype = Object.create( Curve.prototype );
    EllipseCurve.prototype.constructor = EllipseCurve;

    EllipseCurve.prototype.isEllipseCurve = true;

    EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {

        var point = optionalTarget || new Vector2();

        var twoPi = Math.PI * 2;
        var deltaAngle = this.aEndAngle - this.aStartAngle;
        var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;

        // ensures that deltaAngle is 0 .. 2 PI
        while ( deltaAngle < 0 ) deltaAngle += twoPi;
        while ( deltaAngle > twoPi ) deltaAngle -= twoPi;

        if ( deltaAngle < Number.EPSILON ) {

            if ( samePoints ) {

                deltaAngle = 0;

            } else {

                deltaAngle = twoPi;

            }

        }

        if ( this.aClockwise === true && ! samePoints ) {

            if ( deltaAngle === twoPi ) {

                deltaAngle = - twoPi;

            } else {

                deltaAngle = deltaAngle - twoPi;

            }

        }

        var angle = this.aStartAngle + t * deltaAngle;
        var x = this.aX + this.xRadius * Math.cos( angle );
        var y = this.aY + this.yRadius * Math.sin( angle );

        if ( this.aRotation !== 0 ) {

            var cos = Math.cos( this.aRotation );
            var sin = Math.sin( this.aRotation );

            var tx = x - this.aX;
            var ty = y - this.aY;

            // Rotate the point about the center of the ellipse.
            x = tx * cos - ty * sin + this.aX;
            y = tx * sin + ty * cos + this.aY;

        }

        return point.set( x, y );

    };

    EllipseCurve.prototype.copy = function ( source ) {

        Curve.prototype.copy.call( this, source );

        this.aX = source.aX;
        this.aY = source.aY;

        this.xRadius = source.xRadius;
        this.yRadius = source.yRadius;

        this.aStartAngle = source.aStartAngle;
        this.aEndAngle = source.aEndAngle;

        this.aClockwise = source.aClockwise;

        this.aRotation = source.aRotation;

        return this;

    };


    EllipseCurve.prototype.toJSON = function () {

        var data = Curve.prototype.toJSON.call( this );

        data.aX = this.aX;
        data.aY = this.aY;

        data.xRadius = this.xRadius;
        data.yRadius = this.yRadius;

        data.aStartAngle = this.aStartAngle;
        data.aEndAngle = this.aEndAngle;

        data.aClockwise = this.aClockwise;

        data.aRotation = this.aRotation;

        return data;

    };

    EllipseCurve.prototype.fromJSON = function ( json ) {

        Curve.prototype.fromJSON.call( this, json );

        this.aX = json.aX;
        this.aY = json.aY;

        this.xRadius = json.xRadius;
        this.yRadius = json.yRadius;

        this.aStartAngle = json.aStartAngle;
        this.aEndAngle = json.aEndAngle;

        this.aClockwise = json.aClockwise;

        this.aRotation = json.aRotation;

        return this;

    };

    function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {

        EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );

        this.type = 'ArcCurve';

    }

    ArcCurve.prototype = Object.create( EllipseCurve.prototype );
    ArcCurve.prototype.constructor = ArcCurve;

    ArcCurve.prototype.isArcCurve = true;

    /**
     * @author zz85 https://github.com/zz85
     *
     * Centripetal CatmullRom Curve - which is useful for avoiding
     * cusps and self-intersections in non-uniform catmull rom curves.
     * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
     *
     * curve.type accepts centripetal(default), chordal and catmullrom
     * curve.tension is used for catmullrom which defaults to 0.5
     */


    /*
    Based on an optimized c++ solution in
     - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
     - http://ideone.com/NoEbVM

    This CubicPoly class could be used for reusing some variables and calculations,
    but for three.js curve use, it could be possible inlined and flatten into a single function call
    which can be placed in CurveUtils.
    */

    function CubicPoly() {

        var c0 = 0, c1 = 0, c2 = 0, c3 = 0;

        /*
         * Compute coefficients for a cubic polynomial
         *   p(s) = c0 + c1*s + c2*s^2 + c3*s^3
         * such that
         *   p(0) = x0, p(1) = x1
         *  and
         *   p'(0) = t0, p'(1) = t1.
         */
        function init( x0, x1, t0, t1 ) {

            c0 = x0;
            c1 = t0;
            c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
            c3 = 2 * x0 - 2 * x1 + t0 + t1;

        }

        return {

            initCatmullRom: function ( x0, x1, x2, x3, tension ) {

                init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );

            },

            initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {

                // compute tangents when parameterized in [t1,t2]
                var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
                var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;

                // rescale tangents for parametrization in [0,1]
                t1 *= dt1;
                t2 *= dt1;

                init( x1, x2, t1, t2 );

            },

            calc: function ( t ) {

                var t2 = t * t;
                var t3 = t2 * t;
                return c0 + c1 * t + c2 * t2 + c3 * t3;

            }

        };

    }

    //

    var tmp = new Vector3();
    var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();

    function CatmullRomCurve3( points, closed, curveType, tension ) {

        Curve.call( this );

        this.type = 'CatmullRomCurve3';

        this.points = points || [];
        this.closed = closed || false;
        this.curveType = curveType || 'centripetal';
        this.tension = tension || 0.5;

    }

    CatmullRomCurve3.prototype = Object.create( Curve.prototype );
    CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;

    CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;

    CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {

        var point = optionalTarget || new Vector3();

        var points = this.points;
        var l = points.length;

        var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
        var intPoint = Math.floor( p );
        var weight = p - intPoint;

        if ( this.closed ) {

            intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;

        } else if ( weight === 0 && intPoint === l - 1 ) {

            intPoint = l - 2;
            weight = 1;

        }

        var p0, p1, p2, p3; // 4 points

        if ( this.closed || intPoint > 0 ) {

            p0 = points[ ( intPoint - 1 ) % l ];

        } else {

            // extrapolate first point
            tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
            p0 = tmp;

        }

        p1 = points[ intPoint % l ];
        p2 = points[ ( intPoint + 1 ) % l ];

        if ( this.closed || intPoint + 2 < l ) {

            p3 = points[ ( intPoint + 2 ) % l ];

        } else {

            // extrapolate last point
            tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
            p3 = tmp;

        }

        if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {

            // init Centripetal / Chordal Catmull-Rom
            var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
            var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
            var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
            var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );

            // safety check for repeated points
            if ( dt1 < 1e-4 ) dt1 = 1.0;
            if ( dt0 < 1e-4 ) dt0 = dt1;
            if ( dt2 < 1e-4 ) dt2 = dt1;

            px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
            py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
            pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );

        } else if ( this.curveType === 'catmullrom' ) {

            px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
            py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
            pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );

        }

        point.set(
            px.calc( weight ),
            py.calc( weight ),
            pz.calc( weight )
        );

        return point;

    };

    CatmullRomCurve3.prototype.copy = function ( source ) {

        Curve.prototype.copy.call( this, source );

        this.points = [];

        for ( var i = 0, l = source.points.length; i < l; i ++ ) {

            var point = source.points[ i ];

            this.points.push( point.clone() );

        }

        this.closed = source.closed;
        this.curveType = source.curveType;
        this.tension = source.tension;

        return this;

    };

    CatmullRomCurve3.prototype.toJSON = function () {

        var data = Curve.prototype.toJSON.call( this );

        data.points = [];

        for ( var i = 0, l = this.points.length; i < l; i ++ ) {

            var point = this.points[ i ];
            data.points.push( point.toArray() );

        }

        data.closed = this.closed;
        data.curveType = this.curveType;
        data.tension = this.tension;

        return data;

    };

    CatmullRomCurve3.prototype.fromJSON = function ( json ) {

        Curve.prototype.fromJSON.call( this, json );

        this.points = [];

        for ( var i = 0, l = json.points.length; i < l; i ++ ) {

            var point = json.points[ i ];
            this.points.push( new Vector3().fromArray( point ) );

        }

        this.closed = json.closed;
        this.curveType = json.curveType;
        this.tension = json.tension;

        return this;

    };

    /**
     * @author zz85 / http://www.lab4games.net/zz85/blog
     *
     * Bezier Curves formulas obtained from
     * http://en.wikipedia.org/wiki/Bezier_curve
     */

    function CatmullRom( t, p0, p1, p2, p3 ) {

        var v0 = ( p2 - p0 ) * 0.5;
        var v1 = ( p3 - p1 ) * 0.5;
        var t2 = t * t;
        var t3 = t * t2;
        return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;

    }

    //

    function QuadraticBezierP0( t, p ) {

        var k = 1 - t;
        return k * k * p;

    }

    function QuadraticBezierP1( t, p ) {

        return 2 * ( 1 - t ) * t * p;

    }

    function QuadraticBezierP2( t, p ) {

        return t * t * p;

    }

    function QuadraticBezier( t, p0, p1, p2 ) {

        return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
            QuadraticBezierP2( t, p2 );

    }

    //

    function CubicBezierP0( t, p ) {

        var k = 1 - t;
        return k * k * k * p;

    }

    function CubicBezierP1( t, p ) {

        var k = 1 - t;
        return 3 * k * k * t * p;

    }

    function CubicBezierP2( t, p ) {

        return 3 * ( 1 - t ) * t * t * p;

    }

    function CubicBezierP3( t, p ) {

        return t * t * t * p;

    }

    function CubicBezier( t, p0, p1, p2, p3 ) {

        return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
            CubicBezierP3( t, p3 );

    }

    function CubicBezierCurve( v0, v1, v2, v3 ) {

        Curve.call( this );

        this.type = 'CubicBezierCurve';

        this.v0 = v0 || new Vector2();
        this.v1 = v1 || new Vector2();
        this.v2 = v2 || new Vector2();
        this.v3 = v3 || new Vector2();

    }

    CubicBezierCurve.prototype = Object.create( Curve.prototype );
    CubicBezierCurve.prototype.constructor = CubicBezierCurve;

    CubicBezierCurve.prototype.isCubicBezierCurve = true;

    CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {

        var point = optionalTarget || new Vector2();

        var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;

        point.set(
            CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
            CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
        );

        return point;

    };

    CubicBezierCurve.prototype.copy = function ( source ) {

        Curve.prototype.copy.call( this, source );

        this.v0.copy( source.v0 );
        this.v1.copy( source.v1 );
        this.v2.copy( source.v2 );
        this.v3.copy( source.v3 );

        return this;

    };

    CubicBezierCurve.prototype.toJSON = function () {

        var data = Curve.prototype.toJSON.call( this );

        data.v0 = this.v0.toArray();
        data.v1 = this.v1.toArray();
        data.v2 = this.v2.toArray();
        data.v3 = this.v3.toArray();

        return data;

    };

    CubicBezierCurve.prototype.fromJSON = function ( json ) {

        Curve.prototype.fromJSON.call( this, json );

        this.v0.fromArray( json.v0 );
        this.v1.fromArray( json.v1 );
        this.v2.fromArray( json.v2 );
        this.v3.fromArray( json.v3 );

        return this;

    };

    function CubicBezierCurve3( v0, v1, v2, v3 ) {

        Curve.call( this );

        this.type = 'CubicBezierCurve3';

        this.v0 = v0 || new Vector3();
        this.v1 = v1 || new Vector3();
        this.v2 = v2 || new Vector3();
        this.v3 = v3 || new Vector3();

    }

    CubicBezierCurve3.prototype = Object.create( Curve.prototype );
    CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;

    CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;

    CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {

        var point = optionalTarget || new Vector3();

        var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;

        point.set(
            CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
            CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
            CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
        );

        return point;

    };

    CubicBezierCurve3.prototype.copy = function ( source ) {

        Curve.prototype.copy.call( this, source );

        this.v0.copy( source.v0 );
        this.v1.copy( source.v1 );
        this.v2.copy( source.v2 );
        this.v3.copy( source.v3 );

        return this;

    };

    CubicBezierCurve3.prototype.toJSON = function () {

        var data = Curve.prototype.toJSON.call( this );

        data.v0 = this.v0.toArray();
        data.v1 = this.v1.toArray();
        data.v2 = this.v2.toArray();
        data.v3 = this.v3.toArray();

        return data;

    };

    CubicBezierCurve3.prototype.fromJSON = function ( json ) {

        Curve.prototype.fromJSON.call( this, json );

        this.v0.fromArray( json.v0 );
        this.v1.fromArray( json.v1 );
        this.v2.fromArray( json.v2 );
        this.v3.fromArray( json.v3 );

        return this;

    };

    function LineCurve( v1, v2 ) {

        Curve.call( this );

        this.type = 'LineCurve';

        this.v1 = v1 || new Vector2();
        this.v2 = v2 || new Vector2();

    }

    LineCurve.prototype = Object.create( Curve.prototype );
    LineCurve.prototype.constructor = LineCurve;

    LineCurve.prototype.isLineCurve = true;

    LineCurve.prototype.getPoint = function ( t, optionalTarget ) {

        var point = optionalTarget || new Vector2();

        if ( t === 1 ) {

            point.copy( this.v2 );

        } else {

            point.copy( this.v2 ).sub( this.v1 );
            point.multiplyScalar( t ).add( this.v1 );

        }

        return point;

    };

    // Line curve is linear, so we can overwrite default getPointAt

    LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {

        return this.getPoint( u, optionalTarget );

    };

    LineCurve.prototype.getTangent = function ( /* t */ ) {

        var tangent = this.v2.clone().sub( this.v1 );

        return tangent.normalize();

    };

    LineCurve.prototype.copy = function ( source ) {

        Curve.prototype.copy.call( this, source );

        this.v1.copy( source.v1 );
        this.v2.copy( source.v2 );

        return this;

    };

    LineCurve.prototype.toJSON = function () {

        var data = Curve.prototype.toJSON.call( this );

        data.v1 = this.v1.toArray();
        data.v2 = this.v2.toArray();

        return data;

    };

    LineCurve.prototype.fromJSON = function ( json ) {

        Curve.prototype.fromJSON.call( this, json );

        this.v1.fromArray( json.v1 );
        this.v2.fromArray( json.v2 );

        return this;

    };

    function LineCurve3( v1, v2 ) {

        Curve.call( this );

        this.type = 'LineCurve3';

        this.v1 = v1 || new Vector3();
        this.v2 = v2 || new Vector3();

    }

    LineCurve3.prototype = Object.create( Curve.prototype );
    LineCurve3.prototype.constructor = LineCurve3;

    LineCurve3.prototype.isLineCurve3 = true;

    LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {

        var point = optionalTarget || new Vector3();

        if ( t === 1 ) {

            point.copy( this.v2 );

        } else {

            point.copy( this.v2 ).sub( this.v1 );
            point.multiplyScalar( t ).add( this.v1 );

        }

        return point;

    };

    // Line curve is linear, so we can overwrite default getPointAt

    LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {

        return this.getPoint( u, optionalTarget );

    };

    LineCurve3.prototype.copy = function ( source ) {

        Curve.prototype.copy.call( this, source );

        this.v1.copy( source.v1 );
        this.v2.copy( source.v2 );

        return this;

    };

    LineCurve3.prototype.toJSON = function () {

        var data = Curve.prototype.toJSON.call( this );

        data.v1 = this.v1.toArray();
        data.v2 = this.v2.toArray();

        return data;

    };

    LineCurve3.prototype.fromJSON = function ( json ) {

        Curve.prototype.fromJSON.call( this, json );

        this.v1.fromArray( json.v1 );
        this.v2.fromArray( json.v2 );

        return this;

    };

    function QuadraticBezierCurve( v0, v1, v2 ) {

        Curve.call( this );

        this.type = 'QuadraticBezierCurve';

        this.v0 = v0 || new Vector2();
        this.v1 = v1 || new Vector2();
        this.v2 = v2 || new Vector2();

    }

    QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
    QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;

    QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;

    QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {

        var point = optionalTarget || new Vector2();

        var v0 = this.v0, v1 = this.v1, v2 = this.v2;

        point.set(
            QuadraticBezier( t, v0.x, v1.x, v2.x ),
            QuadraticBezier( t, v0.y, v1.y, v2.y )
        );

        return point;

    };

    QuadraticBezierCurve.prototype.copy = function ( source ) {

        Curve.prototype.copy.call( this, source );

        this.v0.copy( source.v0 );
        this.v1.copy( source.v1 );
        this.v2.copy( source.v2 );

        return this;

    };

    QuadraticBezierCurve.prototype.toJSON = function () {

        var data = Curve.prototype.toJSON.call( this );

        data.v0 = this.v0.toArray();
        data.v1 = this.v1.toArray();
        data.v2 = this.v2.toArray();

        return data;

    };

    QuadraticBezierCurve.prototype.fromJSON = function ( json ) {

        Curve.prototype.fromJSON.call( this, json );

        this.v0.fromArray( json.v0 );
        this.v1.fromArray( json.v1 );
        this.v2.fromArray( json.v2 );

        return this;

    };

    function QuadraticBezierCurve3( v0, v1, v2 ) {

        Curve.call( this );

        this.type = 'QuadraticBezierCurve3';

        this.v0 = v0 || new Vector3();
        this.v1 = v1 || new Vector3();
        this.v2 = v2 || new Vector3();

    }

    QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
    QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;

    QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;

    QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {

        var point = optionalTarget || new Vector3();

        var v0 = this.v0, v1 = this.v1, v2 = this.v2;

        point.set(
            QuadraticBezier( t, v0.x, v1.x, v2.x ),
            QuadraticBezier( t, v0.y, v1.y, v2.y ),
            QuadraticBezier( t, v0.z, v1.z, v2.z )
        );

        return point;

    };

    QuadraticBezierCurve3.prototype.copy = function ( source ) {

        Curve.prototype.copy.call( this, source );

        this.v0.copy( source.v0 );
        this.v1.copy( source.v1 );
        this.v2.copy( source.v2 );

        return this;

    };

    QuadraticBezierCurve3.prototype.toJSON = function () {

        var data = Curve.prototype.toJSON.call( this );

        data.v0 = this.v0.toArray();
        data.v1 = this.v1.toArray();
        data.v2 = this.v2.toArray();

        return data;

    };

    QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {

        Curve.prototype.fromJSON.call( this, json );

        this.v0.fromArray( json.v0 );
        this.v1.fromArray( json.v1 );
        this.v2.fromArray( json.v2 );

        return this;

    };

    function SplineCurve( points /* array of Vector2 */ ) {

        Curve.call( this );

        this.type = 'SplineCurve';

        this.points = points || [];

    }

    SplineCurve.prototype = Object.create( Curve.prototype );
    SplineCurve.prototype.constructor = SplineCurve;

    SplineCurve.prototype.isSplineCurve = true;

    SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {

        var point = optionalTarget || new Vector2();

        var points = this.points;
        var p = ( points.length - 1 ) * t;

        var intPoint = Math.floor( p );
        var weight = p - intPoint;

        var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
        var p1 = points[ intPoint ];
        var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
        var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];

        point.set(
            CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
            CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
        );

        return point;

    };

    SplineCurve.prototype.copy = function ( source ) {

        Curve.prototype.copy.call( this, source );

        this.points = [];

        for ( var i = 0, l = source.points.length; i < l; i ++ ) {

            var point = source.points[ i ];

            this.points.push( point.clone() );

        }

        return this;

    };

    SplineCurve.prototype.toJSON = function () {

        var data = Curve.prototype.toJSON.call( this );

        data.points = [];

        for ( var i = 0, l = this.points.length; i < l; i ++ ) {

            var point = this.points[ i ];
            data.points.push( point.toArray() );

        }

        return data;

    };

    SplineCurve.prototype.fromJSON = function ( json ) {

        Curve.prototype.fromJSON.call( this, json );

        this.points = [];

        for ( var i = 0, l = json.points.length; i < l; i ++ ) {

            var point = json.points[ i ];
            this.points.push( new Vector2().fromArray( point ) );

        }

        return this;

    };



    var Curves = /*#__PURE__*/Object.freeze({
        ArcCurve: ArcCurve,
        CatmullRomCurve3: CatmullRomCurve3,
        CubicBezierCurve: CubicBezierCurve,
        CubicBezierCurve3: CubicBezierCurve3,
        EllipseCurve: EllipseCurve,
        LineCurve: LineCurve,
        LineCurve3: LineCurve3,
        QuadraticBezierCurve: QuadraticBezierCurve,
        QuadraticBezierCurve3: QuadraticBezierCurve3,
        SplineCurve: SplineCurve
    });

    /**
     * @author zz85 / http://www.lab4games.net/zz85/blog
     *
     **/

    /**************************************************************
     *	Curved Path - a curve path is simply a array of connected
     *  curves, but retains the api of a curve
     **************************************************************/

    function CurvePath() {

        Curve.call( this );

        this.type = 'CurvePath';

        this.curves = [];
        this.autoClose = false; // Automatically closes the path

    }

    CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {

        constructor: CurvePath,

        add: function ( curve ) {

            this.curves.push( curve );

        },

        closePath: function () {

            // Add a line curve if start and end of lines are not connected
            var startPoint = this.curves[ 0 ].getPoint( 0 );
            var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );

            if ( ! startPoint.equals( endPoint ) ) {

                this.curves.push( new LineCurve( endPoint, startPoint ) );

            }

        },

        // To get accurate point with reference to
        // entire path distance at time t,
        // following has to be done:

        // 1. Length of each sub path have to be known
        // 2. Locate and identify type of curve
        // 3. Get t for the curve
        // 4. Return curve.getPointAt(t')

        getPoint: function ( t ) {

            var d = t * this.getLength();
            var curveLengths = this.getCurveLengths();
            var i = 0;

            // To think about boundaries points.

            while ( i < curveLengths.length ) {

                if ( curveLengths[ i ] >= d ) {

                    var diff = curveLengths[ i ] - d;
                    var curve = this.curves[ i ];

                    var segmentLength = curve.getLength();
                    var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;

                    return curve.getPointAt( u );

                }

                i ++;

            }

            return null;

            // loop where sum != 0, sum > d , sum+1 <d

        },

        // We cannot use the default THREE.Curve getPoint() with getLength() because in
        // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
        // getPoint() depends on getLength

        getLength: function () {

            var lens = this.getCurveLengths();
            return lens[ lens.length - 1 ];

        },

        // cacheLengths must be recalculated.
        updateArcLengths: function () {

            this.needsUpdate = true;
            this.cacheLengths = null;
            this.getCurveLengths();

        },

        // Compute lengths and cache them
        // We cannot overwrite getLengths() because UtoT mapping uses it.

        getCurveLengths: function () {

            // We use cache values if curves and cache array are same length

            if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {

                return this.cacheLengths;

            }

            // Get length of sub-curve
            // Push sums into cached array

            var lengths = [], sums = 0;

            for ( var i = 0, l = this.curves.length; i < l; i ++ ) {

                sums += this.curves[ i ].getLength();
                lengths.push( sums );

            }

            this.cacheLengths = lengths;

            return lengths;

        },

        getSpacedPoints: function ( divisions ) {

            if ( divisions === undefined ) divisions = 40;

            var points = [];

            for ( var i = 0; i <= divisions; i ++ ) {

                points.push( this.getPoint( i / divisions ) );

            }

            if ( this.autoClose ) {

                points.push( points[ 0 ] );

            }

            return points;

        },

        getPoints: function ( divisions ) {

            divisions = divisions || 12;

            var points = [], last;

            for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {

                var curve = curves[ i ];
                var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
                    : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
                        : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
                            : divisions;

                var pts = curve.getPoints( resolution );

                for ( var j = 0; j < pts.length; j ++ ) {

                    var point = pts[ j ];

                    if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates

                    points.push( point );
                    last = point;

                }

            }

            if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {

                points.push( points[ 0 ] );

            }

            return points;

        },

        copy: function ( source ) {

            Curve.prototype.copy.call( this, source );

            this.curves = [];

            for ( var i = 0, l = source.curves.length; i < l; i ++ ) {

                var curve = source.curves[ i ];

                this.curves.push( curve.clone() );

            }

            this.autoClose = source.autoClose;

            return this;

        },

        toJSON: function () {

            var data = Curve.prototype.toJSON.call( this );

            data.autoClose = this.autoClose;
            data.curves = [];

            for ( var i = 0, l = this.curves.length; i < l; i ++ ) {

                var curve = this.curves[ i ];
                data.curves.push( curve.toJSON() );

            }

            return data;

        },

        fromJSON: function ( json ) {

            Curve.prototype.fromJSON.call( this, json );

            this.autoClose = json.autoClose;
            this.curves = [];

            for ( var i = 0, l = json.curves.length; i < l; i ++ ) {

                var curve = json.curves[ i ];
                this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );

            }

            return this;

        }

    } );

    /**
     * @author zz85 / http://www.lab4games.net/zz85/blog
     * Creates free form 2d path using series of points, lines or curves.
     **/

    function Path( points ) {

        CurvePath.call( this );

        this.type = 'Path';

        this.currentPoint = new Vector2();

        if ( points ) {

            this.setFromPoints( points );

        }

    }

    Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {

        constructor: Path,

        setFromPoints: function ( points ) {

            this.moveTo( points[ 0 ].x, points[ 0 ].y );

            for ( var i = 1, l = points.length; i < l; i ++ ) {

                this.lineTo( points[ i ].x, points[ i ].y );

            }

        },

        moveTo: function ( x, y ) {

            this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?

        },

        lineTo: function ( x, y ) {

            var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
            this.curves.push( curve );

            this.currentPoint.set( x, y );

        },

        quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {

            var curve = new QuadraticBezierCurve(
                this.currentPoint.clone(),
                new Vector2( aCPx, aCPy ),
                new Vector2( aX, aY )
            );

            this.curves.push( curve );

            this.currentPoint.set( aX, aY );

        },

        bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {

            var curve = new CubicBezierCurve(
                this.currentPoint.clone(),
                new Vector2( aCP1x, aCP1y ),
                new Vector2( aCP2x, aCP2y ),
                new Vector2( aX, aY )
            );

            this.curves.push( curve );

            this.currentPoint.set( aX, aY );

        },

        splineThru: function ( pts /*Array of Vector*/ ) {

            var npts = [ this.currentPoint.clone() ].concat( pts );

            var curve = new SplineCurve( npts );
            this.curves.push( curve );

            this.currentPoint.copy( pts[ pts.length - 1 ] );

        },

        arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {

            var x0 = this.currentPoint.x;
            var y0 = this.currentPoint.y;

            this.absarc( aX + x0, aY + y0, aRadius,
                aStartAngle, aEndAngle, aClockwise );

        },

        absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {

            this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );

        },

        ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {

            var x0 = this.currentPoint.x;
            var y0 = this.currentPoint.y;

            this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );

        },

        absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {

            var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );

            if ( this.curves.length > 0 ) {

                // if a previous curve is present, attempt to join
                var firstPoint = curve.getPoint( 0 );

                if ( ! firstPoint.equals( this.currentPoint ) ) {

                    this.lineTo( firstPoint.x, firstPoint.y );

                }

            }

            this.curves.push( curve );

            var lastPoint = curve.getPoint( 1 );
            this.currentPoint.copy( lastPoint );

        },

        copy: function ( source ) {

            CurvePath.prototype.copy.call( this, source );

            this.currentPoint.copy( source.currentPoint );

            return this;

        },

        toJSON: function () {

            var data = CurvePath.prototype.toJSON.call( this );

            data.currentPoint = this.currentPoint.toArray();

            return data;

        },

        fromJSON: function ( json ) {

            CurvePath.prototype.fromJSON.call( this, json );

            this.currentPoint.fromArray( json.currentPoint );

            return this;

        }

    } );

    /**
     * @author zz85 / http://www.lab4games.net/zz85/blog
     * Defines a 2d shape plane using paths.
     **/

    // STEP 1 Create a path.
    // STEP 2 Turn path into shape.
    // STEP 3 ExtrudeGeometry takes in Shape/Shapes
    // STEP 3a - Extract points from each shape, turn to vertices
    // STEP 3b - Triangulate each shape, add faces.

    function Shape( points ) {

        Path.call( this, points );

        this.uuid = _Math.generateUUID();

        this.type = 'Shape';

        this.holes = [];

    }

    Shape.prototype = Object.assign( Object.create( Path.prototype ), {

        constructor: Shape,

        getPointsHoles: function ( divisions ) {

            var holesPts = [];

            for ( var i = 0, l = this.holes.length; i < l; i ++ ) {

                holesPts[ i ] = this.holes[ i ].getPoints( divisions );

            }

            return holesPts;

        },

        // get points of shape and holes (keypoints based on segments parameter)

        extractPoints: function ( divisions ) {

            return {

                shape: this.getPoints( divisions ),
                holes: this.getPointsHoles( divisions )

            };

        },

        copy: function ( source ) {

            Path.prototype.copy.call( this, source );

            this.holes = [];

            for ( var i = 0, l = source.holes.length; i < l; i ++ ) {

                var hole = source.holes[ i ];

                this.holes.push( hole.clone() );

            }

            return this;

        },

        toJSON: function () {

            var data = Path.prototype.toJSON.call( this );

            data.uuid = this.uuid;
            data.holes = [];

            for ( var i = 0, l = this.holes.length; i < l; i ++ ) {

                var hole = this.holes[ i ];
                data.holes.push( hole.toJSON() );

            }

            return data;

        },

        fromJSON: function ( json ) {

            Path.prototype.fromJSON.call( this, json );

            this.uuid = json.uuid;
            this.holes = [];

            for ( var i = 0, l = json.holes.length; i < l; i ++ ) {

                var hole = json.holes[ i ];
                this.holes.push( new Path().fromJSON( hole ) );

            }

            return this;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     */

    function Light( color, intensity ) {

        Object3D.call( this );

        this.type = 'Light';

        this.color = new Color( color );
        this.intensity = intensity !== undefined ? intensity : 1;

        this.receiveShadow = undefined;

    }

    Light.prototype = Object.assign( Object.create( Object3D.prototype ), {

        constructor: Light,

        isLight: true,

        copy: function ( source ) {

            Object3D.prototype.copy.call( this, source );

            this.color.copy( source.color );
            this.intensity = source.intensity;

            return this;

        },

        toJSON: function ( meta ) {

            var data = Object3D.prototype.toJSON.call( this, meta );

            data.object.color = this.color.getHex();
            data.object.intensity = this.intensity;

            if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();

            if ( this.distance !== undefined ) data.object.distance = this.distance;
            if ( this.angle !== undefined ) data.object.angle = this.angle;
            if ( this.decay !== undefined ) data.object.decay = this.decay;
            if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;

            if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();

            return data;

        }

    } );

    /**
     * @author alteredq / http://alteredqualia.com/
     */

    function HemisphereLight( skyColor, groundColor, intensity ) {

        Light.call( this, skyColor, intensity );

        this.type = 'HemisphereLight';

        this.castShadow = undefined;

        this.position.copy( Object3D.DefaultUp );
        this.updateMatrix();

        this.groundColor = new Color( groundColor );

    }

    HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {

        constructor: HemisphereLight,

        isHemisphereLight: true,

        copy: function ( source ) {

            Light.prototype.copy.call( this, source );

            this.groundColor.copy( source.groundColor );

            return this;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function LightShadow( camera ) {

        this.camera = camera;

        this.bias = 0;
        this.radius = 1;

        this.mapSize = new Vector2( 512, 512 );

        this.map = null;
        this.matrix = new Matrix4();

    }

    Object.assign( LightShadow.prototype, {

        copy: function ( source ) {

            this.camera = source.camera.clone();

            this.bias = source.bias;
            this.radius = source.radius;

            this.mapSize.copy( source.mapSize );

            return this;

        },

        clone: function () {

            return new this.constructor().copy( this );

        },

        toJSON: function () {

            var object = {};

            if ( this.bias !== 0 ) object.bias = this.bias;
            if ( this.radius !== 1 ) object.radius = this.radius;
            if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();

            object.camera = this.camera.toJSON( false ).object;
            delete object.camera.matrix;

            return object;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function SpotLightShadow() {

        LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );

    }

    SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {

        constructor: SpotLightShadow,

        isSpotLightShadow: true,

        update: function ( light ) {

            var camera = this.camera;

            var fov = _Math.RAD2DEG * 2 * light.angle;
            var aspect = this.mapSize.width / this.mapSize.height;
            var far = light.distance || camera.far;

            if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {

                camera.fov = fov;
                camera.aspect = aspect;
                camera.far = far;
                camera.updateProjectionMatrix();

            }

        }

    } );

    /**
     * @author alteredq / http://alteredqualia.com/
     */

    function SpotLight( color, intensity, distance, angle, penumbra, decay ) {

        Light.call( this, color, intensity );

        this.type = 'SpotLight';

        this.position.copy( Object3D.DefaultUp );
        this.updateMatrix();

        this.target = new Object3D();

        Object.defineProperty( this, 'power', {
            get: function () {

                // intensity = power per solid angle.
                // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
                return this.intensity * Math.PI;

            },
            set: function ( power ) {

                // intensity = power per solid angle.
                // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
                this.intensity = power / Math.PI;

            }
        } );

        this.distance = ( distance !== undefined ) ? distance : 0;
        this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
        this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
        this.decay = ( decay !== undefined ) ? decay : 1;	// for physically correct lights, should be 2.

        this.shadow = new SpotLightShadow();

    }

    SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {

        constructor: SpotLight,

        isSpotLight: true,

        copy: function ( source ) {

            Light.prototype.copy.call( this, source );

            this.distance = source.distance;
            this.angle = source.angle;
            this.penumbra = source.penumbra;
            this.decay = source.decay;

            this.target = source.target.clone();

            this.shadow = source.shadow.clone();

            return this;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */


    function PointLight( color, intensity, distance, decay ) {

        Light.call( this, color, intensity );

        this.type = 'PointLight';

        Object.defineProperty( this, 'power', {
            get: function () {

                // intensity = power per solid angle.
                // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
                return this.intensity * 4 * Math.PI;

            },
            set: function ( power ) {

                // intensity = power per solid angle.
                // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
                this.intensity = power / ( 4 * Math.PI );

            }
        } );

        this.distance = ( distance !== undefined ) ? distance : 0;
        this.decay = ( decay !== undefined ) ? decay : 1;	// for physically correct lights, should be 2.

        this.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) );

    }

    PointLight.prototype = Object.assign( Object.create( Light.prototype ), {

        constructor: PointLight,

        isPointLight: true,

        copy: function ( source ) {

            Light.prototype.copy.call( this, source );

            this.distance = source.distance;
            this.decay = source.decay;

            this.shadow = source.shadow.clone();

            return this;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function DirectionalLightShadow( ) {

        LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );

    }

    DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {

        constructor: DirectionalLightShadow

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     */

    function DirectionalLight( color, intensity ) {

        Light.call( this, color, intensity );

        this.type = 'DirectionalLight';

        this.position.copy( Object3D.DefaultUp );
        this.updateMatrix();

        this.target = new Object3D();

        this.shadow = new DirectionalLightShadow();

    }

    DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {

        constructor: DirectionalLight,

        isDirectionalLight: true,

        copy: function ( source ) {

            Light.prototype.copy.call( this, source );

            this.target = source.target.clone();

            this.shadow = source.shadow.clone();

            return this;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function AmbientLight( color, intensity ) {

        Light.call( this, color, intensity );

        this.type = 'AmbientLight';

        this.castShadow = undefined;

    }

    AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {

        constructor: AmbientLight,

        isAmbientLight: true

    } );

    /**
     * @author abelnation / http://github.com/abelnation
     */

    function RectAreaLight( color, intensity, width, height ) {

        Light.call( this, color, intensity );

        this.type = 'RectAreaLight';

        this.width = ( width !== undefined ) ? width : 10;
        this.height = ( height !== undefined ) ? height : 10;

    }

    RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {

        constructor: RectAreaLight,

        isRectAreaLight: true,

        copy: function ( source ) {

            Light.prototype.copy.call( this, source );

            this.width = source.width;
            this.height = source.height;

            return this;

        },

        toJSON: function ( meta ) {

            var data = Light.prototype.toJSON.call( this, meta );

            data.object.width = this.width;
            data.object.height = this.height;

            return data;

        }

    } );

    /**
     *
     * A Track that interpolates Strings
     *
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     * @author tschw
     */

    function StringKeyframeTrack( name, times, values, interpolation ) {

        KeyframeTrack.call( this, name, times, values, interpolation );

    }

    StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {

        constructor: StringKeyframeTrack,

        ValueTypeName: 'string',
        ValueBufferType: Array,

        DefaultInterpolation: InterpolateDiscrete,

        InterpolantFactoryMethodLinear: undefined,

        InterpolantFactoryMethodSmooth: undefined

    } );

    /**
     *
     * A Track of Boolean keyframe values.
     *
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     * @author tschw
     */

    function BooleanKeyframeTrack( name, times, values ) {

        KeyframeTrack.call( this, name, times, values );

    }

    BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {

        constructor: BooleanKeyframeTrack,

        ValueTypeName: 'bool',
        ValueBufferType: Array,

        DefaultInterpolation: InterpolateDiscrete,

        InterpolantFactoryMethodLinear: undefined,
        InterpolantFactoryMethodSmooth: undefined

        // Note: Actually this track could have a optimized / compressed
        // representation of a single value and a custom interpolant that
        // computes "firstValue ^ isOdd( index )".

    } );

    /**
     * Abstract base class of interpolants over parametric samples.
     *
     * The parameter domain is one dimensional, typically the time or a path
     * along a curve defined by the data.
     *
     * The sample values can have any dimensionality and derived classes may
     * apply special interpretations to the data.
     *
     * This class provides the interval seek in a Template Method, deferring
     * the actual interpolation to derived classes.
     *
     * Time complexity is O(1) for linear access crossing at most two points
     * and O(log N) for random access, where N is the number of positions.
     *
     * References:
     *
     * 		http://www.oodesign.com/template-method-pattern.html
     *
     * @author tschw
     */

    function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {

        this.parameterPositions = parameterPositions;
        this._cachedIndex = 0;

        this.resultBuffer = resultBuffer !== undefined ?
            resultBuffer : new sampleValues.constructor( sampleSize );
        this.sampleValues = sampleValues;
        this.valueSize = sampleSize;

    }

    Object.assign( Interpolant.prototype, {

        evaluate: function ( t ) {

            var pp = this.parameterPositions,
                i1 = this._cachedIndex,

                t1 = pp[ i1 ],
                t0 = pp[ i1 - 1 ];

            validate_interval: {

                seek: {

                    var right;

                    linear_scan: {

                        //- See http://jsperf.com/comparison-to-undefined/3
                        //- slower code:
                        //-
                        //- 				if ( t >= t1 || t1 === undefined ) {
                        forward_scan: if ( ! ( t < t1 ) ) {

                            for ( var giveUpAt = i1 + 2; ; ) {

                                if ( t1 === undefined ) {

                                    if ( t < t0 ) break forward_scan;

                                    // after end

                                    i1 = pp.length;
                                    this._cachedIndex = i1;
                                    return this.afterEnd_( i1 - 1, t, t0 );

                                }

                                if ( i1 === giveUpAt ) break; // this loop

                                t0 = t1;
                                t1 = pp[ ++ i1 ];

                                if ( t < t1 ) {

                                    // we have arrived at the sought interval
                                    break seek;

                                }

                            }

                            // prepare binary search on the right side of the index
                            right = pp.length;
                            break linear_scan;

                        }

                        //- slower code:
                        //-					if ( t < t0 || t0 === undefined ) {
                        if ( ! ( t >= t0 ) ) {

                            // looping?

                            var t1global = pp[ 1 ];

                            if ( t < t1global ) {

                                i1 = 2; // + 1, using the scan for the details
                                t0 = t1global;

                            }

                            // linear reverse scan

                            for ( var giveUpAt = i1 - 2; ; ) {

                                if ( t0 === undefined ) {

                                    // before start

                                    this._cachedIndex = 0;
                                    return this.beforeStart_( 0, t, t1 );

                                }

                                if ( i1 === giveUpAt ) break; // this loop

                                t1 = t0;
                                t0 = pp[ -- i1 - 1 ];

                                if ( t >= t0 ) {

                                    // we have arrived at the sought interval
                                    break seek;

                                }

                            }

                            // prepare binary search on the left side of the index
                            right = i1;
                            i1 = 0;
                            break linear_scan;

                        }

                        // the interval is valid

                        break validate_interval;

                    } // linear scan

                    // binary search

                    while ( i1 < right ) {

                        var mid = ( i1 + right ) >>> 1;

                        if ( t < pp[ mid ] ) {

                            right = mid;

                        } else {

                            i1 = mid + 1;

                        }

                    }

                    t1 = pp[ i1 ];
                    t0 = pp[ i1 - 1 ];

                    // check boundary cases, again

                    if ( t0 === undefined ) {

                        this._cachedIndex = 0;
                        return this.beforeStart_( 0, t, t1 );

                    }

                    if ( t1 === undefined ) {

                        i1 = pp.length;
                        this._cachedIndex = i1;
                        return this.afterEnd_( i1 - 1, t0, t );

                    }

                } // seek

                this._cachedIndex = i1;

                this.intervalChanged_( i1, t0, t1 );

            } // validate_interval

            return this.interpolate_( i1, t0, t, t1 );

        },

        settings: null, // optional, subclass-specific settings structure
        // Note: The indirection allows central control of many interpolants.

        // --- Protected interface

        DefaultSettings_: {},

        getSettings_: function () {

            return this.settings || this.DefaultSettings_;

        },

        copySampleValue_: function ( index ) {

            // copies a sample value to the result buffer

            var result = this.resultBuffer,
                values = this.sampleValues,
                stride = this.valueSize,
                offset = index * stride;

            for ( var i = 0; i !== stride; ++ i ) {

                result[ i ] = values[ offset + i ];

            }

            return result;

        },

        // Template methods for derived classes:

        interpolate_: function ( /* i1, t0, t, t1 */ ) {

            throw new Error( 'call to abstract method' );
            // implementations shall return this.resultBuffer

        },

        intervalChanged_: function ( /* i1, t0, t1 */ ) {

            // empty

        }

    } );

    //!\ DECLARE ALIAS AFTER assign prototype !
    Object.assign( Interpolant.prototype, {

        //( 0, t, t0 ), returns this.resultBuffer
        beforeStart_: Interpolant.prototype.copySampleValue_,

        //( N-1, tN-1, t ), returns this.resultBuffer
        afterEnd_: Interpolant.prototype.copySampleValue_,

    } );

    /**
     * Spherical linear unit quaternion interpolant.
     *
     * @author tschw
     */

    function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {

        Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );

    }

    QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {

        constructor: QuaternionLinearInterpolant,

        interpolate_: function ( i1, t0, t, t1 ) {

            var result = this.resultBuffer,
                values = this.sampleValues,
                stride = this.valueSize,

                offset = i1 * stride,

                alpha = ( t - t0 ) / ( t1 - t0 );

            for ( var end = offset + stride; offset !== end; offset += 4 ) {

                Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );

            }

            return result;

        }

    } );

    /**
     *
     * A Track of quaternion keyframe values.
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     * @author tschw
     */

    function QuaternionKeyframeTrack( name, times, values, interpolation ) {

        KeyframeTrack.call( this, name, times, values, interpolation );

    }

    QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {

        constructor: QuaternionKeyframeTrack,

        ValueTypeName: 'quaternion',

        // ValueBufferType is inherited

        DefaultInterpolation: InterpolateLinear,

        InterpolantFactoryMethodLinear: function ( result ) {

            return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );

        },

        InterpolantFactoryMethodSmooth: undefined // not yet implemented

    } );

    /**
     *
     * A Track of keyframe values that represent color.
     *
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     * @author tschw
     */

    function ColorKeyframeTrack( name, times, values, interpolation ) {

        KeyframeTrack.call( this, name, times, values, interpolation );

    }

    ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {

        constructor: ColorKeyframeTrack,

        ValueTypeName: 'color'

        // ValueBufferType is inherited

        // DefaultInterpolation is inherited

        // Note: Very basic implementation and nothing special yet.
        // However, this is the place for color space parameterization.

    } );

    /**
     *
     * A Track of numeric keyframe values.
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     * @author tschw
     */

    function NumberKeyframeTrack( name, times, values, interpolation ) {

        KeyframeTrack.call( this, name, times, values, interpolation );

    }

    NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {

        constructor: NumberKeyframeTrack,

        ValueTypeName: 'number'

        // ValueBufferType is inherited

        // DefaultInterpolation is inherited

    } );

    /**
     * Fast and simple cubic spline interpolant.
     *
     * It was derived from a Hermitian construction setting the first derivative
     * at each sample position to the linear slope between neighboring positions
     * over their parameter interval.
     *
     * @author tschw
     */

    function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {

        Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );

        this._weightPrev = - 0;
        this._offsetPrev = - 0;
        this._weightNext = - 0;
        this._offsetNext = - 0;

    }

    CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {

        constructor: CubicInterpolant,

        DefaultSettings_: {

            endingStart: ZeroCurvatureEnding,
            endingEnd: ZeroCurvatureEnding

        },

        intervalChanged_: function ( i1, t0, t1 ) {

            var pp = this.parameterPositions,
                iPrev = i1 - 2,
                iNext = i1 + 1,

                tPrev = pp[ iPrev ],
                tNext = pp[ iNext ];

            if ( tPrev === undefined ) {

                switch ( this.getSettings_().endingStart ) {

                    case ZeroSlopeEnding:

                        // f'(t0) = 0
                        iPrev = i1;
                        tPrev = 2 * t0 - t1;

                        break;

                    case WrapAroundEnding:

                        // use the other end of the curve
                        iPrev = pp.length - 2;
                        tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];

                        break;

                    default: // ZeroCurvatureEnding

                        // f''(t0) = 0 a.k.a. Natural Spline
                        iPrev = i1;
                        tPrev = t1;

                }

            }

            if ( tNext === undefined ) {

                switch ( this.getSettings_().endingEnd ) {

                    case ZeroSlopeEnding:

                        // f'(tN) = 0
                        iNext = i1;
                        tNext = 2 * t1 - t0;

                        break;

                    case WrapAroundEnding:

                        // use the other end of the curve
                        iNext = 1;
                        tNext = t1 + pp[ 1 ] - pp[ 0 ];

                        break;

                    default: // ZeroCurvatureEnding

                        // f''(tN) = 0, a.k.a. Natural Spline
                        iNext = i1 - 1;
                        tNext = t0;

                }

            }

            var halfDt = ( t1 - t0 ) * 0.5,
                stride = this.valueSize;

            this._weightPrev = halfDt / ( t0 - tPrev );
            this._weightNext = halfDt / ( tNext - t1 );
            this._offsetPrev = iPrev * stride;
            this._offsetNext = iNext * stride;

        },

        interpolate_: function ( i1, t0, t, t1 ) {

            var result = this.resultBuffer,
                values = this.sampleValues,
                stride = this.valueSize,

                o1 = i1 * stride,		o0 = o1 - stride,
                oP = this._offsetPrev, 	oN = this._offsetNext,
                wP = this._weightPrev,	wN = this._weightNext,

                p = ( t - t0 ) / ( t1 - t0 ),
                pp = p * p,
                ppp = pp * p;

            // evaluate polynomials

            var sP = - wP * ppp + 2 * wP * pp - wP * p;
            var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
            var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
            var sN = wN * ppp - wN * pp;

            // combine data linearly

            for ( var i = 0; i !== stride; ++ i ) {

                result[ i ] =
                        sP * values[ oP + i ] +
                        s0 * values[ o0 + i ] +
                        s1 * values[ o1 + i ] +
                        sN * values[ oN + i ];

            }

            return result;

        }

    } );

    /**
     * @author tschw
     */

    function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {

        Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );

    }

    LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {

        constructor: LinearInterpolant,

        interpolate_: function ( i1, t0, t, t1 ) {

            var result = this.resultBuffer,
                values = this.sampleValues,
                stride = this.valueSize,

                offset1 = i1 * stride,
                offset0 = offset1 - stride,

                weight1 = ( t - t0 ) / ( t1 - t0 ),
                weight0 = 1 - weight1;

            for ( var i = 0; i !== stride; ++ i ) {

                result[ i ] =
                        values[ offset0 + i ] * weight0 +
                        values[ offset1 + i ] * weight1;

            }

            return result;

        }

    } );

    /**
     *
     * Interpolant that evaluates to the sample value at the position preceeding
     * the parameter.
     *
     * @author tschw
     */

    function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {

        Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );

    }

    DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {

        constructor: DiscreteInterpolant,

        interpolate_: function ( i1 /*, t0, t, t1 */ ) {

            return this.copySampleValue_( i1 - 1 );

        }

    } );

    /**
     * @author tschw
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     */

    var AnimationUtils = {

        // same as Array.prototype.slice, but also works on typed arrays
        arraySlice: function ( array, from, to ) {

            if ( AnimationUtils.isTypedArray( array ) ) {

                // in ios9 array.subarray(from, undefined) will return empty array
                // but array.subarray(from) or array.subarray(from, len) is correct
                return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );

            }

            return array.slice( from, to );

        },

        // converts an array to a specific type
        convertArray: function ( array, type, forceClone ) {

            if ( ! array || // let 'undefined' and 'null' pass
                    ! forceClone && array.constructor === type ) return array;

            if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {

                return new type( array ); // create typed array

            }

            return Array.prototype.slice.call( array ); // create Array

        },

        isTypedArray: function ( object ) {

            return ArrayBuffer.isView( object ) &&
                    ! ( object instanceof DataView );

        },

        // returns an array by which times and values can be sorted
        getKeyframeOrder: function ( times ) {

            function compareTime( i, j ) {

                return times[ i ] - times[ j ];

            }

            var n = times.length;
            var result = new Array( n );
            for ( var i = 0; i !== n; ++ i ) result[ i ] = i;

            result.sort( compareTime );

            return result;

        },

        // uses the array previously returned by 'getKeyframeOrder' to sort data
        sortedArray: function ( values, stride, order ) {

            var nValues = values.length;
            var result = new values.constructor( nValues );

            for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {

                var srcOffset = order[ i ] * stride;

                for ( var j = 0; j !== stride; ++ j ) {

                    result[ dstOffset ++ ] = values[ srcOffset + j ];

                }

            }

            return result;

        },

        // function for parsing AOS keyframe formats
        flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {

            var i = 1, key = jsonKeys[ 0 ];

            while ( key !== undefined && key[ valuePropertyName ] === undefined ) {

                key = jsonKeys[ i ++ ];

            }

            if ( key === undefined ) return; // no data

            var value = key[ valuePropertyName ];
            if ( value === undefined ) return; // no data

            if ( Array.isArray( value ) ) {

                do {

                    value = key[ valuePropertyName ];

                    if ( value !== undefined ) {

                        times.push( key.time );
                        values.push.apply( values, value ); // push all elements

                    }

                    key = jsonKeys[ i ++ ];

                } while ( key !== undefined );

            } else if ( value.toArray !== undefined ) {

                // ...assume THREE.Math-ish

                do {

                    value = key[ valuePropertyName ];

                    if ( value !== undefined ) {

                        times.push( key.time );
                        value.toArray( values, values.length );

                    }

                    key = jsonKeys[ i ++ ];

                } while ( key !== undefined );

            } else {

                // otherwise push as-is

                do {

                    value = key[ valuePropertyName ];

                    if ( value !== undefined ) {

                        times.push( key.time );
                        values.push( value );

                    }

                    key = jsonKeys[ i ++ ];

                } while ( key !== undefined );

            }

        }

    };

    /**
     *
     * A timed sequence of keyframes for a specific property.
     *
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     * @author tschw
     */

    function KeyframeTrack( name, times, values, interpolation ) {

        if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
        if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );

        this.name = name;

        this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
        this.values = AnimationUtils.convertArray( values, this.ValueBufferType );

        this.setInterpolation( interpolation || this.DefaultInterpolation );

        this.validate();
        this.optimize();

    }

    // Static methods:

    Object.assign( KeyframeTrack, {

        // Serialization (in static context, because of constructor invocation
        // and automatic invocation of .toJSON):

        parse: function ( json ) {

            if ( json.type === undefined ) {

                throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );

            }

            var trackType = KeyframeTrack._getTrackTypeForValueTypeName( json.type );

            if ( json.times === undefined ) {

                var times = [], values = [];

                AnimationUtils.flattenJSON( json.keys, times, values, 'value' );

                json.times = times;
                json.values = values;

            }

            // derived classes can define a static parse method
            if ( trackType.parse !== undefined ) {

                return trackType.parse( json );

            } else {

                // by default, we assume a constructor compatible with the base
                return new trackType( json.name, json.times, json.values, json.interpolation );

            }

        },

        toJSON: function ( track ) {

            var trackType = track.constructor;

            var json;

            // derived classes can define a static toJSON method
            if ( trackType.toJSON !== undefined ) {

                json = trackType.toJSON( track );

            } else {

                // by default, we assume the data can be serialized as-is
                json = {

                    'name': track.name,
                    'times': AnimationUtils.convertArray( track.times, Array ),
                    'values': AnimationUtils.convertArray( track.values, Array )

                };

                var interpolation = track.getInterpolation();

                if ( interpolation !== track.DefaultInterpolation ) {

                    json.interpolation = interpolation;

                }

            }

            json.type = track.ValueTypeName; // mandatory

            return json;

        },

        _getTrackTypeForValueTypeName: function ( typeName ) {

            switch ( typeName.toLowerCase() ) {

                case 'scalar':
                case 'double':
                case 'float':
                case 'number':
                case 'integer':

                    return NumberKeyframeTrack;

                case 'vector':
                case 'vector2':
                case 'vector3':
                case 'vector4':

                    return VectorKeyframeTrack;

                case 'color':

                    return ColorKeyframeTrack;

                case 'quaternion':

                    return QuaternionKeyframeTrack;

                case 'bool':
                case 'boolean':

                    return BooleanKeyframeTrack;

                case 'string':

                    return StringKeyframeTrack;

            }

            throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );

        }

    } );

    Object.assign( KeyframeTrack.prototype, {

        constructor: KeyframeTrack,

        TimeBufferType: Float32Array,

        ValueBufferType: Float32Array,

        DefaultInterpolation: InterpolateLinear,

        InterpolantFactoryMethodDiscrete: function ( result ) {

            return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );

        },

        InterpolantFactoryMethodLinear: function ( result ) {

            return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );

        },

        InterpolantFactoryMethodSmooth: function ( result ) {

            return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );

        },

        setInterpolation: function ( interpolation ) {

            var factoryMethod;

            switch ( interpolation ) {

                case InterpolateDiscrete:

                    factoryMethod = this.InterpolantFactoryMethodDiscrete;

                    break;

                case InterpolateLinear:

                    factoryMethod = this.InterpolantFactoryMethodLinear;

                    break;

                case InterpolateSmooth:

                    factoryMethod = this.InterpolantFactoryMethodSmooth;

                    break;

            }

            if ( factoryMethod === undefined ) {

                var message = "unsupported interpolation for " +
                    this.ValueTypeName + " keyframe track named " + this.name;

                if ( this.createInterpolant === undefined ) {

                    // fall back to default, unless the default itself is messed up
                    if ( interpolation !== this.DefaultInterpolation ) {

                        this.setInterpolation( this.DefaultInterpolation );

                    } else {

                        throw new Error( message ); // fatal, in this case

                    }

                }

                console.warn( 'THREE.KeyframeTrack:', message );
                return;

            }

            this.createInterpolant = factoryMethod;

        },

        getInterpolation: function () {

            switch ( this.createInterpolant ) {

                case this.InterpolantFactoryMethodDiscrete:

                    return InterpolateDiscrete;

                case this.InterpolantFactoryMethodLinear:

                    return InterpolateLinear;

                case this.InterpolantFactoryMethodSmooth:

                    return InterpolateSmooth;

            }

        },

        getValueSize: function () {

            return this.values.length / this.times.length;

        },

        // move all keyframes either forwards or backwards in time
        shift: function ( timeOffset ) {

            if ( timeOffset !== 0.0 ) {

                var times = this.times;

                for ( var i = 0, n = times.length; i !== n; ++ i ) {

                    times[ i ] += timeOffset;

                }

            }

            return this;

        },

        // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
        scale: function ( timeScale ) {

            if ( timeScale !== 1.0 ) {

                var times = this.times;

                for ( var i = 0, n = times.length; i !== n; ++ i ) {

                    times[ i ] *= timeScale;

                }

            }

            return this;

        },

        // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
        // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
        trim: function ( startTime, endTime ) {

            var times = this.times,
                nKeys = times.length,
                from = 0,
                to = nKeys - 1;

            while ( from !== nKeys && times[ from ] < startTime ) {

                ++ from;

            }

            while ( to !== - 1 && times[ to ] > endTime ) {

                -- to;

            }

            ++ to; // inclusive -> exclusive bound

            if ( from !== 0 || to !== nKeys ) {

                // empty tracks are forbidden, so keep at least one keyframe
                if ( from >= to ) to = Math.max( to, 1 ), from = to - 1;

                var stride = this.getValueSize();
                this.times = AnimationUtils.arraySlice( times, from, to );
                this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );

            }

            return this;

        },

        // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
        validate: function () {

            var valid = true;

            var valueSize = this.getValueSize();
            if ( valueSize - Math.floor( valueSize ) !== 0 ) {

                console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
                valid = false;

            }

            var times = this.times,
                values = this.values,

                nKeys = times.length;

            if ( nKeys === 0 ) {

                console.error( 'THREE.KeyframeTrack: Track is empty.', this );
                valid = false;

            }

            var prevTime = null;

            for ( var i = 0; i !== nKeys; i ++ ) {

                var currTime = times[ i ];

                if ( typeof currTime === 'number' && isNaN( currTime ) ) {

                    console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
                    valid = false;
                    break;

                }

                if ( prevTime !== null && prevTime > currTime ) {

                    console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
                    valid = false;
                    break;

                }

                prevTime = currTime;

            }

            if ( values !== undefined ) {

                if ( AnimationUtils.isTypedArray( values ) ) {

                    for ( var i = 0, n = values.length; i !== n; ++ i ) {

                        var value = values[ i ];

                        if ( isNaN( value ) ) {

                            console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
                            valid = false;
                            break;

                        }

                    }

                }

            }

            return valid;

        },

        // removes equivalent sequential keys as common in morph target sequences
        // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
        optimize: function () {

            var times = this.times,
                values = this.values,
                stride = this.getValueSize(),

                smoothInterpolation = this.getInterpolation() === InterpolateSmooth,

                writeIndex = 1,
                lastIndex = times.length - 1;

            for ( var i = 1; i < lastIndex; ++ i ) {

                var keep = false;

                var time = times[ i ];
                var timeNext = times[ i + 1 ];

                // remove adjacent keyframes scheduled at the same time

                if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {

                    if ( ! smoothInterpolation ) {

                        // remove unnecessary keyframes same as their neighbors

                        var offset = i * stride,
                            offsetP = offset - stride,
                            offsetN = offset + stride;

                        for ( var j = 0; j !== stride; ++ j ) {

                            var value = values[ offset + j ];

                            if ( value !== values[ offsetP + j ] ||
                                value !== values[ offsetN + j ] ) {

                                keep = true;
                                break;

                            }

                        }

                    } else {

                        keep = true;

                    }

                }

                // in-place compaction

                if ( keep ) {

                    if ( i !== writeIndex ) {

                        times[ writeIndex ] = times[ i ];

                        var readOffset = i * stride,
                            writeOffset = writeIndex * stride;

                        for ( var j = 0; j !== stride; ++ j ) {

                            values[ writeOffset + j ] = values[ readOffset + j ];

                        }

                    }

                    ++ writeIndex;

                }

            }

            // flush last keyframe (compaction looks ahead)

            if ( lastIndex > 0 ) {

                times[ writeIndex ] = times[ lastIndex ];

                for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {

                    values[ writeOffset + j ] = values[ readOffset + j ];

                }

                ++ writeIndex;

            }

            if ( writeIndex !== times.length ) {

                this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
                this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );

            }

            return this;

        }

    } );

    /**
     *
     * A Track of vectored keyframe values.
     *
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     * @author tschw
     */

    function VectorKeyframeTrack( name, times, values, interpolation ) {

        KeyframeTrack.call( this, name, times, values, interpolation );

    }

    VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {

        constructor: VectorKeyframeTrack,

        ValueTypeName: 'vector'

        // ValueBufferType is inherited

        // DefaultInterpolation is inherited

    } );

    /**
     *
     * Reusable set of Tracks that represent an animation.
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     */

    function AnimationClip( name, duration, tracks ) {

        this.name = name;
        this.tracks = tracks;
        this.duration = ( duration !== undefined ) ? duration : - 1;

        this.uuid = _Math.generateUUID();

        // this means it should figure out its duration by scanning the tracks
        if ( this.duration < 0 ) {

            this.resetDuration();

        }

        this.optimize();

    }

    Object.assign( AnimationClip, {

        parse: function ( json ) {

            var tracks = [],
                jsonTracks = json.tracks,
                frameTime = 1.0 / ( json.fps || 1.0 );

            for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {

                tracks.push( KeyframeTrack.parse( jsonTracks[ i ] ).scale( frameTime ) );

            }

            return new AnimationClip( json.name, json.duration, tracks );

        },

        toJSON: function ( clip ) {

            var tracks = [],
                clipTracks = clip.tracks;

            var json = {

                'name': clip.name,
                'duration': clip.duration,
                'tracks': tracks,
                'uuid': clip.uuid

            };

            for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {

                tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );

            }

            return json;

        },

        CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {

            var numMorphTargets = morphTargetSequence.length;
            var tracks = [];

            for ( var i = 0; i < numMorphTargets; i ++ ) {

                var times = [];
                var values = [];

                times.push(
                    ( i + numMorphTargets - 1 ) % numMorphTargets,
                    i,
                    ( i + 1 ) % numMorphTargets );

                values.push( 0, 1, 0 );

                var order = AnimationUtils.getKeyframeOrder( times );
                times = AnimationUtils.sortedArray( times, 1, order );
                values = AnimationUtils.sortedArray( values, 1, order );

                // if there is a key at the first frame, duplicate it as the
                // last frame as well for perfect loop.
                if ( ! noLoop && times[ 0 ] === 0 ) {

                    times.push( numMorphTargets );
                    values.push( values[ 0 ] );

                }

                tracks.push(
                    new NumberKeyframeTrack(
                        '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
                        times, values
                    ).scale( 1.0 / fps ) );

            }

            return new AnimationClip( name, - 1, tracks );

        },

        findByName: function ( objectOrClipArray, name ) {

            var clipArray = objectOrClipArray;

            if ( ! Array.isArray( objectOrClipArray ) ) {

                var o = objectOrClipArray;
                clipArray = o.geometry && o.geometry.animations || o.animations;

            }

            for ( var i = 0; i < clipArray.length; i ++ ) {

                if ( clipArray[ i ].name === name ) {

                    return clipArray[ i ];

                }

            }

            return null;

        },

        CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {

            var animationToMorphTargets = {};

            // tested with https://regex101.com/ on trick sequences
            // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
            var pattern = /^([\w-]*?)([\d]+)$/;

            // sort morph target names into animation groups based
            // patterns like Walk_001, Walk_002, Run_001, Run_002
            for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {

                var morphTarget = morphTargets[ i ];
                var parts = morphTarget.name.match( pattern );

                if ( parts && parts.length > 1 ) {

                    var name = parts[ 1 ];

                    var animationMorphTargets = animationToMorphTargets[ name ];
                    if ( ! animationMorphTargets ) {

                        animationToMorphTargets[ name ] = animationMorphTargets = [];

                    }

                    animationMorphTargets.push( morphTarget );

                }

            }

            var clips = [];

            for ( var name in animationToMorphTargets ) {

                clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );

            }

            return clips;

        },

        // parse the animation.hierarchy format
        parseAnimation: function ( animation, bones ) {

            if ( ! animation ) {

                console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
                return null;

            }

            var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {

                // only return track if there are actually keys.
                if ( animationKeys.length !== 0 ) {

                    var times = [];
                    var values = [];

                    AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );

                    // empty keys are filtered out, so check again
                    if ( times.length !== 0 ) {

                        destTracks.push( new trackType( trackName, times, values ) );

                    }

                }

            };

            var tracks = [];

            var clipName = animation.name || 'default';
            // automatic length determination in AnimationClip.
            var duration = animation.length || - 1;
            var fps = animation.fps || 30;

            var hierarchyTracks = animation.hierarchy || [];

            for ( var h = 0; h < hierarchyTracks.length; h ++ ) {

                var animationKeys = hierarchyTracks[ h ].keys;

                // skip empty tracks
                if ( ! animationKeys || animationKeys.length === 0 ) continue;

                // process morph targets
                if ( animationKeys[ 0 ].morphTargets ) {

                    // figure out all morph targets used in this track
                    var morphTargetNames = {};

                    for ( var k = 0; k < animationKeys.length; k ++ ) {

                        if ( animationKeys[ k ].morphTargets ) {

                            for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {

                                morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;

                            }

                        }

                    }

                    // create a track for each morph target with all zero
                    // morphTargetInfluences except for the keys in which
                    // the morphTarget is named.
                    for ( var morphTargetName in morphTargetNames ) {

                        var times = [];
                        var values = [];

                        for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {

                            var animationKey = animationKeys[ k ];

                            times.push( animationKey.time );
                            values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );

                        }

                        tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );

                    }

                    duration = morphTargetNames.length * ( fps || 1.0 );

                } else {

                    // ...assume skeletal animation

                    var boneName = '.bones[' + bones[ h ].name + ']';

                    addNonemptyTrack(
                        VectorKeyframeTrack, boneName + '.position',
                        animationKeys, 'pos', tracks );

                    addNonemptyTrack(
                        QuaternionKeyframeTrack, boneName + '.quaternion',
                        animationKeys, 'rot', tracks );

                    addNonemptyTrack(
                        VectorKeyframeTrack, boneName + '.scale',
                        animationKeys, 'scl', tracks );

                }

            }

            if ( tracks.length === 0 ) {

                return null;

            }

            var clip = new AnimationClip( clipName, duration, tracks );

            return clip;

        }

    } );

    Object.assign( AnimationClip.prototype, {

        resetDuration: function () {

            var tracks = this.tracks, duration = 0;

            for ( var i = 0, n = tracks.length; i !== n; ++ i ) {

                var track = this.tracks[ i ];

                duration = Math.max( duration, track.times[ track.times.length - 1 ] );

            }

            this.duration = duration;

        },

        trim: function () {

            for ( var i = 0; i < this.tracks.length; i ++ ) {

                this.tracks[ i ].trim( 0, this.duration );

            }

            return this;

        },

        optimize: function () {

            for ( var i = 0; i < this.tracks.length; i ++ ) {

                this.tracks[ i ].optimize();

            }

            return this;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function MaterialLoader( manager ) {

        this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
        this.textures = {};

    }

    Object.assign( MaterialLoader.prototype, {

        load: function ( url, onLoad, onProgress, onError ) {

            var scope = this;

            var loader = new FileLoader( scope.manager );
            loader.load( url, function ( text ) {

                onLoad( scope.parse( JSON.parse( text ) ) );

            }, onProgress, onError );

        },

        setTextures: function ( value ) {

            this.textures = value;

        },

        parse: function ( json ) {

            var textures = this.textures;

            function getTexture( name ) {

                if ( textures[ name ] === undefined ) {

                    console.warn( 'THREE.MaterialLoader: Undefined texture', name );

                }

                return textures[ name ];

            }

            var material = new Materials[ json.type ]();

            if ( json.uuid !== undefined ) material.uuid = json.uuid;
            if ( json.name !== undefined ) material.name = json.name;
            if ( json.color !== undefined ) material.color.setHex( json.color );
            if ( json.roughness !== undefined ) material.roughness = json.roughness;
            if ( json.metalness !== undefined ) material.metalness = json.metalness;
            if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
            if ( json.specular !== undefined ) material.specular.setHex( json.specular );
            if ( json.shininess !== undefined ) material.shininess = json.shininess;
            if ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat;
            if ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness;
            if ( json.uniforms !== undefined ) material.uniforms = json.uniforms;
            if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
            if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
            if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
            if ( json.fog !== undefined ) material.fog = json.fog;
            if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
            if ( json.blending !== undefined ) material.blending = json.blending;
            if ( json.side !== undefined ) material.side = json.side;
            if ( json.opacity !== undefined ) material.opacity = json.opacity;
            if ( json.transparent !== undefined ) material.transparent = json.transparent;
            if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
            if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
            if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
            if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
            if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
            if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
            if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
            if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;

            if ( json.rotation !== undefined ) material.rotation = json.rotation;

            if ( json.linewidth !== 1 ) material.linewidth = json.linewidth;
            if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
            if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
            if ( json.scale !== undefined ) material.scale = json.scale;

            if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
            if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
            if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;

            if ( json.skinning !== undefined ) material.skinning = json.skinning;
            if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;
            if ( json.dithering !== undefined ) material.dithering = json.dithering;

            if ( json.visible !== undefined ) material.visible = json.visible;
            if ( json.userData !== undefined ) material.userData = json.userData;

            // Deprecated

            if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading

            // for PointsMaterial

            if ( json.size !== undefined ) material.size = json.size;
            if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;

            // maps

            if ( json.map !== undefined ) material.map = getTexture( json.map );

            if ( json.alphaMap !== undefined ) {

                material.alphaMap = getTexture( json.alphaMap );
                material.transparent = true;

            }

            if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
            if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;

            if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
            if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
            if ( json.normalScale !== undefined ) {

                var normalScale = json.normalScale;

                if ( Array.isArray( normalScale ) === false ) {

                    // Blender exporter used to export a scalar. See #7459

                    normalScale = [ normalScale, normalScale ];

                }

                material.normalScale = new Vector2().fromArray( normalScale );

            }

            if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
            if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
            if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;

            if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
            if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );

            if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
            if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;

            if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );

            if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );

            if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;

            if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
            if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;

            if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
            if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;

            if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );

            return material;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function BufferGeometryLoader( manager ) {

        this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

    }

    Object.assign( BufferGeometryLoader.prototype, {

        load: function ( url, onLoad, onProgress, onError ) {

            var scope = this;

            var loader = new FileLoader( scope.manager );
            loader.load( url, function ( text ) {

                onLoad( scope.parse( JSON.parse( text ) ) );

            }, onProgress, onError );

        },

        parse: function ( json ) {

            var geometry = new BufferGeometry();

            var index = json.data.index;

            if ( index !== undefined ) {

                var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
                geometry.setIndex( new BufferAttribute( typedArray, 1 ) );

            }

            var attributes = json.data.attributes;

            for ( var key in attributes ) {

                var attribute = attributes[ key ];
                var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );

                geometry.addAttribute( key, new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ) );

            }

            var groups = json.data.groups || json.data.drawcalls || json.data.offsets;

            if ( groups !== undefined ) {

                for ( var i = 0, n = groups.length; i !== n; ++ i ) {

                    var group = groups[ i ];

                    geometry.addGroup( group.start, group.count, group.materialIndex );

                }

            }

            var boundingSphere = json.data.boundingSphere;

            if ( boundingSphere !== undefined ) {

                var center = new Vector3();

                if ( boundingSphere.center !== undefined ) {

                    center.fromArray( boundingSphere.center );

                }

                geometry.boundingSphere = new Sphere( center, boundingSphere.radius );

            }

            return geometry;

        }

    } );

    var TYPED_ARRAYS = {
        Int8Array: Int8Array,
        Uint8Array: Uint8Array,
        // Workaround for IE11 pre KB2929437. See #11440
        Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
        Int16Array: Int16Array,
        Uint16Array: Uint16Array,
        Int32Array: Int32Array,
        Uint32Array: Uint32Array,
        Float32Array: Float32Array,
        Float64Array: Float64Array
    };

    /**
     * @author alteredq / http://alteredqualia.com/
     */

    function Loader() {}

    Loader.Handlers = {

        handlers: [],

        add: function ( regex, loader ) {

            this.handlers.push( regex, loader );

        },

        get: function ( file ) {

            var handlers = this.handlers;

            for ( var i = 0, l = handlers.length; i < l; i += 2 ) {

                var regex = handlers[ i ];
                var loader = handlers[ i + 1 ];

                if ( regex.test( file ) ) {

                    return loader;

                }

            }

            return null;

        }

    };

    Object.assign( Loader.prototype, {

        crossOrigin: 'anonymous',

        onLoadStart: function () {},

        onLoadProgress: function () {},

        onLoadComplete: function () {},

        initMaterials: function ( materials, texturePath, crossOrigin ) {

            var array = [];

            for ( var i = 0; i < materials.length; ++ i ) {

                array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin );

            }

            return array;

        },

        createMaterial: ( function () {

            var BlendingMode = {
                NoBlending: NoBlending,
                NormalBlending: NormalBlending,
                AdditiveBlending: AdditiveBlending,
                SubtractiveBlending: SubtractiveBlending,
                MultiplyBlending: MultiplyBlending,
                CustomBlending: CustomBlending
            };

            var color = new Color();
            var textureLoader = new TextureLoader();
            var materialLoader = new MaterialLoader();

            return function createMaterial( m, texturePath, crossOrigin ) {

                // convert from old material format

                var textures = {};

                function loadTexture( path, repeat, offset, wrap, anisotropy ) {

                    var fullPath = texturePath + path;
                    var loader = Loader.Handlers.get( fullPath );

                    var texture;

                    if ( loader !== null ) {

                        texture = loader.load( fullPath );

                    } else {

                        textureLoader.setCrossOrigin( crossOrigin );
                        texture = textureLoader.load( fullPath );

                    }

                    if ( repeat !== undefined ) {

                        texture.repeat.fromArray( repeat );

                        if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping;
                        if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping;

                    }

                    if ( offset !== undefined ) {

                        texture.offset.fromArray( offset );

                    }

                    if ( wrap !== undefined ) {

                        if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping;
                        if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping;

                        if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping;
                        if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping;

                    }

                    if ( anisotropy !== undefined ) {

                        texture.anisotropy = anisotropy;

                    }

                    var uuid = _Math.generateUUID();

                    textures[ uuid ] = texture;

                    return uuid;

                }

                //

                var json = {
                    uuid: _Math.generateUUID(),
                    type: 'MeshLambertMaterial'
                };

                for ( var name in m ) {

                    var value = m[ name ];

                    switch ( name ) {

                        case 'DbgColor':
                        case 'DbgIndex':
                        case 'opticalDensity':
                        case 'illumination':
                            break;
                        case 'DbgName':
                            json.name = value;
                            break;
                        case 'blending':
                            json.blending = BlendingMode[ value ];
                            break;
                        case 'colorAmbient':
                        case 'mapAmbient':
                            console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' );
                            break;
                        case 'colorDiffuse':
                            json.color = color.fromArray( value ).getHex();
                            break;
                        case 'colorSpecular':
                            json.specular = color.fromArray( value ).getHex();
                            break;
                        case 'colorEmissive':
                            json.emissive = color.fromArray( value ).getHex();
                            break;
                        case 'specularCoef':
                            json.shininess = value;
                            break;
                        case 'shading':
                            if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial';
                            if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial';
                            if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial';
                            break;
                        case 'mapDiffuse':
                            json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
                            break;
                        case 'mapDiffuseRepeat':
                        case 'mapDiffuseOffset':
                        case 'mapDiffuseWrap':
                        case 'mapDiffuseAnisotropy':
                            break;
                        case 'mapEmissive':
                            json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy );
                            break;
                        case 'mapEmissiveRepeat':
                        case 'mapEmissiveOffset':
                        case 'mapEmissiveWrap':
                        case 'mapEmissiveAnisotropy':
                            break;
                        case 'mapLight':
                            json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
                            break;
                        case 'mapLightRepeat':
                        case 'mapLightOffset':
                        case 'mapLightWrap':
                        case 'mapLightAnisotropy':
                            break;
                        case 'mapAO':
                            json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy );
                            break;
                        case 'mapAORepeat':
                        case 'mapAOOffset':
                        case 'mapAOWrap':
                        case 'mapAOAnisotropy':
                            break;
                        case 'mapBump':
                            json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
                            break;
                        case 'mapBumpScale':
                            json.bumpScale = value;
                            break;
                        case 'mapBumpRepeat':
                        case 'mapBumpOffset':
                        case 'mapBumpWrap':
                        case 'mapBumpAnisotropy':
                            break;
                        case 'mapNormal':
                            json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
                            break;
                        case 'mapNormalFactor':
                            json.normalScale = value;
                            break;
                        case 'mapNormalRepeat':
                        case 'mapNormalOffset':
                        case 'mapNormalWrap':
                        case 'mapNormalAnisotropy':
                            break;
                        case 'mapSpecular':
                            json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
                            break;
                        case 'mapSpecularRepeat':
                        case 'mapSpecularOffset':
                        case 'mapSpecularWrap':
                        case 'mapSpecularAnisotropy':
                            break;
                        case 'mapMetalness':
                            json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy );
                            break;
                        case 'mapMetalnessRepeat':
                        case 'mapMetalnessOffset':
                        case 'mapMetalnessWrap':
                        case 'mapMetalnessAnisotropy':
                            break;
                        case 'mapRoughness':
                            json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy );
                            break;
                        case 'mapRoughnessRepeat':
                        case 'mapRoughnessOffset':
                        case 'mapRoughnessWrap':
                        case 'mapRoughnessAnisotropy':
                            break;
                        case 'mapAlpha':
                            json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
                            break;
                        case 'mapAlphaRepeat':
                        case 'mapAlphaOffset':
                        case 'mapAlphaWrap':
                        case 'mapAlphaAnisotropy':
                            break;
                        case 'flipSided':
                            json.side = BackSide;
                            break;
                        case 'doubleSided':
                            json.side = DoubleSide;
                            break;
                        case 'transparency':
                            console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' );
                            json.opacity = value;
                            break;
                        case 'depthTest':
                        case 'depthWrite':
                        case 'colorWrite':
                        case 'opacity':
                        case 'reflectivity':
                        case 'transparent':
                        case 'visible':
                        case 'wireframe':
                            json[ name ] = value;
                            break;
                        case 'vertexColors':
                            if ( value === true ) json.vertexColors = VertexColors;
                            if ( value === 'face' ) json.vertexColors = FaceColors;
                            break;
                        default:
                            console.error( 'THREE.Loader.createMaterial: Unsupported', name, value );
                            break;

                    }

                }

                if ( json.type === 'MeshBasicMaterial' ) delete json.emissive;
                if ( json.type !== 'MeshPhongMaterial' ) delete json.specular;

                if ( json.opacity < 1 ) json.transparent = true;

                materialLoader.setTextures( textures );

                return materialLoader.parse( json );

            };

        } )()

    } );

    /**
     * @author Don McCurdy / https://www.donmccurdy.com
     */

    var LoaderUtils = {

        decodeText: function ( array ) {

            if ( typeof TextDecoder !== 'undefined' ) {

                return new TextDecoder().decode( array );

            }

            // Avoid the String.fromCharCode.apply(null, array) shortcut, which
            // throws a "maximum call stack size exceeded" error for large arrays.

            var s = '';

            for ( var i = 0, il = array.length; i < il; i ++ ) {

                // Implicitly assumes little-endian.
                s += String.fromCharCode( array[ i ] );

            }

            // Merges multi-byte utf-8 characters.
            return decodeURIComponent( escape( s ) );

        },

        extractUrlBase: function ( url ) {

            var index = url.lastIndexOf( '/' );

            if ( index === - 1 ) return './';

            return url.substr( 0, index + 1 );

        }

    };

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author alteredq / http://alteredqualia.com/
     */

    function JSONLoader( manager ) {

        if ( typeof manager === 'boolean' ) {

            console.warn( 'THREE.JSONLoader: showStatus parameter has been removed from constructor.' );
            manager = undefined;

        }

        this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

        this.withCredentials = false;

    }

    Object.assign( JSONLoader.prototype, {

        crossOrigin: 'anonymous',

        load: function ( url, onLoad, onProgress, onError ) {

            var scope = this;

            var texturePath = this.texturePath && ( typeof this.texturePath === 'string' ) ? this.texturePath : LoaderUtils.extractUrlBase( url );

            var loader = new FileLoader( this.manager );
            loader.setWithCredentials( this.withCredentials );
            loader.load( url, function ( text ) {

                var json = JSON.parse( text );
                var metadata = json.metadata;

                if ( metadata !== undefined ) {

                    var type = metadata.type;

                    if ( type !== undefined ) {

                        if ( type.toLowerCase() === 'object' ) {

                            console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' );
                            return;

                        }

                    }

                }

                var object = scope.parse( json, texturePath );
                onLoad( object.geometry, object.materials );

            }, onProgress, onError );

        },

        setCrossOrigin: function ( value ) {

            this.crossOrigin = value;
            return this;

        },

        setTexturePath: function ( value ) {

            this.texturePath = value;
            return this;

        },

        parse: ( function () {

            function parseModel( json, geometry ) {

                function isBitSet( value, position ) {

                    return value & ( 1 << position );

                }

                var i, j, fi,

                    offset, zLength,

                    colorIndex, normalIndex, uvIndex, materialIndex,

                    type,
                    isQuad,
                    hasMaterial,
                    hasFaceVertexUv,
                    hasFaceNormal, hasFaceVertexNormal,
                    hasFaceColor, hasFaceVertexColor,

                    vertex, face, faceA, faceB, hex, normal,

                    uvLayer, uv, u, v,

                    faces = json.faces,
                    vertices = json.vertices,
                    normals = json.normals,
                    colors = json.colors,

                    scale = json.scale,

                    nUvLayers = 0;


                if ( json.uvs !== undefined ) {

                    // disregard empty arrays

                    for ( i = 0; i < json.uvs.length; i ++ ) {

                        if ( json.uvs[ i ].length ) nUvLayers ++;

                    }

                    for ( i = 0; i < nUvLayers; i ++ ) {

                        geometry.faceVertexUvs[ i ] = [];

                    }

                }

                offset = 0;
                zLength = vertices.length;

                while ( offset < zLength ) {

                    vertex = new Vector3();

                    vertex.x = vertices[ offset ++ ] * scale;
                    vertex.y = vertices[ offset ++ ] * scale;
                    vertex.z = vertices[ offset ++ ] * scale;

                    geometry.vertices.push( vertex );

                }

                offset = 0;
                zLength = faces.length;

                while ( offset < zLength ) {

                    type = faces[ offset ++ ];

                    isQuad = isBitSet( type, 0 );
                    hasMaterial = isBitSet( type, 1 );
                    hasFaceVertexUv = isBitSet( type, 3 );
                    hasFaceNormal = isBitSet( type, 4 );
                    hasFaceVertexNormal = isBitSet( type, 5 );
                    hasFaceColor = isBitSet( type, 6 );
                    hasFaceVertexColor = isBitSet( type, 7 );

                    // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);

                    if ( isQuad ) {

                        faceA = new Face3();
                        faceA.a = faces[ offset ];
                        faceA.b = faces[ offset + 1 ];
                        faceA.c = faces[ offset + 3 ];

                        faceB = new Face3();
                        faceB.a = faces[ offset + 1 ];
                        faceB.b = faces[ offset + 2 ];
                        faceB.c = faces[ offset + 3 ];

                        offset += 4;

                        if ( hasMaterial ) {

                            materialIndex = faces[ offset ++ ];
                            faceA.materialIndex = materialIndex;
                            faceB.materialIndex = materialIndex;

                        }

                        // to get face <=> uv index correspondence

                        fi = geometry.faces.length;

                        if ( hasFaceVertexUv ) {

                            for ( i = 0; i < nUvLayers; i ++ ) {

                                uvLayer = json.uvs[ i ];

                                geometry.faceVertexUvs[ i ][ fi ] = [];
                                geometry.faceVertexUvs[ i ][ fi + 1 ] = [];

                                for ( j = 0; j < 4; j ++ ) {

                                    uvIndex = faces[ offset ++ ];

                                    u = uvLayer[ uvIndex * 2 ];
                                    v = uvLayer[ uvIndex * 2 + 1 ];

                                    uv = new Vector2( u, v );

                                    if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv );
                                    if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv );

                                }

                            }

                        }

                        if ( hasFaceNormal ) {

                            normalIndex = faces[ offset ++ ] * 3;

                            faceA.normal.set(
                                normals[ normalIndex ++ ],
                                normals[ normalIndex ++ ],
                                normals[ normalIndex ]
                            );

                            faceB.normal.copy( faceA.normal );

                        }

                        if ( hasFaceVertexNormal ) {

                            for ( i = 0; i < 4; i ++ ) {

                                normalIndex = faces[ offset ++ ] * 3;

                                normal = new Vector3(
                                    normals[ normalIndex ++ ],
                                    normals[ normalIndex ++ ],
                                    normals[ normalIndex ]
                                );


                                if ( i !== 2 ) faceA.vertexNormals.push( normal );
                                if ( i !== 0 ) faceB.vertexNormals.push( normal );

                            }

                        }


                        if ( hasFaceColor ) {

                            colorIndex = faces[ offset ++ ];
                            hex = colors[ colorIndex ];

                            faceA.color.setHex( hex );
                            faceB.color.setHex( hex );

                        }


                        if ( hasFaceVertexColor ) {

                            for ( i = 0; i < 4; i ++ ) {

                                colorIndex = faces[ offset ++ ];
                                hex = colors[ colorIndex ];

                                if ( i !== 2 ) faceA.vertexColors.push( new Color( hex ) );
                                if ( i !== 0 ) faceB.vertexColors.push( new Color( hex ) );

                            }

                        }

                        geometry.faces.push( faceA );
                        geometry.faces.push( faceB );

                    } else {

                        face = new Face3();
                        face.a = faces[ offset ++ ];
                        face.b = faces[ offset ++ ];
                        face.c = faces[ offset ++ ];

                        if ( hasMaterial ) {

                            materialIndex = faces[ offset ++ ];
                            face.materialIndex = materialIndex;

                        }

                        // to get face <=> uv index correspondence

                        fi = geometry.faces.length;

                        if ( hasFaceVertexUv ) {

                            for ( i = 0; i < nUvLayers; i ++ ) {

                                uvLayer = json.uvs[ i ];

                                geometry.faceVertexUvs[ i ][ fi ] = [];

                                for ( j = 0; j < 3; j ++ ) {

                                    uvIndex = faces[ offset ++ ];

                                    u = uvLayer[ uvIndex * 2 ];
                                    v = uvLayer[ uvIndex * 2 + 1 ];

                                    uv = new Vector2( u, v );

                                    geometry.faceVertexUvs[ i ][ fi ].push( uv );

                                }

                            }

                        }

                        if ( hasFaceNormal ) {

                            normalIndex = faces[ offset ++ ] * 3;

                            face.normal.set(
                                normals[ normalIndex ++ ],
                                normals[ normalIndex ++ ],
                                normals[ normalIndex ]
                            );

                        }

                        if ( hasFaceVertexNormal ) {

                            for ( i = 0; i < 3; i ++ ) {

                                normalIndex = faces[ offset ++ ] * 3;

                                normal = new Vector3(
                                    normals[ normalIndex ++ ],
                                    normals[ normalIndex ++ ],
                                    normals[ normalIndex ]
                                );

                                face.vertexNormals.push( normal );

                            }

                        }


                        if ( hasFaceColor ) {

                            colorIndex = faces[ offset ++ ];
                            face.color.setHex( colors[ colorIndex ] );

                        }


                        if ( hasFaceVertexColor ) {

                            for ( i = 0; i < 3; i ++ ) {

                                colorIndex = faces[ offset ++ ];
                                face.vertexColors.push( new Color( colors[ colorIndex ] ) );

                            }

                        }

                        geometry.faces.push( face );

                    }

                }

            }

            function parseSkin( json, geometry ) {

                var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2;

                if ( json.skinWeights ) {

                    for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) {

                        var x = json.skinWeights[ i ];
                        var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0;
                        var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0;
                        var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0;

                        geometry.skinWeights.push( new Vector4( x, y, z, w ) );

                    }

                }

                if ( json.skinIndices ) {

                    for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) {

                        var a = json.skinIndices[ i ];
                        var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0;
                        var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0;
                        var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0;

                        geometry.skinIndices.push( new Vector4( a, b, c, d ) );

                    }

                }

                geometry.bones = json.bones;

                if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) {

                    console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' +
                        geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' );

                }

            }

            function parseMorphing( json, geometry ) {

                var scale = json.scale;

                if ( json.morphTargets !== undefined ) {

                    for ( var i = 0, l = json.morphTargets.length; i < l; i ++ ) {

                        geometry.morphTargets[ i ] = {};
                        geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
                        geometry.morphTargets[ i ].vertices = [];

                        var dstVertices = geometry.morphTargets[ i ].vertices;
                        var srcVertices = json.morphTargets[ i ].vertices;

                        for ( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) {

                            var vertex = new Vector3();
                            vertex.x = srcVertices[ v ] * scale;
                            vertex.y = srcVertices[ v + 1 ] * scale;
                            vertex.z = srcVertices[ v + 2 ] * scale;

                            dstVertices.push( vertex );

                        }

                    }

                }

                if ( json.morphColors !== undefined && json.morphColors.length > 0 ) {

                    console.warn( 'THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.' );

                    var faces = geometry.faces;
                    var morphColors = json.morphColors[ 0 ].colors;

                    for ( var i = 0, l = faces.length; i < l; i ++ ) {

                        faces[ i ].color.fromArray( morphColors, i * 3 );

                    }

                }

            }

            function parseAnimations( json, geometry ) {

                var outputAnimations = [];

                // parse old style Bone/Hierarchy animations
                var animations = [];

                if ( json.animation !== undefined ) {

                    animations.push( json.animation );

                }

                if ( json.animations !== undefined ) {

                    if ( json.animations.length ) {

                        animations = animations.concat( json.animations );

                    } else {

                        animations.push( json.animations );

                    }

                }

                for ( var i = 0; i < animations.length; i ++ ) {

                    var clip = AnimationClip.parseAnimation( animations[ i ], geometry.bones );
                    if ( clip ) outputAnimations.push( clip );

                }

                // parse implicit morph animations
                if ( geometry.morphTargets ) {

                    // TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary.
                    var morphAnimationClips = AnimationClip.CreateClipsFromMorphTargetSequences( geometry.morphTargets, 10 );
                    outputAnimations = outputAnimations.concat( morphAnimationClips );

                }

                if ( outputAnimations.length > 0 ) geometry.animations = outputAnimations;

            }

            return function parse( json, texturePath ) {

                if ( json.data !== undefined ) {

                    // Geometry 4.0 spec
                    json = json.data;

                }

                if ( json.scale !== undefined ) {

                    json.scale = 1.0 / json.scale;

                } else {

                    json.scale = 1.0;

                }

                var geometry = new Geometry();

                parseModel( json, geometry );
                parseSkin( json, geometry );
                parseMorphing( json, geometry );
                parseAnimations( json, geometry );

                geometry.computeFaceNormals();
                geometry.computeBoundingSphere();

                if ( json.materials === undefined || json.materials.length === 0 ) {

                    return { geometry: geometry };

                } else {

                    var materials = Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin );

                    return { geometry: geometry, materials: materials };

                }

            };

        } )()

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function ObjectLoader( manager ) {

        this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
        this.texturePath = '';

    }

    Object.assign( ObjectLoader.prototype, {

        crossOrigin: 'anonymous',

        load: function ( url, onLoad, onProgress, onError ) {

            if ( this.texturePath === '' ) {

                this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 );

            }

            var scope = this;

            var loader = new FileLoader( scope.manager );
            loader.load( url, function ( text ) {

                var json = null;

                try {

                    json = JSON.parse( text );

                } catch ( error ) {

                    if ( onError !== undefined ) onError( error );

                    console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );

                    return;

                }

                var metadata = json.metadata;

                if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {

                    console.error( 'THREE.ObjectLoader: Can\'t load ' + url + '. Use THREE.JSONLoader instead.' );
                    return;

                }

                scope.parse( json, onLoad );

            }, onProgress, onError );

        },

        setTexturePath: function ( value ) {

            this.texturePath = value;
            return this;

        },

        setCrossOrigin: function ( value ) {

            this.crossOrigin = value;
            return this;

        },

        parse: function ( json, onLoad ) {

            var shapes = this.parseShape( json.shapes );
            var geometries = this.parseGeometries( json.geometries, shapes );

            var images = this.parseImages( json.images, function () {

                if ( onLoad !== undefined ) onLoad( object );

            } );

            var textures = this.parseTextures( json.textures, images );
            var materials = this.parseMaterials( json.materials, textures );

            var object = this.parseObject( json.object, geometries, materials );

            if ( json.animations ) {

                object.animations = this.parseAnimations( json.animations );

            }

            if ( json.images === undefined || json.images.length === 0 ) {

                if ( onLoad !== undefined ) onLoad( object );

            }

            return object;

        },

        parseShape: function ( json ) {

            var shapes = {};

            if ( json !== undefined ) {

                for ( var i = 0, l = json.length; i < l; i ++ ) {

                    var shape = new Shape().fromJSON( json[ i ] );

                    shapes[ shape.uuid ] = shape;

                }

            }

            return shapes;

        },

        parseGeometries: function ( json, shapes ) {

            var geometries = {};

            if ( json !== undefined ) {

                var geometryLoader = new JSONLoader();
                var bufferGeometryLoader = new BufferGeometryLoader();

                for ( var i = 0, l = json.length; i < l; i ++ ) {

                    var geometry;
                    var data = json[ i ];

                    switch ( data.type ) {

                        case 'PlaneGeometry':
                        case 'PlaneBufferGeometry':

                            geometry = new Geometries[ data.type ](
                                data.width,
                                data.height,
                                data.widthSegments,
                                data.heightSegments
                            );

                            break;

                        case 'BoxGeometry':
                        case 'BoxBufferGeometry':
                        case 'CubeGeometry': // backwards compatible

                            geometry = new Geometries[ data.type ](
                                data.width,
                                data.height,
                                data.depth,
                                data.widthSegments,
                                data.heightSegments,
                                data.depthSegments
                            );

                            break;

                        case 'CircleGeometry':
                        case 'CircleBufferGeometry':

                            geometry = new Geometries[ data.type ](
                                data.radius,
                                data.segments,
                                data.thetaStart,
                                data.thetaLength
                            );

                            break;

                        case 'CylinderGeometry':
                        case 'CylinderBufferGeometry':

                            geometry = new Geometries[ data.type ](
                                data.radiusTop,
                                data.radiusBottom,
                                data.height,
                                data.radialSegments,
                                data.heightSegments,
                                data.openEnded,
                                data.thetaStart,
                                data.thetaLength
                            );

                            break;

                        case 'ConeGeometry':
                        case 'ConeBufferGeometry':

                            geometry = new Geometries[ data.type ](
                                data.radius,
                                data.height,
                                data.radialSegments,
                                data.heightSegments,
                                data.openEnded,
                                data.thetaStart,
                                data.thetaLength
                            );

                            break;

                        case 'SphereGeometry':
                        case 'SphereBufferGeometry':

                            geometry = new Geometries[ data.type ](
                                data.radius,
                                data.widthSegments,
                                data.heightSegments,
                                data.phiStart,
                                data.phiLength,
                                data.thetaStart,
                                data.thetaLength
                            );

                            break;

                        case 'DodecahedronGeometry':
                        case 'DodecahedronBufferGeometry':
                        case 'IcosahedronGeometry':
                        case 'IcosahedronBufferGeometry':
                        case 'OctahedronGeometry':
                        case 'OctahedronBufferGeometry':
                        case 'TetrahedronGeometry':
                        case 'TetrahedronBufferGeometry':

                            geometry = new Geometries[ data.type ](
                                data.radius,
                                data.detail
                            );

                            break;

                        case 'RingGeometry':
                        case 'RingBufferGeometry':

                            geometry = new Geometries[ data.type ](
                                data.innerRadius,
                                data.outerRadius,
                                data.thetaSegments,
                                data.phiSegments,
                                data.thetaStart,
                                data.thetaLength
                            );

                            break;

                        case 'TorusGeometry':
                        case 'TorusBufferGeometry':

                            geometry = new Geometries[ data.type ](
                                data.radius,
                                data.tube,
                                data.radialSegments,
                                data.tubularSegments,
                                data.arc
                            );

                            break;

                        case 'TorusKnotGeometry':
                        case 'TorusKnotBufferGeometry':

                            geometry = new Geometries[ data.type ](
                                data.radius,
                                data.tube,
                                data.tubularSegments,
                                data.radialSegments,
                                data.p,
                                data.q
                            );

                            break;

                        case 'LatheGeometry':
                        case 'LatheBufferGeometry':

                            geometry = new Geometries[ data.type ](
                                data.points,
                                data.segments,
                                data.phiStart,
                                data.phiLength
                            );

                            break;

                        case 'PolyhedronGeometry':
                        case 'PolyhedronBufferGeometry':

                            geometry = new Geometries[ data.type ](
                                data.vertices,
                                data.indices,
                                data.radius,
                                data.details
                            );

                            break;

                        case 'ShapeGeometry':
                        case 'ShapeBufferGeometry':

                            var geometryShapes = [];

                            for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {

                                var shape = shapes[ data.shapes[ j ] ];

                                geometryShapes.push( shape );

                            }

                            geometry = new Geometries[ data.type ](
                                geometryShapes,
                                data.curveSegments
                            );

                            break;


                        case 'ExtrudeGeometry':
                        case 'ExtrudeBufferGeometry':

                            var geometryShapes = [];

                            for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {

                                var shape = shapes[ data.shapes[ j ] ];

                                geometryShapes.push( shape );

                            }

                            var extrudePath = data.options.extrudePath;

                            if ( extrudePath !== undefined ) {

                                data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );

                            }

                            geometry = new Geometries[ data.type ](
                                geometryShapes,
                                data.options
                            );

                            break;

                        case 'BufferGeometry':

                            geometry = bufferGeometryLoader.parse( data );

                            break;

                        case 'Geometry':

                            geometry = geometryLoader.parse( data, this.texturePath ).geometry;

                            break;

                        default:

                            console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );

                            continue;

                    }

                    geometry.uuid = data.uuid;

                    if ( data.name !== undefined ) geometry.name = data.name;
                    if ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;

                    geometries[ data.uuid ] = geometry;

                }

            }

            return geometries;

        },

        parseMaterials: function ( json, textures ) {

            var materials = {};

            if ( json !== undefined ) {

                var loader = new MaterialLoader();
                loader.setTextures( textures );

                for ( var i = 0, l = json.length; i < l; i ++ ) {

                    var data = json[ i ];

                    if ( data.type === 'MultiMaterial' ) {

                        // Deprecated

                        var array = [];

                        for ( var j = 0; j < data.materials.length; j ++ ) {

                            array.push( loader.parse( data.materials[ j ] ) );

                        }

                        materials[ data.uuid ] = array;

                    } else {

                        materials[ data.uuid ] = loader.parse( data );

                    }

                }

            }

            return materials;

        },

        parseAnimations: function ( json ) {

            var animations = [];

            for ( var i = 0; i < json.length; i ++ ) {

                var data = json[ i ];

                var clip = AnimationClip.parse( data );

                if ( data.uuid !== undefined ) clip.uuid = data.uuid;

                animations.push( clip );

            }

            return animations;

        },

        parseImages: function ( json, onLoad ) {

            var scope = this;
            var images = {};

            function loadImage( url ) {

                scope.manager.itemStart( url );

                return loader.load( url, function () {

                    scope.manager.itemEnd( url );

                }, undefined, function () {

                    scope.manager.itemEnd( url );
                    scope.manager.itemError( url );

                } );

            }

            if ( json !== undefined && json.length > 0 ) {

                var manager = new LoadingManager( onLoad );

                var loader = new ImageLoader( manager );
                loader.setCrossOrigin( this.crossOrigin );

                for ( var i = 0, il = json.length; i < il; i ++ ) {

                    var image = json[ i ];
                    var url = image.url;

                    if ( Array.isArray( url ) ) {

                        // load array of images e.g CubeTexture

                        images[ image.uuid ] = [];

                        for ( var j = 0, jl = url.length; j < jl; j ++ ) {

                            var currentUrl = url[ j ];

                            var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.texturePath + currentUrl;

                            images[ image.uuid ].push( loadImage( path ) );

                        }

                    } else {

                        // load single image

                        var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url;

                        images[ image.uuid ] = loadImage( path );

                    }

                }

            }

            return images;

        },

        parseTextures: function ( json, images ) {

            function parseConstant( value, type ) {

                if ( typeof value === 'number' ) return value;

                console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );

                return type[ value ];

            }

            var textures = {};

            if ( json !== undefined ) {

                for ( var i = 0, l = json.length; i < l; i ++ ) {

                    var data = json[ i ];

                    if ( data.image === undefined ) {

                        console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );

                    }

                    if ( images[ data.image ] === undefined ) {

                        console.warn( 'THREE.ObjectLoader: Undefined image', data.image );

                    }

                    var texture;

                    if ( Array.isArray( images[ data.image ] ) ) {

                        texture = new CubeTexture( images[ data.image ] );

                    } else {

                        texture = new Texture( images[ data.image ] );

                    }

                    texture.needsUpdate = true;

                    texture.uuid = data.uuid;

                    if ( data.name !== undefined ) texture.name = data.name;

                    if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );

                    if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
                    if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
                    if ( data.center !== undefined ) texture.center.fromArray( data.center );
                    if ( data.rotation !== undefined ) texture.rotation = data.rotation;

                    if ( data.wrap !== undefined ) {

                        texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
                        texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );

                    }

                    if ( data.format !== undefined ) texture.format = data.format;

                    if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
                    if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
                    if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;

                    if ( data.flipY !== undefined ) texture.flipY = data.flipY;

                    textures[ data.uuid ] = texture;

                }

            }

            return textures;

        },

        parseObject: function ( data, geometries, materials ) {

            var object;

            function getGeometry( name ) {

                if ( geometries[ name ] === undefined ) {

                    console.warn( 'THREE.ObjectLoader: Undefined geometry', name );

                }

                return geometries[ name ];

            }

            function getMaterial( name ) {

                if ( name === undefined ) return undefined;

                if ( Array.isArray( name ) ) {

                    var array = [];

                    for ( var i = 0, l = name.length; i < l; i ++ ) {

                        var uuid = name[ i ];

                        if ( materials[ uuid ] === undefined ) {

                            console.warn( 'THREE.ObjectLoader: Undefined material', uuid );

                        }

                        array.push( materials[ uuid ] );

                    }

                    return array;

                }

                if ( materials[ name ] === undefined ) {

                    console.warn( 'THREE.ObjectLoader: Undefined material', name );

                }

                return materials[ name ];

            }

            switch ( data.type ) {

                case 'Scene':

                    object = new Scene();

                    if ( data.background !== undefined ) {

                        if ( Number.isInteger( data.background ) ) {

                            object.background = new Color( data.background );

                        }

                    }

                    if ( data.fog !== undefined ) {

                        if ( data.fog.type === 'Fog' ) {

                            object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );

                        } else if ( data.fog.type === 'FogExp2' ) {

                            object.fog = new FogExp2( data.fog.color, data.fog.density );

                        }

                    }

                    break;

                case 'PerspectiveCamera':

                    object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );

                    if ( data.focus !== undefined ) object.focus = data.focus;
                    if ( data.zoom !== undefined ) object.zoom = data.zoom;
                    if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
                    if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
                    if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );

                    break;

                case 'OrthographicCamera':

                    object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );

                    if ( data.zoom !== undefined ) object.zoom = data.zoom;
                    if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );

                    break;

                case 'AmbientLight':

                    object = new AmbientLight( data.color, data.intensity );

                    break;

                case 'DirectionalLight':

                    object = new DirectionalLight( data.color, data.intensity );

                    break;

                case 'PointLight':

                    object = new PointLight( data.color, data.intensity, data.distance, data.decay );

                    break;

                case 'RectAreaLight':

                    object = new RectAreaLight( data.color, data.intensity, data.width, data.height );

                    break;

                case 'SpotLight':

                    object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );

                    break;

                case 'HemisphereLight':

                    object = new HemisphereLight( data.color, data.groundColor, data.intensity );

                    break;

                case 'SkinnedMesh':

                    console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );

                case 'Mesh':

                    var geometry = getGeometry( data.geometry );
                    var material = getMaterial( data.material );

                    if ( geometry.bones && geometry.bones.length > 0 ) {

                        object = new SkinnedMesh( geometry, material );

                    } else {

                        object = new Mesh( geometry, material );

                    }

                    break;

                case 'LOD':

                    object = new LOD();

                    break;

                case 'Line':

                    object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );

                    break;

                case 'LineLoop':

                    object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );

                    break;

                case 'LineSegments':

                    object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );

                    break;

                case 'PointCloud':
                case 'Points':

                    object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );

                    break;

                case 'Sprite':

                    object = new Sprite( getMaterial( data.material ) );

                    break;

                case 'Group':

                    object = new Group();

                    break;

                default:

                    object = new Object3D();

            }

            object.uuid = data.uuid;

            if ( data.name !== undefined ) object.name = data.name;

            if ( data.matrix !== undefined ) {

                object.matrix.fromArray( data.matrix );

                if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
                if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );

            } else {

                if ( data.position !== undefined ) object.position.fromArray( data.position );
                if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
                if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
                if ( data.scale !== undefined ) object.scale.fromArray( data.scale );

            }

            if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
            if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;

            if ( data.shadow ) {

                if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
                if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
                if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
                if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );

            }

            if ( data.visible !== undefined ) object.visible = data.visible;
            if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
            if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
            if ( data.userData !== undefined ) object.userData = data.userData;
            if ( data.layers !== undefined ) object.layers.mask = data.layers;

            if ( data.children !== undefined ) {

                var children = data.children;

                for ( var i = 0; i < children.length; i ++ ) {

                    object.add( this.parseObject( children[ i ], geometries, materials ) );

                }

            }

            if ( data.type === 'LOD' ) {

                var levels = data.levels;

                for ( var l = 0; l < levels.length; l ++ ) {

                    var level = levels[ l ];
                    var child = object.getObjectByProperty( 'uuid', level.object );

                    if ( child !== undefined ) {

                        object.addLevel( child, level.distance );

                    }

                }

            }

            return object;

        }

    } );

    var TEXTURE_MAPPING = {
        UVMapping: UVMapping,
        CubeReflectionMapping: CubeReflectionMapping,
        CubeRefractionMapping: CubeRefractionMapping,
        EquirectangularReflectionMapping: EquirectangularReflectionMapping,
        EquirectangularRefractionMapping: EquirectangularRefractionMapping,
        SphericalReflectionMapping: SphericalReflectionMapping,
        CubeUVReflectionMapping: CubeUVReflectionMapping,
        CubeUVRefractionMapping: CubeUVRefractionMapping
    };

    var TEXTURE_WRAPPING = {
        RepeatWrapping: RepeatWrapping,
        ClampToEdgeWrapping: ClampToEdgeWrapping,
        MirroredRepeatWrapping: MirroredRepeatWrapping
    };

    var TEXTURE_FILTER = {
        NearestFilter: NearestFilter,
        NearestMipMapNearestFilter: NearestMipMapNearestFilter,
        NearestMipMapLinearFilter: NearestMipMapLinearFilter,
        LinearFilter: LinearFilter,
        LinearMipMapNearestFilter: LinearMipMapNearestFilter,
        LinearMipMapLinearFilter: LinearMipMapLinearFilter
    };

    /**
     * @author thespite / http://clicktorelease.com/
     */


    function ImageBitmapLoader( manager ) {

        if ( typeof createImageBitmap === 'undefined' ) {

            console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );

        }

        if ( typeof fetch === 'undefined' ) {

            console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );

        }

        this.manager = manager !== undefined ? manager : DefaultLoadingManager;
        this.options = undefined;

    }

    ImageBitmapLoader.prototype = {

        constructor: ImageBitmapLoader,

        setOptions: function setOptions( options ) {

            this.options = options;

            return this;

        },

        load: function ( url, onLoad, onProgress, onError ) {

            if ( url === undefined ) url = '';

            if ( this.path !== undefined ) url = this.path + url;

            url = this.manager.resolveURL( url );

            var scope = this;

            var cached = Cache.get( url );

            if ( cached !== undefined ) {

                scope.manager.itemStart( url );

                setTimeout( function () {

                    if ( onLoad ) onLoad( cached );

                    scope.manager.itemEnd( url );

                }, 0 );

                return cached;

            }

            fetch( url ).then( function ( res ) {

                return res.blob();

            } ).then( function ( blob ) {

                return createImageBitmap( blob, scope.options );

            } ).then( function ( imageBitmap ) {

                Cache.add( url, imageBitmap );

                if ( onLoad ) onLoad( imageBitmap );

                scope.manager.itemEnd( url );

            } ).catch( function ( e ) {

                if ( onError ) onError( e );

                scope.manager.itemEnd( url );
                scope.manager.itemError( url );

            } );

        },

        setCrossOrigin: function ( /* value */ ) {

            return this;

        },

        setPath: function ( value ) {

            this.path = value;
            return this;

        }

    };

    /**
     * @author zz85 / http://www.lab4games.net/zz85/blog
     * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
     **/

    function ShapePath() {

        this.type = 'ShapePath';

        this.color = new Color();

        this.subPaths = [];
        this.currentPath = null;

    }

    Object.assign( ShapePath.prototype, {

        moveTo: function ( x, y ) {

            this.currentPath = new Path();
            this.subPaths.push( this.currentPath );
            this.currentPath.moveTo( x, y );

        },

        lineTo: function ( x, y ) {

            this.currentPath.lineTo( x, y );

        },

        quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {

            this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );

        },

        bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {

            this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );

        },

        splineThru: function ( pts ) {

            this.currentPath.splineThru( pts );

        },

        toShapes: function ( isCCW, noHoles ) {

            function toShapesNoHoles( inSubpaths ) {

                var shapes = [];

                for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {

                    var tmpPath = inSubpaths[ i ];

                    var tmpShape = new Shape();
                    tmpShape.curves = tmpPath.curves;

                    shapes.push( tmpShape );

                }

                return shapes;

            }

            function isPointInsidePolygon( inPt, inPolygon ) {

                var polyLen = inPolygon.length;

                // inPt on polygon contour => immediate success    or
                // toggling of inside/outside at every single! intersection point of an edge
                //  with the horizontal line through inPt, left of inPt
                //  not counting lowerY endpoints of edges and whole edges on that line
                var inside = false;
                for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {

                    var edgeLowPt = inPolygon[ p ];
                    var edgeHighPt = inPolygon[ q ];

                    var edgeDx = edgeHighPt.x - edgeLowPt.x;
                    var edgeDy = edgeHighPt.y - edgeLowPt.y;

                    if ( Math.abs( edgeDy ) > Number.EPSILON ) {

                        // not parallel
                        if ( edgeDy < 0 ) {

                            edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
                            edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;

                        }
                        if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) 		continue;

                        if ( inPt.y === edgeLowPt.y ) {

                            if ( inPt.x === edgeLowPt.x )		return	true;		// inPt is on contour ?
                            // continue;				// no intersection or edgeLowPt => doesn't count !!!

                        } else {

                            var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
                            if ( perpEdge === 0 )				return	true;		// inPt is on contour ?
                            if ( perpEdge < 0 ) 				continue;
                            inside = ! inside;		// true intersection left of inPt

                        }

                    } else {

                        // parallel or collinear
                        if ( inPt.y !== edgeLowPt.y ) 		continue;			// parallel
                        // edge lies on the same horizontal line as inPt
                        if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
                             ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )		return	true;	// inPt: Point on contour !
                        // continue;

                    }

                }

                return	inside;

            }

            var isClockWise = ShapeUtils.isClockWise;

            var subPaths = this.subPaths;
            if ( subPaths.length === 0 ) return [];

            if ( noHoles === true )	return	toShapesNoHoles( subPaths );


            var solid, tmpPath, tmpShape, shapes = [];

            if ( subPaths.length === 1 ) {

                tmpPath = subPaths[ 0 ];
                tmpShape = new Shape();
                tmpShape.curves = tmpPath.curves;
                shapes.push( tmpShape );
                return shapes;

            }

            var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
            holesFirst = isCCW ? ! holesFirst : holesFirst;

            // console.log("Holes first", holesFirst);

            var betterShapeHoles = [];
            var newShapes = [];
            var newShapeHoles = [];
            var mainIdx = 0;
            var tmpPoints;

            newShapes[ mainIdx ] = undefined;
            newShapeHoles[ mainIdx ] = [];

            for ( var i = 0, l = subPaths.length; i < l; i ++ ) {

                tmpPath = subPaths[ i ];
                tmpPoints = tmpPath.getPoints();
                solid = isClockWise( tmpPoints );
                solid = isCCW ? ! solid : solid;

                if ( solid ) {

                    if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) )	mainIdx ++;

                    newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
                    newShapes[ mainIdx ].s.curves = tmpPath.curves;

                    if ( holesFirst )	mainIdx ++;
                    newShapeHoles[ mainIdx ] = [];

                    //console.log('cw', i);

                } else {

                    newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );

                    //console.log('ccw', i);

                }

            }

            // only Holes? -> probably all Shapes with wrong orientation
            if ( ! newShapes[ 0 ] )	return	toShapesNoHoles( subPaths );


            if ( newShapes.length > 1 ) {

                var ambiguous = false;
                var toChange = [];

                for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {

                    betterShapeHoles[ sIdx ] = [];

                }

                for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {

                    var sho = newShapeHoles[ sIdx ];

                    for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {

                        var ho = sho[ hIdx ];
                        var hole_unassigned = true;

                        for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {

                            if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {

                                if ( sIdx !== s2Idx )	toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
                                if ( hole_unassigned ) {

                                    hole_unassigned = false;
                                    betterShapeHoles[ s2Idx ].push( ho );

                                } else {

                                    ambiguous = true;

                                }

                            }

                        }
                        if ( hole_unassigned ) {

                            betterShapeHoles[ sIdx ].push( ho );

                        }

                    }

                }
                // console.log("ambiguous: ", ambiguous);
                if ( toChange.length > 0 ) {

                    // console.log("to change: ", toChange);
                    if ( ! ambiguous )	newShapeHoles = betterShapeHoles;

                }

            }

            var tmpHoles;

            for ( var i = 0, il = newShapes.length; i < il; i ++ ) {

                tmpShape = newShapes[ i ].s;
                shapes.push( tmpShape );
                tmpHoles = newShapeHoles[ i ];

                for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {

                    tmpShape.holes.push( tmpHoles[ j ].h );

                }

            }

            //console.log("shape", shapes);

            return shapes;

        }

    } );

    /**
     * @author zz85 / http://www.lab4games.net/zz85/blog
     * @author mrdoob / http://mrdoob.com/
     */


    function Font( data ) {

        this.type = 'Font';

        this.data = data;

    }

    Object.assign( Font.prototype, {

        isFont: true,

        generateShapes: function ( text, size ) {

            if ( size === undefined ) size = 100;

            var shapes = [];
            var paths = createPaths( text, size, this.data );

            for ( var p = 0, pl = paths.length; p < pl; p ++ ) {

                Array.prototype.push.apply( shapes, paths[ p ].toShapes() );

            }

            return shapes;

        }

    } );

    function createPaths( text, size, data ) {

        var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // see #13988
        var scale = size / data.resolution;
        var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;

        var paths = [];

        var offsetX = 0, offsetY = 0;

        for ( var i = 0; i < chars.length; i ++ ) {

            var char = chars[ i ];

            if ( char === '\n' ) {

                offsetX = 0;
                offsetY -= line_height;

            } else {

                var ret = createPath( char, scale, offsetX, offsetY, data );
                offsetX += ret.offsetX;
                paths.push( ret.path );

            }

        }

        return paths;

    }

    function createPath( char, scale, offsetX, offsetY, data ) {

        var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];

        if ( ! glyph ) return;

        var path = new ShapePath();

        var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;

        if ( glyph.o ) {

            var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );

            for ( var i = 0, l = outline.length; i < l; ) {

                var action = outline[ i ++ ];

                switch ( action ) {

                    case 'm': // moveTo

                        x = outline[ i ++ ] * scale + offsetX;
                        y = outline[ i ++ ] * scale + offsetY;

                        path.moveTo( x, y );

                        break;

                    case 'l': // lineTo

                        x = outline[ i ++ ] * scale + offsetX;
                        y = outline[ i ++ ] * scale + offsetY;

                        path.lineTo( x, y );

                        break;

                    case 'q': // quadraticCurveTo

                        cpx = outline[ i ++ ] * scale + offsetX;
                        cpy = outline[ i ++ ] * scale + offsetY;
                        cpx1 = outline[ i ++ ] * scale + offsetX;
                        cpy1 = outline[ i ++ ] * scale + offsetY;

                        path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );

                        break;

                    case 'b': // bezierCurveTo

                        cpx = outline[ i ++ ] * scale + offsetX;
                        cpy = outline[ i ++ ] * scale + offsetY;
                        cpx1 = outline[ i ++ ] * scale + offsetX;
                        cpy1 = outline[ i ++ ] * scale + offsetY;
                        cpx2 = outline[ i ++ ] * scale + offsetX;
                        cpy2 = outline[ i ++ ] * scale + offsetY;

                        path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );

                        break;

                }

            }

        }

        return { offsetX: glyph.ha * scale, path: path };

    }

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function FontLoader( manager ) {

        this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

    }

    Object.assign( FontLoader.prototype, {

        load: function ( url, onLoad, onProgress, onError ) {

            var scope = this;

            var loader = new FileLoader( this.manager );
            loader.setPath( this.path );
            loader.load( url, function ( text ) {

                var json;

                try {

                    json = JSON.parse( text );

                } catch ( e ) {

                    console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
                    json = JSON.parse( text.substring( 65, text.length - 2 ) );

                }

                var font = scope.parse( json );

                if ( onLoad ) onLoad( font );

            }, onProgress, onError );

        },

        parse: function ( json ) {

            return new Font( json );

        },

        setPath: function ( value ) {

            this.path = value;
            return this;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    var context;

    var AudioContext = {

        getContext: function () {

            if ( context === undefined ) {

                context = new ( window.AudioContext || window.webkitAudioContext )();

            }

            return context;

        },

        setContext: function ( value ) {

            context = value;

        }

    };

    /**
     * @author Reece Aaron Lecrivain / http://reecenotes.com/
     */

    function AudioLoader( manager ) {

        this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

    }

    Object.assign( AudioLoader.prototype, {

        load: function ( url, onLoad, onProgress, onError ) {

            var loader = new FileLoader( this.manager );
            loader.setResponseType( 'arraybuffer' );
            loader.load( url, function ( buffer ) {

                // Create a copy of the buffer. The `decodeAudioData` method
                // detaches the buffer when complete, preventing reuse.
                var bufferCopy = buffer.slice( 0 );

                var context = AudioContext.getContext();
                context.decodeAudioData( bufferCopy, function ( audioBuffer ) {

                    onLoad( audioBuffer );

                } );

            }, onProgress, onError );

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function StereoCamera() {

        this.type = 'StereoCamera';

        this.aspect = 1;

        this.eyeSep = 0.064;

        this.cameraL = new PerspectiveCamera();
        this.cameraL.layers.enable( 1 );
        this.cameraL.matrixAutoUpdate = false;

        this.cameraR = new PerspectiveCamera();
        this.cameraR.layers.enable( 2 );
        this.cameraR.matrixAutoUpdate = false;

    }

    Object.assign( StereoCamera.prototype, {

        update: ( function () {

            var instance, focus, fov, aspect, near, far, zoom, eyeSep;

            var eyeRight = new Matrix4();
            var eyeLeft = new Matrix4();

            return function update( camera ) {

                var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov ||
                                                    aspect !== camera.aspect * this.aspect || near !== camera.near ||
                                                    far !== camera.far || zoom !== camera.zoom || eyeSep !== this.eyeSep;

                if ( needsUpdate ) {

                    instance = this;
                    focus = camera.focus;
                    fov = camera.fov;
                    aspect = camera.aspect * this.aspect;
                    near = camera.near;
                    far = camera.far;
                    zoom = camera.zoom;

                    // Off-axis stereoscopic effect based on
                    // http://paulbourke.net/stereographics/stereorender/

                    var projectionMatrix = camera.projectionMatrix.clone();
                    eyeSep = this.eyeSep / 2;
                    var eyeSepOnProjection = eyeSep * near / focus;
                    var ymax = ( near * Math.tan( _Math.DEG2RAD * fov * 0.5 ) ) / zoom;
                    var xmin, xmax;

                    // translate xOffset

                    eyeLeft.elements[ 12 ] = - eyeSep;
                    eyeRight.elements[ 12 ] = eyeSep;

                    // for left eye

                    xmin = - ymax * aspect + eyeSepOnProjection;
                    xmax = ymax * aspect + eyeSepOnProjection;

                    projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
                    projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );

                    this.cameraL.projectionMatrix.copy( projectionMatrix );

                    // for right eye

                    xmin = - ymax * aspect - eyeSepOnProjection;
                    xmax = ymax * aspect - eyeSepOnProjection;

                    projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
                    projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );

                    this.cameraR.projectionMatrix.copy( projectionMatrix );

                }

                this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft );
                this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight );

            };

        } )()

    } );

    /**
     * Camera for rendering cube maps
     *	- renders scene into axis-aligned cube
     *
     * @author alteredq / http://alteredqualia.com/
     */

    function CubeCamera( near, far, cubeResolution ) {

        Object3D.call( this );

        this.type = 'CubeCamera';

        var fov = 90, aspect = 1;

        var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
        cameraPX.up.set( 0, - 1, 0 );
        cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
        this.add( cameraPX );

        var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
        cameraNX.up.set( 0, - 1, 0 );
        cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
        this.add( cameraNX );

        var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
        cameraPY.up.set( 0, 0, 1 );
        cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
        this.add( cameraPY );

        var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
        cameraNY.up.set( 0, 0, - 1 );
        cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
        this.add( cameraNY );

        var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
        cameraPZ.up.set( 0, - 1, 0 );
        cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
        this.add( cameraPZ );

        var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
        cameraNZ.up.set( 0, - 1, 0 );
        cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
        this.add( cameraNZ );

        var options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };

        this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
        this.renderTarget.texture.name = "CubeCamera";

        this.update = function ( renderer, scene ) {

            if ( this.parent === null ) this.updateMatrixWorld();

            var renderTarget = this.renderTarget;
            var generateMipmaps = renderTarget.texture.generateMipmaps;

            renderTarget.texture.generateMipmaps = false;

            renderTarget.activeCubeFace = 0;
            renderer.render( scene, cameraPX, renderTarget );

            renderTarget.activeCubeFace = 1;
            renderer.render( scene, cameraNX, renderTarget );

            renderTarget.activeCubeFace = 2;
            renderer.render( scene, cameraPY, renderTarget );

            renderTarget.activeCubeFace = 3;
            renderer.render( scene, cameraNY, renderTarget );

            renderTarget.activeCubeFace = 4;
            renderer.render( scene, cameraPZ, renderTarget );

            renderTarget.texture.generateMipmaps = generateMipmaps;

            renderTarget.activeCubeFace = 5;
            renderer.render( scene, cameraNZ, renderTarget );

            renderer.setRenderTarget( null );

        };

        this.clear = function ( renderer, color, depth, stencil ) {

            var renderTarget = this.renderTarget;

            for ( var i = 0; i < 6; i ++ ) {

                renderTarget.activeCubeFace = i;
                renderer.setRenderTarget( renderTarget );

                renderer.clear( color, depth, stencil );

            }

            renderer.setRenderTarget( null );

        };

    }

    CubeCamera.prototype = Object.create( Object3D.prototype );
    CubeCamera.prototype.constructor = CubeCamera;

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function AudioListener() {

        Object3D.call( this );

        this.type = 'AudioListener';

        this.context = AudioContext.getContext();

        this.gain = this.context.createGain();
        this.gain.connect( this.context.destination );

        this.filter = null;

    }

    AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {

        constructor: AudioListener,

        getInput: function () {

            return this.gain;

        },

        removeFilter: function ( ) {

            if ( this.filter !== null ) {

                this.gain.disconnect( this.filter );
                this.filter.disconnect( this.context.destination );
                this.gain.connect( this.context.destination );
                this.filter = null;

            }

        },

        getFilter: function () {

            return this.filter;

        },

        setFilter: function ( value ) {

            if ( this.filter !== null ) {

                this.gain.disconnect( this.filter );
                this.filter.disconnect( this.context.destination );

            } else {

                this.gain.disconnect( this.context.destination );

            }

            this.filter = value;
            this.gain.connect( this.filter );
            this.filter.connect( this.context.destination );

        },

        getMasterVolume: function () {

            return this.gain.gain.value;

        },

        setMasterVolume: function ( value ) {

            this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );

        },

        updateMatrixWorld: ( function () {

            var position = new Vector3();
            var quaternion = new Quaternion();
            var scale = new Vector3();

            var orientation = new Vector3();

            return function updateMatrixWorld( force ) {

                Object3D.prototype.updateMatrixWorld.call( this, force );

                var listener = this.context.listener;
                var up = this.up;

                this.matrixWorld.decompose( position, quaternion, scale );

                orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion );

                if ( listener.positionX ) {

                    listener.positionX.setValueAtTime( position.x, this.context.currentTime );
                    listener.positionY.setValueAtTime( position.y, this.context.currentTime );
                    listener.positionZ.setValueAtTime( position.z, this.context.currentTime );
                    listener.forwardX.setValueAtTime( orientation.x, this.context.currentTime );
                    listener.forwardY.setValueAtTime( orientation.y, this.context.currentTime );
                    listener.forwardZ.setValueAtTime( orientation.z, this.context.currentTime );
                    listener.upX.setValueAtTime( up.x, this.context.currentTime );
                    listener.upY.setValueAtTime( up.y, this.context.currentTime );
                    listener.upZ.setValueAtTime( up.z, this.context.currentTime );

                } else {

                    listener.setPosition( position.x, position.y, position.z );
                    listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z );

                }

            };

        } )()

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author Reece Aaron Lecrivain / http://reecenotes.com/
     */

    function Audio( listener ) {

        Object3D.call( this );

        this.type = 'Audio';

        this.context = listener.context;

        this.gain = this.context.createGain();
        this.gain.connect( listener.getInput() );

        this.autoplay = false;

        this.buffer = null;
        this.loop = false;
        this.startTime = 0;
        this.offset = 0;
        this.playbackRate = 1;
        this.isPlaying = false;
        this.hasPlaybackControl = true;
        this.sourceType = 'empty';

        this.filters = [];

    }

    Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {

        constructor: Audio,

        getOutput: function () {

            return this.gain;

        },

        setNodeSource: function ( audioNode ) {

            this.hasPlaybackControl = false;
            this.sourceType = 'audioNode';
            this.source = audioNode;
            this.connect();

            return this;

        },

        setMediaElementSource: function ( mediaElement ) {

            this.hasPlaybackControl = false;
            this.sourceType = 'mediaNode';
            this.source = this.context.createMediaElementSource( mediaElement );
            this.connect();

            return this;

        },

        setBuffer: function ( audioBuffer ) {

            this.buffer = audioBuffer;
            this.sourceType = 'buffer';

            if ( this.autoplay ) this.play();

            return this;

        },

        play: function () {

            if ( this.isPlaying === true ) {

                console.warn( 'THREE.Audio: Audio is already playing.' );
                return;

            }

            if ( this.hasPlaybackControl === false ) {

                console.warn( 'THREE.Audio: this Audio has no playback control.' );
                return;

            }

            var source = this.context.createBufferSource();

            source.buffer = this.buffer;
            source.loop = this.loop;
            source.onended = this.onEnded.bind( this );
            source.playbackRate.setValueAtTime( this.playbackRate, this.startTime );
            this.startTime = this.context.currentTime;
            source.start( this.startTime, this.offset );

            this.isPlaying = true;

            this.source = source;

            return this.connect();

        },

        pause: function () {

            if ( this.hasPlaybackControl === false ) {

                console.warn( 'THREE.Audio: this Audio has no playback control.' );
                return;

            }

            if ( this.isPlaying === true ) {

                this.source.stop();
                this.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate;
                this.isPlaying = false;

            }

            return this;

        },

        stop: function () {

            if ( this.hasPlaybackControl === false ) {

                console.warn( 'THREE.Audio: this Audio has no playback control.' );
                return;

            }

            this.source.stop();
            this.offset = 0;
            this.isPlaying = false;

            return this;

        },

        connect: function () {

            if ( this.filters.length > 0 ) {

                this.source.connect( this.filters[ 0 ] );

                for ( var i = 1, l = this.filters.length; i < l; i ++ ) {

                    this.filters[ i - 1 ].connect( this.filters[ i ] );

                }

                this.filters[ this.filters.length - 1 ].connect( this.getOutput() );

            } else {

                this.source.connect( this.getOutput() );

            }

            return this;

        },

        disconnect: function () {

            if ( this.filters.length > 0 ) {

                this.source.disconnect( this.filters[ 0 ] );

                for ( var i = 1, l = this.filters.length; i < l; i ++ ) {

                    this.filters[ i - 1 ].disconnect( this.filters[ i ] );

                }

                this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );

            } else {

                this.source.disconnect( this.getOutput() );

            }

            return this;

        },

        getFilters: function () {

            return this.filters;

        },

        setFilters: function ( value ) {

            if ( ! value ) value = [];

            if ( this.isPlaying === true ) {

                this.disconnect();
                this.filters = value;
                this.connect();

            } else {

                this.filters = value;

            }

            return this;

        },

        getFilter: function () {

            return this.getFilters()[ 0 ];

        },

        setFilter: function ( filter ) {

            return this.setFilters( filter ? [ filter ] : [] );

        },

        setPlaybackRate: function ( value ) {

            if ( this.hasPlaybackControl === false ) {

                console.warn( 'THREE.Audio: this Audio has no playback control.' );
                return;

            }

            this.playbackRate = value;

            if ( this.isPlaying === true ) {

                this.source.playbackRate.setValueAtTime( this.playbackRate, this.context.currentTime );

            }

            return this;

        },

        getPlaybackRate: function () {

            return this.playbackRate;

        },

        onEnded: function () {

            this.isPlaying = false;

        },

        getLoop: function () {

            if ( this.hasPlaybackControl === false ) {

                console.warn( 'THREE.Audio: this Audio has no playback control.' );
                return false;

            }

            return this.loop;

        },

        setLoop: function ( value ) {

            if ( this.hasPlaybackControl === false ) {

                console.warn( 'THREE.Audio: this Audio has no playback control.' );
                return;

            }

            this.loop = value;

            if ( this.isPlaying === true ) {

                this.source.loop = this.loop;

            }

            return this;

        },

        getVolume: function () {

            return this.gain.gain.value;

        },

        setVolume: function ( value ) {

            this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );

            return this;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function PositionalAudio( listener ) {

        Audio.call( this, listener );

        this.panner = this.context.createPanner();
        this.panner.connect( this.gain );

    }

    PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {

        constructor: PositionalAudio,

        getOutput: function () {

            return this.panner;

        },

        getRefDistance: function () {

            return this.panner.refDistance;

        },

        setRefDistance: function ( value ) {

            this.panner.refDistance = value;

        },

        getRolloffFactor: function () {

            return this.panner.rolloffFactor;

        },

        setRolloffFactor: function ( value ) {

            this.panner.rolloffFactor = value;

        },

        getDistanceModel: function () {

            return this.panner.distanceModel;

        },

        setDistanceModel: function ( value ) {

            this.panner.distanceModel = value;

        },

        getMaxDistance: function () {

            return this.panner.maxDistance;

        },

        setMaxDistance: function ( value ) {

            this.panner.maxDistance = value;

        },

        updateMatrixWorld: ( function () {

            var position = new Vector3();
            var quaternion = new Quaternion();
            var scale = new Vector3();

            var orientation = new Vector3();

            return function updateMatrixWorld( force ) {

                Object3D.prototype.updateMatrixWorld.call( this, force );

                var panner = this.panner;
                this.matrixWorld.decompose( position, quaternion, scale );

                orientation.set( 0, 0, 1 ).applyQuaternion( quaternion );

                panner.setPosition( position.x, position.y, position.z );
                panner.setOrientation( orientation.x, orientation.y, orientation.z );

            };

        } )()


    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function AudioAnalyser( audio, fftSize ) {

        this.analyser = audio.context.createAnalyser();
        this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;

        this.data = new Uint8Array( this.analyser.frequencyBinCount );

        audio.getOutput().connect( this.analyser );

    }

    Object.assign( AudioAnalyser.prototype, {

        getFrequencyData: function () {

            this.analyser.getByteFrequencyData( this.data );

            return this.data;

        },

        getAverageFrequency: function () {

            var value = 0, data = this.getFrequencyData();

            for ( var i = 0; i < data.length; i ++ ) {

                value += data[ i ];

            }

            return value / data.length;

        }

    } );

    /**
     *
     * Buffered scene graph property that allows weighted accumulation.
     *
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     * @author tschw
     */

    function PropertyMixer( binding, typeName, valueSize ) {

        this.binding = binding;
        this.valueSize = valueSize;

        var bufferType = Float64Array,
            mixFunction;

        switch ( typeName ) {

            case 'quaternion':
                mixFunction = this._slerp;
                break;

            case 'string':
            case 'bool':
                bufferType = Array;
                mixFunction = this._select;
                break;

            default:
                mixFunction = this._lerp;

        }

        this.buffer = new bufferType( valueSize * 4 );
        // layout: [ incoming | accu0 | accu1 | orig ]
        //
        // interpolators can use .buffer as their .result
        // the data then goes to 'incoming'
        //
        // 'accu0' and 'accu1' are used frame-interleaved for
        // the cumulative result and are compared to detect
        // changes
        //
        // 'orig' stores the original state of the property

        this._mixBufferRegion = mixFunction;

        this.cumulativeWeight = 0;

        this.useCount = 0;
        this.referenceCount = 0;

    }

    Object.assign( PropertyMixer.prototype, {

        // accumulate data in the 'incoming' region into 'accu<i>'
        accumulate: function ( accuIndex, weight ) {

            // note: happily accumulating nothing when weight = 0, the caller knows
            // the weight and shouldn't have made the call in the first place

            var buffer = this.buffer,
                stride = this.valueSize,
                offset = accuIndex * stride + stride,

                currentWeight = this.cumulativeWeight;

            if ( currentWeight === 0 ) {

                // accuN := incoming * weight

                for ( var i = 0; i !== stride; ++ i ) {

                    buffer[ offset + i ] = buffer[ i ];

                }

                currentWeight = weight;

            } else {

                // accuN := accuN + incoming * weight

                currentWeight += weight;
                var mix = weight / currentWeight;
                this._mixBufferRegion( buffer, offset, 0, mix, stride );

            }

            this.cumulativeWeight = currentWeight;

        },

        // apply the state of 'accu<i>' to the binding when accus differ
        apply: function ( accuIndex ) {

            var stride = this.valueSize,
                buffer = this.buffer,
                offset = accuIndex * stride + stride,

                weight = this.cumulativeWeight,

                binding = this.binding;

            this.cumulativeWeight = 0;

            if ( weight < 1 ) {

                // accuN := accuN + original * ( 1 - cumulativeWeight )

                var originalValueOffset = stride * 3;

                this._mixBufferRegion(
                    buffer, offset, originalValueOffset, 1 - weight, stride );

            }

            for ( var i = stride, e = stride + stride; i !== e; ++ i ) {

                if ( buffer[ i ] !== buffer[ i + stride ] ) {

                    // value has changed -> update scene graph

                    binding.setValue( buffer, offset );
                    break;

                }

            }

        },

        // remember the state of the bound property and copy it to both accus
        saveOriginalState: function () {

            var binding = this.binding;

            var buffer = this.buffer,
                stride = this.valueSize,

                originalValueOffset = stride * 3;

            binding.getValue( buffer, originalValueOffset );

            // accu[0..1] := orig -- initially detect changes against the original
            for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {

                buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];

            }

            this.cumulativeWeight = 0;

        },

        // apply the state previously taken via 'saveOriginalState' to the binding
        restoreOriginalState: function () {

            var originalValueOffset = this.valueSize * 3;
            this.binding.setValue( this.buffer, originalValueOffset );

        },


        // mix functions

        _select: function ( buffer, dstOffset, srcOffset, t, stride ) {

            if ( t >= 0.5 ) {

                for ( var i = 0; i !== stride; ++ i ) {

                    buffer[ dstOffset + i ] = buffer[ srcOffset + i ];

                }

            }

        },

        _slerp: function ( buffer, dstOffset, srcOffset, t ) {

            Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );

        },

        _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {

            var s = 1 - t;

            for ( var i = 0; i !== stride; ++ i ) {

                var j = dstOffset + i;

                buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;

            }

        }

    } );

    /**
     *
     * A reference to a real property in the scene graph.
     *
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     * @author tschw
     */

    // Characters [].:/ are reserved for track binding syntax.
    var RESERVED_CHARS_RE = '\\[\\]\\.:\\/';

    function Composite( targetGroup, path, optionalParsedPath ) {

        var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );

        this._targetGroup = targetGroup;
        this._bindings = targetGroup.subscribe_( path, parsedPath );

    }

    Object.assign( Composite.prototype, {

        getValue: function ( array, offset ) {

            this.bind(); // bind all binding

            var firstValidIndex = this._targetGroup.nCachedObjects_,
                binding = this._bindings[ firstValidIndex ];

            // and only call .getValue on the first
            if ( binding !== undefined ) binding.getValue( array, offset );

        },

        setValue: function ( array, offset ) {

            var bindings = this._bindings;

            for ( var i = this._targetGroup.nCachedObjects_,
                      n = bindings.length; i !== n; ++ i ) {

                bindings[ i ].setValue( array, offset );

            }

        },

        bind: function () {

            var bindings = this._bindings;

            for ( var i = this._targetGroup.nCachedObjects_,
                      n = bindings.length; i !== n; ++ i ) {

                bindings[ i ].bind();

            }

        },

        unbind: function () {

            var bindings = this._bindings;

            for ( var i = this._targetGroup.nCachedObjects_,
                      n = bindings.length; i !== n; ++ i ) {

                bindings[ i ].unbind();

            }

        }

    } );


    function PropertyBinding( rootNode, path, parsedPath ) {

        this.path = path;
        this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );

        this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;

        this.rootNode = rootNode;

    }

    Object.assign( PropertyBinding, {

        Composite: Composite,

        create: function ( root, path, parsedPath ) {

            if ( ! ( root && root.isAnimationObjectGroup ) ) {

                return new PropertyBinding( root, path, parsedPath );

            } else {

                return new PropertyBinding.Composite( root, path, parsedPath );

            }

        },

        /**
         * Replaces spaces with underscores and removes unsupported characters from
         * node names, to ensure compatibility with parseTrackName().
         *
         * @param  {string} name Node name to be sanitized.
         * @return {string}
         */
        sanitizeNodeName: ( function () {

            var reservedRe = new RegExp( '[' + RESERVED_CHARS_RE + ']', 'g' );

            return function sanitizeNodeName( name ) {

                return name.replace( /\s/g, '_' ).replace( reservedRe, '' );

            };

        }() ),

        parseTrackName: function () {

            // Attempts to allow node names from any language. ES5's `\w` regexp matches
            // only latin characters, and the unicode \p{L} is not yet supported. So
            // instead, we exclude reserved characters and match everything else.
            var wordChar = '[^' + RESERVED_CHARS_RE + ']';
            var wordCharOrDot = '[^' + RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';

            // Parent directories, delimited by '/' or ':'. Currently unused, but must
            // be matched to parse the rest of the track name.
            var directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', wordChar );

            // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
            var nodeRe = /(WCOD+)?/.source.replace( 'WCOD', wordCharOrDot );

            // Object on target node, and accessor. May not contain reserved
            // characters. Accessor may contain any character except closing bracket.
            var objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', wordChar );

            // Property and accessor. May not contain reserved characters. Accessor may
            // contain any non-bracket characters.
            var propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', wordChar );

            var trackRe = new RegExp( ''
                + '^'
                + directoryRe
                + nodeRe
                + objectRe
                + propertyRe
                + '$'
            );

            var supportedObjectNames = [ 'material', 'materials', 'bones' ];

            return function parseTrackName( trackName ) {

                var matches = trackRe.exec( trackName );

                if ( ! matches ) {

                    throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );

                }

                var results = {
                    // directoryName: matches[ 1 ], // (tschw) currently unused
                    nodeName: matches[ 2 ],
                    objectName: matches[ 3 ],
                    objectIndex: matches[ 4 ],
                    propertyName: matches[ 5 ], // required
                    propertyIndex: matches[ 6 ]
                };

                var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );

                if ( lastDot !== undefined && lastDot !== - 1 ) {

                    var objectName = results.nodeName.substring( lastDot + 1 );

                    // Object names must be checked against a whitelist. Otherwise, there
                    // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
                    // 'bar' could be the objectName, or part of a nodeName (which can
                    // include '.' characters).
                    if ( supportedObjectNames.indexOf( objectName ) !== - 1 ) {

                        results.nodeName = results.nodeName.substring( 0, lastDot );
                        results.objectName = objectName;

                    }

                }

                if ( results.propertyName === null || results.propertyName.length === 0 ) {

                    throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );

                }

                return results;

            };

        }(),

        findNode: function ( root, nodeName ) {

            if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {

                return root;

            }

            // search into skeleton bones.
            if ( root.skeleton ) {

                var bone = root.skeleton.getBoneByName( nodeName );

                if ( bone !== undefined ) {

                    return bone;

                }

            }

            // search into node subtree.
            if ( root.children ) {

                var searchNodeSubtree = function ( children ) {

                    for ( var i = 0; i < children.length; i ++ ) {

                        var childNode = children[ i ];

                        if ( childNode.name === nodeName || childNode.uuid === nodeName ) {

                            return childNode;

                        }

                        var result = searchNodeSubtree( childNode.children );

                        if ( result ) return result;

                    }

                    return null;

                };

                var subTreeNode = searchNodeSubtree( root.children );

                if ( subTreeNode ) {

                    return subTreeNode;

                }

            }

            return null;

        }

    } );

    Object.assign( PropertyBinding.prototype, { // prototype, continued

        // these are used to "bind" a nonexistent property
        _getValue_unavailable: function () {},
        _setValue_unavailable: function () {},

        BindingType: {
            Direct: 0,
            EntireArray: 1,
            ArrayElement: 2,
            HasFromToArray: 3
        },

        Versioning: {
            None: 0,
            NeedsUpdate: 1,
            MatrixWorldNeedsUpdate: 2
        },

        GetterByBindingType: [

            function getValue_direct( buffer, offset ) {

                buffer[ offset ] = this.node[ this.propertyName ];

            },

            function getValue_array( buffer, offset ) {

                var source = this.resolvedProperty;

                for ( var i = 0, n = source.length; i !== n; ++ i ) {

                    buffer[ offset ++ ] = source[ i ];

                }

            },

            function getValue_arrayElement( buffer, offset ) {

                buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];

            },

            function getValue_toArray( buffer, offset ) {

                this.resolvedProperty.toArray( buffer, offset );

            }

        ],

        SetterByBindingTypeAndVersioning: [

            [
                // Direct

                function setValue_direct( buffer, offset ) {

                    this.targetObject[ this.propertyName ] = buffer[ offset ];

                },

                function setValue_direct_setNeedsUpdate( buffer, offset ) {

                    this.targetObject[ this.propertyName ] = buffer[ offset ];
                    this.targetObject.needsUpdate = true;

                },

                function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {

                    this.targetObject[ this.propertyName ] = buffer[ offset ];
                    this.targetObject.matrixWorldNeedsUpdate = true;

                }

            ], [

                // EntireArray

                function setValue_array( buffer, offset ) {

                    var dest = this.resolvedProperty;

                    for ( var i = 0, n = dest.length; i !== n; ++ i ) {

                        dest[ i ] = buffer[ offset ++ ];

                    }

                },

                function setValue_array_setNeedsUpdate( buffer, offset ) {

                    var dest = this.resolvedProperty;

                    for ( var i = 0, n = dest.length; i !== n; ++ i ) {

                        dest[ i ] = buffer[ offset ++ ];

                    }

                    this.targetObject.needsUpdate = true;

                },

                function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {

                    var dest = this.resolvedProperty;

                    for ( var i = 0, n = dest.length; i !== n; ++ i ) {

                        dest[ i ] = buffer[ offset ++ ];

                    }

                    this.targetObject.matrixWorldNeedsUpdate = true;

                }

            ], [

                // ArrayElement

                function setValue_arrayElement( buffer, offset ) {

                    this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];

                },

                function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {

                    this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
                    this.targetObject.needsUpdate = true;

                },

                function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {

                    this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
                    this.targetObject.matrixWorldNeedsUpdate = true;

                }

            ], [

                // HasToFromArray

                function setValue_fromArray( buffer, offset ) {

                    this.resolvedProperty.fromArray( buffer, offset );

                },

                function setValue_fromArray_setNeedsUpdate( buffer, offset ) {

                    this.resolvedProperty.fromArray( buffer, offset );
                    this.targetObject.needsUpdate = true;

                },

                function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {

                    this.resolvedProperty.fromArray( buffer, offset );
                    this.targetObject.matrixWorldNeedsUpdate = true;

                }

            ]

        ],

        getValue: function getValue_unbound( targetArray, offset ) {

            this.bind();
            this.getValue( targetArray, offset );

            // Note: This class uses a State pattern on a per-method basis:
            // 'bind' sets 'this.getValue' / 'setValue' and shadows the
            // prototype version of these methods with one that represents
            // the bound state. When the property is not found, the methods
            // become no-ops.

        },

        setValue: function getValue_unbound( sourceArray, offset ) {

            this.bind();
            this.setValue( sourceArray, offset );

        },

        // create getter / setter pair for a property in the scene graph
        bind: function () {

            var targetObject = this.node,
                parsedPath = this.parsedPath,

                objectName = parsedPath.objectName,
                propertyName = parsedPath.propertyName,
                propertyIndex = parsedPath.propertyIndex;

            if ( ! targetObject ) {

                targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;

                this.node = targetObject;

            }

            // set fail state so we can just 'return' on error
            this.getValue = this._getValue_unavailable;
            this.setValue = this._setValue_unavailable;

            // ensure there is a value node
            if ( ! targetObject ) {

                console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
                return;

            }

            if ( objectName ) {

                var objectIndex = parsedPath.objectIndex;

                // special cases were we need to reach deeper into the hierarchy to get the face materials....
                switch ( objectName ) {

                    case 'materials':

                        if ( ! targetObject.material ) {

                            console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
                            return;

                        }

                        if ( ! targetObject.material.materials ) {

                            console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
                            return;

                        }

                        targetObject = targetObject.material.materials;

                        break;

                    case 'bones':

                        if ( ! targetObject.skeleton ) {

                            console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
                            return;

                        }

                        // potential future optimization: skip this if propertyIndex is already an integer
                        // and convert the integer string to a true integer.

                        targetObject = targetObject.skeleton.bones;

                        // support resolving morphTarget names into indices.
                        for ( var i = 0; i < targetObject.length; i ++ ) {

                            if ( targetObject[ i ].name === objectIndex ) {

                                objectIndex = i;
                                break;

                            }

                        }

                        break;

                    default:

                        if ( targetObject[ objectName ] === undefined ) {

                            console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
                            return;

                        }

                        targetObject = targetObject[ objectName ];

                }


                if ( objectIndex !== undefined ) {

                    if ( targetObject[ objectIndex ] === undefined ) {

                        console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
                        return;

                    }

                    targetObject = targetObject[ objectIndex ];

                }

            }

            // resolve property
            var nodeProperty = targetObject[ propertyName ];

            if ( nodeProperty === undefined ) {

                var nodeName = parsedPath.nodeName;

                console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
                    '.' + propertyName + ' but it wasn\'t found.', targetObject );
                return;

            }

            // determine versioning scheme
            var versioning = this.Versioning.None;

            if ( targetObject.needsUpdate !== undefined ) { // material

                versioning = this.Versioning.NeedsUpdate;
                this.targetObject = targetObject;

            } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform

                versioning = this.Versioning.MatrixWorldNeedsUpdate;
                this.targetObject = targetObject;

            }

            // determine how the property gets bound
            var bindingType = this.BindingType.Direct;

            if ( propertyIndex !== undefined ) {

                // access a sub element of the property array (only primitives are supported right now)

                if ( propertyName === "morphTargetInfluences" ) {

                    // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.

                    // support resolving morphTarget names into indices.
                    if ( ! targetObject.geometry ) {

                        console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
                        return;

                    }

                    if ( targetObject.geometry.isBufferGeometry ) {

                        if ( ! targetObject.geometry.morphAttributes ) {

                            console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
                            return;

                        }

                        for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {

                            if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {

                                propertyIndex = i;
                                break;

                            }

                        }


                    } else {

                        if ( ! targetObject.geometry.morphTargets ) {

                            console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
                            return;

                        }

                        for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {

                            if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {

                                propertyIndex = i;
                                break;

                            }

                        }

                    }

                }

                bindingType = this.BindingType.ArrayElement;

                this.resolvedProperty = nodeProperty;
                this.propertyIndex = propertyIndex;

            } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {

                // must use copy for Object3D.Euler/Quaternion

                bindingType = this.BindingType.HasFromToArray;

                this.resolvedProperty = nodeProperty;

            } else if ( Array.isArray( nodeProperty ) ) {

                bindingType = this.BindingType.EntireArray;

                this.resolvedProperty = nodeProperty;

            } else {

                this.propertyName = propertyName;

            }

            // select getter / setter
            this.getValue = this.GetterByBindingType[ bindingType ];
            this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];

        },

        unbind: function () {

            this.node = null;

            // back to the prototype version of getValue / setValue
            // note: avoiding to mutate the shape of 'this' via 'delete'
            this.getValue = this._getValue_unbound;
            this.setValue = this._setValue_unbound;

        }

    } );

    //!\ DECLARE ALIAS AFTER assign prototype !
    Object.assign( PropertyBinding.prototype, {

        // initial state of these methods that calls 'bind'
        _getValue_unbound: PropertyBinding.prototype.getValue,
        _setValue_unbound: PropertyBinding.prototype.setValue,

    } );

    /**
     *
     * A group of objects that receives a shared animation state.
     *
     * Usage:
     *
     * 	-	Add objects you would otherwise pass as 'root' to the
     * 		constructor or the .clipAction method of AnimationMixer.
     *
     * 	-	Instead pass this object as 'root'.
     *
     * 	-	You can also add and remove objects later when the mixer
     * 		is running.
     *
     * Note:
     *
     *  	Objects of this class appear as one object to the mixer,
     *  	so cache control of the individual objects must be done
     *  	on the group.
     *
     * Limitation:
     *
     * 	- 	The animated properties must be compatible among the
     * 		all objects in the group.
     *
     *  -	A single property can either be controlled through a
     *  	target group or directly, but not both.
     *
     * @author tschw
     */

    function AnimationObjectGroup() {

        this.uuid = _Math.generateUUID();

        // cached objects followed by the active ones
        this._objects = Array.prototype.slice.call( arguments );

        this.nCachedObjects_ = 0;			// threshold
        // note: read by PropertyBinding.Composite

        var indices = {};
        this._indicesByUUID = indices;		// for bookkeeping

        for ( var i = 0, n = arguments.length; i !== n; ++ i ) {

            indices[ arguments[ i ].uuid ] = i;

        }

        this._paths = [];					// inside: string
        this._parsedPaths = [];				// inside: { we don't care, here }
        this._bindings = []; 				// inside: Array< PropertyBinding >
        this._bindingsIndicesByPath = {}; 	// inside: indices in these arrays

        var scope = this;

        this.stats = {

            objects: {
                get total() {

                    return scope._objects.length;

                },
                get inUse() {

                    return this.total - scope.nCachedObjects_;

                }
            },
            get bindingsPerObject() {

                return scope._bindings.length;

            }

        };

    }

    Object.assign( AnimationObjectGroup.prototype, {

        isAnimationObjectGroup: true,

        add: function () {

            var objects = this._objects,
                nObjects = objects.length,
                nCachedObjects = this.nCachedObjects_,
                indicesByUUID = this._indicesByUUID,
                paths = this._paths,
                parsedPaths = this._parsedPaths,
                bindings = this._bindings,
                nBindings = bindings.length,
                knownObject = undefined;

            for ( var i = 0, n = arguments.length; i !== n; ++ i ) {

                var object = arguments[ i ],
                    uuid = object.uuid,
                    index = indicesByUUID[ uuid ];

                if ( index === undefined ) {

                    // unknown object -> add it to the ACTIVE region

                    index = nObjects ++;
                    indicesByUUID[ uuid ] = index;
                    objects.push( object );

                    // accounting is done, now do the same for all bindings

                    for ( var j = 0, m = nBindings; j !== m; ++ j ) {

                        bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );

                    }

                } else if ( index < nCachedObjects ) {

                    knownObject = objects[ index ];

                    // move existing object to the ACTIVE region

                    var firstActiveIndex = -- nCachedObjects,
                        lastCachedObject = objects[ firstActiveIndex ];

                    indicesByUUID[ lastCachedObject.uuid ] = index;
                    objects[ index ] = lastCachedObject;

                    indicesByUUID[ uuid ] = firstActiveIndex;
                    objects[ firstActiveIndex ] = object;

                    // accounting is done, now do the same for all bindings

                    for ( var j = 0, m = nBindings; j !== m; ++ j ) {

                        var bindingsForPath = bindings[ j ],
                            lastCached = bindingsForPath[ firstActiveIndex ],
                            binding = bindingsForPath[ index ];

                        bindingsForPath[ index ] = lastCached;

                        if ( binding === undefined ) {

                            // since we do not bother to create new bindings
                            // for objects that are cached, the binding may
                            // or may not exist

                            binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );

                        }

                        bindingsForPath[ firstActiveIndex ] = binding;

                    }

                } else if ( objects[ index ] !== knownObject ) {

                    console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
                            'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );

                } // else the object is already where we want it to be

            } // for arguments

            this.nCachedObjects_ = nCachedObjects;

        },

        remove: function () {

            var objects = this._objects,
                nCachedObjects = this.nCachedObjects_,
                indicesByUUID = this._indicesByUUID,
                bindings = this._bindings,
                nBindings = bindings.length;

            for ( var i = 0, n = arguments.length; i !== n; ++ i ) {

                var object = arguments[ i ],
                    uuid = object.uuid,
                    index = indicesByUUID[ uuid ];

                if ( index !== undefined && index >= nCachedObjects ) {

                    // move existing object into the CACHED region

                    var lastCachedIndex = nCachedObjects ++,
                        firstActiveObject = objects[ lastCachedIndex ];

                    indicesByUUID[ firstActiveObject.uuid ] = index;
                    objects[ index ] = firstActiveObject;

                    indicesByUUID[ uuid ] = lastCachedIndex;
                    objects[ lastCachedIndex ] = object;

                    // accounting is done, now do the same for all bindings

                    for ( var j = 0, m = nBindings; j !== m; ++ j ) {

                        var bindingsForPath = bindings[ j ],
                            firstActive = bindingsForPath[ lastCachedIndex ],
                            binding = bindingsForPath[ index ];

                        bindingsForPath[ index ] = firstActive;
                        bindingsForPath[ lastCachedIndex ] = binding;

                    }

                }

            } // for arguments

            this.nCachedObjects_ = nCachedObjects;

        },

        // remove & forget
        uncache: function () {

            var objects = this._objects,
                nObjects = objects.length,
                nCachedObjects = this.nCachedObjects_,
                indicesByUUID = this._indicesByUUID,
                bindings = this._bindings,
                nBindings = bindings.length;

            for ( var i = 0, n = arguments.length; i !== n; ++ i ) {

                var object = arguments[ i ],
                    uuid = object.uuid,
                    index = indicesByUUID[ uuid ];

                if ( index !== undefined ) {

                    delete indicesByUUID[ uuid ];

                    if ( index < nCachedObjects ) {

                        // object is cached, shrink the CACHED region

                        var firstActiveIndex = -- nCachedObjects,
                            lastCachedObject = objects[ firstActiveIndex ],
                            lastIndex = -- nObjects,
                            lastObject = objects[ lastIndex ];

                        // last cached object takes this object's place
                        indicesByUUID[ lastCachedObject.uuid ] = index;
                        objects[ index ] = lastCachedObject;

                        // last object goes to the activated slot and pop
                        indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
                        objects[ firstActiveIndex ] = lastObject;
                        objects.pop();

                        // accounting is done, now do the same for all bindings

                        for ( var j = 0, m = nBindings; j !== m; ++ j ) {

                            var bindingsForPath = bindings[ j ],
                                lastCached = bindingsForPath[ firstActiveIndex ],
                                last = bindingsForPath[ lastIndex ];

                            bindingsForPath[ index ] = lastCached;
                            bindingsForPath[ firstActiveIndex ] = last;
                            bindingsForPath.pop();

                        }

                    } else {

                        // object is active, just swap with the last and pop

                        var lastIndex = -- nObjects,
                            lastObject = objects[ lastIndex ];

                        indicesByUUID[ lastObject.uuid ] = index;
                        objects[ index ] = lastObject;
                        objects.pop();

                        // accounting is done, now do the same for all bindings

                        for ( var j = 0, m = nBindings; j !== m; ++ j ) {

                            var bindingsForPath = bindings[ j ];

                            bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
                            bindingsForPath.pop();

                        }

                    } // cached or active

                } // if object is known

            } // for arguments

            this.nCachedObjects_ = nCachedObjects;

        },

        // Internal interface used by befriended PropertyBinding.Composite:

        subscribe_: function ( path, parsedPath ) {

            // returns an array of bindings for the given path that is changed
            // according to the contained objects in the group

            var indicesByPath = this._bindingsIndicesByPath,
                index = indicesByPath[ path ],
                bindings = this._bindings;

            if ( index !== undefined ) return bindings[ index ];

            var paths = this._paths,
                parsedPaths = this._parsedPaths,
                objects = this._objects,
                nObjects = objects.length,
                nCachedObjects = this.nCachedObjects_,
                bindingsForPath = new Array( nObjects );

            index = bindings.length;

            indicesByPath[ path ] = index;

            paths.push( path );
            parsedPaths.push( parsedPath );
            bindings.push( bindingsForPath );

            for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {

                var object = objects[ i ];
                bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );

            }

            return bindingsForPath;

        },

        unsubscribe_: function ( path ) {

            // tells the group to forget about a property path and no longer
            // update the array previously obtained with 'subscribe_'

            var indicesByPath = this._bindingsIndicesByPath,
                index = indicesByPath[ path ];

            if ( index !== undefined ) {

                var paths = this._paths,
                    parsedPaths = this._parsedPaths,
                    bindings = this._bindings,
                    lastBindingsIndex = bindings.length - 1,
                    lastBindings = bindings[ lastBindingsIndex ],
                    lastBindingsPath = path[ lastBindingsIndex ];

                indicesByPath[ lastBindingsPath ] = index;

                bindings[ index ] = lastBindings;
                bindings.pop();

                parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
                parsedPaths.pop();

                paths[ index ] = paths[ lastBindingsIndex ];
                paths.pop();

            }

        }

    } );

    /**
     *
     * Action provided by AnimationMixer for scheduling clip playback on specific
     * objects.
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     * @author tschw
     *
     */

    function AnimationAction( mixer, clip, localRoot ) {

        this._mixer = mixer;
        this._clip = clip;
        this._localRoot = localRoot || null;

        var tracks = clip.tracks,
            nTracks = tracks.length,
            interpolants = new Array( nTracks );

        var interpolantSettings = {
            endingStart: ZeroCurvatureEnding,
            endingEnd: ZeroCurvatureEnding
        };

        for ( var i = 0; i !== nTracks; ++ i ) {

            var interpolant = tracks[ i ].createInterpolant( null );
            interpolants[ i ] = interpolant;
            interpolant.settings = interpolantSettings;

        }

        this._interpolantSettings = interpolantSettings;

        this._interpolants = interpolants;	// bound by the mixer

        // inside: PropertyMixer (managed by the mixer)
        this._propertyBindings = new Array( nTracks );

        this._cacheIndex = null;			// for the memory manager
        this._byClipCacheIndex = null;		// for the memory manager

        this._timeScaleInterpolant = null;
        this._weightInterpolant = null;

        this.loop = LoopRepeat;
        this._loopCount = - 1;

        // global mixer time when the action is to be started
        // it's set back to 'null' upon start of the action
        this._startTime = null;

        // scaled local time of the action
        // gets clamped or wrapped to 0..clip.duration according to loop
        this.time = 0;

        this.timeScale = 1;
        this._effectiveTimeScale = 1;

        this.weight = 1;
        this._effectiveWeight = 1;

        this.repetitions = Infinity; 		// no. of repetitions when looping

        this.paused = false;				// true -> zero effective time scale
        this.enabled = true;				// false -> zero effective weight

        this.clampWhenFinished 	= false;	// keep feeding the last frame?

        this.zeroSlopeAtStart 	= true;		// for smooth interpolation w/o separate
        this.zeroSlopeAtEnd		= true;		// clips for start, loop and end

    }

    Object.assign( AnimationAction.prototype, {

        // State & Scheduling

        play: function () {

            this._mixer._activateAction( this );

            return this;

        },

        stop: function () {

            this._mixer._deactivateAction( this );

            return this.reset();

        },

        reset: function () {

            this.paused = false;
            this.enabled = true;

            this.time = 0;			// restart clip
            this._loopCount = - 1;	// forget previous loops
            this._startTime = null;	// forget scheduling

            return this.stopFading().stopWarping();

        },

        isRunning: function () {

            return this.enabled && ! this.paused && this.timeScale !== 0 &&
                    this._startTime === null && this._mixer._isActiveAction( this );

        },

        // return true when play has been called
        isScheduled: function () {

            return this._mixer._isActiveAction( this );

        },

        startAt: function ( time ) {

            this._startTime = time;

            return this;

        },

        setLoop: function ( mode, repetitions ) {

            this.loop = mode;
            this.repetitions = repetitions;

            return this;

        },

        // Weight

        // set the weight stopping any scheduled fading
        // although .enabled = false yields an effective weight of zero, this
        // method does *not* change .enabled, because it would be confusing
        setEffectiveWeight: function ( weight ) {

            this.weight = weight;

            // note: same logic as when updated at runtime
            this._effectiveWeight = this.enabled ? weight : 0;

            return this.stopFading();

        },

        // return the weight considering fading and .enabled
        getEffectiveWeight: function () {

            return this._effectiveWeight;

        },

        fadeIn: function ( duration ) {

            return this._scheduleFading( duration, 0, 1 );

        },

        fadeOut: function ( duration ) {

            return this._scheduleFading( duration, 1, 0 );

        },

        crossFadeFrom: function ( fadeOutAction, duration, warp ) {

            fadeOutAction.fadeOut( duration );
            this.fadeIn( duration );

            if ( warp ) {

                var fadeInDuration = this._clip.duration,
                    fadeOutDuration = fadeOutAction._clip.duration,

                    startEndRatio = fadeOutDuration / fadeInDuration,
                    endStartRatio = fadeInDuration / fadeOutDuration;

                fadeOutAction.warp( 1.0, startEndRatio, duration );
                this.warp( endStartRatio, 1.0, duration );

            }

            return this;

        },

        crossFadeTo: function ( fadeInAction, duration, warp ) {

            return fadeInAction.crossFadeFrom( this, duration, warp );

        },

        stopFading: function () {

            var weightInterpolant = this._weightInterpolant;

            if ( weightInterpolant !== null ) {

                this._weightInterpolant = null;
                this._mixer._takeBackControlInterpolant( weightInterpolant );

            }

            return this;

        },

        // Time Scale Control

        // set the time scale stopping any scheduled warping
        // although .paused = true yields an effective time scale of zero, this
        // method does *not* change .paused, because it would be confusing
        setEffectiveTimeScale: function ( timeScale ) {

            this.timeScale = timeScale;
            this._effectiveTimeScale = this.paused ? 0 : timeScale;

            return this.stopWarping();

        },

        // return the time scale considering warping and .paused
        getEffectiveTimeScale: function () {

            return this._effectiveTimeScale;

        },

        setDuration: function ( duration ) {

            this.timeScale = this._clip.duration / duration;

            return this.stopWarping();

        },

        syncWith: function ( action ) {

            this.time = action.time;
            this.timeScale = action.timeScale;

            return this.stopWarping();

        },

        halt: function ( duration ) {

            return this.warp( this._effectiveTimeScale, 0, duration );

        },

        warp: function ( startTimeScale, endTimeScale, duration ) {

            var mixer = this._mixer, now = mixer.time,
                interpolant = this._timeScaleInterpolant,

                timeScale = this.timeScale;

            if ( interpolant === null ) {

                interpolant = mixer._lendControlInterpolant();
                this._timeScaleInterpolant = interpolant;

            }

            var times = interpolant.parameterPositions,
                values = interpolant.sampleValues;

            times[ 0 ] = now;
            times[ 1 ] = now + duration;

            values[ 0 ] = startTimeScale / timeScale;
            values[ 1 ] = endTimeScale / timeScale;

            return this;

        },

        stopWarping: function () {

            var timeScaleInterpolant = this._timeScaleInterpolant;

            if ( timeScaleInterpolant !== null ) {

                this._timeScaleInterpolant = null;
                this._mixer._takeBackControlInterpolant( timeScaleInterpolant );

            }

            return this;

        },

        // Object Accessors

        getMixer: function () {

            return this._mixer;

        },

        getClip: function () {

            return this._clip;

        },

        getRoot: function () {

            return this._localRoot || this._mixer._root;

        },

        // Interna

        _update: function ( time, deltaTime, timeDirection, accuIndex ) {

            // called by the mixer

            if ( ! this.enabled ) {

                // call ._updateWeight() to update ._effectiveWeight

                this._updateWeight( time );
                return;

            }

            var startTime = this._startTime;

            if ( startTime !== null ) {

                // check for scheduled start of action

                var timeRunning = ( time - startTime ) * timeDirection;
                if ( timeRunning < 0 || timeDirection === 0 ) {

                    return; // yet to come / don't decide when delta = 0

                }

                // start

                this._startTime = null; // unschedule
                deltaTime = timeDirection * timeRunning;

            }

            // apply time scale and advance time

            deltaTime *= this._updateTimeScale( time );
            var clipTime = this._updateTime( deltaTime );

            // note: _updateTime may disable the action resulting in
            // an effective weight of 0

            var weight = this._updateWeight( time );

            if ( weight > 0 ) {

                var interpolants = this._interpolants;
                var propertyMixers = this._propertyBindings;

                for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {

                    interpolants[ j ].evaluate( clipTime );
                    propertyMixers[ j ].accumulate( accuIndex, weight );

                }

            }

        },

        _updateWeight: function ( time ) {

            var weight = 0;

            if ( this.enabled ) {

                weight = this.weight;
                var interpolant = this._weightInterpolant;

                if ( interpolant !== null ) {

                    var interpolantValue = interpolant.evaluate( time )[ 0 ];

                    weight *= interpolantValue;

                    if ( time > interpolant.parameterPositions[ 1 ] ) {

                        this.stopFading();

                        if ( interpolantValue === 0 ) {

                            // faded out, disable
                            this.enabled = false;

                        }

                    }

                }

            }

            this._effectiveWeight = weight;
            return weight;

        },

        _updateTimeScale: function ( time ) {

            var timeScale = 0;

            if ( ! this.paused ) {

                timeScale = this.timeScale;

                var interpolant = this._timeScaleInterpolant;

                if ( interpolant !== null ) {

                    var interpolantValue = interpolant.evaluate( time )[ 0 ];

                    timeScale *= interpolantValue;

                    if ( time > interpolant.parameterPositions[ 1 ] ) {

                        this.stopWarping();

                        if ( timeScale === 0 ) {

                            // motion has halted, pause
                            this.paused = true;

                        } else {

                            // warp done - apply final time scale
                            this.timeScale = timeScale;

                        }

                    }

                }

            }

            this._effectiveTimeScale = timeScale;
            return timeScale;

        },

        _updateTime: function ( deltaTime ) {

            var time = this.time + deltaTime;

            if ( deltaTime === 0 ) return time;

            var duration = this._clip.duration,

                loop = this.loop,
                loopCount = this._loopCount;

            if ( loop === LoopOnce ) {

                if ( loopCount === - 1 ) {

                    // just started

                    this._loopCount = 0;
                    this._setEndings( true, true, false );

                }

                handle_stop: {

                    if ( time >= duration ) {

                        time = duration;

                    } else if ( time < 0 ) {

                        time = 0;

                    } else break handle_stop;

                    if ( this.clampWhenFinished ) this.paused = true;
                    else this.enabled = false;

                    this._mixer.dispatchEvent( {
                        type: 'finished', action: this,
                        direction: deltaTime < 0 ? - 1 : 1
                    } );

                }

            } else { // repetitive Repeat or PingPong

                var pingPong = ( loop === LoopPingPong );

                if ( loopCount === - 1 ) {

                    // just started

                    if ( deltaTime >= 0 ) {

                        loopCount = 0;

                        this._setEndings( true, this.repetitions === 0, pingPong );

                    } else {

                        // when looping in reverse direction, the initial
                        // transition through zero counts as a repetition,
                        // so leave loopCount at -1

                        this._setEndings( this.repetitions === 0, true, pingPong );

                    }

                }

                if ( time >= duration || time < 0 ) {

                    // wrap around

                    var loopDelta = Math.floor( time / duration ); // signed
                    time -= duration * loopDelta;

                    loopCount += Math.abs( loopDelta );

                    var pending = this.repetitions - loopCount;

                    if ( pending <= 0 ) {

                        // have to stop (switch state, clamp time, fire event)

                        if ( this.clampWhenFinished ) this.paused = true;
                        else this.enabled = false;

                        time = deltaTime > 0 ? duration : 0;

                        this._mixer.dispatchEvent( {
                            type: 'finished', action: this,
                            direction: deltaTime > 0 ? 1 : - 1
                        } );

                    } else {

                        // keep running

                        if ( pending === 1 ) {

                            // entering the last round

                            var atStart = deltaTime < 0;
                            this._setEndings( atStart, ! atStart, pingPong );

                        } else {

                            this._setEndings( false, false, pingPong );

                        }

                        this._loopCount = loopCount;

                        this._mixer.dispatchEvent( {
                            type: 'loop', action: this, loopDelta: loopDelta
                        } );

                    }

                }

                if ( pingPong && ( loopCount & 1 ) === 1 ) {

                    // invert time for the "pong round"

                    this.time = time;
                    return duration - time;

                }

            }

            this.time = time;
            return time;

        },

        _setEndings: function ( atStart, atEnd, pingPong ) {

            var settings = this._interpolantSettings;

            if ( pingPong ) {

                settings.endingStart 	= ZeroSlopeEnding;
                settings.endingEnd		= ZeroSlopeEnding;

            } else {

                // assuming for LoopOnce atStart == atEnd == true

                if ( atStart ) {

                    settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;

                } else {

                    settings.endingStart = WrapAroundEnding;

                }

                if ( atEnd ) {

                    settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;

                } else {

                    settings.endingEnd 	 = WrapAroundEnding;

                }

            }

        },

        _scheduleFading: function ( duration, weightNow, weightThen ) {

            var mixer = this._mixer, now = mixer.time,
                interpolant = this._weightInterpolant;

            if ( interpolant === null ) {

                interpolant = mixer._lendControlInterpolant();
                this._weightInterpolant = interpolant;

            }

            var times = interpolant.parameterPositions,
                values = interpolant.sampleValues;

            times[ 0 ] = now; 				values[ 0 ] = weightNow;
            times[ 1 ] = now + duration;	values[ 1 ] = weightThen;

            return this;

        }

    } );

    /**
     *
     * Player for AnimationClips.
     *
     *
     * @author Ben Houston / http://clara.io/
     * @author David Sarno / http://lighthaus.us/
     * @author tschw
     */

    function AnimationMixer( root ) {

        this._root = root;
        this._initMemoryManager();
        this._accuIndex = 0;

        this.time = 0;

        this.timeScale = 1.0;

    }

    AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {

        constructor: AnimationMixer,

        _bindAction: function ( action, prototypeAction ) {

            var root = action._localRoot || this._root,
                tracks = action._clip.tracks,
                nTracks = tracks.length,
                bindings = action._propertyBindings,
                interpolants = action._interpolants,
                rootUuid = root.uuid,
                bindingsByRoot = this._bindingsByRootAndName,
                bindingsByName = bindingsByRoot[ rootUuid ];

            if ( bindingsByName === undefined ) {

                bindingsByName = {};
                bindingsByRoot[ rootUuid ] = bindingsByName;

            }

            for ( var i = 0; i !== nTracks; ++ i ) {

                var track = tracks[ i ],
                    trackName = track.name,
                    binding = bindingsByName[ trackName ];

                if ( binding !== undefined ) {

                    bindings[ i ] = binding;

                } else {

                    binding = bindings[ i ];

                    if ( binding !== undefined ) {

                        // existing binding, make sure the cache knows

                        if ( binding._cacheIndex === null ) {

                            ++ binding.referenceCount;
                            this._addInactiveBinding( binding, rootUuid, trackName );

                        }

                        continue;

                    }

                    var path = prototypeAction && prototypeAction.
                        _propertyBindings[ i ].binding.parsedPath;

                    binding = new PropertyMixer(
                        PropertyBinding.create( root, trackName, path ),
                        track.ValueTypeName, track.getValueSize() );

                    ++ binding.referenceCount;
                    this._addInactiveBinding( binding, rootUuid, trackName );

                    bindings[ i ] = binding;

                }

                interpolants[ i ].resultBuffer = binding.buffer;

            }

        },

        _activateAction: function ( action ) {

            if ( ! this._isActiveAction( action ) ) {

                if ( action._cacheIndex === null ) {

                    // this action has been forgotten by the cache, but the user
                    // appears to be still using it -> rebind

                    var rootUuid = ( action._localRoot || this._root ).uuid,
                        clipUuid = action._clip.uuid,
                        actionsForClip = this._actionsByClip[ clipUuid ];

                    this._bindAction( action,
                        actionsForClip && actionsForClip.knownActions[ 0 ] );

                    this._addInactiveAction( action, clipUuid, rootUuid );

                }

                var bindings = action._propertyBindings;

                // increment reference counts / sort out state
                for ( var i = 0, n = bindings.length; i !== n; ++ i ) {

                    var binding = bindings[ i ];

                    if ( binding.useCount ++ === 0 ) {

                        this._lendBinding( binding );
                        binding.saveOriginalState();

                    }

                }

                this._lendAction( action );

            }

        },

        _deactivateAction: function ( action ) {

            if ( this._isActiveAction( action ) ) {

                var bindings = action._propertyBindings;

                // decrement reference counts / sort out state
                for ( var i = 0, n = bindings.length; i !== n; ++ i ) {

                    var binding = bindings[ i ];

                    if ( -- binding.useCount === 0 ) {

                        binding.restoreOriginalState();
                        this._takeBackBinding( binding );

                    }

                }

                this._takeBackAction( action );

            }

        },

        // Memory manager

        _initMemoryManager: function () {

            this._actions = []; // 'nActiveActions' followed by inactive ones
            this._nActiveActions = 0;

            this._actionsByClip = {};
            // inside:
            // {
            // 		knownActions: Array< AnimationAction >	- used as prototypes
            // 		actionByRoot: AnimationAction			- lookup
            // }


            this._bindings = []; // 'nActiveBindings' followed by inactive ones
            this._nActiveBindings = 0;

            this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >


            this._controlInterpolants = []; // same game as above
            this._nActiveControlInterpolants = 0;

            var scope = this;

            this.stats = {

                actions: {
                    get total() {

                        return scope._actions.length;

                    },
                    get inUse() {

                        return scope._nActiveActions;

                    }
                },
                bindings: {
                    get total() {

                        return scope._bindings.length;

                    },
                    get inUse() {

                        return scope._nActiveBindings;

                    }
                },
                controlInterpolants: {
                    get total() {

                        return scope._controlInterpolants.length;

                    },
                    get inUse() {

                        return scope._nActiveControlInterpolants;

                    }
                }

            };

        },

        // Memory management for AnimationAction objects

        _isActiveAction: function ( action ) {

            var index = action._cacheIndex;
            return index !== null && index < this._nActiveActions;

        },

        _addInactiveAction: function ( action, clipUuid, rootUuid ) {

            var actions = this._actions,
                actionsByClip = this._actionsByClip,
                actionsForClip = actionsByClip[ clipUuid ];

            if ( actionsForClip === undefined ) {

                actionsForClip = {

                    knownActions: [ action ],
                    actionByRoot: {}

                };

                action._byClipCacheIndex = 0;

                actionsByClip[ clipUuid ] = actionsForClip;

            } else {

                var knownActions = actionsForClip.knownActions;

                action._byClipCacheIndex = knownActions.length;
                knownActions.push( action );

            }

            action._cacheIndex = actions.length;
            actions.push( action );

            actionsForClip.actionByRoot[ rootUuid ] = action;

        },

        _removeInactiveAction: function ( action ) {

            var actions = this._actions,
                lastInactiveAction = actions[ actions.length - 1 ],
                cacheIndex = action._cacheIndex;

            lastInactiveAction._cacheIndex = cacheIndex;
            actions[ cacheIndex ] = lastInactiveAction;
            actions.pop();

            action._cacheIndex = null;


            var clipUuid = action._clip.uuid,
                actionsByClip = this._actionsByClip,
                actionsForClip = actionsByClip[ clipUuid ],
                knownActionsForClip = actionsForClip.knownActions,

                lastKnownAction =
                    knownActionsForClip[ knownActionsForClip.length - 1 ],

                byClipCacheIndex = action._byClipCacheIndex;

            lastKnownAction._byClipCacheIndex = byClipCacheIndex;
            knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
            knownActionsForClip.pop();

            action._byClipCacheIndex = null;


            var actionByRoot = actionsForClip.actionByRoot,
                rootUuid = ( action._localRoot || this._root ).uuid;

            delete actionByRoot[ rootUuid ];

            if ( knownActionsForClip.length === 0 ) {

                delete actionsByClip[ clipUuid ];

            }

            this._removeInactiveBindingsForAction( action );

        },

        _removeInactiveBindingsForAction: function ( action ) {

            var bindings = action._propertyBindings;
            for ( var i = 0, n = bindings.length; i !== n; ++ i ) {

                var binding = bindings[ i ];

                if ( -- binding.referenceCount === 0 ) {

                    this._removeInactiveBinding( binding );

                }

            }

        },

        _lendAction: function ( action ) {

            // [ active actions |  inactive actions  ]
            // [  active actions >| inactive actions ]
            //                 s        a
            //                  <-swap->
            //                 a        s

            var actions = this._actions,
                prevIndex = action._cacheIndex,

                lastActiveIndex = this._nActiveActions ++,

                firstInactiveAction = actions[ lastActiveIndex ];

            action._cacheIndex = lastActiveIndex;
            actions[ lastActiveIndex ] = action;

            firstInactiveAction._cacheIndex = prevIndex;
            actions[ prevIndex ] = firstInactiveAction;

        },

        _takeBackAction: function ( action ) {

            // [  active actions  | inactive actions ]
            // [ active actions |< inactive actions  ]
            //        a        s
            //         <-swap->
            //        s        a

            var actions = this._actions,
                prevIndex = action._cacheIndex,

                firstInactiveIndex = -- this._nActiveActions,

                lastActiveAction = actions[ firstInactiveIndex ];

            action._cacheIndex = firstInactiveIndex;
            actions[ firstInactiveIndex ] = action;

            lastActiveAction._cacheIndex = prevIndex;
            actions[ prevIndex ] = lastActiveAction;

        },

        // Memory management for PropertyMixer objects

        _addInactiveBinding: function ( binding, rootUuid, trackName ) {

            var bindingsByRoot = this._bindingsByRootAndName,
                bindingByName = bindingsByRoot[ rootUuid ],

                bindings = this._bindings;

            if ( bindingByName === undefined ) {

                bindingByName = {};
                bindingsByRoot[ rootUuid ] = bindingByName;

            }

            bindingByName[ trackName ] = binding;

            binding._cacheIndex = bindings.length;
            bindings.push( binding );

        },

        _removeInactiveBinding: function ( binding ) {

            var bindings = this._bindings,
                propBinding = binding.binding,
                rootUuid = propBinding.rootNode.uuid,
                trackName = propBinding.path,
                bindingsByRoot = this._bindingsByRootAndName,
                bindingByName = bindingsByRoot[ rootUuid ],

                lastInactiveBinding = bindings[ bindings.length - 1 ],
                cacheIndex = binding._cacheIndex;

            lastInactiveBinding._cacheIndex = cacheIndex;
            bindings[ cacheIndex ] = lastInactiveBinding;
            bindings.pop();

            delete bindingByName[ trackName ];

            remove_empty_map: {

                for ( var _ in bindingByName ) break remove_empty_map; // eslint-disable-line no-unused-vars

                delete bindingsByRoot[ rootUuid ];

            }

        },

        _lendBinding: function ( binding ) {

            var bindings = this._bindings,
                prevIndex = binding._cacheIndex,

                lastActiveIndex = this._nActiveBindings ++,

                firstInactiveBinding = bindings[ lastActiveIndex ];

            binding._cacheIndex = lastActiveIndex;
            bindings[ lastActiveIndex ] = binding;

            firstInactiveBinding._cacheIndex = prevIndex;
            bindings[ prevIndex ] = firstInactiveBinding;

        },

        _takeBackBinding: function ( binding ) {

            var bindings = this._bindings,
                prevIndex = binding._cacheIndex,

                firstInactiveIndex = -- this._nActiveBindings,

                lastActiveBinding = bindings[ firstInactiveIndex ];

            binding._cacheIndex = firstInactiveIndex;
            bindings[ firstInactiveIndex ] = binding;

            lastActiveBinding._cacheIndex = prevIndex;
            bindings[ prevIndex ] = lastActiveBinding;

        },


        // Memory management of Interpolants for weight and time scale

        _lendControlInterpolant: function () {

            var interpolants = this._controlInterpolants,
                lastActiveIndex = this._nActiveControlInterpolants ++,
                interpolant = interpolants[ lastActiveIndex ];

            if ( interpolant === undefined ) {

                interpolant = new LinearInterpolant(
                    new Float32Array( 2 ), new Float32Array( 2 ),
                    1, this._controlInterpolantsResultBuffer );

                interpolant.__cacheIndex = lastActiveIndex;
                interpolants[ lastActiveIndex ] = interpolant;

            }

            return interpolant;

        },

        _takeBackControlInterpolant: function ( interpolant ) {

            var interpolants = this._controlInterpolants,
                prevIndex = interpolant.__cacheIndex,

                firstInactiveIndex = -- this._nActiveControlInterpolants,

                lastActiveInterpolant = interpolants[ firstInactiveIndex ];

            interpolant.__cacheIndex = firstInactiveIndex;
            interpolants[ firstInactiveIndex ] = interpolant;

            lastActiveInterpolant.__cacheIndex = prevIndex;
            interpolants[ prevIndex ] = lastActiveInterpolant;

        },

        _controlInterpolantsResultBuffer: new Float32Array( 1 ),

        // return an action for a clip optionally using a custom root target
        // object (this method allocates a lot of dynamic memory in case a
        // previously unknown clip/root combination is specified)
        clipAction: function ( clip, optionalRoot ) {

            var root = optionalRoot || this._root,
                rootUuid = root.uuid,

                clipObject = typeof clip === 'string' ?
                    AnimationClip.findByName( root, clip ) : clip,

                clipUuid = clipObject !== null ? clipObject.uuid : clip,

                actionsForClip = this._actionsByClip[ clipUuid ],
                prototypeAction = null;

            if ( actionsForClip !== undefined ) {

                var existingAction =
                        actionsForClip.actionByRoot[ rootUuid ];

                if ( existingAction !== undefined ) {

                    return existingAction;

                }

                // we know the clip, so we don't have to parse all
                // the bindings again but can just copy
                prototypeAction = actionsForClip.knownActions[ 0 ];

                // also, take the clip from the prototype action
                if ( clipObject === null )
                    clipObject = prototypeAction._clip;

            }

            // clip must be known when specified via string
            if ( clipObject === null ) return null;

            // allocate all resources required to run it
            var newAction = new AnimationAction( this, clipObject, optionalRoot );

            this._bindAction( newAction, prototypeAction );

            // and make the action known to the memory manager
            this._addInactiveAction( newAction, clipUuid, rootUuid );

            return newAction;

        },

        // get an existing action
        existingAction: function ( clip, optionalRoot ) {

            var root = optionalRoot || this._root,
                rootUuid = root.uuid,

                clipObject = typeof clip === 'string' ?
                    AnimationClip.findByName( root, clip ) : clip,

                clipUuid = clipObject ? clipObject.uuid : clip,

                actionsForClip = this._actionsByClip[ clipUuid ];

            if ( actionsForClip !== undefined ) {

                return actionsForClip.actionByRoot[ rootUuid ] || null;

            }

            return null;

        },

        // deactivates all previously scheduled actions
        stopAllAction: function () {

            var actions = this._actions,
                nActions = this._nActiveActions,
                bindings = this._bindings,
                nBindings = this._nActiveBindings;

            this._nActiveActions = 0;
            this._nActiveBindings = 0;

            for ( var i = 0; i !== nActions; ++ i ) {

                actions[ i ].reset();

            }

            for ( var i = 0; i !== nBindings; ++ i ) {

                bindings[ i ].useCount = 0;

            }

            return this;

        },

        // advance the time and update apply the animation
        update: function ( deltaTime ) {

            deltaTime *= this.timeScale;

            var actions = this._actions,
                nActions = this._nActiveActions,

                time = this.time += deltaTime,
                timeDirection = Math.sign( deltaTime ),

                accuIndex = this._accuIndex ^= 1;

            // run active actions

            for ( var i = 0; i !== nActions; ++ i ) {

                var action = actions[ i ];

                action._update( time, deltaTime, timeDirection, accuIndex );

            }

            // update scene graph

            var bindings = this._bindings,
                nBindings = this._nActiveBindings;

            for ( var i = 0; i !== nBindings; ++ i ) {

                bindings[ i ].apply( accuIndex );

            }

            return this;

        },

        // return this mixer's root target object
        getRoot: function () {

            return this._root;

        },

        // free all resources specific to a particular clip
        uncacheClip: function ( clip ) {

            var actions = this._actions,
                clipUuid = clip.uuid,
                actionsByClip = this._actionsByClip,
                actionsForClip = actionsByClip[ clipUuid ];

            if ( actionsForClip !== undefined ) {

                // note: just calling _removeInactiveAction would mess up the
                // iteration state and also require updating the state we can
                // just throw away

                var actionsToRemove = actionsForClip.knownActions;

                for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {

                    var action = actionsToRemove[ i ];

                    this._deactivateAction( action );

                    var cacheIndex = action._cacheIndex,
                        lastInactiveAction = actions[ actions.length - 1 ];

                    action._cacheIndex = null;
                    action._byClipCacheIndex = null;

                    lastInactiveAction._cacheIndex = cacheIndex;
                    actions[ cacheIndex ] = lastInactiveAction;
                    actions.pop();

                    this._removeInactiveBindingsForAction( action );

                }

                delete actionsByClip[ clipUuid ];

            }

        },

        // free all resources specific to a particular root target object
        uncacheRoot: function ( root ) {

            var rootUuid = root.uuid,
                actionsByClip = this._actionsByClip;

            for ( var clipUuid in actionsByClip ) {

                var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
                    action = actionByRoot[ rootUuid ];

                if ( action !== undefined ) {

                    this._deactivateAction( action );
                    this._removeInactiveAction( action );

                }

            }

            var bindingsByRoot = this._bindingsByRootAndName,
                bindingByName = bindingsByRoot[ rootUuid ];

            if ( bindingByName !== undefined ) {

                for ( var trackName in bindingByName ) {

                    var binding = bindingByName[ trackName ];
                    binding.restoreOriginalState();
                    this._removeInactiveBinding( binding );

                }

            }

        },

        // remove a targeted clip from the cache
        uncacheAction: function ( clip, optionalRoot ) {

            var action = this.existingAction( clip, optionalRoot );

            if ( action !== null ) {

                this._deactivateAction( action );
                this._removeInactiveAction( action );

            }

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function Uniform( value ) {

        if ( typeof value === 'string' ) {

            console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
            value = arguments[ 1 ];

        }

        this.value = value;

    }

    Uniform.prototype.clone = function () {

        return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );

    };

    /**
     * @author benaadams / https://twitter.com/ben_a_adams
     */

    function InstancedBufferGeometry() {

        BufferGeometry.call( this );

        this.type = 'InstancedBufferGeometry';
        this.maxInstancedCount = undefined;

    }

    InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {

        constructor: InstancedBufferGeometry,

        isInstancedBufferGeometry: true,

        copy: function ( source ) {

            BufferGeometry.prototype.copy.call( this, source );

            this.maxInstancedCount = source.maxInstancedCount;

            return this;

        },

        clone: function () {

            return new this.constructor().copy( this );

        }

    } );

    /**
     * @author benaadams / https://twitter.com/ben_a_adams
     */

    function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {

        this.data = interleavedBuffer;
        this.itemSize = itemSize;
        this.offset = offset;

        this.normalized = normalized === true;

    }

    Object.defineProperties( InterleavedBufferAttribute.prototype, {

        count: {

            get: function () {

                return this.data.count;

            }

        },

        array: {

            get: function () {

                return this.data.array;

            }

        }

    } );

    Object.assign( InterleavedBufferAttribute.prototype, {

        isInterleavedBufferAttribute: true,

        setX: function ( index, x ) {

            this.data.array[ index * this.data.stride + this.offset ] = x;

            return this;

        },

        setY: function ( index, y ) {

            this.data.array[ index * this.data.stride + this.offset + 1 ] = y;

            return this;

        },

        setZ: function ( index, z ) {

            this.data.array[ index * this.data.stride + this.offset + 2 ] = z;

            return this;

        },

        setW: function ( index, w ) {

            this.data.array[ index * this.data.stride + this.offset + 3 ] = w;

            return this;

        },

        getX: function ( index ) {

            return this.data.array[ index * this.data.stride + this.offset ];

        },

        getY: function ( index ) {

            return this.data.array[ index * this.data.stride + this.offset + 1 ];

        },

        getZ: function ( index ) {

            return this.data.array[ index * this.data.stride + this.offset + 2 ];

        },

        getW: function ( index ) {

            return this.data.array[ index * this.data.stride + this.offset + 3 ];

        },

        setXY: function ( index, x, y ) {

            index = index * this.data.stride + this.offset;

            this.data.array[ index + 0 ] = x;
            this.data.array[ index + 1 ] = y;

            return this;

        },

        setXYZ: function ( index, x, y, z ) {

            index = index * this.data.stride + this.offset;

            this.data.array[ index + 0 ] = x;
            this.data.array[ index + 1 ] = y;
            this.data.array[ index + 2 ] = z;

            return this;

        },

        setXYZW: function ( index, x, y, z, w ) {

            index = index * this.data.stride + this.offset;

            this.data.array[ index + 0 ] = x;
            this.data.array[ index + 1 ] = y;
            this.data.array[ index + 2 ] = z;
            this.data.array[ index + 3 ] = w;

            return this;

        }

    } );

    /**
     * @author benaadams / https://twitter.com/ben_a_adams
     */

    function InterleavedBuffer( array, stride ) {

        this.array = array;
        this.stride = stride;
        this.count = array !== undefined ? array.length / stride : 0;

        this.dynamic = false;
        this.updateRange = { offset: 0, count: - 1 };

        this.version = 0;

    }

    Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {

        set: function ( value ) {

            if ( value === true ) this.version ++;

        }

    } );

    Object.assign( InterleavedBuffer.prototype, {

        isInterleavedBuffer: true,

        onUploadCallback: function () {},

        setArray: function ( array ) {

            if ( Array.isArray( array ) ) {

                throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );

            }

            this.count = array !== undefined ? array.length / this.stride : 0;
            this.array = array;

            return this;

        },

        setDynamic: function ( value ) {

            this.dynamic = value;

            return this;

        },

        copy: function ( source ) {

            this.array = new source.array.constructor( source.array );
            this.count = source.count;
            this.stride = source.stride;
            this.dynamic = source.dynamic;

            return this;

        },

        copyAt: function ( index1, attribute, index2 ) {

            index1 *= this.stride;
            index2 *= attribute.stride;

            for ( var i = 0, l = this.stride; i < l; i ++ ) {

                this.array[ index1 + i ] = attribute.array[ index2 + i ];

            }

            return this;

        },

        set: function ( value, offset ) {

            if ( offset === undefined ) offset = 0;

            this.array.set( value, offset );

            return this;

        },

        clone: function () {

            return new this.constructor().copy( this );

        },

        onUpload: function ( callback ) {

            this.onUploadCallback = callback;

            return this;

        }

    } );

    /**
     * @author benaadams / https://twitter.com/ben_a_adams
     */

    function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {

        InterleavedBuffer.call( this, array, stride );

        this.meshPerAttribute = meshPerAttribute || 1;

    }

    InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {

        constructor: InstancedInterleavedBuffer,

        isInstancedInterleavedBuffer: true,

        copy: function ( source ) {

            InterleavedBuffer.prototype.copy.call( this, source );

            this.meshPerAttribute = source.meshPerAttribute;

            return this;

        }

    } );

    /**
     * @author benaadams / https://twitter.com/ben_a_adams
     */

    function InstancedBufferAttribute( array, itemSize, meshPerAttribute ) {

        BufferAttribute.call( this, array, itemSize );

        this.meshPerAttribute = meshPerAttribute || 1;

    }

    InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {

        constructor: InstancedBufferAttribute,

        isInstancedBufferAttribute: true,

        copy: function ( source ) {

            BufferAttribute.prototype.copy.call( this, source );

            this.meshPerAttribute = source.meshPerAttribute;

            return this;

        }

    } );

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author bhouston / http://clara.io/
     * @author stephomi / http://stephaneginier.com/
     */

    function Raycaster( origin, direction, near, far ) {

        this.ray = new Ray( origin, direction );
        // direction is assumed to be normalized (for accurate distance calculations)

        this.near = near || 0;
        this.far = far || Infinity;

        this.params = {
            Mesh: {},
            Line: {},
            LOD: {},
            Points: { threshold: 1 },
            Sprite: {}
        };

        Object.defineProperties( this.params, {
            PointCloud: {
                get: function () {

                    console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
                    return this.Points;

                }
            }
        } );

    }

    function ascSort( a, b ) {

        return a.distance - b.distance;

    }

    function intersectObject( object, raycaster, intersects, recursive ) {

        if ( object.visible === false ) return;

        object.raycast( raycaster, intersects );

        if ( recursive === true ) {

            var children = object.children;

            for ( var i = 0, l = children.length; i < l; i ++ ) {

                intersectObject( children[ i ], raycaster, intersects, true );

            }

        }

    }

    Object.assign( Raycaster.prototype, {

        linePrecision: 1,

        set: function ( origin, direction ) {

            // direction is assumed to be normalized (for accurate distance calculations)

            this.ray.set( origin, direction );

        },

        setFromCamera: function ( coords, camera ) {

            if ( ( camera && camera.isPerspectiveCamera ) ) {

                this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
                this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();

            } else if ( ( camera && camera.isOrthographicCamera ) ) {

                this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
                this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );

            } else {

                console.error( 'THREE.Raycaster: Unsupported camera type.' );

            }

        },

        intersectObject: function ( object, recursive, optionalTarget ) {

            var intersects = optionalTarget || [];

            intersectObject( object, this, intersects, recursive );

            intersects.sort( ascSort );

            return intersects;

        },

        intersectObjects: function ( objects, recursive, optionalTarget ) {

            var intersects = optionalTarget || [];

            if ( Array.isArray( objects ) === false ) {

                console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
                return intersects;

            }

            for ( var i = 0, l = objects.length; i < l; i ++ ) {

                intersectObject( objects[ i ], this, intersects, recursive );

            }

            intersects.sort( ascSort );

            return intersects;

        }

    } );

    /**
     * @author alteredq / http://alteredqualia.com/
     */

    function Clock( autoStart ) {

        this.autoStart = ( autoStart !== undefined ) ? autoStart : true;

        this.startTime = 0;
        this.oldTime = 0;
        this.elapsedTime = 0;

        this.running = false;

    }

    Object.assign( Clock.prototype, {

        start: function () {

            this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732

            this.oldTime = this.startTime;
            this.elapsedTime = 0;
            this.running = true;

        },

        stop: function () {

            this.getElapsedTime();
            this.running = false;
            this.autoStart = false;

        },

        getElapsedTime: function () {

            this.getDelta();
            return this.elapsedTime;

        },

        getDelta: function () {

            var diff = 0;

            if ( this.autoStart && ! this.running ) {

                this.start();
                return 0;

            }

            if ( this.running ) {

                var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();

                diff = ( newTime - this.oldTime ) / 1000;
                this.oldTime = newTime;

                this.elapsedTime += diff;

            }

            return diff;

        }

    } );

    /**
     * @author bhouston / http://clara.io
     * @author WestLangley / http://github.com/WestLangley
     *
     * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
     *
     * The poles (phi) are at the positive and negative y axis.
     * The equator starts at positive z.
     */

    function Spherical( radius, phi, theta ) {

        this.radius = ( radius !== undefined ) ? radius : 1.0;
        this.phi = ( phi !== undefined ) ? phi : 0; // up / down towards top and bottom pole
        this.theta = ( theta !== undefined ) ? theta : 0; // around the equator of the sphere

        return this;

    }

    Object.assign( Spherical.prototype, {

        set: function ( radius, phi, theta ) {

            this.radius = radius;
            this.phi = phi;
            this.theta = theta;

            return this;

        },

        clone: function () {

            return new this.constructor().copy( this );

        },

        copy: function ( other ) {

            this.radius = other.radius;
            this.phi = other.phi;
            this.theta = other.theta;

            return this;

        },

        // restrict phi to be betwee EPS and PI-EPS
        makeSafe: function () {

            var EPS = 0.000001;
            this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );

            return this;

        },

        setFromVector3: function ( vec3 ) {

            this.radius = vec3.length();

            if ( this.radius === 0 ) {

                this.theta = 0;
                this.phi = 0;

            } else {

                this.theta = Math.atan2( vec3.x, vec3.z ); // equator angle around y-up axis
                this.phi = Math.acos( _Math.clamp( vec3.y / this.radius, - 1, 1 ) ); // polar angle

            }

            return this;

        }

    } );

    /**
     * @author Mugen87 / https://github.com/Mugen87
     *
     * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
     *
     */

    function Cylindrical( radius, theta, y ) {

        this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
        this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
        this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane

        return this;

    }

    Object.assign( Cylindrical.prototype, {

        set: function ( radius, theta, y ) {

            this.radius = radius;
            this.theta = theta;
            this.y = y;

            return this;

        },

        clone: function () {

            return new this.constructor().copy( this );

        },

        copy: function ( other ) {

            this.radius = other.radius;
            this.theta = other.theta;
            this.y = other.y;

            return this;

        },

        setFromVector3: function ( vec3 ) {

            this.radius = Math.sqrt( vec3.x * vec3.x + vec3.z * vec3.z );
            this.theta = Math.atan2( vec3.x, vec3.z );
            this.y = vec3.y;

            return this;

        }

    } );

    /**
     * @author bhouston / http://clara.io
     */

    function Box2( min, max ) {

        this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
        this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );

    }

    Object.assign( Box2.prototype, {

        set: function ( min, max ) {

            this.min.copy( min );
            this.max.copy( max );

            return this;

        },

        setFromPoints: function ( points ) {

            this.makeEmpty();

            for ( var i = 0, il = points.length; i < il; i ++ ) {

                this.expandByPoint( points[ i ] );

            }

            return this;

        },

        setFromCenterAndSize: function () {

            var v1 = new Vector2();

            return function setFromCenterAndSize( center, size ) {

                var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
                this.min.copy( center ).sub( halfSize );
                this.max.copy( center ).add( halfSize );

                return this;

            };

        }(),

        clone: function () {

            return new this.constructor().copy( this );

        },

        copy: function ( box ) {

            this.min.copy( box.min );
            this.max.copy( box.max );

            return this;

        },

        makeEmpty: function () {

            this.min.x = this.min.y = + Infinity;
            this.max.x = this.max.y = - Infinity;

            return this;

        },

        isEmpty: function () {

            // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes

            return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );

        },

        getCenter: function ( target ) {

            if ( target === undefined ) {

                console.warn( 'THREE.Box2: .getCenter() target is now required' );
                target = new Vector2();

            }

            return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );

        },

        getSize: function ( target ) {

            if ( target === undefined ) {

                console.warn( 'THREE.Box2: .getSize() target is now required' );
                target = new Vector2();

            }

            return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );

        },

        expandByPoint: function ( point ) {

            this.min.min( point );
            this.max.max( point );

            return this;

        },

        expandByVector: function ( vector ) {

            this.min.sub( vector );
            this.max.add( vector );

            return this;

        },

        expandByScalar: function ( scalar ) {

            this.min.addScalar( - scalar );
            this.max.addScalar( scalar );

            return this;

        },

        containsPoint: function ( point ) {

            return point.x < this.min.x || point.x > this.max.x ||
                point.y < this.min.y || point.y > this.max.y ? false : true;

        },

        containsBox: function ( box ) {

            return this.min.x <= box.min.x && box.max.x <= this.max.x &&
                this.min.y <= box.min.y && box.max.y <= this.max.y;

        },

        getParameter: function ( point, target ) {

            // This can potentially have a divide by zero if the box
            // has a size dimension of 0.

            if ( target === undefined ) {

                console.warn( 'THREE.Box2: .getParameter() target is now required' );
                target = new Vector2();

            }

            return target.set(
                ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
                ( point.y - this.min.y ) / ( this.max.y - this.min.y )
            );

        },

        intersectsBox: function ( box ) {

            // using 4 splitting planes to rule out intersections

            return box.max.x < this.min.x || box.min.x > this.max.x ||
                box.max.y < this.min.y || box.min.y > this.max.y ? false : true;

        },

        clampPoint: function ( point, target ) {

            if ( target === undefined ) {

                console.warn( 'THREE.Box2: .clampPoint() target is now required' );
                target = new Vector2();

            }

            return target.copy( point ).clamp( this.min, this.max );

        },

        distanceToPoint: function () {

            var v1 = new Vector2();

            return function distanceToPoint( point ) {

                var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
                return clampedPoint.sub( point ).length();

            };

        }(),

        intersect: function ( box ) {

            this.min.max( box.min );
            this.max.min( box.max );

            return this;

        },

        union: function ( box ) {

            this.min.min( box.min );
            this.max.max( box.max );

            return this;

        },

        translate: function ( offset ) {

            this.min.add( offset );
            this.max.add( offset );

            return this;

        },

        equals: function ( box ) {

            return box.min.equals( this.min ) && box.max.equals( this.max );

        }

    } );

    /**
     * @author alteredq / http://alteredqualia.com/
     */

    function ImmediateRenderObject( material ) {

        Object3D.call( this );

        this.material = material;
        this.render = function ( /* renderCallback */ ) {};

    }

    ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
    ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;

    ImmediateRenderObject.prototype.isImmediateRenderObject = true;

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author WestLangley / http://github.com/WestLangley
     */

    function VertexNormalsHelper( object, size, hex, linewidth ) {

        this.object = object;

        this.size = ( size !== undefined ) ? size : 1;

        var color = ( hex !== undefined ) ? hex : 0xff0000;

        var width = ( linewidth !== undefined ) ? linewidth : 1;

        //

        var nNormals = 0;

        var objGeometry = this.object.geometry;

        if ( objGeometry && objGeometry.isGeometry ) {

            nNormals = objGeometry.faces.length * 3;

        } else if ( objGeometry && objGeometry.isBufferGeometry ) {

            nNormals = objGeometry.attributes.normal.count;

        }

        //

        var geometry = new BufferGeometry();

        var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );

        geometry.addAttribute( 'position', positions );

        LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );

        //

        this.matrixAutoUpdate = false;

        this.update();

    }

    VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
    VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;

    VertexNormalsHelper.prototype.update = ( function () {

        var v1 = new Vector3();
        var v2 = new Vector3();
        var normalMatrix = new Matrix3();

        return function update() {

            var keys = [ 'a', 'b', 'c' ];

            this.object.updateMatrixWorld( true );

            normalMatrix.getNormalMatrix( this.object.matrixWorld );

            var matrixWorld = this.object.matrixWorld;

            var position = this.geometry.attributes.position;

            //

            var objGeometry = this.object.geometry;

            if ( objGeometry && objGeometry.isGeometry ) {

                var vertices = objGeometry.vertices;

                var faces = objGeometry.faces;

                var idx = 0;

                for ( var i = 0, l = faces.length; i < l; i ++ ) {

                    var face = faces[ i ];

                    for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {

                        var vertex = vertices[ face[ keys[ j ] ] ];

                        var normal = face.vertexNormals[ j ];

                        v1.copy( vertex ).applyMatrix4( matrixWorld );

                        v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );

                        position.setXYZ( idx, v1.x, v1.y, v1.z );

                        idx = idx + 1;

                        position.setXYZ( idx, v2.x, v2.y, v2.z );

                        idx = idx + 1;

                    }

                }

            } else if ( objGeometry && objGeometry.isBufferGeometry ) {

                var objPos = objGeometry.attributes.position;

                var objNorm = objGeometry.attributes.normal;

                var idx = 0;

                // for simplicity, ignore index and drawcalls, and render every normal

                for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {

                    v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );

                    v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );

                    v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );

                    position.setXYZ( idx, v1.x, v1.y, v1.z );

                    idx = idx + 1;

                    position.setXYZ( idx, v2.x, v2.y, v2.z );

                    idx = idx + 1;

                }

            }

            position.needsUpdate = true;

        };

    }() );

    /**
     * @author alteredq / http://alteredqualia.com/
     * @author mrdoob / http://mrdoob.com/
     * @author WestLangley / http://github.com/WestLangley
     */

    function SpotLightHelper( light, color ) {

        Object3D.call( this );

        this.light = light;
        this.light.updateMatrixWorld();

        this.matrix = light.matrixWorld;
        this.matrixAutoUpdate = false;

        this.color = color;

        var geometry = new BufferGeometry();

        var positions = [
            0, 0, 0, 	0, 0, 1,
            0, 0, 0, 	1, 0, 1,
            0, 0, 0,	- 1, 0, 1,
            0, 0, 0, 	0, 1, 1,
            0, 0, 0, 	0, - 1, 1
        ];

        for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {

            var p1 = ( i / l ) * Math.PI * 2;
            var p2 = ( j / l ) * Math.PI * 2;

            positions.push(
                Math.cos( p1 ), Math.sin( p1 ), 1,
                Math.cos( p2 ), Math.sin( p2 ), 1
            );

        }

        geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );

        var material = new LineBasicMaterial( { fog: false } );

        this.cone = new LineSegments( geometry, material );
        this.add( this.cone );

        this.update();

    }

    SpotLightHelper.prototype = Object.create( Object3D.prototype );
    SpotLightHelper.prototype.constructor = SpotLightHelper;

    SpotLightHelper.prototype.dispose = function () {

        this.cone.geometry.dispose();
        this.cone.material.dispose();

    };

    SpotLightHelper.prototype.update = function () {

        var vector = new Vector3();
        var vector2 = new Vector3();

        return function update() {

            this.light.updateMatrixWorld();

            var coneLength = this.light.distance ? this.light.distance : 1000;
            var coneWidth = coneLength * Math.tan( this.light.angle );

            this.cone.scale.set( coneWidth, coneWidth, coneLength );

            vector.setFromMatrixPosition( this.light.matrixWorld );
            vector2.setFromMatrixPosition( this.light.target.matrixWorld );

            this.cone.lookAt( vector2.sub( vector ) );

            if ( this.color !== undefined ) {

                this.cone.material.color.set( this.color );

            } else {

                this.cone.material.color.copy( this.light.color );

            }

        };

    }();

    /**
     * @author Sean Griffin / http://twitter.com/sgrif
     * @author Michael Guerrero / http://realitymeltdown.com
     * @author mrdoob / http://mrdoob.com/
     * @author ikerr / http://verold.com
     * @author Mugen87 / https://github.com/Mugen87
     */

    function getBoneList( object ) {

        var boneList = [];

        if ( object && object.isBone ) {

            boneList.push( object );

        }

        for ( var i = 0; i < object.children.length; i ++ ) {

            boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );

        }

        return boneList;

    }

    function SkeletonHelper( object ) {

        var bones = getBoneList( object );

        var geometry = new BufferGeometry();

        var vertices = [];
        var colors = [];

        var color1 = new Color( 0, 0, 1 );
        var color2 = new Color( 0, 1, 0 );

        for ( var i = 0; i < bones.length; i ++ ) {

            var bone = bones[ i ];

            if ( bone.parent && bone.parent.isBone ) {

                vertices.push( 0, 0, 0 );
                vertices.push( 0, 0, 0 );
                colors.push( color1.r, color1.g, color1.b );
                colors.push( color2.r, color2.g, color2.b );

            }

        }

        geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

        var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );

        LineSegments.call( this, geometry, material );

        this.root = object;
        this.bones = bones;

        this.matrix = object.matrixWorld;
        this.matrixAutoUpdate = false;

    }

    SkeletonHelper.prototype = Object.create( LineSegments.prototype );
    SkeletonHelper.prototype.constructor = SkeletonHelper;

    SkeletonHelper.prototype.updateMatrixWorld = function () {

        var vector = new Vector3();

        var boneMatrix = new Matrix4();
        var matrixWorldInv = new Matrix4();

        return function updateMatrixWorld( force ) {

            var bones = this.bones;

            var geometry = this.geometry;
            var position = geometry.getAttribute( 'position' );

            matrixWorldInv.getInverse( this.root.matrixWorld );

            for ( var i = 0, j = 0; i < bones.length; i ++ ) {

                var bone = bones[ i ];

                if ( bone.parent && bone.parent.isBone ) {

                    boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );
                    vector.setFromMatrixPosition( boneMatrix );
                    position.setXYZ( j, vector.x, vector.y, vector.z );

                    boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );
                    vector.setFromMatrixPosition( boneMatrix );
                    position.setXYZ( j + 1, vector.x, vector.y, vector.z );

                    j += 2;

                }

            }

            geometry.getAttribute( 'position' ).needsUpdate = true;

            Object3D.prototype.updateMatrixWorld.call( this, force );

        };

    }();

    /**
     * @author alteredq / http://alteredqualia.com/
     * @author mrdoob / http://mrdoob.com/
     */

    function PointLightHelper( light, sphereSize, color ) {

        this.light = light;
        this.light.updateMatrixWorld();

        this.color = color;

        var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
        var material = new MeshBasicMaterial( { wireframe: true, fog: false } );

        Mesh.call( this, geometry, material );

        this.matrix = this.light.matrixWorld;
        this.matrixAutoUpdate = false;

        this.update();


        /*
        var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
        var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );

        this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
        this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );

        var d = light.distance;

        if ( d === 0.0 ) {

            this.lightDistance.visible = false;

        } else {

            this.lightDistance.scale.set( d, d, d );

        }

        this.add( this.lightDistance );
        */

    }

    PointLightHelper.prototype = Object.create( Mesh.prototype );
    PointLightHelper.prototype.constructor = PointLightHelper;

    PointLightHelper.prototype.dispose = function () {

        this.geometry.dispose();
        this.material.dispose();

    };

    PointLightHelper.prototype.update = function () {

        if ( this.color !== undefined ) {

            this.material.color.set( this.color );

        } else {

            this.material.color.copy( this.light.color );

        }

        /*
        var d = this.light.distance;

        if ( d === 0.0 ) {

            this.lightDistance.visible = false;

        } else {

            this.lightDistance.visible = true;
            this.lightDistance.scale.set( d, d, d );

        }
        */

    };

    /**
     * @author abelnation / http://github.com/abelnation
     * @author Mugen87 / http://github.com/Mugen87
     * @author WestLangley / http://github.com/WestLangley
     */

    function RectAreaLightHelper( light, color ) {

        Object3D.call( this );

        this.light = light;
        this.light.updateMatrixWorld();

        this.matrix = light.matrixWorld;
        this.matrixAutoUpdate = false;

        this.color = color;

        var material = new LineBasicMaterial( { fog: false } );

        var geometry = new BufferGeometry();

        geometry.addAttribute( 'position', new BufferAttribute( new Float32Array( 5 * 3 ), 3 ) );

        this.line = new Line( geometry, material );
        this.add( this.line );


        this.update();

    }

    RectAreaLightHelper.prototype = Object.create( Object3D.prototype );
    RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;

    RectAreaLightHelper.prototype.dispose = function () {

        this.children[ 0 ].geometry.dispose();
        this.children[ 0 ].material.dispose();

    };

    RectAreaLightHelper.prototype.update = function () {

        // calculate new dimensions of the helper

        var hx = this.light.width * 0.5;
        var hy = this.light.height * 0.5;

        var position = this.line.geometry.attributes.position;
        var array = position.array;

        // update vertices

        array[ 0 ] = hx; array[ 1 ] = - hy; array[ 2 ] = 0;
        array[ 3 ] = hx; array[ 4 ] = hy; array[ 5 ] = 0;
        array[ 6 ] = - hx; array[ 7 ] = hy; array[ 8 ] = 0;
        array[ 9 ] = - hx; array[ 10 ] = - hy; array[ 11 ] = 0;
        array[ 12 ] = hx; array[ 13 ] = - hy; array[ 14 ] = 0;

        position.needsUpdate = true;

        if ( this.color !== undefined ) {

            this.line.material.color.set( this.color );

        } else {

            this.line.material.color.copy( this.light.color );

        }

    };

    /**
     * @author alteredq / http://alteredqualia.com/
     * @author mrdoob / http://mrdoob.com/
     * @author Mugen87 / https://github.com/Mugen87
     */

    function HemisphereLightHelper( light, size, color ) {

        Object3D.call( this );

        this.light = light;
        this.light.updateMatrixWorld();

        this.matrix = light.matrixWorld;
        this.matrixAutoUpdate = false;

        this.color = color;

        var geometry = new OctahedronBufferGeometry( size );
        geometry.rotateY( Math.PI * 0.5 );

        this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
        if ( this.color === undefined ) this.material.vertexColors = VertexColors;

        var position = geometry.getAttribute( 'position' );
        var colors = new Float32Array( position.count * 3 );

        geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );

        this.add( new Mesh( geometry, this.material ) );

        this.update();

    }

    HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
    HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;

    HemisphereLightHelper.prototype.dispose = function () {

        this.children[ 0 ].geometry.dispose();
        this.children[ 0 ].material.dispose();

    };

    HemisphereLightHelper.prototype.update = function () {

        var vector = new Vector3();

        var color1 = new Color();
        var color2 = new Color();

        return function update() {

            var mesh = this.children[ 0 ];

            if ( this.color !== undefined ) {

                this.material.color.set( this.color );

            } else {

                var colors = mesh.geometry.getAttribute( 'color' );

                color1.copy( this.light.color );
                color2.copy( this.light.groundColor );

                for ( var i = 0, l = colors.count; i < l; i ++ ) {

                    var color = ( i < ( l / 2 ) ) ? color1 : color2;

                    colors.setXYZ( i, color.r, color.g, color.b );

                }

                colors.needsUpdate = true;

            }

            mesh.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );

        };

    }();

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function GridHelper( size, divisions, color1, color2 ) {

        size = size || 10;
        divisions = divisions || 10;
        color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
        color2 = new Color( color2 !== undefined ? color2 : 0x888888 );

        var center = divisions / 2;
        var step = size / divisions;
        var halfSize = size / 2;

        var vertices = [], colors = [];

        for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {

            vertices.push( - halfSize, 0, k, halfSize, 0, k );
            vertices.push( k, 0, - halfSize, k, 0, halfSize );

            var color = i === center ? color1 : color2;

            color.toArray( colors, j ); j += 3;
            color.toArray( colors, j ); j += 3;
            color.toArray( colors, j ); j += 3;
            color.toArray( colors, j ); j += 3;

        }

        var geometry = new BufferGeometry();
        geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

        var material = new LineBasicMaterial( { vertexColors: VertexColors } );

        LineSegments.call( this, geometry, material );

    }

    GridHelper.prototype = Object.create( LineSegments.prototype );
    GridHelper.prototype.constructor = GridHelper;

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author Mugen87 / http://github.com/Mugen87
     * @author Hectate / http://www.github.com/Hectate
     */

    function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {

        radius = radius || 10;
        radials = radials || 16;
        circles = circles || 8;
        divisions = divisions || 64;
        color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
        color2 = new Color( color2 !== undefined ? color2 : 0x888888 );

        var vertices = [];
        var colors = [];

        var x, z;
        var v, i, j, r, color;

        // create the radials

        for ( i = 0; i <= radials; i ++ ) {

            v = ( i / radials ) * ( Math.PI * 2 );

            x = Math.sin( v ) * radius;
            z = Math.cos( v ) * radius;

            vertices.push( 0, 0, 0 );
            vertices.push( x, 0, z );

            color = ( i & 1 ) ? color1 : color2;

            colors.push( color.r, color.g, color.b );
            colors.push( color.r, color.g, color.b );

        }

        // create the circles

        for ( i = 0; i <= circles; i ++ ) {

            color = ( i & 1 ) ? color1 : color2;

            r = radius - ( radius / circles * i );

            for ( j = 0; j < divisions; j ++ ) {

                // first vertex

                v = ( j / divisions ) * ( Math.PI * 2 );

                x = Math.sin( v ) * r;
                z = Math.cos( v ) * r;

                vertices.push( x, 0, z );
                colors.push( color.r, color.g, color.b );

                // second vertex

                v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );

                x = Math.sin( v ) * r;
                z = Math.cos( v ) * r;

                vertices.push( x, 0, z );
                colors.push( color.r, color.g, color.b );

            }

        }

        var geometry = new BufferGeometry();
        geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

        var material = new LineBasicMaterial( { vertexColors: VertexColors } );

        LineSegments.call( this, geometry, material );

    }

    PolarGridHelper.prototype = Object.create( LineSegments.prototype );
    PolarGridHelper.prototype.constructor = PolarGridHelper;

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author WestLangley / http://github.com/WestLangley
     */

    function FaceNormalsHelper( object, size, hex, linewidth ) {

        // FaceNormalsHelper only supports THREE.Geometry

        this.object = object;

        this.size = ( size !== undefined ) ? size : 1;

        var color = ( hex !== undefined ) ? hex : 0xffff00;

        var width = ( linewidth !== undefined ) ? linewidth : 1;

        //

        var nNormals = 0;

        var objGeometry = this.object.geometry;

        if ( objGeometry && objGeometry.isGeometry ) {

            nNormals = objGeometry.faces.length;

        } else {

            console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );

        }

        //

        var geometry = new BufferGeometry();

        var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );

        geometry.addAttribute( 'position', positions );

        LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );

        //

        this.matrixAutoUpdate = false;
        this.update();

    }

    FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
    FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;

    FaceNormalsHelper.prototype.update = ( function () {

        var v1 = new Vector3();
        var v2 = new Vector3();
        var normalMatrix = new Matrix3();

        return function update() {

            this.object.updateMatrixWorld( true );

            normalMatrix.getNormalMatrix( this.object.matrixWorld );

            var matrixWorld = this.object.matrixWorld;

            var position = this.geometry.attributes.position;

            //

            var objGeometry = this.object.geometry;

            var vertices = objGeometry.vertices;

            var faces = objGeometry.faces;

            var idx = 0;

            for ( var i = 0, l = faces.length; i < l; i ++ ) {

                var face = faces[ i ];

                var normal = face.normal;

                v1.copy( vertices[ face.a ] )
                    .add( vertices[ face.b ] )
                    .add( vertices[ face.c ] )
                    .divideScalar( 3 )
                    .applyMatrix4( matrixWorld );

                v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );

                position.setXYZ( idx, v1.x, v1.y, v1.z );

                idx = idx + 1;

                position.setXYZ( idx, v2.x, v2.y, v2.z );

                idx = idx + 1;

            }

            position.needsUpdate = true;

        };

    }() );

    /**
     * @author alteredq / http://alteredqualia.com/
     * @author mrdoob / http://mrdoob.com/
     * @author WestLangley / http://github.com/WestLangley
     */

    function DirectionalLightHelper( light, size, color ) {

        Object3D.call( this );

        this.light = light;
        this.light.updateMatrixWorld();

        this.matrix = light.matrixWorld;
        this.matrixAutoUpdate = false;

        this.color = color;

        if ( size === undefined ) size = 1;

        var geometry = new BufferGeometry();
        geometry.addAttribute( 'position', new Float32BufferAttribute( [
            - size, size, 0,
            size, size, 0,
            size, - size, 0,
            - size, - size, 0,
            - size, size, 0
        ], 3 ) );

        var material = new LineBasicMaterial( { fog: false } );

        this.lightPlane = new Line( geometry, material );
        this.add( this.lightPlane );

        geometry = new BufferGeometry();
        geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );

        this.targetLine = new Line( geometry, material );
        this.add( this.targetLine );

        this.update();

    }

    DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
    DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;

    DirectionalLightHelper.prototype.dispose = function () {

        this.lightPlane.geometry.dispose();
        this.lightPlane.material.dispose();
        this.targetLine.geometry.dispose();
        this.targetLine.material.dispose();

    };

    DirectionalLightHelper.prototype.update = function () {

        var v1 = new Vector3();
        var v2 = new Vector3();
        var v3 = new Vector3();

        return function update() {

            v1.setFromMatrixPosition( this.light.matrixWorld );
            v2.setFromMatrixPosition( this.light.target.matrixWorld );
            v3.subVectors( v2, v1 );

            this.lightPlane.lookAt( v3 );

            if ( this.color !== undefined ) {

                this.lightPlane.material.color.set( this.color );
                this.targetLine.material.color.set( this.color );

            } else {

                this.lightPlane.material.color.copy( this.light.color );
                this.targetLine.material.color.copy( this.light.color );

            }

            this.targetLine.lookAt( v3 );
            this.targetLine.scale.z = v3.length();

        };

    }();

    /**
     * @author alteredq / http://alteredqualia.com/
     * @author Mugen87 / https://github.com/Mugen87
     *
     *	- shows frustum, line of sight and up of the camera
     *	- suitable for fast updates
     * 	- based on frustum visualization in lightgl.js shadowmap example
     *		http://evanw.github.com/lightgl.js/tests/shadowmap.html
     */

    function CameraHelper( camera ) {

        var geometry = new BufferGeometry();
        var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );

        var vertices = [];
        var colors = [];

        var pointMap = {};

        // colors

        var colorFrustum = new Color( 0xffaa00 );
        var colorCone = new Color( 0xff0000 );
        var colorUp = new Color( 0x00aaff );
        var colorTarget = new Color( 0xffffff );
        var colorCross = new Color( 0x333333 );

        // near

        addLine( 'n1', 'n2', colorFrustum );
        addLine( 'n2', 'n4', colorFrustum );
        addLine( 'n4', 'n3', colorFrustum );
        addLine( 'n3', 'n1', colorFrustum );

        // far

        addLine( 'f1', 'f2', colorFrustum );
        addLine( 'f2', 'f4', colorFrustum );
        addLine( 'f4', 'f3', colorFrustum );
        addLine( 'f3', 'f1', colorFrustum );

        // sides

        addLine( 'n1', 'f1', colorFrustum );
        addLine( 'n2', 'f2', colorFrustum );
        addLine( 'n3', 'f3', colorFrustum );
        addLine( 'n4', 'f4', colorFrustum );

        // cone

        addLine( 'p', 'n1', colorCone );
        addLine( 'p', 'n2', colorCone );
        addLine( 'p', 'n3', colorCone );
        addLine( 'p', 'n4', colorCone );

        // up

        addLine( 'u1', 'u2', colorUp );
        addLine( 'u2', 'u3', colorUp );
        addLine( 'u3', 'u1', colorUp );

        // target

        addLine( 'c', 't', colorTarget );
        addLine( 'p', 'c', colorCross );

        // cross

        addLine( 'cn1', 'cn2', colorCross );
        addLine( 'cn3', 'cn4', colorCross );

        addLine( 'cf1', 'cf2', colorCross );
        addLine( 'cf3', 'cf4', colorCross );

        function addLine( a, b, color ) {

            addPoint( a, color );
            addPoint( b, color );

        }

        function addPoint( id, color ) {

            vertices.push( 0, 0, 0 );
            colors.push( color.r, color.g, color.b );

            if ( pointMap[ id ] === undefined ) {

                pointMap[ id ] = [];

            }

            pointMap[ id ].push( ( vertices.length / 3 ) - 1 );

        }

        geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

        LineSegments.call( this, geometry, material );

        this.camera = camera;
        if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();

        this.matrix = camera.matrixWorld;
        this.matrixAutoUpdate = false;

        this.pointMap = pointMap;

        this.update();

    }

    CameraHelper.prototype = Object.create( LineSegments.prototype );
    CameraHelper.prototype.constructor = CameraHelper;

    CameraHelper.prototype.update = function () {

        var geometry, pointMap;

        var vector = new Vector3();
        var camera = new Camera();

        function setPoint( point, x, y, z ) {

            vector.set( x, y, z ).unproject( camera );

            var points = pointMap[ point ];

            if ( points !== undefined ) {

                var position = geometry.getAttribute( 'position' );

                for ( var i = 0, l = points.length; i < l; i ++ ) {

                    position.setXYZ( points[ i ], vector.x, vector.y, vector.z );

                }

            }

        }

        return function update() {

            geometry = this.geometry;
            pointMap = this.pointMap;

            var w = 1, h = 1;

            // we need just camera projection matrix
            // world matrix must be identity

            camera.projectionMatrix.copy( this.camera.projectionMatrix );

            // center / target

            setPoint( 'c', 0, 0, - 1 );
            setPoint( 't', 0, 0, 1 );

            // near

            setPoint( 'n1', - w, - h, - 1 );
            setPoint( 'n2', w, - h, - 1 );
            setPoint( 'n3', - w, h, - 1 );
            setPoint( 'n4', w, h, - 1 );

            // far

            setPoint( 'f1', - w, - h, 1 );
            setPoint( 'f2', w, - h, 1 );
            setPoint( 'f3', - w, h, 1 );
            setPoint( 'f4', w, h, 1 );

            // up

            setPoint( 'u1', w * 0.7, h * 1.1, - 1 );
            setPoint( 'u2', - w * 0.7, h * 1.1, - 1 );
            setPoint( 'u3', 0, h * 2, - 1 );

            // cross

            setPoint( 'cf1', - w, 0, 1 );
            setPoint( 'cf2', w, 0, 1 );
            setPoint( 'cf3', 0, - h, 1 );
            setPoint( 'cf4', 0, h, 1 );

            setPoint( 'cn1', - w, 0, - 1 );
            setPoint( 'cn2', w, 0, - 1 );
            setPoint( 'cn3', 0, - h, - 1 );
            setPoint( 'cn4', 0, h, - 1 );

            geometry.getAttribute( 'position' ).needsUpdate = true;

        };

    }();

    /**
     * @author mrdoob / http://mrdoob.com/
     * @author Mugen87 / http://github.com/Mugen87
     */

    function BoxHelper( object, color ) {

        this.object = object;

        if ( color === undefined ) color = 0xffff00;

        var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
        var positions = new Float32Array( 8 * 3 );

        var geometry = new BufferGeometry();
        geometry.setIndex( new BufferAttribute( indices, 1 ) );
        geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );

        LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );

        this.matrixAutoUpdate = false;

        this.update();

    }

    BoxHelper.prototype = Object.create( LineSegments.prototype );
    BoxHelper.prototype.constructor = BoxHelper;

    BoxHelper.prototype.update = ( function () {

        var box = new Box3();

        return function update( object ) {

            if ( object !== undefined ) {

                console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );

            }

            if ( this.object !== undefined ) {

                box.setFromObject( this.object );

            }

            if ( box.isEmpty() ) return;

            var min = box.min;
            var max = box.max;

            /*
              5____4
            1/___0/|
            | 6__|_7
            2/___3/

            0: max.x, max.y, max.z
            1: min.x, max.y, max.z
            2: min.x, min.y, max.z
            3: max.x, min.y, max.z
            4: max.x, max.y, min.z
            5: min.x, max.y, min.z
            6: min.x, min.y, min.z
            7: max.x, min.y, min.z
            */

            var position = this.geometry.attributes.position;
            var array = position.array;

            array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
            array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
            array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
            array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
            array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
            array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
            array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
            array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;

            position.needsUpdate = true;

            this.geometry.computeBoundingSphere();

        };

    } )();

    BoxHelper.prototype.setFromObject = function ( object ) {

        this.object = object;
        this.update();

        return this;

    };

    /**
     * @author WestLangley / http://github.com/WestLangley
     */

    function Box3Helper( box, hex ) {

        this.type = 'Box3Helper';

        this.box = box;

        var color = ( hex !== undefined ) ? hex : 0xffff00;

        var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );

        var positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];

        var geometry = new BufferGeometry();

        geometry.setIndex( new BufferAttribute( indices, 1 ) );

        geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );

        LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );

        this.geometry.computeBoundingSphere();

    }

    Box3Helper.prototype = Object.create( LineSegments.prototype );
    Box3Helper.prototype.constructor = Box3Helper;

    Box3Helper.prototype.updateMatrixWorld = function ( force ) {

        var box = this.box;

        if ( box.isEmpty() ) return;

        box.getCenter( this.position );

        box.getSize( this.scale );

        this.scale.multiplyScalar( 0.5 );

        Object3D.prototype.updateMatrixWorld.call( this, force );

    };

    /**
     * @author WestLangley / http://github.com/WestLangley
     */

    function PlaneHelper( plane, size, hex ) {

        this.type = 'PlaneHelper';

        this.plane = plane;

        this.size = ( size === undefined ) ? 1 : size;

        var color = ( hex !== undefined ) ? hex : 0xffff00;

        var positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ];

        var geometry = new BufferGeometry();
        geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
        geometry.computeBoundingSphere();

        Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );

        //

        var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];

        var geometry2 = new BufferGeometry();
        geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
        geometry2.computeBoundingSphere();

        this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );

    }

    PlaneHelper.prototype = Object.create( Line.prototype );
    PlaneHelper.prototype.constructor = PlaneHelper;

    PlaneHelper.prototype.updateMatrixWorld = function ( force ) {

        var scale = - this.plane.constant;

        if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter

        this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );

        this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here

        this.lookAt( this.plane.normal );

        Object3D.prototype.updateMatrixWorld.call( this, force );

    };

    /**
     * @author WestLangley / http://github.com/WestLangley
     * @author zz85 / http://github.com/zz85
     * @author bhouston / http://clara.io
     *
     * Creates an arrow for visualizing directions
     *
     * Parameters:
     *  dir - Vector3
     *  origin - Vector3
     *  length - Number
     *  color - color in hex value
     *  headLength - Number
     *  headWidth - Number
     */

    var lineGeometry, coneGeometry;

    function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {

        // dir is assumed to be normalized

        Object3D.call( this );

        if ( color === undefined ) color = 0xffff00;
        if ( length === undefined ) length = 1;
        if ( headLength === undefined ) headLength = 0.2 * length;
        if ( headWidth === undefined ) headWidth = 0.2 * headLength;

        if ( lineGeometry === undefined ) {

            lineGeometry = new BufferGeometry();
            lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );

            coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
            coneGeometry.translate( 0, - 0.5, 0 );

        }

        this.position.copy( origin );

        this.line = new Line( lineGeometry, new LineBasicMaterial( { color: color } ) );
        this.line.matrixAutoUpdate = false;
        this.add( this.line );

        this.cone = new Mesh( coneGeometry, new MeshBasicMaterial( { color: color } ) );
        this.cone.matrixAutoUpdate = false;
        this.add( this.cone );

        this.setDirection( dir );
        this.setLength( length, headLength, headWidth );

    }

    ArrowHelper.prototype = Object.create( Object3D.prototype );
    ArrowHelper.prototype.constructor = ArrowHelper;

    ArrowHelper.prototype.setDirection = ( function () {

        var axis = new Vector3();
        var radians;

        return function setDirection( dir ) {

            // dir is assumed to be normalized

            if ( dir.y > 0.99999 ) {

                this.quaternion.set( 0, 0, 0, 1 );

            } else if ( dir.y < - 0.99999 ) {

                this.quaternion.set( 1, 0, 0, 0 );

            } else {

                axis.set( dir.z, 0, - dir.x ).normalize();

                radians = Math.acos( dir.y );

                this.quaternion.setFromAxisAngle( axis, radians );

            }

        };

    }() );

    ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {

        if ( headLength === undefined ) headLength = 0.2 * length;
        if ( headWidth === undefined ) headWidth = 0.2 * headLength;

        this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 );
        this.line.updateMatrix();

        this.cone.scale.set( headWidth, headLength, headWidth );
        this.cone.position.y = length;
        this.cone.updateMatrix();

    };

    ArrowHelper.prototype.setColor = function ( color ) {

        this.line.material.color.copy( color );
        this.cone.material.color.copy( color );

    };

    /**
     * @author sroucheray / http://sroucheray.org/
     * @author mrdoob / http://mrdoob.com/
     */

    function AxesHelper( size ) {

        size = size || 1;

        var vertices = [
            0, 0, 0,	size, 0, 0,
            0, 0, 0,	0, size, 0,
            0, 0, 0,	0, 0, size
        ];

        var colors = [
            1, 0, 0,	1, 0.6, 0,
            0, 1, 0,	0.6, 1, 0,
            0, 0, 1,	0, 0.6, 1
        ];

        var geometry = new BufferGeometry();
        geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
        geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

        var material = new LineBasicMaterial( { vertexColors: VertexColors } );

        LineSegments.call( this, geometry, material );

    }

    AxesHelper.prototype = Object.create( LineSegments.prototype );
    AxesHelper.prototype.constructor = AxesHelper;

    /**
     * @author mrdoob / http://mrdoob.com/
     */

    function Face4( a, b, c, d, normal, color, materialIndex ) {

        console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
        return new Face3( a, b, c, normal, color, materialIndex );

    }

    var LineStrip = 0;

    var LinePieces = 1;

    function MeshFaceMaterial( materials ) {

        console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
        return materials;

    }

    function MultiMaterial( materials ) {

        if ( materials === undefined ) materials = [];

        console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
        materials.isMultiMaterial = true;
        materials.materials = materials;
        materials.clone = function () {

            return materials.slice();

        };
        return materials;

    }

    function PointCloud( geometry, material ) {

        console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
        return new Points( geometry, material );

    }

    function Particle( material ) {

        console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
        return new Sprite( material );

    }

    function ParticleSystem( geometry, material ) {

        console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
        return new Points( geometry, material );

    }

    function PointCloudMaterial( parameters ) {

        console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
        return new PointsMaterial( parameters );

    }

    function ParticleBasicMaterial( parameters ) {

        console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
        return new PointsMaterial( parameters );

    }

    function ParticleSystemMaterial( parameters ) {

        console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
        return new PointsMaterial( parameters );

    }

    function Vertex( x, y, z ) {

        console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
        return new Vector3( x, y, z );

    }

    //

    function DynamicBufferAttribute( array, itemSize ) {

        console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
        return new BufferAttribute( array, itemSize ).setDynamic( true );

    }

    function Int8Attribute( array, itemSize ) {

        console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
        return new Int8BufferAttribute( array, itemSize );

    }

    function Uint8Attribute( array, itemSize ) {

        console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
        return new Uint8BufferAttribute( array, itemSize );

    }

    function Uint8ClampedAttribute( array, itemSize ) {

        console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
        return new Uint8ClampedBufferAttribute( array, itemSize );

    }

    function Int16Attribute( array, itemSize ) {

        console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
        return new Int16BufferAttribute( array, itemSize );

    }

    function Uint16Attribute( array, itemSize ) {

        console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
        return new Uint16BufferAttribute( array, itemSize );

    }

    function Int32Attribute( array, itemSize ) {

        console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
        return new Int32BufferAttribute( array, itemSize );

    }

    function Uint32Attribute( array, itemSize ) {

        console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
        return new Uint32BufferAttribute( array, itemSize );

    }

    function Float32Attribute( array, itemSize ) {

        console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
        return new Float32BufferAttribute( array, itemSize );

    }

    function Float64Attribute( array, itemSize ) {

        console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
        return new Float64BufferAttribute( array, itemSize );

    }

    //

    Curve.create = function ( construct, getPoint ) {

        console.log( 'THREE.Curve.create() has been deprecated' );

        construct.prototype = Object.create( Curve.prototype );
        construct.prototype.constructor = construct;
        construct.prototype.getPoint = getPoint;

        return construct;

    };

    //

    Object.assign( CurvePath.prototype, {

        createPointsGeometry: function ( divisions ) {

            console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );

            // generate geometry from path points (for Line or Points objects)

            var pts = this.getPoints( divisions );
            return this.createGeometry( pts );

        },

        createSpacedPointsGeometry: function ( divisions ) {

            console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );

            // generate geometry from equidistant sampling along the path

            var pts = this.getSpacedPoints( divisions );
            return this.createGeometry( pts );

        },

        createGeometry: function ( points ) {

            console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );

            var geometry = new Geometry();

            for ( var i = 0, l = points.length; i < l; i ++ ) {

                var point = points[ i ];
                geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );

            }

            return geometry;

        }

    } );

    //

    Object.assign( Path.prototype, {

        fromPoints: function ( points ) {

            console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
            this.setFromPoints( points );

        }

    } );

    //

    function ClosedSplineCurve3( points ) {

        console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );

        CatmullRomCurve3.call( this, points );
        this.type = 'catmullrom';
        this.closed = true;

    }

    ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );

    //

    function SplineCurve3( points ) {

        console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );

        CatmullRomCurve3.call( this, points );
        this.type = 'catmullrom';

    }

    SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );

    //

    function Spline( points ) {

        console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );

        CatmullRomCurve3.call( this, points );
        this.type = 'catmullrom';

    }

    Spline.prototype = Object.create( CatmullRomCurve3.prototype );

    Object.assign( Spline.prototype, {

        initFromArray: function ( /* a */ ) {

            console.error( 'THREE.Spline: .initFromArray() has been removed.' );

        },
        getControlPointsArray: function ( /* optionalTarget */ ) {

            console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );

        },
        reparametrizeByArcLength: function ( /* samplingCoef */ ) {

            console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );

        }

    } );

    //

    function AxisHelper( size ) {

        console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
        return new AxesHelper( size );

    }

    function BoundingBoxHelper( object, color ) {

        console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
        return new BoxHelper( object, color );

    }

    function EdgesHelper( object, hex ) {

        console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
        return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );

    }

    GridHelper.prototype.setColors = function () {

        console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );

    };

    SkeletonHelper.prototype.update = function () {

        console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );

    };

    function WireframeHelper( object, hex ) {

        console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
        return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );

    }

    //

    Object.assign( Loader.prototype, {

        extractUrlBase: function ( url ) {

            console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
            return LoaderUtils.extractUrlBase( url );

        }

    } );

    function XHRLoader( manager ) {

        console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
        return new FileLoader( manager );

    }

    function BinaryTextureLoader( manager ) {

        console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
        return new DataTextureLoader( manager );

    }

    //

    Object.assign( Box2.prototype, {

        center: function ( optionalTarget ) {

            console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
            return this.getCenter( optionalTarget );

        },
        empty: function () {

            console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
            return this.isEmpty();

        },
        isIntersectionBox: function ( box ) {

            console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
            return this.intersectsBox( box );

        },
        size: function ( optionalTarget ) {

            console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
            return this.getSize( optionalTarget );

        }
    } );

    Object.assign( Box3.prototype, {

        center: function ( optionalTarget ) {

            console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
            return this.getCenter( optionalTarget );

        },
        empty: function () {

            console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
            return this.isEmpty();

        },
        isIntersectionBox: function ( box ) {

            console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
            return this.intersectsBox( box );

        },
        isIntersectionSphere: function ( sphere ) {

            console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
            return this.intersectsSphere( sphere );

        },
        size: function ( optionalTarget ) {

            console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
            return this.getSize( optionalTarget );

        }
    } );

    Line3.prototype.center = function ( optionalTarget ) {

        console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
        return this.getCenter( optionalTarget );

    };

    Object.assign( _Math, {

        random16: function () {

            console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
            return Math.random();

        },

        nearestPowerOfTwo: function ( value ) {

            console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
            return _Math.floorPowerOfTwo( value );

        },

        nextPowerOfTwo: function ( value ) {

            console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
            return _Math.ceilPowerOfTwo( value );

        }

    } );

    Object.assign( Matrix3.prototype, {

        flattenToArrayOffset: function ( array, offset ) {

            console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
            return this.toArray( array, offset );

        },
        multiplyVector3: function ( vector ) {

            console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
            return vector.applyMatrix3( this );

        },
        multiplyVector3Array: function ( /* a */ ) {

            console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );

        },
        applyToBuffer: function ( buffer /*, offset, length */ ) {

            console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
            return this.applyToBufferAttribute( buffer );

        },
        applyToVector3Array: function ( /* array, offset, length */ ) {

            console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );

        }

    } );

    Object.assign( Matrix4.prototype, {

        extractPosition: function ( m ) {

            console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
            return this.copyPosition( m );

        },
        flattenToArrayOffset: function ( array, offset ) {

            console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
            return this.toArray( array, offset );

        },
        getPosition: function () {

            var v1;

            return function getPosition() {

                if ( v1 === undefined ) v1 = new Vector3();
                console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
                return v1.setFromMatrixColumn( this, 3 );

            };

        }(),
        setRotationFromQuaternion: function ( q ) {

            console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
            return this.makeRotationFromQuaternion( q );

        },
        multiplyToArray: function () {

            console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );

        },
        multiplyVector3: function ( vector ) {

            console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
            return vector.applyMatrix4( this );

        },
        multiplyVector4: function ( vector ) {

            console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
            return vector.applyMatrix4( this );

        },
        multiplyVector3Array: function ( /* a */ ) {

            console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );

        },
        rotateAxis: function ( v ) {

            console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
            v.transformDirection( this );

        },
        crossVector: function ( vector ) {

            console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
            return vector.applyMatrix4( this );

        },
        translate: function () {

            console.error( 'THREE.Matrix4: .translate() has been removed.' );

        },
        rotateX: function () {

            console.error( 'THREE.Matrix4: .rotateX() has been removed.' );

        },
        rotateY: function () {

            console.error( 'THREE.Matrix4: .rotateY() has been removed.' );

        },
        rotateZ: function () {

            console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );

        },
        rotateByAxis: function () {

            console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );

        },
        applyToBuffer: function ( buffer /*, offset, length */ ) {

            console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
            return this.applyToBufferAttribute( buffer );

        },
        applyToVector3Array: function ( /* array, offset, length */ ) {

            console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );

        },
        makeFrustum: function ( left, right, bottom, top, near, far ) {

            console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
            return this.makePerspective( left, right, top, bottom, near, far );

        }

    } );

    Plane.prototype.isIntersectionLine = function ( line ) {

        console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
        return this.intersectsLine( line );

    };

    Quaternion.prototype.multiplyVector3 = function ( vector ) {

        console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
        return vector.applyQuaternion( this );

    };

    Object.assign( Ray.prototype, {

        isIntersectionBox: function ( box ) {

            console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
            return this.intersectsBox( box );

        },
        isIntersectionPlane: function ( plane ) {

            console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
            return this.intersectsPlane( plane );

        },
        isIntersectionSphere: function ( sphere ) {

            console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
            return this.intersectsSphere( sphere );

        }

    } );

    Object.assign( Triangle.prototype, {

        area: function () {

            console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
            return this.getArea();

        },
        barycoordFromPoint: function ( point, target ) {

            console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
            return this.getBarycoord( point, target );

        },
        midpoint: function ( target ) {

            console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
            return this.getMidpoint( target );

        },
        normal: function ( target ) {

            console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
            return this.getNormal( target );

        },
        plane: function ( target ) {

            console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
            return this.getPlane( target );

        }

    } );

    Object.assign( Triangle, {

        barycoordFromPoint: function ( point, a, b, c, target ) {

            console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
            return Triangle.getBarycoord( point, a, b, c, target );

        },
        normal: function ( a, b, c, target ) {

            console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
            return Triangle.getNormal( a, b, c, target );

        }

    } );

    Object.assign( Shape.prototype, {

        extractAllPoints: function ( divisions ) {

            console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
            return this.extractPoints( divisions );

        },
        extrude: function ( options ) {

            console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
            return new ExtrudeGeometry( this, options );

        },
        makeGeometry: function ( options ) {

            console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
            return new ShapeGeometry( this, options );

        }

    } );

    Object.assign( Vector2.prototype, {

        fromAttribute: function ( attribute, index, offset ) {

            console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
            return this.fromBufferAttribute( attribute, index, offset );

        },
        distanceToManhattan: function ( v ) {

            console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
            return this.manhattanDistanceTo( v );

        },
        lengthManhattan: function () {

            console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
            return this.manhattanLength();

        }

    } );

    Object.assign( Vector3.prototype, {

        setEulerFromRotationMatrix: function () {

            console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );

        },
        setEulerFromQuaternion: function () {

            console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );

        },
        getPositionFromMatrix: function ( m ) {

            console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
            return this.setFromMatrixPosition( m );

        },
        getScaleFromMatrix: function ( m ) {

            console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
            return this.setFromMatrixScale( m );

        },
        getColumnFromMatrix: function ( index, matrix ) {

            console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
            return this.setFromMatrixColumn( matrix, index );

        },
        applyProjection: function ( m ) {

            console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
            return this.applyMatrix4( m );

        },
        fromAttribute: function ( attribute, index, offset ) {

            console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
            return this.fromBufferAttribute( attribute, index, offset );

        },
        distanceToManhattan: function ( v ) {

            console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
            return this.manhattanDistanceTo( v );

        },
        lengthManhattan: function () {

            console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
            return this.manhattanLength();

        }

    } );

    Object.assign( Vector4.prototype, {

        fromAttribute: function ( attribute, index, offset ) {

            console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
            return this.fromBufferAttribute( attribute, index, offset );

        },
        lengthManhattan: function () {

            console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
            return this.manhattanLength();

        }

    } );

    //

    Object.assign( Geometry.prototype, {

        computeTangents: function () {

            console.error( 'THREE.Geometry: .computeTangents() has been removed.' );

        },
        computeLineDistances: function () {

            console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );

        }

    } );

    Object.assign( Object3D.prototype, {

        getChildByName: function ( name ) {

            console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
            return this.getObjectByName( name );

        },
        renderDepth: function () {

            console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );

        },
        translate: function ( distance, axis ) {

            console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
            return this.translateOnAxis( axis, distance );

        },
        getWorldRotation: function () {

            console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );

        }

    } );

    Object.defineProperties( Object3D.prototype, {

        eulerOrder: {
            get: function () {

                console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
                return this.rotation.order;

            },
            set: function ( value ) {

                console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
                this.rotation.order = value;

            }
        },
        useQuaternion: {
            get: function () {

                console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );

            },
            set: function () {

                console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );

            }
        }

    } );

    Object.defineProperties( LOD.prototype, {

        objects: {
            get: function () {

                console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
                return this.levels;

            }
        }

    } );

    Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {

        get: function () {

            console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );

        },
        set: function () {

            console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );

        }

    } );

    Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {

        get: function () {

            console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
            return this.arcLengthDivisions;

        },
        set: function ( value ) {

            console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
            this.arcLengthDivisions = value;

        }

    } );

    //

    PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {

        console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
                "Use .setFocalLength and .filmGauge for a photographic setup." );

        if ( filmGauge !== undefined ) this.filmGauge = filmGauge;
        this.setFocalLength( focalLength );

    };

    //

    Object.defineProperties( Light.prototype, {
        onlyShadow: {
            set: function () {

                console.warn( 'THREE.Light: .onlyShadow has been removed.' );

            }
        },
        shadowCameraFov: {
            set: function ( value ) {

                console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
                this.shadow.camera.fov = value;

            }
        },
        shadowCameraLeft: {
            set: function ( value ) {

                console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
                this.shadow.camera.left = value;

            }
        },
        shadowCameraRight: {
            set: function ( value ) {

                console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
                this.shadow.camera.right = value;

            }
        },
        shadowCameraTop: {
            set: function ( value ) {

                console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
                this.shadow.camera.top = value;

            }
        },
        shadowCameraBottom: {
            set: function ( value ) {

                console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
                this.shadow.camera.bottom = value;

            }
        },
        shadowCameraNear: {
            set: function ( value ) {

                console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
                this.shadow.camera.near = value;

            }
        },
        shadowCameraFar: {
            set: function ( value ) {

                console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
                this.shadow.camera.far = value;

            }
        },
        shadowCameraVisible: {
            set: function () {

                console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );

            }
        },
        shadowBias: {
            set: function ( value ) {

                console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
                this.shadow.bias = value;

            }
        },
        shadowDarkness: {
            set: function () {

                console.warn( 'THREE.Light: .shadowDarkness has been removed.' );

            }
        },
        shadowMapWidth: {
            set: function ( value ) {

                console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
                this.shadow.mapSize.width = value;

            }
        },
        shadowMapHeight: {
            set: function ( value ) {

                console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
                this.shadow.mapSize.height = value;

            }
        }
    } );

    //

    Object.defineProperties( BufferAttribute.prototype, {

        length: {
            get: function () {

                console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
                return this.array.length;

            }
        },
        copyIndicesArray: function ( /* indices */ ) {

            console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );

        }

    } );

    Object.assign( BufferGeometry.prototype, {

        addIndex: function ( index ) {

            console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
            this.setIndex( index );

        },
        addDrawCall: function ( start, count, indexOffset ) {

            if ( indexOffset !== undefined ) {

                console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );

            }
            console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
            this.addGroup( start, count );

        },
        clearDrawCalls: function () {

            console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
            this.clearGroups();

        },
        computeTangents: function () {

            console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );

        },
        computeOffsets: function () {

            console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );

        }

    } );

    Object.defineProperties( BufferGeometry.prototype, {

        drawcalls: {
            get: function () {

                console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
                return this.groups;

            }
        },
        offsets: {
            get: function () {

                console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
                return this.groups;

            }
        }

    } );

    //

    Object.assign( ExtrudeBufferGeometry.prototype, {

        getArrays: function () {

            console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );

        },

        addShapeList: function () {

            console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );

        },

        addShape: function () {

            console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );

        }

    } );

    //

    Object.defineProperties( Uniform.prototype, {

        dynamic: {
            set: function () {

                console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );

            }
        },
        onUpdate: {
            value: function () {

                console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
                return this;

            }
        }

    } );

    //

    Object.defineProperties( Material.prototype, {

        wrapAround: {
            get: function () {

                console.warn( 'THREE.Material: .wrapAround has been removed.' );

            },
            set: function () {

                console.warn( 'THREE.Material: .wrapAround has been removed.' );

            }
        },
        wrapRGB: {
            get: function () {

                console.warn( 'THREE.Material: .wrapRGB has been removed.' );
                return new Color();

            }
        },

        shading: {
            get: function () {

                console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );

            },
            set: function ( value ) {

                console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
                this.flatShading = ( value === FlatShading );

            }
        }

    } );

    Object.defineProperties( MeshPhongMaterial.prototype, {

        metal: {
            get: function () {

                console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
                return false;

            },
            set: function () {

                console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );

            }
        }

    } );

    Object.defineProperties( ShaderMaterial.prototype, {

        derivatives: {
            get: function () {

                console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
                return this.extensions.derivatives;

            },
            set: function ( value ) {

                console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
                this.extensions.derivatives = value;

            }
        }

    } );

    //

    Object.assign( WebGLRenderer.prototype, {

        animate: function ( callback ) {

            console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
            this.setAnimationLoop( callback );

        },

        getCurrentRenderTarget: function () {

            console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
            return this.getRenderTarget();

        },

        getMaxAnisotropy: function () {

            console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
            return this.capabilities.getMaxAnisotropy();

        },

        getPrecision: function () {

            console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
            return this.capabilities.precision;

        },

        resetGLState: function () {

            console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
            return this.state.reset();

        },

        supportsFloatTextures: function () {

            console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
            return this.extensions.get( 'OES_texture_float' );

        },
        supportsHalfFloatTextures: function () {

            console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
            return this.extensions.get( 'OES_texture_half_float' );

        },
        supportsStandardDerivatives: function () {

            console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
            return this.extensions.get( 'OES_standard_derivatives' );

        },
        supportsCompressedTextureS3TC: function () {

            console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
            return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );

        },
        supportsCompressedTexturePVRTC: function () {

            console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
            return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );

        },
        supportsBlendMinMax: function () {

            console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
            return this.extensions.get( 'EXT_blend_minmax' );

        },
        supportsVertexTextures: function () {

            console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
            return this.capabilities.vertexTextures;

        },
        supportsInstancedArrays: function () {

            console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
            return this.extensions.get( 'ANGLE_instanced_arrays' );

        },
        enableScissorTest: function ( boolean ) {

            console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
            this.setScissorTest( boolean );

        },
        initMaterial: function () {

            console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );

        },
        addPrePlugin: function () {

            console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );

        },
        addPostPlugin: function () {

            console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );

        },
        updateShadowMap: function () {

            console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );

        },
        setFaceCulling: function () {

            console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );

        }

    } );

    Object.defineProperties( WebGLRenderer.prototype, {

        shadowMapEnabled: {
            get: function () {

                return this.shadowMap.enabled;

            },
            set: function ( value ) {

                console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
                this.shadowMap.enabled = value;

            }
        },
        shadowMapType: {
            get: function () {

                return this.shadowMap.type;

            },
            set: function ( value ) {

                console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
                this.shadowMap.type = value;

            }
        },
        shadowMapCullFace: {
            get: function () {

                console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
                return undefined;

            },
            set: function ( /* value */ ) {

                console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );

            }
        }
    } );

    Object.defineProperties( WebGLShadowMap.prototype, {

        cullFace: {
            get: function () {

                console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
                return undefined;

            },
            set: function ( /* cullFace */ ) {

                console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );

            }
        },
        renderReverseSided: {
            get: function () {

                console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
                return undefined;

            },
            set: function () {

                console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );

            }
        },
        renderSingleSided: {
            get: function () {

                console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
                return undefined;

            },
            set: function () {

                console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );

            }
        }

    } );

    //

    Object.defineProperties( WebGLRenderTarget.prototype, {

        wrapS: {
            get: function () {

                console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
                return this.texture.wrapS;

            },
            set: function ( value ) {

                console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
                this.texture.wrapS = value;

            }
        },
        wrapT: {
            get: function () {

                console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
                return this.texture.wrapT;

            },
            set: function ( value ) {

                console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
                this.texture.wrapT = value;

            }
        },
        magFilter: {
            get: function () {

                console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
                return this.texture.magFilter;

            },
            set: function ( value ) {

                console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
                this.texture.magFilter = value;

            }
        },
        minFilter: {
            get: function () {

                console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
                return this.texture.minFilter;

            },
            set: function ( value ) {

                console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
                this.texture.minFilter = value;

            }
        },
        anisotropy: {
            get: function () {

                console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
                return this.texture.anisotropy;

            },
            set: function ( value ) {

                console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
                this.texture.anisotropy = value;

            }
        },
        offset: {
            get: function () {

                console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
                return this.texture.offset;

            },
            set: function ( value ) {

                console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
                this.texture.offset = value;

            }
        },
        repeat: {
            get: function () {

                console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
                return this.texture.repeat;

            },
            set: function ( value ) {

                console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
                this.texture.repeat = value;

            }
        },
        format: {
            get: function () {

                console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
                return this.texture.format;

            },
            set: function ( value ) {

                console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
                this.texture.format = value;

            }
        },
        type: {
            get: function () {

                console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
                return this.texture.type;

            },
            set: function ( value ) {

                console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
                this.texture.type = value;

            }
        },
        generateMipmaps: {
            get: function () {

                console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
                return this.texture.generateMipmaps;

            },
            set: function ( value ) {

                console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
                this.texture.generateMipmaps = value;

            }
        }

    } );

    //

    Object.defineProperties( WebVRManager.prototype, {

        standing: {
            set: function ( /* value */ ) {

                console.warn( 'THREE.WebVRManager: .standing has been removed.' );

            }
        }

    } );

    //

    Audio.prototype.load = function ( file ) {

        console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
        var scope = this;
        var audioLoader = new AudioLoader();
        audioLoader.load( file, function ( buffer ) {

            scope.setBuffer( buffer );

        } );
        return this;

    };

    AudioAnalyser.prototype.getData = function () {

        console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
        return this.getFrequencyData();

    };

    //

    CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {

        console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
        return this.update( renderer, scene );

    };

    //

    var GeometryUtils = {

        merge: function ( geometry1, geometry2, materialIndexOffset ) {

            console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
            var matrix;

            if ( geometry2.isMesh ) {

                geometry2.matrixAutoUpdate && geometry2.updateMatrix();

                matrix = geometry2.matrix;
                geometry2 = geometry2.geometry;

            }

            geometry1.merge( geometry2, matrix, materialIndexOffset );

        },

        center: function ( geometry ) {

            console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
            return geometry.center();

        }

    };

    var ImageUtils = {

        crossOrigin: undefined,

        loadTexture: function ( url, mapping, onLoad, onError ) {

            console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );

            var loader = new TextureLoader();
            loader.setCrossOrigin( this.crossOrigin );

            var texture = loader.load( url, onLoad, undefined, onError );

            if ( mapping ) texture.mapping = mapping;

            return texture;

        },

        loadTextureCube: function ( urls, mapping, onLoad, onError ) {

            console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );

            var loader = new CubeTextureLoader();
            loader.setCrossOrigin( this.crossOrigin );

            var texture = loader.load( urls, onLoad, undefined, onError );

            if ( mapping ) texture.mapping = mapping;

            return texture;

        },

        loadCompressedTexture: function () {

            console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );

        },

        loadCompressedTextureCube: function () {

            console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );

        }

    };

    //

    function Projector() {

        console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' );

        this.projectVector = function ( vector, camera ) {

            console.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
            vector.project( camera );

        };

        this.unprojectVector = function ( vector, camera ) {

            console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
            vector.unproject( camera );

        };

        this.pickingRay = function () {

            console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );

        };

    }

    //

    function CanvasRenderer() {

        console.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' );

        this.domElement = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
        this.clear = function () {};
        this.render = function () {};
        this.setClearColor = function () {};
        this.setSize = function () {};

    }

    //

    var SceneUtils = {

        createMultiMaterialObject: function ( /* geometry, materials */ ) {

            console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );

        },

        detach: function ( /* child, parent, scene */ ) {

            console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );

        },

        attach: function ( /* child, scene, parent */ ) {

            console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );

        }

    };

    //

    function LensFlare() {

        console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );

    }

    exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
    exports.WebGLRenderTarget = WebGLRenderTarget;
    exports.WebGLRenderer = WebGLRenderer;
    exports.ShaderLib = ShaderLib;
    exports.UniformsLib = UniformsLib;
    exports.UniformsUtils = UniformsUtils;
    exports.ShaderChunk = ShaderChunk;
    exports.FogExp2 = FogExp2;
    exports.Fog = Fog;
    exports.Scene = Scene;
    exports.Sprite = Sprite;
    exports.LOD = LOD;
    exports.SkinnedMesh = SkinnedMesh;
    exports.Skeleton = Skeleton;
    exports.Bone = Bone;
    exports.Mesh = Mesh;
    exports.LineSegments = LineSegments;
    exports.LineLoop = LineLoop;
    exports.Line = Line;
    exports.Points = Points;
    exports.Group = Group;
    exports.VideoTexture = VideoTexture;
    exports.DataTexture = DataTexture;
    exports.CompressedTexture = CompressedTexture;
    exports.CubeTexture = CubeTexture;
    exports.CanvasTexture = CanvasTexture;
    exports.DepthTexture = DepthTexture;
    exports.Texture = Texture;
    exports.CompressedTextureLoader = CompressedTextureLoader;
    exports.DataTextureLoader = DataTextureLoader;
    exports.CubeTextureLoader = CubeTextureLoader;
    exports.TextureLoader = TextureLoader;
    exports.ObjectLoader = ObjectLoader;
    exports.MaterialLoader = MaterialLoader;
    exports.BufferGeometryLoader = BufferGeometryLoader;
    exports.DefaultLoadingManager = DefaultLoadingManager;
    exports.LoadingManager = LoadingManager;
    exports.JSONLoader = JSONLoader;
    exports.ImageLoader = ImageLoader;
    exports.ImageBitmapLoader = ImageBitmapLoader;
    exports.FontLoader = FontLoader;
    exports.FileLoader = FileLoader;
    exports.Loader = Loader;
    exports.LoaderUtils = LoaderUtils;
    exports.Cache = Cache;
    exports.AudioLoader = AudioLoader;
    exports.SpotLightShadow = SpotLightShadow;
    exports.SpotLight = SpotLight;
    exports.PointLight = PointLight;
    exports.RectAreaLight = RectAreaLight;
    exports.HemisphereLight = HemisphereLight;
    exports.DirectionalLightShadow = DirectionalLightShadow;
    exports.DirectionalLight = DirectionalLight;
    exports.AmbientLight = AmbientLight;
    exports.LightShadow = LightShadow;
    exports.Light = Light;
    exports.StereoCamera = StereoCamera;
    exports.PerspectiveCamera = PerspectiveCamera;
    exports.OrthographicCamera = OrthographicCamera;
    exports.CubeCamera = CubeCamera;
    exports.ArrayCamera = ArrayCamera;
    exports.Camera = Camera;
    exports.AudioListener = AudioListener;
    exports.PositionalAudio = PositionalAudio;
    exports.AudioContext = AudioContext;
    exports.AudioAnalyser = AudioAnalyser;
    exports.Audio = Audio;
    exports.VectorKeyframeTrack = VectorKeyframeTrack;
    exports.StringKeyframeTrack = StringKeyframeTrack;
    exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
    exports.NumberKeyframeTrack = NumberKeyframeTrack;
    exports.ColorKeyframeTrack = ColorKeyframeTrack;
    exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
    exports.PropertyMixer = PropertyMixer;
    exports.PropertyBinding = PropertyBinding;
    exports.KeyframeTrack = KeyframeTrack;
    exports.AnimationUtils = AnimationUtils;
    exports.AnimationObjectGroup = AnimationObjectGroup;
    exports.AnimationMixer = AnimationMixer;
    exports.AnimationClip = AnimationClip;
    exports.Uniform = Uniform;
    exports.InstancedBufferGeometry = InstancedBufferGeometry;
    exports.BufferGeometry = BufferGeometry;
    exports.Geometry = Geometry;
    exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
    exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
    exports.InterleavedBuffer = InterleavedBuffer;
    exports.InstancedBufferAttribute = InstancedBufferAttribute;
    exports.Face3 = Face3;
    exports.Object3D = Object3D;
    exports.Raycaster = Raycaster;
    exports.Layers = Layers;
    exports.EventDispatcher = EventDispatcher;
    exports.Clock = Clock;
    exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
    exports.LinearInterpolant = LinearInterpolant;
    exports.DiscreteInterpolant = DiscreteInterpolant;
    exports.CubicInterpolant = CubicInterpolant;
    exports.Interpolant = Interpolant;
    exports.Triangle = Triangle;
    exports.Math = _Math;
    exports.Spherical = Spherical;
    exports.Cylindrical = Cylindrical;
    exports.Plane = Plane;
    exports.Frustum = Frustum;
    exports.Sphere = Sphere;
    exports.Ray = Ray;
    exports.Matrix4 = Matrix4;
    exports.Matrix3 = Matrix3;
    exports.Box3 = Box3;
    exports.Box2 = Box2;
    exports.Line3 = Line3;
    exports.Euler = Euler;
    exports.Vector4 = Vector4;
    exports.Vector3 = Vector3;
    exports.Vector2 = Vector2;
    exports.Quaternion = Quaternion;
    exports.Color = Color;
    exports.ImmediateRenderObject = ImmediateRenderObject;
    exports.VertexNormalsHelper = VertexNormalsHelper;
    exports.SpotLightHelper = SpotLightHelper;
    exports.SkeletonHelper = SkeletonHelper;
    exports.PointLightHelper = PointLightHelper;
    exports.RectAreaLightHelper = RectAreaLightHelper;
    exports.HemisphereLightHelper = HemisphereLightHelper;
    exports.GridHelper = GridHelper;
    exports.PolarGridHelper = PolarGridHelper;
    exports.FaceNormalsHelper = FaceNormalsHelper;
    exports.DirectionalLightHelper = DirectionalLightHelper;
    exports.CameraHelper = CameraHelper;
    exports.BoxHelper = BoxHelper;
    exports.Box3Helper = Box3Helper;
    exports.PlaneHelper = PlaneHelper;
    exports.ArrowHelper = ArrowHelper;
    exports.AxesHelper = AxesHelper;
    exports.Shape = Shape;
    exports.Path = Path;
    exports.ShapePath = ShapePath;
    exports.Font = Font;
    exports.CurvePath = CurvePath;
    exports.Curve = Curve;
    exports.ShapeUtils = ShapeUtils;
    exports.WebGLUtils = WebGLUtils;
    exports.WireframeGeometry = WireframeGeometry;
    exports.ParametricGeometry = ParametricGeometry;
    exports.ParametricBufferGeometry = ParametricBufferGeometry;
    exports.TetrahedronGeometry = TetrahedronGeometry;
    exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
    exports.OctahedronGeometry = OctahedronGeometry;
    exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
    exports.IcosahedronGeometry = IcosahedronGeometry;
    exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
    exports.DodecahedronGeometry = DodecahedronGeometry;
    exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
    exports.PolyhedronGeometry = PolyhedronGeometry;
    exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
    exports.TubeGeometry = TubeGeometry;
    exports.TubeBufferGeometry = TubeBufferGeometry;
    exports.TorusKnotGeometry = TorusKnotGeometry;
    exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
    exports.TorusGeometry = TorusGeometry;
    exports.TorusBufferGeometry = TorusBufferGeometry;
    exports.TextGeometry = TextGeometry;
    exports.TextBufferGeometry = TextBufferGeometry;
    exports.SphereGeometry = SphereGeometry;
    exports.SphereBufferGeometry = SphereBufferGeometry;
    exports.RingGeometry = RingGeometry;
    exports.RingBufferGeometry = RingBufferGeometry;
    exports.PlaneGeometry = PlaneGeometry;
    exports.PlaneBufferGeometry = PlaneBufferGeometry;
    exports.LatheGeometry = LatheGeometry;
    exports.LatheBufferGeometry = LatheBufferGeometry;
    exports.ShapeGeometry = ShapeGeometry;
    exports.ShapeBufferGeometry = ShapeBufferGeometry;
    exports.ExtrudeGeometry = ExtrudeGeometry;
    exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
    exports.EdgesGeometry = EdgesGeometry;
    exports.ConeGeometry = ConeGeometry;
    exports.ConeBufferGeometry = ConeBufferGeometry;
    exports.CylinderGeometry = CylinderGeometry;
    exports.CylinderBufferGeometry = CylinderBufferGeometry;
    exports.CircleGeometry = CircleGeometry;
    exports.CircleBufferGeometry = CircleBufferGeometry;
    exports.BoxGeometry = BoxGeometry;
    exports.BoxBufferGeometry = BoxBufferGeometry;
    exports.ShadowMaterial = ShadowMaterial;
    exports.SpriteMaterial = SpriteMaterial;
    exports.RawShaderMaterial = RawShaderMaterial;
    exports.ShaderMaterial = ShaderMaterial;
    exports.PointsMaterial = PointsMaterial;
    exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
    exports.MeshStandardMaterial = MeshStandardMaterial;
    exports.MeshPhongMaterial = MeshPhongMaterial;
    exports.MeshToonMaterial = MeshToonMaterial;
    exports.MeshNormalMaterial = MeshNormalMaterial;
    exports.MeshLambertMaterial = MeshLambertMaterial;
    exports.MeshDepthMaterial = MeshDepthMaterial;
    exports.MeshDistanceMaterial = MeshDistanceMaterial;
    exports.MeshBasicMaterial = MeshBasicMaterial;
    exports.LineDashedMaterial = LineDashedMaterial;
    exports.LineBasicMaterial = LineBasicMaterial;
    exports.Material = Material;
    exports.Float64BufferAttribute = Float64BufferAttribute;
    exports.Float32BufferAttribute = Float32BufferAttribute;
    exports.Uint32BufferAttribute = Uint32BufferAttribute;
    exports.Int32BufferAttribute = Int32BufferAttribute;
    exports.Uint16BufferAttribute = Uint16BufferAttribute;
    exports.Int16BufferAttribute = Int16BufferAttribute;
    exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
    exports.Uint8BufferAttribute = Uint8BufferAttribute;
    exports.Int8BufferAttribute = Int8BufferAttribute;
    exports.BufferAttribute = BufferAttribute;
    exports.ArcCurve = ArcCurve;
    exports.CatmullRomCurve3 = CatmullRomCurve3;
    exports.CubicBezierCurve = CubicBezierCurve;
    exports.CubicBezierCurve3 = CubicBezierCurve3;
    exports.EllipseCurve = EllipseCurve;
    exports.LineCurve = LineCurve;
    exports.LineCurve3 = LineCurve3;
    exports.QuadraticBezierCurve = QuadraticBezierCurve;
    exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
    exports.SplineCurve = SplineCurve;
    exports.REVISION = REVISION;
    exports.MOUSE = MOUSE;
    exports.CullFaceNone = CullFaceNone;
    exports.CullFaceBack = CullFaceBack;
    exports.CullFaceFront = CullFaceFront;
    exports.CullFaceFrontBack = CullFaceFrontBack;
    exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
    exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
    exports.BasicShadowMap = BasicShadowMap;
    exports.PCFShadowMap = PCFShadowMap;
    exports.PCFSoftShadowMap = PCFSoftShadowMap;
    exports.FrontSide = FrontSide;
    exports.BackSide = BackSide;
    exports.DoubleSide = DoubleSide;
    exports.FlatShading = FlatShading;
    exports.SmoothShading = SmoothShading;
    exports.NoColors = NoColors;
    exports.FaceColors = FaceColors;
    exports.VertexColors = VertexColors;
    exports.NoBlending = NoBlending;
    exports.NormalBlending = NormalBlending;
    exports.AdditiveBlending = AdditiveBlending;
    exports.SubtractiveBlending = SubtractiveBlending;
    exports.MultiplyBlending = MultiplyBlending;
    exports.CustomBlending = CustomBlending;
    exports.AddEquation = AddEquation;
    exports.SubtractEquation = SubtractEquation;
    exports.ReverseSubtractEquation = ReverseSubtractEquation;
    exports.MinEquation = MinEquation;
    exports.MaxEquation = MaxEquation;
    exports.ZeroFactor = ZeroFactor;
    exports.OneFactor = OneFactor;
    exports.SrcColorFactor = SrcColorFactor;
    exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
    exports.SrcAlphaFactor = SrcAlphaFactor;
    exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
    exports.DstAlphaFactor = DstAlphaFactor;
    exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
    exports.DstColorFactor = DstColorFactor;
    exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
    exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
    exports.NeverDepth = NeverDepth;
    exports.AlwaysDepth = AlwaysDepth;
    exports.LessDepth = LessDepth;
    exports.LessEqualDepth = LessEqualDepth;
    exports.EqualDepth = EqualDepth;
    exports.GreaterEqualDepth = GreaterEqualDepth;
    exports.GreaterDepth = GreaterDepth;
    exports.NotEqualDepth = NotEqualDepth;
    exports.MultiplyOperation = MultiplyOperation;
    exports.MixOperation = MixOperation;
    exports.AddOperation = AddOperation;
    exports.NoToneMapping = NoToneMapping;
    exports.LinearToneMapping = LinearToneMapping;
    exports.ReinhardToneMapping = ReinhardToneMapping;
    exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
    exports.CineonToneMapping = CineonToneMapping;
    exports.UVMapping = UVMapping;
    exports.CubeReflectionMapping = CubeReflectionMapping;
    exports.CubeRefractionMapping = CubeRefractionMapping;
    exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
    exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
    exports.SphericalReflectionMapping = SphericalReflectionMapping;
    exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
    exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
    exports.RepeatWrapping = RepeatWrapping;
    exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
    exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
    exports.NearestFilter = NearestFilter;
    exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
    exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
    exports.LinearFilter = LinearFilter;
    exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
    exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
    exports.UnsignedByteType = UnsignedByteType;
    exports.ByteType = ByteType;
    exports.ShortType = ShortType;
    exports.UnsignedShortType = UnsignedShortType;
    exports.IntType = IntType;
    exports.UnsignedIntType = UnsignedIntType;
    exports.FloatType = FloatType;
    exports.HalfFloatType = HalfFloatType;
    exports.UnsignedShort4444Type = UnsignedShort4444Type;
    exports.UnsignedShort5551Type = UnsignedShort5551Type;
    exports.UnsignedShort565Type = UnsignedShort565Type;
    exports.UnsignedInt248Type = UnsignedInt248Type;
    exports.AlphaFormat = AlphaFormat;
    exports.RGBFormat = RGBFormat;
    exports.RGBAFormat = RGBAFormat;
    exports.LuminanceFormat = LuminanceFormat;
    exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
    exports.RGBEFormat = RGBEFormat;
    exports.DepthFormat = DepthFormat;
    exports.DepthStencilFormat = DepthStencilFormat;
    exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
    exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
    exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
    exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
    exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
    exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
    exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
    exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
    exports.RGB_ETC1_Format = RGB_ETC1_Format;
    exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
    exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
    exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
    exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
    exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
    exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
    exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
    exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
    exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
    exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
    exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
    exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
    exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
    exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
    exports.LoopOnce = LoopOnce;
    exports.LoopRepeat = LoopRepeat;
    exports.LoopPingPong = LoopPingPong;
    exports.InterpolateDiscrete = InterpolateDiscrete;
    exports.InterpolateLinear = InterpolateLinear;
    exports.InterpolateSmooth = InterpolateSmooth;
    exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
    exports.ZeroSlopeEnding = ZeroSlopeEnding;
    exports.WrapAroundEnding = WrapAroundEnding;
    exports.TrianglesDrawMode = TrianglesDrawMode;
    exports.TriangleStripDrawMode = TriangleStripDrawMode;
    exports.TriangleFanDrawMode = TriangleFanDrawMode;
    exports.LinearEncoding = LinearEncoding;
    exports.sRGBEncoding = sRGBEncoding;
    exports.GammaEncoding = GammaEncoding;
    exports.RGBEEncoding = RGBEEncoding;
    exports.LogLuvEncoding = LogLuvEncoding;
    exports.RGBM7Encoding = RGBM7Encoding;
    exports.RGBM16Encoding = RGBM16Encoding;
    exports.RGBDEncoding = RGBDEncoding;
    exports.BasicDepthPacking = BasicDepthPacking;
    exports.RGBADepthPacking = RGBADepthPacking;
    exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
    exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
    exports.CubeGeometry = BoxGeometry;
    exports.Face4 = Face4;
    exports.LineStrip = LineStrip;
    exports.LinePieces = LinePieces;
    exports.MeshFaceMaterial = MeshFaceMaterial;
    exports.MultiMaterial = MultiMaterial;
    exports.PointCloud = PointCloud;
    exports.Particle = Particle;
    exports.ParticleSystem = ParticleSystem;
    exports.PointCloudMaterial = PointCloudMaterial;
    exports.ParticleBasicMaterial = ParticleBasicMaterial;
    exports.ParticleSystemMaterial = ParticleSystemMaterial;
    exports.Vertex = Vertex;
    exports.DynamicBufferAttribute = DynamicBufferAttribute;
    exports.Int8Attribute = Int8Attribute;
    exports.Uint8Attribute = Uint8Attribute;
    exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
    exports.Int16Attribute = Int16Attribute;
    exports.Uint16Attribute = Uint16Attribute;
    exports.Int32Attribute = Int32Attribute;
    exports.Uint32Attribute = Uint32Attribute;
    exports.Float32Attribute = Float32Attribute;
    exports.Float64Attribute = Float64Attribute;
    exports.ClosedSplineCurve3 = ClosedSplineCurve3;
    exports.SplineCurve3 = SplineCurve3;
    exports.Spline = Spline;
    exports.AxisHelper = AxisHelper;
    exports.BoundingBoxHelper = BoundingBoxHelper;
    exports.EdgesHelper = EdgesHelper;
    exports.WireframeHelper = WireframeHelper;
    exports.XHRLoader = XHRLoader;
    exports.BinaryTextureLoader = BinaryTextureLoader;
    exports.GeometryUtils = GeometryUtils;
    exports.ImageUtils = ImageUtils;
    exports.Projector = Projector;
    exports.CanvasRenderer = CanvasRenderer;
    exports.SceneUtils = SceneUtils;
    exports.LensFlare = LensFlare;

    Object.defineProperty(exports, '__esModule', { value: true });

};
THREE = {};
define_three(THREE);
console.log('three defined?')
console.log(THREE);





// from https://github.com/spite/THREE.MeshLine/blob/master/LICENSE
/*
MIT License

Copyright (c) 2016 Jaume Sanchez

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/

// minor edit to below to remove the registering and unregistering of onkeydown event

/**
 * @author qiao / https://github.com/qiao
 * @author mrdoob / http://mrdoob.com
 * @author alteredq / http://alteredqualia.com/
 * @author WestLangley / http://github.com/WestLangley
 * @author erich666 / http://erichaines.com
 */
/*global THREE, console */

( function () {

function OrbitConstraint ( object ) {

    this.object = object;

    // "target" sets the location of focus, where the object orbits around
    // and where it pans with respect to.
    this.target = new THREE.Vector3();

    // Limits to how far you can dolly in and out ( PerspectiveCamera only )
    this.minDistance = 0;
    this.maxDistance = Infinity;

    // Limits to how far you can zoom in and out ( OrthographicCamera only )
    this.minZoom = 0;
    this.maxZoom = Infinity;

    // How far you can orbit vertically, upper and lower limits.
    // Range is 0 to Math.PI radians.
    this.minPolarAngle = 0; // radians
    this.maxPolarAngle = Math.PI; // radians

    // How far you can orbit horizontally, upper and lower limits.
    // If set, must be a sub-interval of the interval [ - Math.PI, Math.PI ].
    this.minAzimuthAngle = - Infinity; // radians
    this.maxAzimuthAngle = Infinity; // radians

    // Set to true to enable damping (inertia)
    // If damping is enabled, you must call controls.update() in your animation loop
    this.enableDamping = false;
    this.dampingFactor = 0.25;

    ////////////
    // internals

    var scope = this;

    var EPS = 0.000001;

    // Current position in spherical coordinate system.
    var theta;
    var phi;

    // Pending changes
    var phiDelta = 0;
    var thetaDelta = 0;
    var scale = 1;
    var panOffset = new THREE.Vector3();
    var zoomChanged = false;

    // API

    this.getPolarAngle = function () {

        return phi;

    };

    this.getAzimuthalAngle = function () {

        return theta;

    };

    this.rotateLeft = function ( angle ) {

        thetaDelta -= angle;

    };

    this.rotateUp = function ( angle ) {

        phiDelta -= angle;

    };

    // pass in distance in world space to move left
    this.panLeft = function() {

        var v = new THREE.Vector3();

        return function panLeft ( distance ) {

            var te = this.object.matrix.elements;

            // get X column of matrix
            v.set( te[ 0 ], te[ 1 ], te[ 2 ] );
            v.multiplyScalar( - distance );

            panOffset.add( v );

        };

    }();

    // pass in distance in world space to move up
    this.panUp = function() {

        var v = new THREE.Vector3();

        return function panUp ( distance ) {

            var te = this.object.matrix.elements;

            // get Y column of matrix
            v.set( te[ 4 ], te[ 5 ], te[ 6 ] );
            v.multiplyScalar( distance );

            panOffset.add( v );

        };

    }();

    // pass in x,y of change desired in pixel space,
    // right and down are positive
    this.pan = function ( deltaX, deltaY, screenWidth, screenHeight ) {

        if ( scope.object instanceof THREE.PerspectiveCamera ) {

            // perspective
            var position = scope.object.position;
            var offset = position.clone().sub( scope.target );
            var targetDistance = offset.length();

            // half of the fov is center to top of screen
            targetDistance *= Math.tan( ( scope.object.fov / 2 ) * Math.PI / 180.0 );

            // we actually don't use screenWidth, since perspective camera is fixed to screen height
            scope.panLeft( 2 * deltaX * targetDistance / screenHeight );
            scope.panUp( 2 * deltaY * targetDistance / screenHeight );

        } else if ( scope.object instanceof THREE.OrthographicCamera ) {

            // orthographic
            scope.panLeft( deltaX * ( scope.object.right - scope.object.left ) / screenWidth );
            scope.panUp( deltaY * ( scope.object.top - scope.object.bottom ) / screenHeight );

        } else {

            // camera neither orthographic or perspective
            console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' );

        }

    };

    this.dollyIn = function ( dollyScale ) {

        if ( scope.object instanceof THREE.PerspectiveCamera ) {

            scale /= dollyScale;

        } else if ( scope.object instanceof THREE.OrthographicCamera ) {

            scope.object.zoom = Math.max( this.minZoom, Math.min( this.maxZoom, this.object.zoom * dollyScale ) );
            scope.object.updateProjectionMatrix();
            zoomChanged = true;

        } else {

            console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );

        }

    };

    this.dollyOut = function ( dollyScale ) {

        if ( scope.object instanceof THREE.PerspectiveCamera ) {

            scale *= dollyScale;

        } else if ( scope.object instanceof THREE.OrthographicCamera ) {

            scope.object.zoom = Math.max( this.minZoom, Math.min( this.maxZoom, this.object.zoom / dollyScale ) );
            scope.object.updateProjectionMatrix();
            zoomChanged = true;

        } else {

            console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );

        }

    };

    this.update = function() {

        var offset = new THREE.Vector3();

        // so camera.up is the orbit axis
        var quat = new THREE.Quaternion().setFromUnitVectors( object.up, new THREE.Vector3( 0, 1, 0 ) );
        var quatInverse = quat.clone().inverse();

        var lastPosition = new THREE.Vector3();
        var lastQuaternion = new THREE.Quaternion();

        return function () {

            var position = this.object.position;

            offset.copy( position ).sub( this.target );

            // rotate offset to "y-axis-is-up" space
            offset.applyQuaternion( quat );

            // angle from z-axis around y-axis

            theta = Math.atan2( offset.x, offset.z );

            // angle from y-axis

            phi = Math.atan2( Math.sqrt( offset.x * offset.x + offset.z * offset.z ), offset.y );

            theta += thetaDelta;
            phi += phiDelta;

            // restrict theta to be between desired limits
            theta = Math.max( this.minAzimuthAngle, Math.min( this.maxAzimuthAngle, theta ) );

            // restrict phi to be between desired limits
            phi = Math.max( this.minPolarAngle, Math.min( this.maxPolarAngle, phi ) );

            // restrict phi to be betwee EPS and PI-EPS
            phi = Math.max( EPS, Math.min( Math.PI - EPS, phi ) );

            var radius = offset.length() * scale;

            // restrict radius to be between desired limits
            radius = Math.max( this.minDistance, Math.min( this.maxDistance, radius ) );

            // move target to panned location
            this.target.add( panOffset );

            offset.x = radius * Math.sin( phi ) * Math.sin( theta );
            offset.y = radius * Math.cos( phi );
            offset.z = radius * Math.sin( phi ) * Math.cos( theta );

            // rotate offset back to "camera-up-vector-is-up" space
            offset.applyQuaternion( quatInverse );

            position.copy( this.target ).add( offset );

            this.object.lookAt( this.target );

            if ( this.enableDamping === true ) {

                thetaDelta *= ( 1 - this.dampingFactor );
                phiDelta *= ( 1 - this.dampingFactor );

            } else {

                thetaDelta = 0;
                phiDelta = 0;

            }

            scale = 1;
            panOffset.set( 0, 0, 0 );

            // update condition is:
            // min(camera displacement, camera rotation in radians)^2 > EPS
            // using small-angle approximation cos(x/2) = 1 - x^2 / 8

            if ( zoomChanged ||
                 lastPosition.distanceToSquared( this.object.position ) > EPS ||
                8 * ( 1 - lastQuaternion.dot( this.object.quaternion ) ) > EPS ) {

                lastPosition.copy( this.object.position );
                lastQuaternion.copy( this.object.quaternion );
                zoomChanged = false;

                return true;

            }

            return false;

        };

    }();

};


// This set of controls performs orbiting, dollying (zooming), and panning. It maintains
// the "up" direction as +Y, unlike the TrackballControls. Touch on tablet and phones is
// supported.
//
//    Orbit - left mouse / touch: one finger move
//    Zoom - middle mouse, or mousewheel / touch: two finger spread or squish
//    Pan - right mouse, or arrow keys / touch: three finter swipe

THREE.OrbitControls = function ( object, domElement ) {

    var constraint = new OrbitConstraint( object );

    this.domElement = ( domElement !== undefined ) ? domElement : document;

    // API

    Object.defineProperty( this, 'constraint', {

        get: function() {

            return constraint;

        }

    } );

    this.getPolarAngle = function () {

        return constraint.getPolarAngle();

    };

    this.getAzimuthalAngle = function () {

        return constraint.getAzimuthalAngle();

    };

    // Set to false to disable this control
    this.enabled = true;

    // center is old, deprecated; use "target" instead
    this.center = this.target;

    // This option actually enables dollying in and out; left as "zoom" for
    // backwards compatibility.
    // Set to false to disable zooming
    this.enableZoom = true;
    this.zoomSpeed = 1.0;

    // Set to false to disable rotating
    this.enableRotate = true;
    this.rotateSpeed = 1.0;

    // Set to false to disable panning
    this.enablePan = true;
    this.keyPanSpeed = 7.0;	// pixels moved per arrow key push

    // Set to true to automatically rotate around the target
    // If auto-rotate is enabled, you must call controls.update() in your animation loop
    this.autoRotate = false;
    this.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60

    // Set to false to disable use of the keys
    this.enableKeys = true;

    // The four arrow keys
    this.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 };

    // Mouse buttons
    this.mouseButtons = { ORBIT: THREE.MOUSE.LEFT, ZOOM: THREE.MOUSE.MIDDLE, PAN: THREE.MOUSE.RIGHT };

    ////////////
    // internals

    var scope = this;

    var rotateStart = new THREE.Vector2();
    var rotateEnd = new THREE.Vector2();
    var rotateDelta = new THREE.Vector2();

    var panStart = new THREE.Vector2();
    var panEnd = new THREE.Vector2();
    var panDelta = new THREE.Vector2();

    var dollyStart = new THREE.Vector2();
    var dollyEnd = new THREE.Vector2();
    var dollyDelta = new THREE.Vector2();

    var STATE = { NONE : - 1, ROTATE : 0, DOLLY : 1, PAN : 2, TOUCH_ROTATE : 3, TOUCH_DOLLY : 4, TOUCH_PAN : 5 };

    var state = STATE.NONE;

    // for reset

    this.target0 = this.target.clone();
    this.position0 = this.object.position.clone();
    this.zoom0 = this.object.zoom;

    // events

    var changeEvent = { type: 'change' };
    var startEvent = { type: 'start' };
    var endEvent = { type: 'end' };

    // pass in x,y of change desired in pixel space,
    // right and down are positive
    function pan( deltaX, deltaY ) {

        var element = scope.domElement === document ? scope.domElement.body : scope.domElement;

        constraint.pan( deltaX, deltaY, element.clientWidth, element.clientHeight );

    }

    this.update = function () {

        if ( this.autoRotate && state === STATE.NONE ) {

            constraint.rotateLeft( getAutoRotationAngle() );

        }

        if ( constraint.update() === true ) {

            this.dispatchEvent( changeEvent );

        }

    };

    this.reset = function () {

        state = STATE.NONE;

        this.target.copy( this.target0 );
        this.object.position.copy( this.position0 );
        this.object.zoom = this.zoom0;

        this.object.updateProjectionMatrix();
        this.dispatchEvent( changeEvent );

        this.update();

    };

    function getAutoRotationAngle() {

        return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;

    }

    function getZoomScale() {

        return Math.pow( 0.95, scope.zoomSpeed );

    }

    function onMouseDown( event ) {

        if ( scope.enabled === false ) return;

        event.preventDefault();

        if ( event.button === scope.mouseButtons.ORBIT ) {

            if ( scope.enableRotate === false ) return;

            state = STATE.ROTATE;

            rotateStart.set( event.clientX, event.clientY );

        } else if ( event.button === scope.mouseButtons.ZOOM ) {

            if ( scope.enableZoom === false ) return;

            state = STATE.DOLLY;

            dollyStart.set( event.clientX, event.clientY );

        } else if ( event.button === scope.mouseButtons.PAN ) {

            if ( scope.enablePan === false ) return;

            state = STATE.PAN;

            panStart.set( event.clientX, event.clientY );

        }

        if ( state !== STATE.NONE ) {

            document.addEventListener( 'mousemove', onMouseMove, false );
            document.addEventListener( 'mouseup', onMouseUp, false );
            scope.dispatchEvent( startEvent );

        }

    }

    function onMouseMove( event ) {

        if ( scope.enabled === false ) return;

        event.preventDefault();

        var element = scope.domElement === document ? scope.domElement.body : scope.domElement;

        if ( state === STATE.ROTATE ) {

            if ( scope.enableRotate === false ) return;

            rotateEnd.set( event.clientX, event.clientY );
            rotateDelta.subVectors( rotateEnd, rotateStart );

            // rotating across whole screen goes 360 degrees around
            constraint.rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed );

            // rotating up and down along whole screen attempts to go 360, but limited to 180
            constraint.rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed );

            rotateStart.copy( rotateEnd );

        } else if ( state === STATE.DOLLY ) {

            if ( scope.enableZoom === false ) return;

            dollyEnd.set( event.clientX, event.clientY );
            dollyDelta.subVectors( dollyEnd, dollyStart );

            if ( dollyDelta.y > 0 ) {

                constraint.dollyIn( getZoomScale() );

            } else if ( dollyDelta.y < 0 ) {

                constraint.dollyOut( getZoomScale() );

            }

            dollyStart.copy( dollyEnd );

        } else if ( state === STATE.PAN ) {

            if ( scope.enablePan === false ) return;

            panEnd.set( event.clientX, event.clientY );
            panDelta.subVectors( panEnd, panStart );

            pan( panDelta.x, panDelta.y );

            panStart.copy( panEnd );

        }

        if ( state !== STATE.NONE ) scope.update();

    }

    function onMouseUp( /* event */ ) {

        if ( scope.enabled === false ) return;

        document.removeEventListener( 'mousemove', onMouseMove, false );
        document.removeEventListener( 'mouseup', onMouseUp, false );
        scope.dispatchEvent( endEvent );
        state = STATE.NONE;

    }

    function onMouseWheel( event ) {

        if ( scope.enabled === false || scope.enableZoom === false || state !== STATE.NONE ) return;

        event.preventDefault();
        event.stopPropagation();

        var delta = 0;

        if ( event.wheelDelta !== undefined ) {

            // WebKit / Opera / Explorer 9

            delta = event.wheelDelta;

        } else if ( event.detail !== undefined ) {

            // Firefox

            delta = - event.detail;

        }

        if ( delta > 0 ) {

            constraint.dollyOut( getZoomScale() );

        } else if ( delta < 0 ) {

            constraint.dollyIn( getZoomScale() );

        }

        scope.update();
        scope.dispatchEvent( startEvent );
        scope.dispatchEvent( endEvent );

    }

    function onKeyDown( event ) {

        if ( scope.enabled === false || scope.enableKeys === false || scope.enablePan === false ) return;

        switch ( event.keyCode ) {

            case scope.keys.UP:
                pan( 0, scope.keyPanSpeed );
                scope.update();
                break;

            case scope.keys.BOTTOM:
                pan( 0, - scope.keyPanSpeed );
                scope.update();
                break;

            case scope.keys.LEFT:
                pan( scope.keyPanSpeed, 0 );
                scope.update();
                break;

            case scope.keys.RIGHT:
                pan( - scope.keyPanSpeed, 0 );
                scope.update();
                break;

        }

    }

    function touchstart( event ) {

        if ( scope.enabled === false ) return;

        switch ( event.touches.length ) {

            case 1:	// one-fingered touch: rotate

                if ( scope.enableRotate === false ) return;

                state = STATE.TOUCH_ROTATE;

                rotateStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
                break;

            case 2:	// two-fingered touch: dolly

                if ( scope.enableZoom === false ) return;

                state = STATE.TOUCH_DOLLY;

                var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
                var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
                var distance = Math.sqrt( dx * dx + dy * dy );
                dollyStart.set( 0, distance );
                break;

            case 3: // three-fingered touch: pan

                if ( scope.enablePan === false ) return;

                state = STATE.TOUCH_PAN;

                panStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
                break;

            default:

                state = STATE.NONE;

        }

        if ( state !== STATE.NONE ) scope.dispatchEvent( startEvent );

    }

    function touchmove( event ) {

        if ( scope.enabled === false ) return;

        event.preventDefault();
        event.stopPropagation();

        var element = scope.domElement === document ? scope.domElement.body : scope.domElement;

        switch ( event.touches.length ) {

            case 1: // one-fingered touch: rotate

                if ( scope.enableRotate === false ) return;
                if ( state !== STATE.TOUCH_ROTATE ) return;

                rotateEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
                rotateDelta.subVectors( rotateEnd, rotateStart );

                // rotating across whole screen goes 360 degrees around
                constraint.rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed );
                // rotating up and down along whole screen attempts to go 360, but limited to 180
                constraint.rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed );

                rotateStart.copy( rotateEnd );

                scope.update();
                break;

            case 2: // two-fingered touch: dolly

                if ( scope.enableZoom === false ) return;
                if ( state !== STATE.TOUCH_DOLLY ) return;

                var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
                var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
                var distance = Math.sqrt( dx * dx + dy * dy );

                dollyEnd.set( 0, distance );
                dollyDelta.subVectors( dollyEnd, dollyStart );

                if ( dollyDelta.y > 0 ) {

                    constraint.dollyOut( getZoomScale() );

                } else if ( dollyDelta.y < 0 ) {

                    constraint.dollyIn( getZoomScale() );

                }

                dollyStart.copy( dollyEnd );

                scope.update();
                break;

            case 3: // three-fingered touch: pan

                if ( scope.enablePan === false ) return;
                if ( state !== STATE.TOUCH_PAN ) return;

                panEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
                panDelta.subVectors( panEnd, panStart );

                pan( panDelta.x, panDelta.y );

                panStart.copy( panEnd );

                scope.update();
                break;

            default:

                state = STATE.NONE;

        }

    }

    function touchend( /* event */ ) {

        if ( scope.enabled === false ) return;

        scope.dispatchEvent( endEvent );
        state = STATE.NONE;

    }

    function contextmenu( event ) {

        event.preventDefault();

    }

    this.dispose = function() {

        this.domElement.removeEventListener( 'contextmenu', contextmenu, false );
        this.domElement.removeEventListener( 'mousedown', onMouseDown, false );
        this.domElement.removeEventListener( 'mousewheel', onMouseWheel, false );
        this.domElement.removeEventListener( 'MozMousePixelScroll', onMouseWheel, false ); // firefox

        this.domElement.removeEventListener( 'touchstart', touchstart, false );
        this.domElement.removeEventListener( 'touchend', touchend, false );
        this.domElement.removeEventListener( 'touchmove', touchmove, false );

        document.removeEventListener( 'mousemove', onMouseMove, false );
        document.removeEventListener( 'mouseup', onMouseUp, false );

        //window.removeEventListener( 'keydown', onKeyDown, false );

    }

    this.domElement.addEventListener( 'contextmenu', contextmenu, false );

    this.domElement.addEventListener( 'mousedown', onMouseDown, false );
    this.domElement.addEventListener( 'mousewheel', onMouseWheel, false );
    this.domElement.addEventListener( 'MozMousePixelScroll', onMouseWheel, false ); // firefox

    this.domElement.addEventListener( 'touchstart', touchstart, false );
    this.domElement.addEventListener( 'touchend', touchend, false );
    this.domElement.addEventListener( 'touchmove', touchmove, false );

    //window.addEventListener( 'keydown', onKeyDown, false );

    // force an update at start
    this.update();

};

THREE.OrbitControls.prototype = Object.create( THREE.EventDispatcher.prototype );
THREE.OrbitControls.prototype.constructor = THREE.OrbitControls;

Object.defineProperties( THREE.OrbitControls.prototype, {

    object: {

        get: function () {

            return this.constraint.object;

        }

    },

    target: {

        get: function () {

            return this.constraint.target;

        },

        set: function ( value ) {

            console.warn( 'THREE.OrbitControls: target is now immutable. Use target.set() instead.' );
            this.constraint.target.copy( value );

        }

    },

    minDistance : {

        get: function () {

            return this.constraint.minDistance;

        },

        set: function ( value ) {

            this.constraint.minDistance = value;

        }

    },

    maxDistance : {

        get: function () {

            return this.constraint.maxDistance;

        },

        set: function ( value ) {

            this.constraint.maxDistance = value;

        }

    },

    minZoom : {

        get: function () {

            return this.constraint.minZoom;

        },

        set: function ( value ) {

            this.constraint.minZoom = value;

        }

    },

    maxZoom : {

        get: function () {

            return this.constraint.maxZoom;

        },

        set: function ( value ) {

            this.constraint.maxZoom = value;

        }

    },

    minPolarAngle : {

        get: function () {

            return this.constraint.minPolarAngle;

        },

        set: function ( value ) {

            this.constraint.minPolarAngle = value;

        }

    },

    maxPolarAngle : {

        get: function () {

            return this.constraint.maxPolarAngle;

        },

        set: function ( value ) {

            this.constraint.maxPolarAngle = value;

        }

    },

    minAzimuthAngle : {

        get: function () {

            return this.constraint.minAzimuthAngle;

        },

        set: function ( value ) {

            this.constraint.minAzimuthAngle = value;

        }

    },

    maxAzimuthAngle : {

        get: function () {

            return this.constraint.maxAzimuthAngle;

        },

        set: function ( value ) {

            this.constraint.maxAzimuthAngle = value;

        }

    },

    enableDamping : {

        get: function () {

            return this.constraint.enableDamping;

        },

        set: function ( value ) {

            this.constraint.enableDamping = value;

        }

    },

    dampingFactor : {

        get: function () {

            return this.constraint.dampingFactor;

        },

        set: function ( value ) {

            this.constraint.dampingFactor = value;

        }

    },

    // backward compatibility

    noZoom: {

        get: function () {

            console.warn( 'THREE.OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.' );
            return ! this.enableZoom;

        },

        set: function ( value ) {

            console.warn( 'THREE.OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.' );
            this.enableZoom = ! value;

        }

    },

    noRotate: {

        get: function () {

            console.warn( 'THREE.OrbitControls: .noRotate has been deprecated. Use .enableRotate instead.' );
            return ! this.enableRotate;

        },

        set: function ( value ) {

            console.warn( 'THREE.OrbitControls: .noRotate has been deprecated. Use .enableRotate instead.' );
            this.enableRotate = ! value;

        }

    },

    noPan: {

        get: function () {

            console.warn( 'THREE.OrbitControls: .noPan has been deprecated. Use .enablePan instead.' );
            return ! this.enablePan;

        },

        set: function ( value ) {

            console.warn( 'THREE.OrbitControls: .noPan has been deprecated. Use .enablePan instead.' );
            this.enablePan = ! value;

        }

    },

    noKeys: {

        get: function () {

            console.warn( 'THREE.OrbitControls: .noKeys has been deprecated. Use .enableKeys instead.' );
            return ! this.enableKeys;

        },

        set: function ( value ) {

            console.warn( 'THREE.OrbitControls: .noKeys has been deprecated. Use .enableKeys instead.' );
            this.enableKeys = ! value;

        }

    },

    staticMoving : {

        get: function () {

            console.warn( 'THREE.OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.' );
            return ! this.constraint.enableDamping;

        },

        set: function ( value ) {

            console.warn( 'THREE.OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.' );
            this.constraint.enableDamping = ! value;

        }

    },

    dynamicDampingFactor : {

        get: function () {

            console.warn( 'THREE.OrbitControls: .dynamicDampingFactor has been renamed. Use .dampingFactor instead.' );
            return this.constraint.dampingFactor;

        },

        set: function ( value ) {

            console.warn( 'THREE.OrbitControls: .dynamicDampingFactor has been renamed. Use .dampingFactor instead.' );
            this.constraint.dampingFactor = value;

        }

    }

} );

}() );









// from https://github.com/spite/THREE.MeshLine/blob/master/LICENSE
/*
MIT License

Copyright (c) 2016 Jaume Sanchez

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/

;(function() {

"use strict";

var root = this

var has_require = typeof require !== 'undefined'

var THREE = root.THREE || has_require && require('three')
if( !THREE )
    throw new Error( 'MeshLine requires three.js' )

function MeshLine() {

    this.positions = [];

    this.previous = [];
    this.next = [];
    this.side = [];
    this.width = [];
    this.indices_array = [];
    this.uvs = [];
    this.counters = [];
    this.geometry = new THREE.BufferGeometry();

    this.widthCallback = null;

}

MeshLine.prototype.setGeometry = function( g, c ) {

    this.widthCallback = c;

    this.positions = [];
    this.counters = [];

    if( g instanceof THREE.Geometry ) {
        for( var j = 0; j < g.vertices.length; j++ ) {
            var v = g.vertices[ j ];
            var c = j/g.vertices.length;
            this.positions.push( v.x, v.y, v.z );
            this.positions.push( v.x, v.y, v.z );
            this.counters.push(c);
            this.counters.push(c);
        }
    }

    if( g instanceof THREE.BufferGeometry ) {
        // read attribute positions ?
    }

    if( g instanceof Float32Array || g instanceof Array ) {
        for( var j = 0; j < g.length; j += 3 ) {
            var c = j/g.length;
            this.positions.push( g[ j ], g[ j + 1 ], g[ j + 2 ] );
            this.positions.push( g[ j ], g[ j + 1 ], g[ j + 2 ] );
            this.counters.push(c);
            this.counters.push(c);
        }
    }

    this.process();

}

MeshLine.prototype.compareV3 = function( a, b ) {

    var aa = a * 6;
    var ab = b * 6;
    return ( this.positions[ aa ] === this.positions[ ab ] ) && ( this.positions[ aa + 1 ] === this.positions[ ab + 1 ] ) && ( this.positions[ aa + 2 ] === this.positions[ ab + 2 ] );

}

MeshLine.prototype.copyV3 = function( a ) {

    var aa = a * 6;
    return [ this.positions[ aa ], this.positions[ aa + 1 ], this.positions[ aa + 2 ] ];

}

MeshLine.prototype.process = function() {

    var l = this.positions.length / 6;

    this.previous = [];
    this.next = [];
    this.side = [];
    this.width = [];
    this.indices_array = [];
    this.uvs = [];

    for( var j = 0; j < l; j++ ) {
        this.side.push( 1 );
        this.side.push( -1 );
    }

    var w;
    for( var j = 0; j < l; j++ ) {
        if( this.widthCallback ) w = this.widthCallback( j / ( l -1 ) );
        else w = 1;
        this.width.push( w );
        this.width.push( w );
    }

    for( var j = 0; j < l; j++ ) {
        this.uvs.push( j / ( l - 1 ), 0 );
        this.uvs.push( j / ( l - 1 ), 1 );
    }

    var v;

    if( this.compareV3( 0, l - 1 ) ){
        v = this.copyV3( l - 2 );
    } else {
        v = this.copyV3( 0 );
    }
    this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] );
    this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] );
    for( var j = 0; j < l - 1; j++ ) {
        v = this.copyV3( j );
        this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] );
        this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] );
    }

    for( var j = 1; j < l; j++ ) {
        v = this.copyV3( j );
        this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] );
        this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] );
    }

    if( this.compareV3( l - 1, 0 ) ){
        v = this.copyV3( 1 );
    } else {
        v = this.copyV3( l - 1 );
    }
    this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] );
    this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] );

    for( var j = 0; j < l - 1; j++ ) {
        var n = j * 2;
        this.indices_array.push( n, n + 1, n + 2 );
        this.indices_array.push( n + 2, n + 1, n + 3 );
    }

    if (!this.attributes) {
        this.attributes = {
            position: new THREE.BufferAttribute( new Float32Array( this.positions ), 3 ),
            previous: new THREE.BufferAttribute( new Float32Array( this.previous ), 3 ),
            next: new THREE.BufferAttribute( new Float32Array( this.next ), 3 ),
            side: new THREE.BufferAttribute( new Float32Array( this.side ), 1 ),
            width: new THREE.BufferAttribute( new Float32Array( this.width ), 1 ),
            uv: new THREE.BufferAttribute( new Float32Array( this.uvs ), 2 ),
            index: new THREE.BufferAttribute( new Uint16Array( this.indices_array ), 1 ),
            counters: new THREE.BufferAttribute( new Float32Array( this.counters ), 1 )
        }
    } else {
        this.attributes.position.copyArray(new Float32Array(this.positions));
        this.attributes.position.needsUpdate = true;
        this.attributes.previous.copyArray(new Float32Array(this.previous));
        this.attributes.previous.needsUpdate = true;
        this.attributes.next.copyArray(new Float32Array(this.next));
        this.attributes.next.needsUpdate = true;
        this.attributes.side.copyArray(new Float32Array(this.side));
        this.attributes.side.needsUpdate = true;
        this.attributes.width.copyArray(new Float32Array(this.width));
        this.attributes.width.needsUpdate = true;
        this.attributes.uv.copyArray(new Float32Array(this.uvs));
        this.attributes.uv.needsUpdate = true;
        this.attributes.index.copyArray(new Uint16Array(this.indices_array));
        this.attributes.index.needsUpdate = true;
    }

    this.geometry.addAttribute( 'position', this.attributes.position );
    this.geometry.addAttribute( 'previous', this.attributes.previous );
    this.geometry.addAttribute( 'next', this.attributes.next );
    this.geometry.addAttribute( 'side', this.attributes.side );
    this.geometry.addAttribute( 'width', this.attributes.width );
    this.geometry.addAttribute( 'uv', this.attributes.uv );
    this.geometry.addAttribute( 'counters', this.attributes.counters );

    this.geometry.setIndex( this.attributes.index );

}

function memcpy (src, srcOffset, dst, dstOffset, length) {
    var i

    src = src.subarray || src.slice ? src : src.buffer
    dst = dst.subarray || dst.slice ? dst : dst.buffer

    src = srcOffset ? src.subarray ?
    src.subarray(srcOffset, length && srcOffset + length) :
    src.slice(srcOffset, length && srcOffset + length) : src

    if (dst.set) {
        dst.set(src, dstOffset)
    } else {
        for (i=0; i<src.length; i++) {
            dst[i + dstOffset] = src[i]
        }
    }

    return dst
}

/**
 * Fast method to advance the line by one position.  The oldest position is removed.
 * @param position
 */
MeshLine.prototype.advance = function(position) {

    var positions = this.attributes.position.array;
    var previous = this.attributes.previous.array;
    var next = this.attributes.next.array;
    var l = positions.length;

    // PREVIOUS
    memcpy( positions, 0, previous, 0, l );

    // POSITIONS
    memcpy( positions, 6, positions, 0, l - 6 );

    positions[l - 6] = position.x;
    positions[l - 5] = position.y;
    positions[l - 4] = position.z;
    positions[l - 3] = position.x;
    positions[l - 2] = position.y;
    positions[l - 1] = position.z;

    // NEXT
    memcpy( positions, 6, next, 0, l - 6 );

    next[l - 6]  = position.x;
    next[l - 5]  = position.y;
    next[l - 4]  = position.z;
    next[l - 3]  = position.x;
    next[l - 2]  = position.y;
    next[l - 1]  = position.z;

    this.attributes.position.needsUpdate = true;
    this.attributes.previous.needsUpdate = true;
    this.attributes.next.needsUpdate = true;

};

function MeshLineMaterial( parameters ) {

    var vertexShaderSource = [
'precision highp float;',
'',
'attribute vec3 position;',
'attribute vec3 previous;',
'attribute vec3 next;',
'attribute float side;',
'attribute float width;',
'attribute vec2 uv;',
'attribute float counters;',
'',
'uniform mat4 projectionMatrix;',
'uniform mat4 modelViewMatrix;',
'uniform vec2 resolution;',
'uniform float lineWidth;',
'uniform vec3 color;',
'uniform float opacity;',
'uniform float near;',
'uniform float far;',
'uniform float sizeAttenuation;',
'',
'varying vec2 vUV;',
'varying vec4 vColor;',
'varying float vCounters;',
'',
'vec2 fix( vec4 i, float aspect ) {',
'',
'    vec2 res = i.xy / i.w;',
'    res.x *= aspect;',
'	 vCounters = counters;',
'    return res;',
'',
'}',
'',
'void main() {',
'',
'    float aspect = resolution.x / resolution.y;',
'	 float pixelWidthRatio = 1. / (resolution.x * projectionMatrix[0][0]);',
'',
'    vColor = vec4( color, opacity );',
'    vUV = uv;',
'',
'    mat4 m = projectionMatrix * modelViewMatrix;',
'    vec4 finalPosition = m * vec4( position, 1.0 );',
'    vec4 prevPos = m * vec4( previous, 1.0 );',
'    vec4 nextPos = m * vec4( next, 1.0 );',
'',
'    vec2 currentP = fix( finalPosition, aspect );',
'    vec2 prevP = fix( prevPos, aspect );',
'    vec2 nextP = fix( nextPos, aspect );',
'',
'	 float pixelWidth = finalPosition.w * pixelWidthRatio;',
'    float w = 1.8 * pixelWidth * lineWidth * width;',
'',
'    if( sizeAttenuation == 1. ) {',
'        w = 1.8 * lineWidth * width;',
'    }',
'',
'    vec2 dir;',
'    if( nextP == currentP ) dir = normalize( currentP - prevP );',
'    else if( prevP == currentP ) dir = normalize( nextP - currentP );',
'    else {',
'        vec2 dir1 = normalize( currentP - prevP );',
'        vec2 dir2 = normalize( nextP - currentP );',
'        dir = normalize( dir1 + dir2 );',
'',
'        vec2 perp = vec2( -dir1.y, dir1.x );',
'        vec2 miter = vec2( -dir.y, dir.x );',
'        //w = clamp( w / dot( miter, perp ), 0., 4. * lineWidth * width );',
'',
'    }',
'',
'    //vec2 normal = ( cross( vec3( dir, 0. ), vec3( 0., 0., 1. ) ) ).xy;',
'    vec2 normal = vec2( -dir.y, dir.x );',
'    normal.x /= aspect;',
'    normal *= .5 * w;',
'',
'    vec4 offset = vec4( normal * side, 0.0, 1.0 );',
'    finalPosition.xy += offset.xy;',
'',
'    gl_Position = finalPosition;',
'',
'}' ];

    var fragmentShaderSource = [
        '#extension GL_OES_standard_derivatives : enable',
'precision mediump float;',
'',
'uniform sampler2D map;',
'uniform sampler2D alphaMap;',
'uniform float useMap;',
'uniform float useAlphaMap;',
'uniform float useDash;',
'uniform float dashArray;',
'uniform float dashOffset;',
'uniform float dashRatio;',
'uniform float visibility;',
'uniform float alphaTest;',
'uniform vec2 repeat;',
'',
'varying vec2 vUV;',
'varying vec4 vColor;',
'varying float vCounters;',
'',
'void main() {',
'',
'    vec4 c = vColor;',
'    if( useMap == 1. ) c *= texture2D( map, vUV * repeat );',
'    if( useAlphaMap == 1. ) c.a *= texture2D( alphaMap, vUV * repeat ).a;',
'    if( c.a < alphaTest ) discard;',
'    if( useDash == 1. ){',
'        c.a *= ceil(mod(vCounters + dashOffset, dashArray) - (dashArray * dashRatio));',
'    }',
'    gl_FragColor = c;',
'    gl_FragColor.a *= step(vCounters, visibility);',
'}' ];

    function check( v, d ) {
        if( v === undefined ) return d;
        return v;
    }

    THREE.Material.call( this );

    parameters = parameters || {};

    this.lineWidth = check( parameters.lineWidth, 1 );
    this.map = check( parameters.map, null );
    this.useMap = check( parameters.useMap, 0 );
    this.alphaMap = check( parameters.alphaMap, null );
    this.useAlphaMap = check( parameters.useAlphaMap, 0 );
    this.color = check( parameters.color, new THREE.Color( 0xffffff ) );
    this.opacity = check( parameters.opacity, 1 );
    this.resolution = check( parameters.resolution, new THREE.Vector2( 1, 1 ) );
    this.sizeAttenuation = check( parameters.sizeAttenuation, 1 );
    this.near = check( parameters.near, 1 );
    this.far = check( parameters.far, 1 );
    this.dashArray = check( parameters.dashArray, 0 );
    this.dashOffset = check( parameters.dashOffset, 0 );
    this.dashRatio = check( parameters.dashRatio, 0.5 );
    this.useDash = ( this.dashArray !== 0 ) ? 1 : 0;
    this.visibility = check( parameters.visibility, 1 );
    this.alphaTest = check( parameters.alphaTest, 0 );
    this.repeat = check( parameters.repeat, new THREE.Vector2( 1, 1 ) );

    var material = new THREE.RawShaderMaterial( {
        uniforms:{
            lineWidth: { type: 'f', value: this.lineWidth },
            map: { type: 't', value: this.map },
            useMap: { type: 'f', value: this.useMap },
            alphaMap: { type: 't', value: this.alphaMap },
            useAlphaMap: { type: 'f', value: this.useAlphaMap },
            color: { type: 'c', value: this.color },
            opacity: { type: 'f', value: this.opacity },
            resolution: { type: 'v2', value: this.resolution },
            sizeAttenuation: { type: 'f', value: this.sizeAttenuation },
            near: { type: 'f', value: this.near },
            far: { type: 'f', value: this.far },
            dashArray: { type: 'f', value: this.dashArray },
            dashOffset: { type: 'f', value: this.dashOffset },
            dashRatio: { type: 'f', value: this.dashRatio },
            useDash: { type: 'f', value: this.useDash },
            visibility: {type: 'f', value: this.visibility},
            alphaTest: {type: 'f', value: this.alphaTest},
            repeat: { type: 'v2', value: this.repeat }
        },
        vertexShader: vertexShaderSource.join( '\r\n' ),
        fragmentShader: fragmentShaderSource.join( '\r\n' )
    });

    delete parameters.lineWidth;
    delete parameters.map;
    delete parameters.useMap;
    delete parameters.alphaMap;
    delete parameters.useAlphaMap;
    delete parameters.color;
    delete parameters.opacity;
    delete parameters.resolution;
    delete parameters.sizeAttenuation;
    delete parameters.near;
    delete parameters.far;
    delete parameters.dashArray;
    delete parameters.dashOffset;
    delete parameters.dashRatio;
    delete parameters.visibility;
    delete parameters.alphaTest;
    delete parameters.repeat;

    material.type = 'MeshLineMaterial';

    material.setValues( parameters );

    return material;

};

MeshLineMaterial.prototype = Object.create( THREE.Material.prototype );
MeshLineMaterial.prototype.constructor = MeshLineMaterial;

MeshLineMaterial.prototype.copy = function ( source ) {

    THREE.Material.prototype.copy.call( this, source );

    this.lineWidth = source.lineWidth;
    this.map = source.map;
    this.useMap = source.useMap;
    this.alphaMap = source.alphaMap;
    this.useAlphaMap = source.useAlphaMap;
    this.color.copy( source.color );
    this.opacity = source.opacity;
    this.resolution.copy( source.resolution );
    this.sizeAttenuation = source.sizeAttenuation;
    this.near = source.near;
    this.far = source.far;
    this.dashArray.copy( source.dashArray );
    this.dashOffset.copy( source.dashOffset );
    this.dashRatio.copy( source.dashRatio );
    this.useDash = source.useDash;
    this.visibility = source.visibility;
    this.alphaTest = source.alphaTest;
    this.repeat.copy( source.repeat );

    return this;

};

if( typeof exports !== 'undefined' ) {
    if( typeof module !== 'undefined' && module.exports ) {
        exports = module.exports = { MeshLine: MeshLine, MeshLineMaterial: MeshLineMaterial };
    }
    exports.MeshLine = MeshLine;
    exports.MeshLineMaterial = MeshLineMaterial;
}
else {
    root.MeshLine = MeshLine;
    root.MeshLineMaterial = MeshLineMaterial;
}

}).call(this);






function ThreeContainer(container_name) {
    this.width = $('#' + container_name).width();
    this.height = $('#' + container_name).height();
    this.container = document.getElementById(container_name);
    this.scene = new THREE.Scene();
    this.camera = new THREE.PerspectiveCamera(60, this.width / this.height, .01, 10000); //OrthographicCamera(this.width / -2, this.width / 2, this.height / -2, this.height / 2, 1, 1000) // 
    this.camera.position.set(0, 0, 500);

    this.renderer = new THREE.WebGLRenderer({antialias: true, alpha: true});
    this.renderer.setSize(this.width, this.height);
    this.renderer.setPixelRatio(window.devicePixelRatio);
    this.container.appendChild(this.renderer.domElement);

    this.controls = new THREE.OrbitControls(this.camera, this.renderer.domElement);

    this.lines = [];
    $('#' + container_name).resize(this.onContainerResize);
    console.log('ThreeContainer', this);
    this.init();
    return this;
}


ThreeContainer.prototype.onContainerResize = function() {
    var w = this.container.clientWidth;
    var h = this.container.clientHeight;

    this.camera.aspect = w / h;
    this.camera.updateProjectionMatrix();

    this.renderer.setSize(w, h);
    console.log('onContainerResize', w, h);
}


ThreeContainer.prototype.makeLine = function (geo, width_rule) {
    var g = new MeshLine();
    console.log('makeLine', width_rule);
    g.setGeometry(geo, width_rule);

    var material = new MeshLineMaterial({
        color: new THREE.Color(0x000000),
        lineWidth: 0.25,
        side: THREE.DoubleSide
    });
    var mesh = new THREE.Mesh(g.geometry, material);
    this.scene.add(mesh);
    this.lines.push(mesh);
}

ThreeContainer.prototype.init = function() {
    this.onContainerResize();
    this.render();
}

ThreeContainer.prototype.render = function() {
    requestAnimationFrame(this.render.bind(this));
    this.renderer.render(this.scene, this.camera);
}

ThreeContainer.prototype.clearLines = function() {
    console.log('clearLines');
    this.scene.remove.apply(this.scene, this.scene.children);
    this.lines = [];
}


function neuron_javascript_embedder(js) {
    try {
        eval(js);
    } catch (err) {
        console.log(err.message);
    }
}
'''



def setup_threejs(after="", before=""):
    """setup THREE.js"""
    from IPython.display import display, HTML, Javascript
    display(HTML(before + '<script>' + everything + '</script>' + after))

def javascript_embedder(js):
    from IPython.display import display, HTML, Javascript
    display(Javascript('neuron_javascript_embedder(%s)' % json.dumps(js)))
