/* WhitestormJS Framework v2.2.0-beta.2 */
(function (global, factory) {
	typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
	typeof define === 'function' && define.amd ? define(['exports'], factory) :
	(factory((global.WHS = {})));
}(this, (function (exports) { 'use strict';

	function createCommonjsModule(fn, module) {
		return module = { exports: {} }, fn(module, module.exports), module.exports;
	}

	var runtime = createCommonjsModule(function (module) {
	/**
	 * Copyright (c) 2014-present, Facebook, Inc.
	 *
	 * This source code is licensed under the MIT license found in the
	 * LICENSE file in the root directory of this source tree.
	 */

	!(function(global) {

	  var Op = Object.prototype;
	  var hasOwn = Op.hasOwnProperty;
	  var undefined; // More compressible than void 0.
	  var $Symbol = typeof Symbol === "function" ? Symbol : {};
	  var iteratorSymbol = $Symbol.iterator || "@@iterator";
	  var asyncIteratorSymbol = $Symbol.asyncIterator || "@@asyncIterator";
	  var toStringTagSymbol = $Symbol.toStringTag || "@@toStringTag";

	  var inModule = 'object' === "object";
	  var runtime = global.regeneratorRuntime;
	  if (runtime) {
	    if (inModule) {
	      // If regeneratorRuntime is defined globally and we're in a module,
	      // make the exports object identical to regeneratorRuntime.
	      module.exports = runtime;
	    }
	    // Don't bother evaluating the rest of this file if the runtime was
	    // already defined globally.
	    return;
	  }

	  // Define the runtime globally (as expected by generated code) as either
	  // module.exports (if we're in a module) or a new, empty object.
	  runtime = global.regeneratorRuntime = inModule ? module.exports : {};

	  function wrap(innerFn, outerFn, self, tryLocsList) {
	    // If outerFn provided and outerFn.prototype is a Generator, then outerFn.prototype instanceof Generator.
	    var protoGenerator = outerFn && outerFn.prototype instanceof Generator ? outerFn : Generator;
	    var generator = Object.create(protoGenerator.prototype);
	    var context = new Context(tryLocsList || []);

	    // The ._invoke method unifies the implementations of the .next,
	    // .throw, and .return methods.
	    generator._invoke = makeInvokeMethod(innerFn, self, context);

	    return generator;
	  }
	  runtime.wrap = wrap;

	  // Try/catch helper to minimize deoptimizations. Returns a completion
	  // record like context.tryEntries[i].completion. This interface could
	  // have been (and was previously) designed to take a closure to be
	  // invoked without arguments, but in all the cases we care about we
	  // already have an existing method we want to call, so there's no need
	  // to create a new function object. We can even get away with assuming
	  // the method takes exactly one argument, since that happens to be true
	  // in every case, so we don't have to touch the arguments object. The
	  // only additional allocation required is the completion record, which
	  // has a stable shape and so hopefully should be cheap to allocate.
	  function tryCatch(fn, obj, arg) {
	    try {
	      return { type: "normal", arg: fn.call(obj, arg) };
	    } catch (err) {
	      return { type: "throw", arg: err };
	    }
	  }

	  var GenStateSuspendedStart = "suspendedStart";
	  var GenStateSuspendedYield = "suspendedYield";
	  var GenStateExecuting = "executing";
	  var GenStateCompleted = "completed";

	  // Returning this object from the innerFn has the same effect as
	  // breaking out of the dispatch switch statement.
	  var ContinueSentinel = {};

	  // Dummy constructor functions that we use as the .constructor and
	  // .constructor.prototype properties for functions that return Generator
	  // objects. For full spec compliance, you may wish to configure your
	  // minifier not to mangle the names of these two functions.
	  function Generator() {}
	  function GeneratorFunction() {}
	  function GeneratorFunctionPrototype() {}

	  // This is a polyfill for %IteratorPrototype% for environments that
	  // don't natively support it.
	  var IteratorPrototype = {};
	  IteratorPrototype[iteratorSymbol] = function () {
	    return this;
	  };

	  var getProto = Object.getPrototypeOf;
	  var NativeIteratorPrototype = getProto && getProto(getProto(values([])));
	  if (NativeIteratorPrototype &&
	      NativeIteratorPrototype !== Op &&
	      hasOwn.call(NativeIteratorPrototype, iteratorSymbol)) {
	    // This environment has a native %IteratorPrototype%; use it instead
	    // of the polyfill.
	    IteratorPrototype = NativeIteratorPrototype;
	  }

	  var Gp = GeneratorFunctionPrototype.prototype =
	    Generator.prototype = Object.create(IteratorPrototype);
	  GeneratorFunction.prototype = Gp.constructor = GeneratorFunctionPrototype;
	  GeneratorFunctionPrototype.constructor = GeneratorFunction;
	  GeneratorFunctionPrototype[toStringTagSymbol] =
	    GeneratorFunction.displayName = "GeneratorFunction";

	  // Helper for defining the .next, .throw, and .return methods of the
	  // Iterator interface in terms of a single ._invoke method.
	  function defineIteratorMethods(prototype) {
	    ["next", "throw", "return"].forEach(function(method) {
	      prototype[method] = function(arg) {
	        return this._invoke(method, arg);
	      };
	    });
	  }

	  runtime.isGeneratorFunction = function(genFun) {
	    var ctor = typeof genFun === "function" && genFun.constructor;
	    return ctor
	      ? ctor === GeneratorFunction ||
	        // For the native GeneratorFunction constructor, the best we can
	        // do is to check its .name property.
	        (ctor.displayName || ctor.name) === "GeneratorFunction"
	      : false;
	  };

	  runtime.mark = function(genFun) {
	    if (Object.setPrototypeOf) {
	      Object.setPrototypeOf(genFun, GeneratorFunctionPrototype);
	    } else {
	      genFun.__proto__ = GeneratorFunctionPrototype;
	      if (!(toStringTagSymbol in genFun)) {
	        genFun[toStringTagSymbol] = "GeneratorFunction";
	      }
	    }
	    genFun.prototype = Object.create(Gp);
	    return genFun;
	  };

	  // Within the body of any async function, `await x` is transformed to
	  // `yield regeneratorRuntime.awrap(x)`, so that the runtime can test
	  // `hasOwn.call(value, "__await")` to determine if the yielded value is
	  // meant to be awaited.
	  runtime.awrap = function(arg) {
	    return { __await: arg };
	  };

	  function AsyncIterator(generator) {
	    function invoke(method, arg, resolve, reject) {
	      var record = tryCatch(generator[method], generator, arg);
	      if (record.type === "throw") {
	        reject(record.arg);
	      } else {
	        var result = record.arg;
	        var value = result.value;
	        if (value &&
	            typeof value === "object" &&
	            hasOwn.call(value, "__await")) {
	          return Promise.resolve(value.__await).then(function(value) {
	            invoke("next", value, resolve, reject);
	          }, function(err) {
	            invoke("throw", err, resolve, reject);
	          });
	        }

	        return Promise.resolve(value).then(function(unwrapped) {
	          // When a yielded Promise is resolved, its final value becomes
	          // the .value of the Promise<{value,done}> result for the
	          // current iteration. If the Promise is rejected, however, the
	          // result for this iteration will be rejected with the same
	          // reason. Note that rejections of yielded Promises are not
	          // thrown back into the generator function, as is the case
	          // when an awaited Promise is rejected. This difference in
	          // behavior between yield and await is important, because it
	          // allows the consumer to decide what to do with the yielded
	          // rejection (swallow it and continue, manually .throw it back
	          // into the generator, abandon iteration, whatever). With
	          // await, by contrast, there is no opportunity to examine the
	          // rejection reason outside the generator function, so the
	          // only option is to throw it from the await expression, and
	          // let the generator function handle the exception.
	          result.value = unwrapped;
	          resolve(result);
	        }, reject);
	      }
	    }

	    var previousPromise;

	    function enqueue(method, arg) {
	      function callInvokeWithMethodAndArg() {
	        return new Promise(function(resolve, reject) {
	          invoke(method, arg, resolve, reject);
	        });
	      }

	      return previousPromise =
	        // If enqueue has been called before, then we want to wait until
	        // all previous Promises have been resolved before calling invoke,
	        // so that results are always delivered in the correct order. If
	        // enqueue has not been called before, then it is important to
	        // call invoke immediately, without waiting on a callback to fire,
	        // so that the async generator function has the opportunity to do
	        // any necessary setup in a predictable way. This predictability
	        // is why the Promise constructor synchronously invokes its
	        // executor callback, and why async functions synchronously
	        // execute code before the first await. Since we implement simple
	        // async functions in terms of async generators, it is especially
	        // important to get this right, even though it requires care.
	        previousPromise ? previousPromise.then(
	          callInvokeWithMethodAndArg,
	          // Avoid propagating failures to Promises returned by later
	          // invocations of the iterator.
	          callInvokeWithMethodAndArg
	        ) : callInvokeWithMethodAndArg();
	    }

	    // Define the unified helper method that is used to implement .next,
	    // .throw, and .return (see defineIteratorMethods).
	    this._invoke = enqueue;
	  }

	  defineIteratorMethods(AsyncIterator.prototype);
	  AsyncIterator.prototype[asyncIteratorSymbol] = function () {
	    return this;
	  };
	  runtime.AsyncIterator = AsyncIterator;

	  // Note that simple async functions are implemented on top of
	  // AsyncIterator objects; they just return a Promise for the value of
	  // the final result produced by the iterator.
	  runtime.async = function(innerFn, outerFn, self, tryLocsList) {
	    var iter = new AsyncIterator(
	      wrap(innerFn, outerFn, self, tryLocsList)
	    );

	    return runtime.isGeneratorFunction(outerFn)
	      ? iter // If outerFn is a generator, return the full iterator.
	      : iter.next().then(function(result) {
	          return result.done ? result.value : iter.next();
	        });
	  };

	  function makeInvokeMethod(innerFn, self, context) {
	    var state = GenStateSuspendedStart;

	    return function invoke(method, arg) {
	      if (state === GenStateExecuting) {
	        throw new Error("Generator is already running");
	      }

	      if (state === GenStateCompleted) {
	        if (method === "throw") {
	          throw arg;
	        }

	        // Be forgiving, per 25.3.3.3.3 of the spec:
	        // https://people.mozilla.org/~jorendorff/es6-draft.html#sec-generatorresume
	        return doneResult();
	      }

	      context.method = method;
	      context.arg = arg;

	      while (true) {
	        var delegate = context.delegate;
	        if (delegate) {
	          var delegateResult = maybeInvokeDelegate(delegate, context);
	          if (delegateResult) {
	            if (delegateResult === ContinueSentinel) continue;
	            return delegateResult;
	          }
	        }

	        if (context.method === "next") {
	          // Setting context._sent for legacy support of Babel's
	          // function.sent implementation.
	          context.sent = context._sent = context.arg;

	        } else if (context.method === "throw") {
	          if (state === GenStateSuspendedStart) {
	            state = GenStateCompleted;
	            throw context.arg;
	          }

	          context.dispatchException(context.arg);

	        } else if (context.method === "return") {
	          context.abrupt("return", context.arg);
	        }

	        state = GenStateExecuting;

	        var record = tryCatch(innerFn, self, context);
	        if (record.type === "normal") {
	          // If an exception is thrown from innerFn, we leave state ===
	          // GenStateExecuting and loop back for another invocation.
	          state = context.done
	            ? GenStateCompleted
	            : GenStateSuspendedYield;

	          if (record.arg === ContinueSentinel) {
	            continue;
	          }

	          return {
	            value: record.arg,
	            done: context.done
	          };

	        } else if (record.type === "throw") {
	          state = GenStateCompleted;
	          // Dispatch the exception by looping back around to the
	          // context.dispatchException(context.arg) call above.
	          context.method = "throw";
	          context.arg = record.arg;
	        }
	      }
	    };
	  }

	  // Call delegate.iterator[context.method](context.arg) and handle the
	  // result, either by returning a { value, done } result from the
	  // delegate iterator, or by modifying context.method and context.arg,
	  // setting context.delegate to null, and returning the ContinueSentinel.
	  function maybeInvokeDelegate(delegate, context) {
	    var method = delegate.iterator[context.method];
	    if (method === undefined) {
	      // A .throw or .return when the delegate iterator has no .throw
	      // method always terminates the yield* loop.
	      context.delegate = null;

	      if (context.method === "throw") {
	        if (delegate.iterator.return) {
	          // If the delegate iterator has a return method, give it a
	          // chance to clean up.
	          context.method = "return";
	          context.arg = undefined;
	          maybeInvokeDelegate(delegate, context);

	          if (context.method === "throw") {
	            // If maybeInvokeDelegate(context) changed context.method from
	            // "return" to "throw", let that override the TypeError below.
	            return ContinueSentinel;
	          }
	        }

	        context.method = "throw";
	        context.arg = new TypeError(
	          "The iterator does not provide a 'throw' method");
	      }

	      return ContinueSentinel;
	    }

	    var record = tryCatch(method, delegate.iterator, context.arg);

	    if (record.type === "throw") {
	      context.method = "throw";
	      context.arg = record.arg;
	      context.delegate = null;
	      return ContinueSentinel;
	    }

	    var info = record.arg;

	    if (! info) {
	      context.method = "throw";
	      context.arg = new TypeError("iterator result is not an object");
	      context.delegate = null;
	      return ContinueSentinel;
	    }

	    if (info.done) {
	      // Assign the result of the finished delegate to the temporary
	      // variable specified by delegate.resultName (see delegateYield).
	      context[delegate.resultName] = info.value;

	      // Resume execution at the desired location (see delegateYield).
	      context.next = delegate.nextLoc;

	      // If context.method was "throw" but the delegate handled the
	      // exception, let the outer generator proceed normally. If
	      // context.method was "next", forget context.arg since it has been
	      // "consumed" by the delegate iterator. If context.method was
	      // "return", allow the original .return call to continue in the
	      // outer generator.
	      if (context.method !== "return") {
	        context.method = "next";
	        context.arg = undefined;
	      }

	    } else {
	      // Re-yield the result returned by the delegate method.
	      return info;
	    }

	    // The delegate iterator is finished, so forget it and continue with
	    // the outer generator.
	    context.delegate = null;
	    return ContinueSentinel;
	  }

	  // Define Generator.prototype.{next,throw,return} in terms of the
	  // unified ._invoke helper method.
	  defineIteratorMethods(Gp);

	  Gp[toStringTagSymbol] = "Generator";

	  // A Generator should always return itself as the iterator object when the
	  // @@iterator function is called on it. Some browsers' implementations of the
	  // iterator prototype chain incorrectly implement this, causing the Generator
	  // object to not be returned from this call. This ensures that doesn't happen.
	  // See https://github.com/facebook/regenerator/issues/274 for more details.
	  Gp[iteratorSymbol] = function() {
	    return this;
	  };

	  Gp.toString = function() {
	    return "[object Generator]";
	  };

	  function pushTryEntry(locs) {
	    var entry = { tryLoc: locs[0] };

	    if (1 in locs) {
	      entry.catchLoc = locs[1];
	    }

	    if (2 in locs) {
	      entry.finallyLoc = locs[2];
	      entry.afterLoc = locs[3];
	    }

	    this.tryEntries.push(entry);
	  }

	  function resetTryEntry(entry) {
	    var record = entry.completion || {};
	    record.type = "normal";
	    delete record.arg;
	    entry.completion = record;
	  }

	  function Context(tryLocsList) {
	    // The root entry object (effectively a try statement without a catch
	    // or a finally block) gives us a place to store values thrown from
	    // locations where there is no enclosing try statement.
	    this.tryEntries = [{ tryLoc: "root" }];
	    tryLocsList.forEach(pushTryEntry, this);
	    this.reset(true);
	  }

	  runtime.keys = function(object) {
	    var keys = [];
	    for (var key in object) {
	      keys.push(key);
	    }
	    keys.reverse();

	    // Rather than returning an object with a next method, we keep
	    // things simple and return the next function itself.
	    return function next() {
	      while (keys.length) {
	        var key = keys.pop();
	        if (key in object) {
	          next.value = key;
	          next.done = false;
	          return next;
	        }
	      }

	      // To avoid creating an additional object, we just hang the .value
	      // and .done properties off the next function object itself. This
	      // also ensures that the minifier will not anonymize the function.
	      next.done = true;
	      return next;
	    };
	  };

	  function values(iterable) {
	    if (iterable) {
	      var iteratorMethod = iterable[iteratorSymbol];
	      if (iteratorMethod) {
	        return iteratorMethod.call(iterable);
	      }

	      if (typeof iterable.next === "function") {
	        return iterable;
	      }

	      if (!isNaN(iterable.length)) {
	        var i = -1, next = function next() {
	          while (++i < iterable.length) {
	            if (hasOwn.call(iterable, i)) {
	              next.value = iterable[i];
	              next.done = false;
	              return next;
	            }
	          }

	          next.value = undefined;
	          next.done = true;

	          return next;
	        };

	        return next.next = next;
	      }
	    }

	    // Return an iterator with no values.
	    return { next: doneResult };
	  }
	  runtime.values = values;

	  function doneResult() {
	    return { value: undefined, done: true };
	  }

	  Context.prototype = {
	    constructor: Context,

	    reset: function(skipTempReset) {
	      this.prev = 0;
	      this.next = 0;
	      // Resetting context._sent for legacy support of Babel's
	      // function.sent implementation.
	      this.sent = this._sent = undefined;
	      this.done = false;
	      this.delegate = null;

	      this.method = "next";
	      this.arg = undefined;

	      this.tryEntries.forEach(resetTryEntry);

	      if (!skipTempReset) {
	        for (var name in this) {
	          // Not sure about the optimal order of these conditions:
	          if (name.charAt(0) === "t" &&
	              hasOwn.call(this, name) &&
	              !isNaN(+name.slice(1))) {
	            this[name] = undefined;
	          }
	        }
	      }
	    },

	    stop: function() {
	      this.done = true;

	      var rootEntry = this.tryEntries[0];
	      var rootRecord = rootEntry.completion;
	      if (rootRecord.type === "throw") {
	        throw rootRecord.arg;
	      }

	      return this.rval;
	    },

	    dispatchException: function(exception) {
	      if (this.done) {
	        throw exception;
	      }

	      var context = this;
	      function handle(loc, caught) {
	        record.type = "throw";
	        record.arg = exception;
	        context.next = loc;

	        if (caught) {
	          // If the dispatched exception was caught by a catch block,
	          // then let that catch block handle the exception normally.
	          context.method = "next";
	          context.arg = undefined;
	        }

	        return !! caught;
	      }

	      for (var i = this.tryEntries.length - 1; i >= 0; --i) {
	        var entry = this.tryEntries[i];
	        var record = entry.completion;

	        if (entry.tryLoc === "root") {
	          // Exception thrown outside of any try block that could handle
	          // it, so set the completion value of the entire function to
	          // throw the exception.
	          return handle("end");
	        }

	        if (entry.tryLoc <= this.prev) {
	          var hasCatch = hasOwn.call(entry, "catchLoc");
	          var hasFinally = hasOwn.call(entry, "finallyLoc");

	          if (hasCatch && hasFinally) {
	            if (this.prev < entry.catchLoc) {
	              return handle(entry.catchLoc, true);
	            } else if (this.prev < entry.finallyLoc) {
	              return handle(entry.finallyLoc);
	            }

	          } else if (hasCatch) {
	            if (this.prev < entry.catchLoc) {
	              return handle(entry.catchLoc, true);
	            }

	          } else if (hasFinally) {
	            if (this.prev < entry.finallyLoc) {
	              return handle(entry.finallyLoc);
	            }

	          } else {
	            throw new Error("try statement without catch or finally");
	          }
	        }
	      }
	    },

	    abrupt: function(type, arg) {
	      for (var i = this.tryEntries.length - 1; i >= 0; --i) {
	        var entry = this.tryEntries[i];
	        if (entry.tryLoc <= this.prev &&
	            hasOwn.call(entry, "finallyLoc") &&
	            this.prev < entry.finallyLoc) {
	          var finallyEntry = entry;
	          break;
	        }
	      }

	      if (finallyEntry &&
	          (type === "break" ||
	           type === "continue") &&
	          finallyEntry.tryLoc <= arg &&
	          arg <= finallyEntry.finallyLoc) {
	        // Ignore the finally entry if control is not jumping to a
	        // location outside the try/catch block.
	        finallyEntry = null;
	      }

	      var record = finallyEntry ? finallyEntry.completion : {};
	      record.type = type;
	      record.arg = arg;

	      if (finallyEntry) {
	        this.method = "next";
	        this.next = finallyEntry.finallyLoc;
	        return ContinueSentinel;
	      }

	      return this.complete(record);
	    },

	    complete: function(record, afterLoc) {
	      if (record.type === "throw") {
	        throw record.arg;
	      }

	      if (record.type === "break" ||
	          record.type === "continue") {
	        this.next = record.arg;
	      } else if (record.type === "return") {
	        this.rval = this.arg = record.arg;
	        this.method = "return";
	        this.next = "end";
	      } else if (record.type === "normal" && afterLoc) {
	        this.next = afterLoc;
	      }

	      return ContinueSentinel;
	    },

	    finish: function(finallyLoc) {
	      for (var i = this.tryEntries.length - 1; i >= 0; --i) {
	        var entry = this.tryEntries[i];
	        if (entry.finallyLoc === finallyLoc) {
	          this.complete(entry.completion, entry.afterLoc);
	          resetTryEntry(entry);
	          return ContinueSentinel;
	        }
	      }
	    },

	    "catch": function(tryLoc) {
	      for (var i = this.tryEntries.length - 1; i >= 0; --i) {
	        var entry = this.tryEntries[i];
	        if (entry.tryLoc === tryLoc) {
	          var record = entry.completion;
	          if (record.type === "throw") {
	            var thrown = record.arg;
	            resetTryEntry(entry);
	          }
	          return thrown;
	        }
	      }

	      // The context.catch method must only be called with a location
	      // argument that corresponds to a known catch block.
	      throw new Error("illegal catch attempt");
	    },

	    delegateYield: function(iterable, resultName, nextLoc) {
	      this.delegate = {
	        iterator: values(iterable),
	        resultName: resultName,
	        nextLoc: nextLoc
	      };

	      if (this.method === "next") {
	        // Deliberately forget the last sent value so that we don't
	        // accidentally pass it on to the delegate.
	        this.arg = undefined;
	      }

	      return ContinueSentinel;
	    }
	  };
	})(
	  // In sloppy mode, unbound `this` refers to the global object, fallback to
	  // Function constructor if we're in global strict mode. That is sadly a form
	  // of indirect eval which violates Content Security Policy.
	  (function() { return this })() || Function("return this")()
	);
	});

	/**
	 * Copyright (c) 2014-present, Facebook, Inc.
	 *
	 * This source code is licensed under the MIT license found in the
	 * LICENSE file in the root directory of this source tree.
	 */

	// This method of obtaining a reference to the global object needs to be
	// kept identical to the way it is obtained in runtime.js
	var g = (function() { return this })() || Function("return this")();

	// Use `getOwnPropertyNames` because not all browsers support calling
	// `hasOwnProperty` on the global `self` object in a worker. See #183.
	var hadRuntime = g.regeneratorRuntime &&
	  Object.getOwnPropertyNames(g).indexOf("regeneratorRuntime") >= 0;

	// Save the old regeneratorRuntime in case it needs to be restored later.
	var oldRuntime = hadRuntime && g.regeneratorRuntime;

	// Force reevalutation of runtime.js.
	g.regeneratorRuntime = undefined;

	var runtimeModule = runtime;

	if (hadRuntime) {
	  // Restore the original runtime.
	  g.regeneratorRuntime = oldRuntime;
	} else {
	  // Remove the global property added by runtime.js.
	  try {
	    delete g.regeneratorRuntime;
	  } catch(e) {
	    g.regeneratorRuntime = undefined;
	  }
	}

	var regenerator = runtimeModule;

	// 7.1.4 ToInteger
	var ceil = Math.ceil;
	var floor = Math.floor;
	var _toInteger = function (it) {
	  return isNaN(it = +it) ? 0 : (it > 0 ? floor : ceil)(it);
	};

	// 7.2.1 RequireObjectCoercible(argument)
	var _defined = function (it) {
	  if (it == undefined) throw TypeError("Can't call method on  " + it);
	  return it;
	};

	// true  -> String#at
	// false -> String#codePointAt
	var _stringAt = function (TO_STRING) {
	  return function (that, pos) {
	    var s = String(_defined(that));
	    var i = _toInteger(pos);
	    var l = s.length;
	    var a, b;
	    if (i < 0 || i >= l) return TO_STRING ? '' : undefined;
	    a = s.charCodeAt(i);
	    return a < 0xd800 || a > 0xdbff || i + 1 === l || (b = s.charCodeAt(i + 1)) < 0xdc00 || b > 0xdfff
	      ? TO_STRING ? s.charAt(i) : a
	      : TO_STRING ? s.slice(i, i + 2) : (a - 0xd800 << 10) + (b - 0xdc00) + 0x10000;
	  };
	};

	var _library = true;

	var _global = createCommonjsModule(function (module) {
	// https://github.com/zloirock/core-js/issues/86#issuecomment-115759028
	var global = module.exports = typeof window != 'undefined' && window.Math == Math
	  ? window : typeof self != 'undefined' && self.Math == Math ? self
	  // eslint-disable-next-line no-new-func
	  : Function('return this')();
	if (typeof __g == 'number') __g = global; // eslint-disable-line no-undef
	});

	var _core = createCommonjsModule(function (module) {
	var core = module.exports = { version: '2.5.6' };
	if (typeof __e == 'number') __e = core; // eslint-disable-line no-undef
	});
	var _core_1 = _core.version;

	var _aFunction = function (it) {
	  if (typeof it != 'function') throw TypeError(it + ' is not a function!');
	  return it;
	};

	// optional / simple context binding

	var _ctx = function (fn, that, length) {
	  _aFunction(fn);
	  if (that === undefined) return fn;
	  switch (length) {
	    case 1: return function (a) {
	      return fn.call(that, a);
	    };
	    case 2: return function (a, b) {
	      return fn.call(that, a, b);
	    };
	    case 3: return function (a, b, c) {
	      return fn.call(that, a, b, c);
	    };
	  }
	  return function (/* ...args */) {
	    return fn.apply(that, arguments);
	  };
	};

	var _isObject = function (it) {
	  return typeof it === 'object' ? it !== null : typeof it === 'function';
	};

	var _anObject = function (it) {
	  if (!_isObject(it)) throw TypeError(it + ' is not an object!');
	  return it;
	};

	var _fails = function (exec) {
	  try {
	    return !!exec();
	  } catch (e) {
	    return true;
	  }
	};

	// Thank's IE8 for his funny defineProperty
	var _descriptors = !_fails(function () {
	  return Object.defineProperty({}, 'a', { get: function () { return 7; } }).a != 7;
	});

	var document$1 = _global.document;
	// typeof document.createElement is 'object' in old IE
	var is = _isObject(document$1) && _isObject(document$1.createElement);
	var _domCreate = function (it) {
	  return is ? document$1.createElement(it) : {};
	};

	var _ie8DomDefine = !_descriptors && !_fails(function () {
	  return Object.defineProperty(_domCreate('div'), 'a', { get: function () { return 7; } }).a != 7;
	});

	// 7.1.1 ToPrimitive(input [, PreferredType])

	// instead of the ES6 spec version, we didn't implement @@toPrimitive case
	// and the second argument - flag - preferred type is a string
	var _toPrimitive = function (it, S) {
	  if (!_isObject(it)) return it;
	  var fn, val;
	  if (S && typeof (fn = it.toString) == 'function' && !_isObject(val = fn.call(it))) return val;
	  if (typeof (fn = it.valueOf) == 'function' && !_isObject(val = fn.call(it))) return val;
	  if (!S && typeof (fn = it.toString) == 'function' && !_isObject(val = fn.call(it))) return val;
	  throw TypeError("Can't convert object to primitive value");
	};

	var dP = Object.defineProperty;

	var f = _descriptors ? Object.defineProperty : function defineProperty(O, P, Attributes) {
	  _anObject(O);
	  P = _toPrimitive(P, true);
	  _anObject(Attributes);
	  if (_ie8DomDefine) try {
	    return dP(O, P, Attributes);
	  } catch (e) { /* empty */ }
	  if ('get' in Attributes || 'set' in Attributes) throw TypeError('Accessors not supported!');
	  if ('value' in Attributes) O[P] = Attributes.value;
	  return O;
	};

	var _objectDp = {
		f: f
	};

	var _propertyDesc = function (bitmap, value) {
	  return {
	    enumerable: !(bitmap & 1),
	    configurable: !(bitmap & 2),
	    writable: !(bitmap & 4),
	    value: value
	  };
	};

	var _hide = _descriptors ? function (object, key, value) {
	  return _objectDp.f(object, key, _propertyDesc(1, value));
	} : function (object, key, value) {
	  object[key] = value;
	  return object;
	};

	var hasOwnProperty = {}.hasOwnProperty;
	var _has = function (it, key) {
	  return hasOwnProperty.call(it, key);
	};

	var PROTOTYPE = 'prototype';

	var $export = function (type, name, source) {
	  var IS_FORCED = type & $export.F;
	  var IS_GLOBAL = type & $export.G;
	  var IS_STATIC = type & $export.S;
	  var IS_PROTO = type & $export.P;
	  var IS_BIND = type & $export.B;
	  var IS_WRAP = type & $export.W;
	  var exports = IS_GLOBAL ? _core : _core[name] || (_core[name] = {});
	  var expProto = exports[PROTOTYPE];
	  var target = IS_GLOBAL ? _global : IS_STATIC ? _global[name] : (_global[name] || {})[PROTOTYPE];
	  var key, own, out;
	  if (IS_GLOBAL) source = name;
	  for (key in source) {
	    // contains in native
	    own = !IS_FORCED && target && target[key] !== undefined;
	    if (own && _has(exports, key)) continue;
	    // export native or passed
	    out = own ? target[key] : source[key];
	    // prevent global pollution for namespaces
	    exports[key] = IS_GLOBAL && typeof target[key] != 'function' ? source[key]
	    // bind timers to global for call from export context
	    : IS_BIND && own ? _ctx(out, _global)
	    // wrap global constructors for prevent change them in library
	    : IS_WRAP && target[key] == out ? (function (C) {
	      var F = function (a, b, c) {
	        if (this instanceof C) {
	          switch (arguments.length) {
	            case 0: return new C();
	            case 1: return new C(a);
	            case 2: return new C(a, b);
	          } return new C(a, b, c);
	        } return C.apply(this, arguments);
	      };
	      F[PROTOTYPE] = C[PROTOTYPE];
	      return F;
	    // make static versions for prototype methods
	    })(out) : IS_PROTO && typeof out == 'function' ? _ctx(Function.call, out) : out;
	    // export proto methods to core.%CONSTRUCTOR%.methods.%NAME%
	    if (IS_PROTO) {
	      (exports.virtual || (exports.virtual = {}))[key] = out;
	      // export proto methods to core.%CONSTRUCTOR%.prototype.%NAME%
	      if (type & $export.R && expProto && !expProto[key]) _hide(expProto, key, out);
	    }
	  }
	};
	// type bitmap
	$export.F = 1;   // forced
	$export.G = 2;   // global
	$export.S = 4;   // static
	$export.P = 8;   // proto
	$export.B = 16;  // bind
	$export.W = 32;  // wrap
	$export.U = 64;  // safe
	$export.R = 128; // real proto method for `library`
	var _export = $export;

	var _redefine = _hide;

	var _iterators = {};

	var toString = {}.toString;

	var _cof = function (it) {
	  return toString.call(it).slice(8, -1);
	};

	// fallback for non-array-like ES3 and non-enumerable old V8 strings

	// eslint-disable-next-line no-prototype-builtins
	var _iobject = Object('z').propertyIsEnumerable(0) ? Object : function (it) {
	  return _cof(it) == 'String' ? it.split('') : Object(it);
	};

	// to indexed object, toObject with fallback for non-array-like ES3 strings


	var _toIobject = function (it) {
	  return _iobject(_defined(it));
	};

	// 7.1.15 ToLength

	var min = Math.min;
	var _toLength = function (it) {
	  return it > 0 ? min(_toInteger(it), 0x1fffffffffffff) : 0; // pow(2, 53) - 1 == 9007199254740991
	};

	var max = Math.max;
	var min$1 = Math.min;
	var _toAbsoluteIndex = function (index, length) {
	  index = _toInteger(index);
	  return index < 0 ? max(index + length, 0) : min$1(index, length);
	};

	// false -> Array#indexOf
	// true  -> Array#includes



	var _arrayIncludes = function (IS_INCLUDES) {
	  return function ($this, el, fromIndex) {
	    var O = _toIobject($this);
	    var length = _toLength(O.length);
	    var index = _toAbsoluteIndex(fromIndex, length);
	    var value;
	    // Array#includes uses SameValueZero equality algorithm
	    // eslint-disable-next-line no-self-compare
	    if (IS_INCLUDES && el != el) while (length > index) {
	      value = O[index++];
	      // eslint-disable-next-line no-self-compare
	      if (value != value) return true;
	    // Array#indexOf ignores holes, Array#includes - not
	    } else for (;length > index; index++) if (IS_INCLUDES || index in O) {
	      if (O[index] === el) return IS_INCLUDES || index || 0;
	    } return !IS_INCLUDES && -1;
	  };
	};

	var _shared = createCommonjsModule(function (module) {
	var SHARED = '__core-js_shared__';
	var store = _global[SHARED] || (_global[SHARED] = {});

	(module.exports = function (key, value) {
	  return store[key] || (store[key] = value !== undefined ? value : {});
	})('versions', []).push({
	  version: _core.version,
	  mode: _library ? 'pure' : 'global',
	  copyright: '© 2018 Denis Pushkarev (zloirock.ru)'
	});
	});

	var id = 0;
	var px = Math.random();
	var _uid = function (key) {
	  return 'Symbol('.concat(key === undefined ? '' : key, ')_', (++id + px).toString(36));
	};

	var shared = _shared('keys');

	var _sharedKey = function (key) {
	  return shared[key] || (shared[key] = _uid(key));
	};

	var arrayIndexOf = _arrayIncludes(false);
	var IE_PROTO = _sharedKey('IE_PROTO');

	var _objectKeysInternal = function (object, names) {
	  var O = _toIobject(object);
	  var i = 0;
	  var result = [];
	  var key;
	  for (key in O) if (key != IE_PROTO) _has(O, key) && result.push(key);
	  // Don't enum bug & hidden keys
	  while (names.length > i) if (_has(O, key = names[i++])) {
	    ~arrayIndexOf(result, key) || result.push(key);
	  }
	  return result;
	};

	// IE 8- don't enum bug keys
	var _enumBugKeys = (
	  'constructor,hasOwnProperty,isPrototypeOf,propertyIsEnumerable,toLocaleString,toString,valueOf'
	).split(',');

	// 19.1.2.14 / 15.2.3.14 Object.keys(O)



	var _objectKeys = Object.keys || function keys(O) {
	  return _objectKeysInternal(O, _enumBugKeys);
	};

	var _objectDps = _descriptors ? Object.defineProperties : function defineProperties(O, Properties) {
	  _anObject(O);
	  var keys = _objectKeys(Properties);
	  var length = keys.length;
	  var i = 0;
	  var P;
	  while (length > i) _objectDp.f(O, P = keys[i++], Properties[P]);
	  return O;
	};

	var document$2 = _global.document;
	var _html = document$2 && document$2.documentElement;

	// 19.1.2.2 / 15.2.3.5 Object.create(O [, Properties])



	var IE_PROTO$1 = _sharedKey('IE_PROTO');
	var Empty = function () { /* empty */ };
	var PROTOTYPE$1 = 'prototype';

	// Create object with fake `null` prototype: use iframe Object with cleared prototype
	var createDict = function () {
	  // Thrash, waste and sodomy: IE GC bug
	  var iframe = _domCreate('iframe');
	  var i = _enumBugKeys.length;
	  var lt = '<';
	  var gt = '>';
	  var iframeDocument;
	  iframe.style.display = 'none';
	  _html.appendChild(iframe);
	  iframe.src = 'javascript:'; // eslint-disable-line no-script-url
	  // createDict = iframe.contentWindow.Object;
	  // html.removeChild(iframe);
	  iframeDocument = iframe.contentWindow.document;
	  iframeDocument.open();
	  iframeDocument.write(lt + 'script' + gt + 'document.F=Object' + lt + '/script' + gt);
	  iframeDocument.close();
	  createDict = iframeDocument.F;
	  while (i--) delete createDict[PROTOTYPE$1][_enumBugKeys[i]];
	  return createDict();
	};

	var _objectCreate = Object.create || function create(O, Properties) {
	  var result;
	  if (O !== null) {
	    Empty[PROTOTYPE$1] = _anObject(O);
	    result = new Empty();
	    Empty[PROTOTYPE$1] = null;
	    // add "__proto__" for Object.getPrototypeOf polyfill
	    result[IE_PROTO$1] = O;
	  } else result = createDict();
	  return Properties === undefined ? result : _objectDps(result, Properties);
	};

	var _wks = createCommonjsModule(function (module) {
	var store = _shared('wks');

	var Symbol = _global.Symbol;
	var USE_SYMBOL = typeof Symbol == 'function';

	var $exports = module.exports = function (name) {
	  return store[name] || (store[name] =
	    USE_SYMBOL && Symbol[name] || (USE_SYMBOL ? Symbol : _uid)('Symbol.' + name));
	};

	$exports.store = store;
	});

	var def = _objectDp.f;

	var TAG = _wks('toStringTag');

	var _setToStringTag = function (it, tag, stat) {
	  if (it && !_has(it = stat ? it : it.prototype, TAG)) def(it, TAG, { configurable: true, value: tag });
	};

	var IteratorPrototype = {};

	// 25.1.2.1.1 %IteratorPrototype%[@@iterator]()
	_hide(IteratorPrototype, _wks('iterator'), function () { return this; });

	var _iterCreate = function (Constructor, NAME, next) {
	  Constructor.prototype = _objectCreate(IteratorPrototype, { next: _propertyDesc(1, next) });
	  _setToStringTag(Constructor, NAME + ' Iterator');
	};

	// 7.1.13 ToObject(argument)

	var _toObject = function (it) {
	  return Object(_defined(it));
	};

	// 19.1.2.9 / 15.2.3.2 Object.getPrototypeOf(O)


	var IE_PROTO$2 = _sharedKey('IE_PROTO');
	var ObjectProto = Object.prototype;

	var _objectGpo = Object.getPrototypeOf || function (O) {
	  O = _toObject(O);
	  if (_has(O, IE_PROTO$2)) return O[IE_PROTO$2];
	  if (typeof O.constructor == 'function' && O instanceof O.constructor) {
	    return O.constructor.prototype;
	  } return O instanceof Object ? ObjectProto : null;
	};

	var ITERATOR = _wks('iterator');
	var BUGGY = !([].keys && 'next' in [].keys()); // Safari has buggy iterators w/o `next`
	var FF_ITERATOR = '@@iterator';
	var KEYS = 'keys';
	var VALUES = 'values';

	var returnThis = function () { return this; };

	var _iterDefine = function (Base, NAME, Constructor, next, DEFAULT, IS_SET, FORCED) {
	  _iterCreate(Constructor, NAME, next);
	  var getMethod = function (kind) {
	    if (!BUGGY && kind in proto) return proto[kind];
	    switch (kind) {
	      case KEYS: return function keys() { return new Constructor(this, kind); };
	      case VALUES: return function values() { return new Constructor(this, kind); };
	    } return function entries() { return new Constructor(this, kind); };
	  };
	  var TAG = NAME + ' Iterator';
	  var DEF_VALUES = DEFAULT == VALUES;
	  var VALUES_BUG = false;
	  var proto = Base.prototype;
	  var $native = proto[ITERATOR] || proto[FF_ITERATOR] || DEFAULT && proto[DEFAULT];
	  var $default = $native || getMethod(DEFAULT);
	  var $entries = DEFAULT ? !DEF_VALUES ? $default : getMethod('entries') : undefined;
	  var $anyNative = NAME == 'Array' ? proto.entries || $native : $native;
	  var methods, key, IteratorPrototype;
	  // Fix native
	  if ($anyNative) {
	    IteratorPrototype = _objectGpo($anyNative.call(new Base()));
	    if (IteratorPrototype !== Object.prototype && IteratorPrototype.next) {
	      // Set @@toStringTag to native iterators
	      _setToStringTag(IteratorPrototype, TAG, true);
	      // fix for some old engines
	      if (!_library && typeof IteratorPrototype[ITERATOR] != 'function') _hide(IteratorPrototype, ITERATOR, returnThis);
	    }
	  }
	  // fix Array#{values, @@iterator}.name in V8 / FF
	  if (DEF_VALUES && $native && $native.name !== VALUES) {
	    VALUES_BUG = true;
	    $default = function values() { return $native.call(this); };
	  }
	  // Define iterator
	  if ((!_library || FORCED) && (BUGGY || VALUES_BUG || !proto[ITERATOR])) {
	    _hide(proto, ITERATOR, $default);
	  }
	  // Plug for library
	  _iterators[NAME] = $default;
	  _iterators[TAG] = returnThis;
	  if (DEFAULT) {
	    methods = {
	      values: DEF_VALUES ? $default : getMethod(VALUES),
	      keys: IS_SET ? $default : getMethod(KEYS),
	      entries: $entries
	    };
	    if (FORCED) for (key in methods) {
	      if (!(key in proto)) _redefine(proto, key, methods[key]);
	    } else _export(_export.P + _export.F * (BUGGY || VALUES_BUG), NAME, methods);
	  }
	  return methods;
	};

	var $at = _stringAt(true);

	// 21.1.3.27 String.prototype[@@iterator]()
	_iterDefine(String, 'String', function (iterated) {
	  this._t = String(iterated); // target
	  this._i = 0;                // next index
	// 21.1.5.2.1 %StringIteratorPrototype%.next()
	}, function () {
	  var O = this._t;
	  var index = this._i;
	  var point;
	  if (index >= O.length) return { value: undefined, done: true };
	  point = $at(O, index);
	  this._i += point.length;
	  return { value: point, done: false };
	});

	var _iterStep = function (done, value) {
	  return { value: value, done: !!done };
	};

	// 22.1.3.4 Array.prototype.entries()
	// 22.1.3.13 Array.prototype.keys()
	// 22.1.3.29 Array.prototype.values()
	// 22.1.3.30 Array.prototype[@@iterator]()
	var es6_array_iterator = _iterDefine(Array, 'Array', function (iterated, kind) {
	  this._t = _toIobject(iterated); // target
	  this._i = 0;                   // next index
	  this._k = kind;                // kind
	// 22.1.5.2.1 %ArrayIteratorPrototype%.next()
	}, function () {
	  var O = this._t;
	  var kind = this._k;
	  var index = this._i++;
	  if (!O || index >= O.length) {
	    this._t = undefined;
	    return _iterStep(1);
	  }
	  if (kind == 'keys') return _iterStep(0, index);
	  if (kind == 'values') return _iterStep(0, O[index]);
	  return _iterStep(0, [index, O[index]]);
	}, 'values');

	// argumentsList[@@iterator] is %ArrayProto_values% (9.4.4.6, 9.4.4.7)
	_iterators.Arguments = _iterators.Array;

	var TO_STRING_TAG = _wks('toStringTag');

	var DOMIterables = ('CSSRuleList,CSSStyleDeclaration,CSSValueList,ClientRectList,DOMRectList,DOMStringList,' +
	  'DOMTokenList,DataTransferItemList,FileList,HTMLAllCollection,HTMLCollection,HTMLFormElement,HTMLSelectElement,' +
	  'MediaList,MimeTypeArray,NamedNodeMap,NodeList,PaintRequestList,Plugin,PluginArray,SVGLengthList,SVGNumberList,' +
	  'SVGPathSegList,SVGPointList,SVGStringList,SVGTransformList,SourceBufferList,StyleSheetList,TextTrackCueList,' +
	  'TextTrackList,TouchList').split(',');

	for (var i = 0; i < DOMIterables.length; i++) {
	  var NAME = DOMIterables[i];
	  var Collection = _global[NAME];
	  var proto = Collection && Collection.prototype;
	  if (proto && !proto[TO_STRING_TAG]) _hide(proto, TO_STRING_TAG, NAME);
	  _iterators[NAME] = _iterators.Array;
	}

	// getting tag from 19.1.3.6 Object.prototype.toString()

	var TAG$1 = _wks('toStringTag');
	// ES3 wrong here
	var ARG = _cof(function () { return arguments; }()) == 'Arguments';

	// fallback for IE11 Script Access Denied error
	var tryGet = function (it, key) {
	  try {
	    return it[key];
	  } catch (e) { /* empty */ }
	};

	var _classof = function (it) {
	  var O, T, B;
	  return it === undefined ? 'Undefined' : it === null ? 'Null'
	    // @@toStringTag case
	    : typeof (T = tryGet(O = Object(it), TAG$1)) == 'string' ? T
	    // builtinTag case
	    : ARG ? _cof(O)
	    // ES3 arguments fallback
	    : (B = _cof(O)) == 'Object' && typeof O.callee == 'function' ? 'Arguments' : B;
	};

	var _anInstance = function (it, Constructor, name, forbiddenField) {
	  if (!(it instanceof Constructor) || (forbiddenField !== undefined && forbiddenField in it)) {
	    throw TypeError(name + ': incorrect invocation!');
	  } return it;
	};

	// call something on iterator step with safe closing on error

	var _iterCall = function (iterator, fn, value, entries) {
	  try {
	    return entries ? fn(_anObject(value)[0], value[1]) : fn(value);
	  // 7.4.6 IteratorClose(iterator, completion)
	  } catch (e) {
	    var ret = iterator['return'];
	    if (ret !== undefined) _anObject(ret.call(iterator));
	    throw e;
	  }
	};

	// check on default Array iterator

	var ITERATOR$1 = _wks('iterator');
	var ArrayProto = Array.prototype;

	var _isArrayIter = function (it) {
	  return it !== undefined && (_iterators.Array === it || ArrayProto[ITERATOR$1] === it);
	};

	var ITERATOR$2 = _wks('iterator');

	var core_getIteratorMethod = _core.getIteratorMethod = function (it) {
	  if (it != undefined) return it[ITERATOR$2]
	    || it['@@iterator']
	    || _iterators[_classof(it)];
	};

	var _forOf = createCommonjsModule(function (module) {
	var BREAK = {};
	var RETURN = {};
	var exports = module.exports = function (iterable, entries, fn, that, ITERATOR) {
	  var iterFn = ITERATOR ? function () { return iterable; } : core_getIteratorMethod(iterable);
	  var f = _ctx(fn, that, entries ? 2 : 1);
	  var index = 0;
	  var length, step, iterator, result;
	  if (typeof iterFn != 'function') throw TypeError(iterable + ' is not iterable!');
	  // fast case for arrays with default iterator
	  if (_isArrayIter(iterFn)) for (length = _toLength(iterable.length); length > index; index++) {
	    result = entries ? f(_anObject(step = iterable[index])[0], step[1]) : f(iterable[index]);
	    if (result === BREAK || result === RETURN) return result;
	  } else for (iterator = iterFn.call(iterable); !(step = iterator.next()).done;) {
	    result = _iterCall(iterator, f, step.value, entries);
	    if (result === BREAK || result === RETURN) return result;
	  }
	};
	exports.BREAK = BREAK;
	exports.RETURN = RETURN;
	});

	// 7.3.20 SpeciesConstructor(O, defaultConstructor)


	var SPECIES = _wks('species');
	var _speciesConstructor = function (O, D) {
	  var C = _anObject(O).constructor;
	  var S;
	  return C === undefined || (S = _anObject(C)[SPECIES]) == undefined ? D : _aFunction(S);
	};

	// fast apply, http://jsperf.lnkit.com/fast-apply/5
	var _invoke = function (fn, args, that) {
	  var un = that === undefined;
	  switch (args.length) {
	    case 0: return un ? fn()
	                      : fn.call(that);
	    case 1: return un ? fn(args[0])
	                      : fn.call(that, args[0]);
	    case 2: return un ? fn(args[0], args[1])
	                      : fn.call(that, args[0], args[1]);
	    case 3: return un ? fn(args[0], args[1], args[2])
	                      : fn.call(that, args[0], args[1], args[2]);
	    case 4: return un ? fn(args[0], args[1], args[2], args[3])
	                      : fn.call(that, args[0], args[1], args[2], args[3]);
	  } return fn.apply(that, args);
	};

	var process = _global.process;
	var setTask = _global.setImmediate;
	var clearTask = _global.clearImmediate;
	var MessageChannel = _global.MessageChannel;
	var Dispatch = _global.Dispatch;
	var counter = 0;
	var queue = {};
	var ONREADYSTATECHANGE = 'onreadystatechange';
	var defer, channel, port;
	var run = function () {
	  var id = +this;
	  // eslint-disable-next-line no-prototype-builtins
	  if (queue.hasOwnProperty(id)) {
	    var fn = queue[id];
	    delete queue[id];
	    fn();
	  }
	};
	var listener = function (event) {
	  run.call(event.data);
	};
	// Node.js 0.9+ & IE10+ has setImmediate, otherwise:
	if (!setTask || !clearTask) {
	  setTask = function setImmediate(fn) {
	    var args = [];
	    var i = 1;
	    while (arguments.length > i) args.push(arguments[i++]);
	    queue[++counter] = function () {
	      // eslint-disable-next-line no-new-func
	      _invoke(typeof fn == 'function' ? fn : Function(fn), args);
	    };
	    defer(counter);
	    return counter;
	  };
	  clearTask = function clearImmediate(id) {
	    delete queue[id];
	  };
	  // Node.js 0.8-
	  if (_cof(process) == 'process') {
	    defer = function (id) {
	      process.nextTick(_ctx(run, id, 1));
	    };
	  // Sphere (JS game engine) Dispatch API
	  } else if (Dispatch && Dispatch.now) {
	    defer = function (id) {
	      Dispatch.now(_ctx(run, id, 1));
	    };
	  // Browsers with MessageChannel, includes WebWorkers
	  } else if (MessageChannel) {
	    channel = new MessageChannel();
	    port = channel.port2;
	    channel.port1.onmessage = listener;
	    defer = _ctx(port.postMessage, port, 1);
	  // Browsers with postMessage, skip WebWorkers
	  // IE8 has postMessage, but it's sync & typeof its postMessage is 'object'
	  } else if (_global.addEventListener && typeof postMessage == 'function' && !_global.importScripts) {
	    defer = function (id) {
	      _global.postMessage(id + '', '*');
	    };
	    _global.addEventListener('message', listener, false);
	  // IE8-
	  } else if (ONREADYSTATECHANGE in _domCreate('script')) {
	    defer = function (id) {
	      _html.appendChild(_domCreate('script'))[ONREADYSTATECHANGE] = function () {
	        _html.removeChild(this);
	        run.call(id);
	      };
	    };
	  // Rest old browsers
	  } else {
	    defer = function (id) {
	      setTimeout(_ctx(run, id, 1), 0);
	    };
	  }
	}
	var _task = {
	  set: setTask,
	  clear: clearTask
	};

	var macrotask = _task.set;
	var Observer = _global.MutationObserver || _global.WebKitMutationObserver;
	var process$1 = _global.process;
	var Promise$1 = _global.Promise;
	var isNode = _cof(process$1) == 'process';

	var _microtask = function () {
	  var head, last, notify;

	  var flush = function () {
	    var parent, fn;
	    if (isNode && (parent = process$1.domain)) parent.exit();
	    while (head) {
	      fn = head.fn;
	      head = head.next;
	      try {
	        fn();
	      } catch (e) {
	        if (head) notify();
	        else last = undefined;
	        throw e;
	      }
	    } last = undefined;
	    if (parent) parent.enter();
	  };

	  // Node.js
	  if (isNode) {
	    notify = function () {
	      process$1.nextTick(flush);
	    };
	  // browsers with MutationObserver, except iOS Safari - https://github.com/zloirock/core-js/issues/339
	  } else if (Observer && !(_global.navigator && _global.navigator.standalone)) {
	    var toggle = true;
	    var node = document.createTextNode('');
	    new Observer(flush).observe(node, { characterData: true }); // eslint-disable-line no-new
	    notify = function () {
	      node.data = toggle = !toggle;
	    };
	  // environments with maybe non-completely correct, but existent Promise
	  } else if (Promise$1 && Promise$1.resolve) {
	    // Promise.resolve without an argument throws an error in LG WebOS 2
	    var promise = Promise$1.resolve(undefined);
	    notify = function () {
	      promise.then(flush);
	    };
	  // for other environments - macrotask based on:
	  // - setImmediate
	  // - MessageChannel
	  // - window.postMessag
	  // - onreadystatechange
	  // - setTimeout
	  } else {
	    notify = function () {
	      // strange IE + webpack dev server bug - use .call(global)
	      macrotask.call(_global, flush);
	    };
	  }

	  return function (fn) {
	    var task = { fn: fn, next: undefined };
	    if (last) last.next = task;
	    if (!head) {
	      head = task;
	      notify();
	    } last = task;
	  };
	};

	// 25.4.1.5 NewPromiseCapability(C)


	function PromiseCapability(C) {
	  var resolve, reject;
	  this.promise = new C(function ($$resolve, $$reject) {
	    if (resolve !== undefined || reject !== undefined) throw TypeError('Bad Promise constructor');
	    resolve = $$resolve;
	    reject = $$reject;
	  });
	  this.resolve = _aFunction(resolve);
	  this.reject = _aFunction(reject);
	}

	var f$1 = function (C) {
	  return new PromiseCapability(C);
	};

	var _newPromiseCapability = {
		f: f$1
	};

	var _perform = function (exec) {
	  try {
	    return { e: false, v: exec() };
	  } catch (e) {
	    return { e: true, v: e };
	  }
	};

	var navigator = _global.navigator;

	var _userAgent = navigator && navigator.userAgent || '';

	var _promiseResolve = function (C, x) {
	  _anObject(C);
	  if (_isObject(x) && x.constructor === C) return x;
	  var promiseCapability = _newPromiseCapability.f(C);
	  var resolve = promiseCapability.resolve;
	  resolve(x);
	  return promiseCapability.promise;
	};

	var _redefineAll = function (target, src, safe) {
	  for (var key in src) {
	    if (safe && target[key]) target[key] = src[key];
	    else _hide(target, key, src[key]);
	  } return target;
	};

	var SPECIES$1 = _wks('species');

	var _setSpecies = function (KEY) {
	  var C = typeof _core[KEY] == 'function' ? _core[KEY] : _global[KEY];
	  if (_descriptors && C && !C[SPECIES$1]) _objectDp.f(C, SPECIES$1, {
	    configurable: true,
	    get: function () { return this; }
	  });
	};

	var ITERATOR$3 = _wks('iterator');
	var SAFE_CLOSING = false;

	try {
	  var riter = [7][ITERATOR$3]();
	  riter['return'] = function () { SAFE_CLOSING = true; };
	} catch (e) { /* empty */ }

	var _iterDetect = function (exec, skipClosing) {
	  if (!skipClosing && !SAFE_CLOSING) return false;
	  var safe = false;
	  try {
	    var arr = [7];
	    var iter = arr[ITERATOR$3]();
	    iter.next = function () { return { done: safe = true }; };
	    arr[ITERATOR$3] = function () { return iter; };
	    exec(arr);
	  } catch (e) { /* empty */ }
	  return safe;
	};

	var task = _task.set;
	var microtask = _microtask();




	var PROMISE = 'Promise';
	var TypeError$1 = _global.TypeError;
	var process$2 = _global.process;
	var versions = process$2 && process$2.versions;
	var v8 = versions && versions.v8 || '';
	var $Promise = _global[PROMISE];
	var isNode$1 = _classof(process$2) == 'process';
	var empty = function () { /* empty */ };
	var Internal, newGenericPromiseCapability, OwnPromiseCapability, Wrapper;
	var newPromiseCapability = newGenericPromiseCapability = _newPromiseCapability.f;

	var USE_NATIVE = !!function () {
	  try {
	    // correct subclassing with @@species support
	    var promise = $Promise.resolve(1);
	    var FakePromise = (promise.constructor = {})[_wks('species')] = function (exec) {
	      exec(empty, empty);
	    };
	    // unhandled rejections tracking support, NodeJS Promise without it fails @@species test
	    return (isNode$1 || typeof PromiseRejectionEvent == 'function')
	      && promise.then(empty) instanceof FakePromise
	      // v8 6.6 (Node 10 and Chrome 66) have a bug with resolving custom thenables
	      // https://bugs.chromium.org/p/chromium/issues/detail?id=830565
	      // we can't detect it synchronously, so just check versions
	      && v8.indexOf('6.6') !== 0
	      && _userAgent.indexOf('Chrome/66') === -1;
	  } catch (e) { /* empty */ }
	}();

	// helpers
	var isThenable = function (it) {
	  var then;
	  return _isObject(it) && typeof (then = it.then) == 'function' ? then : false;
	};
	var notify = function (promise, isReject) {
	  if (promise._n) return;
	  promise._n = true;
	  var chain = promise._c;
	  microtask(function () {
	    var value = promise._v;
	    var ok = promise._s == 1;
	    var i = 0;
	    var run = function (reaction) {
	      var handler = ok ? reaction.ok : reaction.fail;
	      var resolve = reaction.resolve;
	      var reject = reaction.reject;
	      var domain = reaction.domain;
	      var result, then, exited;
	      try {
	        if (handler) {
	          if (!ok) {
	            if (promise._h == 2) onHandleUnhandled(promise);
	            promise._h = 1;
	          }
	          if (handler === true) result = value;
	          else {
	            if (domain) domain.enter();
	            result = handler(value); // may throw
	            if (domain) {
	              domain.exit();
	              exited = true;
	            }
	          }
	          if (result === reaction.promise) {
	            reject(TypeError$1('Promise-chain cycle'));
	          } else if (then = isThenable(result)) {
	            then.call(result, resolve, reject);
	          } else resolve(result);
	        } else reject(value);
	      } catch (e) {
	        if (domain && !exited) domain.exit();
	        reject(e);
	      }
	    };
	    while (chain.length > i) run(chain[i++]); // variable length - can't use forEach
	    promise._c = [];
	    promise._n = false;
	    if (isReject && !promise._h) onUnhandled(promise);
	  });
	};
	var onUnhandled = function (promise) {
	  task.call(_global, function () {
	    var value = promise._v;
	    var unhandled = isUnhandled(promise);
	    var result, handler, console;
	    if (unhandled) {
	      result = _perform(function () {
	        if (isNode$1) {
	          process$2.emit('unhandledRejection', value, promise);
	        } else if (handler = _global.onunhandledrejection) {
	          handler({ promise: promise, reason: value });
	        } else if ((console = _global.console) && console.error) {
	          console.error('Unhandled promise rejection', value);
	        }
	      });
	      // Browsers should not trigger `rejectionHandled` event if it was handled here, NodeJS - should
	      promise._h = isNode$1 || isUnhandled(promise) ? 2 : 1;
	    } promise._a = undefined;
	    if (unhandled && result.e) throw result.v;
	  });
	};
	var isUnhandled = function (promise) {
	  return promise._h !== 1 && (promise._a || promise._c).length === 0;
	};
	var onHandleUnhandled = function (promise) {
	  task.call(_global, function () {
	    var handler;
	    if (isNode$1) {
	      process$2.emit('rejectionHandled', promise);
	    } else if (handler = _global.onrejectionhandled) {
	      handler({ promise: promise, reason: promise._v });
	    }
	  });
	};
	var $reject = function (value) {
	  var promise = this;
	  if (promise._d) return;
	  promise._d = true;
	  promise = promise._w || promise; // unwrap
	  promise._v = value;
	  promise._s = 2;
	  if (!promise._a) promise._a = promise._c.slice();
	  notify(promise, true);
	};
	var $resolve = function (value) {
	  var promise = this;
	  var then;
	  if (promise._d) return;
	  promise._d = true;
	  promise = promise._w || promise; // unwrap
	  try {
	    if (promise === value) throw TypeError$1("Promise can't be resolved itself");
	    if (then = isThenable(value)) {
	      microtask(function () {
	        var wrapper = { _w: promise, _d: false }; // wrap
	        try {
	          then.call(value, _ctx($resolve, wrapper, 1), _ctx($reject, wrapper, 1));
	        } catch (e) {
	          $reject.call(wrapper, e);
	        }
	      });
	    } else {
	      promise._v = value;
	      promise._s = 1;
	      notify(promise, false);
	    }
	  } catch (e) {
	    $reject.call({ _w: promise, _d: false }, e); // wrap
	  }
	};

	// constructor polyfill
	if (!USE_NATIVE) {
	  // 25.4.3.1 Promise(executor)
	  $Promise = function Promise(executor) {
	    _anInstance(this, $Promise, PROMISE, '_h');
	    _aFunction(executor);
	    Internal.call(this);
	    try {
	      executor(_ctx($resolve, this, 1), _ctx($reject, this, 1));
	    } catch (err) {
	      $reject.call(this, err);
	    }
	  };
	  // eslint-disable-next-line no-unused-vars
	  Internal = function Promise(executor) {
	    this._c = [];             // <- awaiting reactions
	    this._a = undefined;      // <- checked in isUnhandled reactions
	    this._s = 0;              // <- state
	    this._d = false;          // <- done
	    this._v = undefined;      // <- value
	    this._h = 0;              // <- rejection state, 0 - default, 1 - handled, 2 - unhandled
	    this._n = false;          // <- notify
	  };
	  Internal.prototype = _redefineAll($Promise.prototype, {
	    // 25.4.5.3 Promise.prototype.then(onFulfilled, onRejected)
	    then: function then(onFulfilled, onRejected) {
	      var reaction = newPromiseCapability(_speciesConstructor(this, $Promise));
	      reaction.ok = typeof onFulfilled == 'function' ? onFulfilled : true;
	      reaction.fail = typeof onRejected == 'function' && onRejected;
	      reaction.domain = isNode$1 ? process$2.domain : undefined;
	      this._c.push(reaction);
	      if (this._a) this._a.push(reaction);
	      if (this._s) notify(this, false);
	      return reaction.promise;
	    },
	    // 25.4.5.1 Promise.prototype.catch(onRejected)
	    'catch': function (onRejected) {
	      return this.then(undefined, onRejected);
	    }
	  });
	  OwnPromiseCapability = function () {
	    var promise = new Internal();
	    this.promise = promise;
	    this.resolve = _ctx($resolve, promise, 1);
	    this.reject = _ctx($reject, promise, 1);
	  };
	  _newPromiseCapability.f = newPromiseCapability = function (C) {
	    return C === $Promise || C === Wrapper
	      ? new OwnPromiseCapability(C)
	      : newGenericPromiseCapability(C);
	  };
	}

	_export(_export.G + _export.W + _export.F * !USE_NATIVE, { Promise: $Promise });
	_setToStringTag($Promise, PROMISE);
	_setSpecies(PROMISE);
	Wrapper = _core[PROMISE];

	// statics
	_export(_export.S + _export.F * !USE_NATIVE, PROMISE, {
	  // 25.4.4.5 Promise.reject(r)
	  reject: function reject(r) {
	    var capability = newPromiseCapability(this);
	    var $$reject = capability.reject;
	    $$reject(r);
	    return capability.promise;
	  }
	});
	_export(_export.S + _export.F * (_library || !USE_NATIVE), PROMISE, {
	  // 25.4.4.6 Promise.resolve(x)
	  resolve: function resolve(x) {
	    return _promiseResolve(_library && this === Wrapper ? $Promise : this, x);
	  }
	});
	_export(_export.S + _export.F * !(USE_NATIVE && _iterDetect(function (iter) {
	  $Promise.all(iter)['catch'](empty);
	})), PROMISE, {
	  // 25.4.4.1 Promise.all(iterable)
	  all: function all(iterable) {
	    var C = this;
	    var capability = newPromiseCapability(C);
	    var resolve = capability.resolve;
	    var reject = capability.reject;
	    var result = _perform(function () {
	      var values = [];
	      var index = 0;
	      var remaining = 1;
	      _forOf(iterable, false, function (promise) {
	        var $index = index++;
	        var alreadyCalled = false;
	        values.push(undefined);
	        remaining++;
	        C.resolve(promise).then(function (value) {
	          if (alreadyCalled) return;
	          alreadyCalled = true;
	          values[$index] = value;
	          --remaining || resolve(values);
	        }, reject);
	      });
	      --remaining || resolve(values);
	    });
	    if (result.e) reject(result.v);
	    return capability.promise;
	  },
	  // 25.4.4.4 Promise.race(iterable)
	  race: function race(iterable) {
	    var C = this;
	    var capability = newPromiseCapability(C);
	    var reject = capability.reject;
	    var result = _perform(function () {
	      _forOf(iterable, false, function (promise) {
	        C.resolve(promise).then(capability.resolve, reject);
	      });
	    });
	    if (result.e) reject(result.v);
	    return capability.promise;
	  }
	});

	_export(_export.P + _export.R, 'Promise', { 'finally': function (onFinally) {
	  var C = _speciesConstructor(this, _core.Promise || _global.Promise);
	  var isFunction = typeof onFinally == 'function';
	  return this.then(
	    isFunction ? function (x) {
	      return _promiseResolve(C, onFinally()).then(function () { return x; });
	    } : onFinally,
	    isFunction ? function (e) {
	      return _promiseResolve(C, onFinally()).then(function () { throw e; });
	    } : onFinally
	  );
	} });

	// https://github.com/tc39/proposal-promise-try




	_export(_export.S, 'Promise', { 'try': function (callbackfn) {
	  var promiseCapability = _newPromiseCapability.f(this);
	  var result = _perform(callbackfn);
	  (result.e ? promiseCapability.reject : promiseCapability.resolve)(result.v);
	  return promiseCapability.promise;
	} });

	var promise = _core.Promise;

	var promise$1 = promise;

	function _asyncToGenerator(fn) {
	  return function () {
	    var self = this,
	        args = arguments;
	    return new promise$1(function (resolve, reject) {
	      var gen = fn.apply(self, args);

	      function step(key, arg) {
	        try {
	          var info = gen[key](arg);
	          var value = info.value;
	        } catch (error) {
	          reject(error);
	          return;
	        }

	        if (info.done) {
	          resolve(value);
	        } else {
	          promise$1.resolve(value).then(_next, _throw);
	        }
	      }

	      function _next(value) {
	        step("next", value);
	      }

	      function _throw(err) {
	        step("throw", err);
	      }

	      _next();
	    });
	  };
	}

	var asyncToGenerator = _asyncToGenerator;

	var f$2 = {}.propertyIsEnumerable;

	var _objectPie = {
		f: f$2
	};

	var gOPD = Object.getOwnPropertyDescriptor;

	var f$3 = _descriptors ? gOPD : function getOwnPropertyDescriptor(O, P) {
	  O = _toIobject(O);
	  P = _toPrimitive(P, true);
	  if (_ie8DomDefine) try {
	    return gOPD(O, P);
	  } catch (e) { /* empty */ }
	  if (_has(O, P)) return _propertyDesc(!_objectPie.f.call(O, P), O[P]);
	};

	var _objectGopd = {
		f: f$3
	};

	// most Object methods by ES6 should accept primitives



	var _objectSap = function (KEY, exec) {
	  var fn = (_core.Object || {})[KEY] || Object[KEY];
	  var exp = {};
	  exp[KEY] = exec(fn);
	  _export(_export.S + _export.F * _fails(function () { fn(1); }), 'Object', exp);
	};

	// 19.1.2.6 Object.getOwnPropertyDescriptor(O, P)

	var $getOwnPropertyDescriptor = _objectGopd.f;

	_objectSap('getOwnPropertyDescriptor', function () {
	  return function getOwnPropertyDescriptor(it, key) {
	    return $getOwnPropertyDescriptor(_toIobject(it), key);
	  };
	});

	var $Object = _core.Object;
	var getOwnPropertyDescriptor = function getOwnPropertyDescriptor(it, key) {
	  return $Object.getOwnPropertyDescriptor(it, key);
	};

	var getOwnPropertyDescriptor$1 = getOwnPropertyDescriptor;

	var _meta = createCommonjsModule(function (module) {
	var META = _uid('meta');


	var setDesc = _objectDp.f;
	var id = 0;
	var isExtensible = Object.isExtensible || function () {
	  return true;
	};
	var FREEZE = !_fails(function () {
	  return isExtensible(Object.preventExtensions({}));
	});
	var setMeta = function (it) {
	  setDesc(it, META, { value: {
	    i: 'O' + ++id, // object ID
	    w: {}          // weak collections IDs
	  } });
	};
	var fastKey = function (it, create) {
	  // return primitive with prefix
	  if (!_isObject(it)) return typeof it == 'symbol' ? it : (typeof it == 'string' ? 'S' : 'P') + it;
	  if (!_has(it, META)) {
	    // can't set metadata to uncaught frozen object
	    if (!isExtensible(it)) return 'F';
	    // not necessary to add metadata
	    if (!create) return 'E';
	    // add missing metadata
	    setMeta(it);
	  // return object ID
	  } return it[META].i;
	};
	var getWeak = function (it, create) {
	  if (!_has(it, META)) {
	    // can't set metadata to uncaught frozen object
	    if (!isExtensible(it)) return true;
	    // not necessary to add metadata
	    if (!create) return false;
	    // add missing metadata
	    setMeta(it);
	  // return hash weak collections IDs
	  } return it[META].w;
	};
	// add metadata on freeze-family methods calling
	var onFreeze = function (it) {
	  if (FREEZE && meta.NEED && isExtensible(it) && !_has(it, META)) setMeta(it);
	  return it;
	};
	var meta = module.exports = {
	  KEY: META,
	  NEED: false,
	  fastKey: fastKey,
	  getWeak: getWeak,
	  onFreeze: onFreeze
	};
	});
	var _meta_1 = _meta.KEY;
	var _meta_2 = _meta.NEED;
	var _meta_3 = _meta.fastKey;
	var _meta_4 = _meta.getWeak;
	var _meta_5 = _meta.onFreeze;

	var f$4 = _wks;

	var _wksExt = {
		f: f$4
	};

	var defineProperty = _objectDp.f;
	var _wksDefine = function (name) {
	  var $Symbol = _core.Symbol || (_core.Symbol = _library ? {} : _global.Symbol || {});
	  if (name.charAt(0) != '_' && !(name in $Symbol)) defineProperty($Symbol, name, { value: _wksExt.f(name) });
	};

	var f$5 = Object.getOwnPropertySymbols;

	var _objectGops = {
		f: f$5
	};

	// all enumerable object keys, includes symbols



	var _enumKeys = function (it) {
	  var result = _objectKeys(it);
	  var getSymbols = _objectGops.f;
	  if (getSymbols) {
	    var symbols = getSymbols(it);
	    var isEnum = _objectPie.f;
	    var i = 0;
	    var key;
	    while (symbols.length > i) if (isEnum.call(it, key = symbols[i++])) result.push(key);
	  } return result;
	};

	// 7.2.2 IsArray(argument)

	var _isArray = Array.isArray || function isArray(arg) {
	  return _cof(arg) == 'Array';
	};

	// 19.1.2.7 / 15.2.3.4 Object.getOwnPropertyNames(O)

	var hiddenKeys = _enumBugKeys.concat('length', 'prototype');

	var f$6 = Object.getOwnPropertyNames || function getOwnPropertyNames(O) {
	  return _objectKeysInternal(O, hiddenKeys);
	};

	var _objectGopn = {
		f: f$6
	};

	// fallback for IE11 buggy Object.getOwnPropertyNames with iframe and window

	var gOPN = _objectGopn.f;
	var toString$1 = {}.toString;

	var windowNames = typeof window == 'object' && window && Object.getOwnPropertyNames
	  ? Object.getOwnPropertyNames(window) : [];

	var getWindowNames = function (it) {
	  try {
	    return gOPN(it);
	  } catch (e) {
	    return windowNames.slice();
	  }
	};

	var f$7 = function getOwnPropertyNames(it) {
	  return windowNames && toString$1.call(it) == '[object Window]' ? getWindowNames(it) : gOPN(_toIobject(it));
	};

	var _objectGopnExt = {
		f: f$7
	};

	// ECMAScript 6 symbols shim





	var META = _meta.KEY;



















	var gOPD$1 = _objectGopd.f;
	var dP$1 = _objectDp.f;
	var gOPN$1 = _objectGopnExt.f;
	var $Symbol = _global.Symbol;
	var $JSON = _global.JSON;
	var _stringify = $JSON && $JSON.stringify;
	var PROTOTYPE$2 = 'prototype';
	var HIDDEN = _wks('_hidden');
	var TO_PRIMITIVE = _wks('toPrimitive');
	var isEnum = {}.propertyIsEnumerable;
	var SymbolRegistry = _shared('symbol-registry');
	var AllSymbols = _shared('symbols');
	var OPSymbols = _shared('op-symbols');
	var ObjectProto$1 = Object[PROTOTYPE$2];
	var USE_NATIVE$1 = typeof $Symbol == 'function';
	var QObject = _global.QObject;
	// Don't use setters in Qt Script, https://github.com/zloirock/core-js/issues/173
	var setter = !QObject || !QObject[PROTOTYPE$2] || !QObject[PROTOTYPE$2].findChild;

	// fallback for old Android, https://code.google.com/p/v8/issues/detail?id=687
	var setSymbolDesc = _descriptors && _fails(function () {
	  return _objectCreate(dP$1({}, 'a', {
	    get: function () { return dP$1(this, 'a', { value: 7 }).a; }
	  })).a != 7;
	}) ? function (it, key, D) {
	  var protoDesc = gOPD$1(ObjectProto$1, key);
	  if (protoDesc) delete ObjectProto$1[key];
	  dP$1(it, key, D);
	  if (protoDesc && it !== ObjectProto$1) dP$1(ObjectProto$1, key, protoDesc);
	} : dP$1;

	var wrap = function (tag) {
	  var sym = AllSymbols[tag] = _objectCreate($Symbol[PROTOTYPE$2]);
	  sym._k = tag;
	  return sym;
	};

	var isSymbol = USE_NATIVE$1 && typeof $Symbol.iterator == 'symbol' ? function (it) {
	  return typeof it == 'symbol';
	} : function (it) {
	  return it instanceof $Symbol;
	};

	var $defineProperty = function defineProperty(it, key, D) {
	  if (it === ObjectProto$1) $defineProperty(OPSymbols, key, D);
	  _anObject(it);
	  key = _toPrimitive(key, true);
	  _anObject(D);
	  if (_has(AllSymbols, key)) {
	    if (!D.enumerable) {
	      if (!_has(it, HIDDEN)) dP$1(it, HIDDEN, _propertyDesc(1, {}));
	      it[HIDDEN][key] = true;
	    } else {
	      if (_has(it, HIDDEN) && it[HIDDEN][key]) it[HIDDEN][key] = false;
	      D = _objectCreate(D, { enumerable: _propertyDesc(0, false) });
	    } return setSymbolDesc(it, key, D);
	  } return dP$1(it, key, D);
	};
	var $defineProperties = function defineProperties(it, P) {
	  _anObject(it);
	  var keys = _enumKeys(P = _toIobject(P));
	  var i = 0;
	  var l = keys.length;
	  var key;
	  while (l > i) $defineProperty(it, key = keys[i++], P[key]);
	  return it;
	};
	var $create = function create(it, P) {
	  return P === undefined ? _objectCreate(it) : $defineProperties(_objectCreate(it), P);
	};
	var $propertyIsEnumerable = function propertyIsEnumerable(key) {
	  var E = isEnum.call(this, key = _toPrimitive(key, true));
	  if (this === ObjectProto$1 && _has(AllSymbols, key) && !_has(OPSymbols, key)) return false;
	  return E || !_has(this, key) || !_has(AllSymbols, key) || _has(this, HIDDEN) && this[HIDDEN][key] ? E : true;
	};
	var $getOwnPropertyDescriptor$1 = function getOwnPropertyDescriptor(it, key) {
	  it = _toIobject(it);
	  key = _toPrimitive(key, true);
	  if (it === ObjectProto$1 && _has(AllSymbols, key) && !_has(OPSymbols, key)) return;
	  var D = gOPD$1(it, key);
	  if (D && _has(AllSymbols, key) && !(_has(it, HIDDEN) && it[HIDDEN][key])) D.enumerable = true;
	  return D;
	};
	var $getOwnPropertyNames = function getOwnPropertyNames(it) {
	  var names = gOPN$1(_toIobject(it));
	  var result = [];
	  var i = 0;
	  var key;
	  while (names.length > i) {
	    if (!_has(AllSymbols, key = names[i++]) && key != HIDDEN && key != META) result.push(key);
	  } return result;
	};
	var $getOwnPropertySymbols = function getOwnPropertySymbols(it) {
	  var IS_OP = it === ObjectProto$1;
	  var names = gOPN$1(IS_OP ? OPSymbols : _toIobject(it));
	  var result = [];
	  var i = 0;
	  var key;
	  while (names.length > i) {
	    if (_has(AllSymbols, key = names[i++]) && (IS_OP ? _has(ObjectProto$1, key) : true)) result.push(AllSymbols[key]);
	  } return result;
	};

	// 19.4.1.1 Symbol([description])
	if (!USE_NATIVE$1) {
	  $Symbol = function Symbol() {
	    if (this instanceof $Symbol) throw TypeError('Symbol is not a constructor!');
	    var tag = _uid(arguments.length > 0 ? arguments[0] : undefined);
	    var $set = function (value) {
	      if (this === ObjectProto$1) $set.call(OPSymbols, value);
	      if (_has(this, HIDDEN) && _has(this[HIDDEN], tag)) this[HIDDEN][tag] = false;
	      setSymbolDesc(this, tag, _propertyDesc(1, value));
	    };
	    if (_descriptors && setter) setSymbolDesc(ObjectProto$1, tag, { configurable: true, set: $set });
	    return wrap(tag);
	  };
	  _redefine($Symbol[PROTOTYPE$2], 'toString', function toString() {
	    return this._k;
	  });

	  _objectGopd.f = $getOwnPropertyDescriptor$1;
	  _objectDp.f = $defineProperty;
	  _objectGopn.f = _objectGopnExt.f = $getOwnPropertyNames;
	  _objectPie.f = $propertyIsEnumerable;
	  _objectGops.f = $getOwnPropertySymbols;

	  if (_descriptors && !_library) {
	    _redefine(ObjectProto$1, 'propertyIsEnumerable', $propertyIsEnumerable, true);
	  }

	  _wksExt.f = function (name) {
	    return wrap(_wks(name));
	  };
	}

	_export(_export.G + _export.W + _export.F * !USE_NATIVE$1, { Symbol: $Symbol });

	for (var es6Symbols = (
	  // 19.4.2.2, 19.4.2.3, 19.4.2.4, 19.4.2.6, 19.4.2.8, 19.4.2.9, 19.4.2.10, 19.4.2.11, 19.4.2.12, 19.4.2.13, 19.4.2.14
	  'hasInstance,isConcatSpreadable,iterator,match,replace,search,species,split,toPrimitive,toStringTag,unscopables'
	).split(','), j = 0; es6Symbols.length > j;)_wks(es6Symbols[j++]);

	for (var wellKnownSymbols = _objectKeys(_wks.store), k = 0; wellKnownSymbols.length > k;) _wksDefine(wellKnownSymbols[k++]);

	_export(_export.S + _export.F * !USE_NATIVE$1, 'Symbol', {
	  // 19.4.2.1 Symbol.for(key)
	  'for': function (key) {
	    return _has(SymbolRegistry, key += '')
	      ? SymbolRegistry[key]
	      : SymbolRegistry[key] = $Symbol(key);
	  },
	  // 19.4.2.5 Symbol.keyFor(sym)
	  keyFor: function keyFor(sym) {
	    if (!isSymbol(sym)) throw TypeError(sym + ' is not a symbol!');
	    for (var key in SymbolRegistry) if (SymbolRegistry[key] === sym) return key;
	  },
	  useSetter: function () { setter = true; },
	  useSimple: function () { setter = false; }
	});

	_export(_export.S + _export.F * !USE_NATIVE$1, 'Object', {
	  // 19.1.2.2 Object.create(O [, Properties])
	  create: $create,
	  // 19.1.2.4 Object.defineProperty(O, P, Attributes)
	  defineProperty: $defineProperty,
	  // 19.1.2.3 Object.defineProperties(O, Properties)
	  defineProperties: $defineProperties,
	  // 19.1.2.6 Object.getOwnPropertyDescriptor(O, P)
	  getOwnPropertyDescriptor: $getOwnPropertyDescriptor$1,
	  // 19.1.2.7 Object.getOwnPropertyNames(O)
	  getOwnPropertyNames: $getOwnPropertyNames,
	  // 19.1.2.8 Object.getOwnPropertySymbols(O)
	  getOwnPropertySymbols: $getOwnPropertySymbols
	});

	// 24.3.2 JSON.stringify(value [, replacer [, space]])
	$JSON && _export(_export.S + _export.F * (!USE_NATIVE$1 || _fails(function () {
	  var S = $Symbol();
	  // MS Edge converts symbol values to JSON as {}
	  // WebKit converts symbol values to JSON as null
	  // V8 throws on boxed symbols
	  return _stringify([S]) != '[null]' || _stringify({ a: S }) != '{}' || _stringify(Object(S)) != '{}';
	})), 'JSON', {
	  stringify: function stringify(it) {
	    var args = [it];
	    var i = 1;
	    var replacer, $replacer;
	    while (arguments.length > i) args.push(arguments[i++]);
	    $replacer = replacer = args[1];
	    if (!_isObject(replacer) && it === undefined || isSymbol(it)) return; // IE8 returns string on undefined
	    if (!_isArray(replacer)) replacer = function (key, value) {
	      if (typeof $replacer == 'function') value = $replacer.call(this, key, value);
	      if (!isSymbol(value)) return value;
	    };
	    args[1] = replacer;
	    return _stringify.apply($JSON, args);
	  }
	});

	// 19.4.3.4 Symbol.prototype[@@toPrimitive](hint)
	$Symbol[PROTOTYPE$2][TO_PRIMITIVE] || _hide($Symbol[PROTOTYPE$2], TO_PRIMITIVE, $Symbol[PROTOTYPE$2].valueOf);
	// 19.4.3.5 Symbol.prototype[@@toStringTag]
	_setToStringTag($Symbol, 'Symbol');
	// 20.2.1.9 Math[@@toStringTag]
	_setToStringTag(Math, 'Math', true);
	// 24.3.3 JSON[@@toStringTag]
	_setToStringTag(_global.JSON, 'JSON', true);

	var getOwnPropertySymbols = _core.Object.getOwnPropertySymbols;

	var getOwnPropertySymbols$1 = getOwnPropertySymbols;

	// 19.1.2.14 Object.keys(O)



	_objectSap('keys', function () {
	  return function keys(it) {
	    return _objectKeys(_toObject(it));
	  };
	});

	var keys = _core.Object.keys;

	var keys$1 = keys;

	// 19.1.2.4 / 15.2.3.6 Object.defineProperty(O, P, Attributes)
	_export(_export.S + _export.F * !_descriptors, 'Object', { defineProperty: _objectDp.f });

	var $Object$1 = _core.Object;
	var defineProperty$1 = function defineProperty(it, key, desc) {
	  return $Object$1.defineProperty(it, key, desc);
	};

	var defineProperty$2 = defineProperty$1;

	function _defineProperty(obj, key, value) {
	  if (key in obj) {
	    defineProperty$2(obj, key, {
	      value: value,
	      enumerable: true,
	      configurable: true,
	      writable: true
	    });
	  } else {
	    obj[key] = value;
	  }

	  return obj;
	}

	var defineProperty$3 = _defineProperty;

	function _objectSpread(target) {
	  for (var i = 1; i < arguments.length; i++) {
	    var source = arguments[i] != null ? arguments[i] : {};

	    var ownKeys = keys$1(source);

	    if (typeof getOwnPropertySymbols$1 === 'function') {
	      ownKeys = ownKeys.concat(getOwnPropertySymbols$1(source).filter(function (sym) {
	        return getOwnPropertyDescriptor$1(source, sym).enumerable;
	      }));
	    }

	    ownKeys.forEach(function (key) {
	      defineProperty$3(target, key, source[key]);
	    });
	  }

	  return target;
	}

	var objectSpread = _objectSpread;

	function _classCallCheck(instance, Constructor) {
	  if (!(instance instanceof Constructor)) {
	    throw new TypeError("Cannot call a class as a function");
	  }
	}

	var classCallCheck = _classCallCheck;

	// Works with __proto__ only. Old v8 can't work with null proto objects.
	/* eslint-disable no-proto */


	var check = function (O, proto) {
	  _anObject(O);
	  if (!_isObject(proto) && proto !== null) throw TypeError(proto + ": can't set as prototype!");
	};
	var _setProto = {
	  set: Object.setPrototypeOf || ('__proto__' in {} ? // eslint-disable-line
	    function (test, buggy, set) {
	      try {
	        set = _ctx(Function.call, _objectGopd.f(Object.prototype, '__proto__').set, 2);
	        set(test, []);
	        buggy = !(test instanceof Array);
	      } catch (e) { buggy = true; }
	      return function setPrototypeOf(O, proto) {
	        check(O, proto);
	        if (buggy) O.__proto__ = proto;
	        else set(O, proto);
	        return O;
	      };
	    }({}, false) : undefined),
	  check: check
	};

	// 19.1.3.19 Object.setPrototypeOf(O, proto)

	_export(_export.S, 'Object', { setPrototypeOf: _setProto.set });

	var setPrototypeOf = _core.Object.setPrototypeOf;

	var setPrototypeOf$1 = setPrototypeOf;

	var setPrototypeOf$2 = createCommonjsModule(function (module) {
	function _setPrototypeOf(o, p) {
	  module.exports = _setPrototypeOf = setPrototypeOf$1 || function _setPrototypeOf(o, p) {
	    o.__proto__ = p;
	    return o;
	  };

	  return _setPrototypeOf(o, p);
	}

	module.exports = _setPrototypeOf;
	});

	function _inherits(subClass, superClass) {
	  if (typeof superClass !== "function" && superClass !== null) {
	    throw new TypeError("Super expression must either be null or a function");
	  }

	  setPrototypeOf$2(subClass.prototype, superClass && superClass.prototype);
	  if (superClass) setPrototypeOf$2(subClass, superClass);
	}

	var inherits = _inherits;

	function _defineProperties(target, props) {
	  for (var i = 0; i < props.length; i++) {
	    var descriptor = props[i];
	    descriptor.enumerable = descriptor.enumerable || false;
	    descriptor.configurable = true;
	    if ("value" in descriptor) descriptor.writable = true;

	    defineProperty$2(target, descriptor.key, descriptor);
	  }
	}

	function _createClass(Constructor, protoProps, staticProps) {
	  if (protoProps) _defineProperties(Constructor.prototype, protoProps);
	  if (staticProps) _defineProperties(Constructor, staticProps);
	  return Constructor;
	}

	var createClass = _createClass;

	var iterator = _wksExt.f('iterator');

	var iterator$1 = iterator;

	_wksDefine('asyncIterator');

	_wksDefine('observable');

	var symbol = _core.Symbol;

	var symbol$1 = symbol;

	var _typeof_1 = createCommonjsModule(function (module) {
	function _typeof2(obj) { if (typeof symbol$1 === "function" && typeof iterator$1 === "symbol") { _typeof2 = function _typeof2(obj) { return typeof obj; }; } else { _typeof2 = function _typeof2(obj) { return obj && typeof symbol$1 === "function" && obj.constructor === symbol$1 && obj !== symbol$1.prototype ? "symbol" : typeof obj; }; } return _typeof2(obj); }

	function _typeof(obj) {
	  if (typeof symbol$1 === "function" && _typeof2(iterator$1) === "symbol") {
	    module.exports = _typeof = function _typeof(obj) {
	      return _typeof2(obj);
	    };
	  } else {
	    module.exports = _typeof = function _typeof(obj) {
	      return obj && typeof symbol$1 === "function" && obj.constructor === symbol$1 && obj !== symbol$1.prototype ? "symbol" : _typeof2(obj);
	    };
	  }

	  return _typeof(obj);
	}

	module.exports = _typeof;
	});

	function _assertThisInitialized(self) {
	  if (self === void 0) {
	    throw new ReferenceError("this hasn't been initialised - super() hasn't been called");
	  }

	  return self;
	}

	var assertThisInitialized = _assertThisInitialized;

	function _possibleConstructorReturn(self, call) {
	  if (call && (_typeof_1(call) === "object" || typeof call === "function")) {
	    return call;
	  }

	  return assertThisInitialized(self);
	}

	var possibleConstructorReturn = _possibleConstructorReturn;

	// 19.1.2.9 Object.getPrototypeOf(O)



	_objectSap('getPrototypeOf', function () {
	  return function getPrototypeOf(it) {
	    return _objectGpo(_toObject(it));
	  };
	});

	var getPrototypeOf = _core.Object.getPrototypeOf;

	var getPrototypeOf$1 = getPrototypeOf;

	var getPrototypeOf$2 = createCommonjsModule(function (module) {
	function _getPrototypeOf(o) {
	  module.exports = _getPrototypeOf = getPrototypeOf$1 || function _getPrototypeOf(o) {
	    return o.__proto__;
	  };

	  return _getPrototypeOf(o);
	}

	module.exports = _getPrototypeOf;
	});

	var extend = function extend(object) {
	  for (var _len = arguments.length, extensions = new Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++) {
	    extensions[_key - 1] = arguments[_key];
	  }

	  // $.extend alternative, ... is the spread operator.
	  for (var _i = 0; _i < extensions.length; _i++) {
	    var extension = extensions[_i];
	    // console.log(extension);
	    // console.log(typeof extension);
	    if (!extension) continue; // Ignore null and undefined objects and parameters.

	    var _iteratorNormalCompletion = true;
	    var _didIteratorError = false;
	    var _iteratorError = undefined;

	    try {
	      for (var _iterator = Object.getOwnPropertyNames(extension)[Symbol.iterator](), _step; !(_iteratorNormalCompletion = (_step = _iterator.next()).done); _iteratorNormalCompletion = true) {
	        var prop = _step.value;

	        // Do not traverse the prototype chain.
	        if (object[prop] !== undefined && extension[prop] && object[prop].toString() === '[object Object]' && extension[prop].toString() === '[object Object]') {
	          // Goes deep only if object[prop] and extension[prop] are both objects !
	          if (object[prop].constructor === Object) extend(object[prop], extension[prop]);
	        } else object[prop] = typeof object[prop] === 'undefined' ? extension[prop] : object[prop];

	        if (typeof object[prop] === 'undefined' && Array.isArray(extension[prop])) object[prop] = extension[prop].slice(); // Add values that do not already exist.
	        else if (typeof object[prop] === 'undefined' && Array.isArray(extension[prop])) object[prop] = extension[prop];
	      }
	    } catch (err) {
	      _didIteratorError = true;
	      _iteratorError = err;
	    } finally {
	      try {
	        if (!_iteratorNormalCompletion && _iterator.return != null) {
	          _iterator.return();
	        }
	      } finally {
	        if (_didIteratorError) {
	          throw _iteratorError;
	        }
	      }
	    }
	  }

	  return object;
	};

	var instruct = function instruct(array, instArray) {
	  var tempObject = {};

	  for (var i = 0, max = instArray.length; i < max; i++) {
	    var guide = instArray[i];
	    tempObject[guide] = array[i];
	  }

	  return tempObject;
	};
	var transformData = function transformData(object, instructions) {
	  for (var key in instructions) {
	    if (Array.isArray(object[key])) object[key] = instruct(object[key], instructions[key]);else if (object[key] instanceof Object && !Array.isArray(instructions[key])) object[key] = transformData(object[key], instructions[key]);
	  }

	  return object;
	};
	var toArray = function toArray(object, instruction) {
	  var tempArray = [];

	  for (var i = 0, max = instruction.length; i < max; i++) {
	    var guide = instruction[i];
	    tempArray[i] = object[guide];
	  }

	  return tempArray;
	};

	// 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 = '92';
	var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };
	var CullFaceNone = 0;
	var CullFaceBack = 1;
	var CullFaceFront = 2;
	var PCFShadowMap = 1;
	var PCFSoftShadowMap = 2;
	var FrontSide = 0;
	var BackSide = 1;
	var DoubleSide = 2;
	var FlatShading = 1;
	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 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 RGBM7Encoding = 3004;
	var RGBM16Encoding = 3005;
	var RGBDEncoding = 3006;
	var BasicDepthPacking = 3200;
	var RGBADepthPacking = 3201;

	/**
	 * @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 ) {

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

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

				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;

			}

			// last column
			te[ 3 ] = 0;
			te[ 7 ] = 0;
			te[ 11 ] = 0;

			// bottom row
			te[ 12 ] = 0;
			te[ 13 ] = 0;
			te[ 14 ] = 0;
			te[ 15 ] = 1;

			return this;

		},

		makeRotationFromQuaternion: function ( q ) {

			var te = this.elements;

			var x = q._x, y = q._y, z = q._z, w = q._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;

			te[ 0 ] = 1 - ( yy + zz );
			te[ 4 ] = xy - wz;
			te[ 8 ] = xz + wy;

			te[ 1 ] = xy + wz;
			te[ 5 ] = 1 - ( xx + zz );
			te[ 9 ] = yz - wx;

			te[ 2 ] = xz - wy;
			te[ 6 ] = yz + wx;
			te[ 10 ] = 1 - ( xx + yy );

			// last column
			te[ 3 ] = 0;
			te[ 7 ] = 0;
			te[ 11 ] = 0;

			// bottom row
			te[ 12 ] = 0;
			te[ 13 ] = 0;
			te[ 14 ] = 0;
			te[ 15 ] = 1;

			return this;

		},

		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 ) {

			this.makeRotationFromQuaternion( quaternion );
			this.scale( scale );
			this.setPosition( position );

			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 ) {

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

				}

				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.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 () {

			var points = [
				new Vector3(),
				new Vector3(),
				new Vector3(),
				new Vector3(),
				new Vector3(),
				new Vector3(),
				new Vector3(),
				new Vector3()
			];

			return function applyMatrix4( matrix ) {

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

				// NOTE: I am using a binary pattern to specify all 2^3 combinations below
				points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
				points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
				points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
				points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
				points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
				points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
				points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
				points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix );	// 111

				this.setFromPoints( points );

				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\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\tnormal = perturbNormal2Arb( -vViewPosition, normal );\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\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\t\tscale *= float( gl_FrontFacing ) * 2.0 - 1.0;\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\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 <lights_pars_maps>\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 <lights_pars_maps>\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_pars_maps>\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 )\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 )\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 )\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 <shadowmap_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 <shadowmap_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 <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 <shadowmap_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 () {

			var r = this.r, g = this.g, b = this.b;

			this.r = r * r;
			this.g = g * g;
			this.b = b * b;

			return this;

		},

		convertLinearToGamma: function () {

			this.r = Math.sqrt( this.r );
			this.g = Math.sqrt( this.g );
			this.b = Math.sqrt( this.b );

			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 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.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;

			//

			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 };

	}

	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 ).' );

				this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );

				return;

			}

			if ( name === 'index' ) {

				console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
				this.setIndex( attribute );

				return;

			}

			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 ( 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;

			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.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.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, raycaster, ray, position, uv, a, b, c ) {

				vA.fromBufferAttribute( position, a );
				vB.fromBufferAttribute( position, b );
				vC.fromBufferAttribute( position, c );

				var intersection = checkIntersection( object, 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;
					intersection.faceIndex = a;

				}

				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 i, l;

					if ( index !== null ) {

						// indexed buffer geometry

						for ( i = 0, l = index.count; i < l; i += 3 ) {

							a = index.getX( i );
							b = index.getX( i + 1 );
							c = index.getX( i + 2 );

							intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c );

							if ( intersection ) {

								intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indices buffer semantics
								intersects.push( intersection );

							}

						}

					} else if ( position !== undefined ) {

						// non-indexed buffer geometry

						for ( i = 0, l = position.count; i < l; i += 3 ) {

							a = i;
							b = i + 1;
							c = i + 2;

							intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c );

							if ( intersection ) 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, geometries, 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 );

					};

					geometries.update( boxMesh.geometry );

				}

				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 } )
					);

					geometries.update( planeMesh.geometry );

				}

				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;

			}

			var position = geometry.attributes.position;

			if ( position.isInterleavedBufferAttribute ) {

				count = position.data.count;

				extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount );

			} else {

				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
	 *
	 * 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 );

	// 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;

	}

	// 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 ) {

		gl.uniform1f( this.addr, v );

	}

	function setValue1i( gl, v ) {

		gl.uniform1i( this.addr, v );

	}

	// Single float vector (from flat array or THREE.VectorN)

	function setValue2fv( gl, v ) {

		if ( v.x === undefined ) {

			gl.uniform2fv( this.addr, v );

		} else {

			gl.uniform2f( this.addr, v.x, v.y );

		}

	}

	function setValue3fv( gl, v ) {

		if ( v.x !== undefined ) {

			gl.uniform3f( this.addr, v.x, v.y, v.z );

		} else if ( v.r !== undefined ) {

			gl.uniform3f( this.addr, v.r, v.g, v.b );

		} else {

			gl.uniform3fv( this.addr, v );

		}

	}

	function setValue4fv( gl, v ) {

		if ( v.x === undefined ) {

			gl.uniform4fv( this.addr, v );

		} else {

			 gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );

		}

	}

	// Single matrix (from flat array or MatrixN)

	function setValue2fm( gl, v ) {

		gl.uniformMatrix2fv( this.addr, false, v.elements || v );

	}

	function setValue3fm( gl, v ) {

		if ( v.elements === undefined ) {

			gl.uniformMatrix3fv( this.addr, false, v );

		} else {

			mat3array.set( v.elements );
			gl.uniformMatrix3fv( this.addr, false, mat3array );

		}

	}

	function setValue4fm( gl, v ) {

		if ( v.elements === undefined ) {

			gl.uniformMatrix4fv( this.addr, false, v );

		} else {

			mat4array.set( v.elements );
			gl.uniformMatrix4fv( this.addr, false, mat4array );

		}

	}

	// Single texture (2D / Cube)

	function setValueT1( gl, v, renderer ) {

		var unit = renderer.allocTextureUnit();
		gl.uniform1i( this.addr, unit );
		renderer.setTexture2D( v || emptyTexture, unit );

	}

	function setValueT6( gl, v, renderer ) {

		var unit = renderer.allocTextureUnit();
		gl.uniform1i( this.addr, unit );
		renderer.setTextureCube( v || emptyCubeTexture, unit );

	}

	// Integer / Boolean vectors or arrays thereof (always flat arrays)

	function setValue2iv( gl, v ) {

		gl.uniform2iv( this.addr, v );

	}

	function setValue3iv( gl, v ) {

		gl.uniform3iv( this.addr, v );

	}

	function setValue4iv( gl, v ) {

		gl.uniform4iv( this.addr, 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 ) {

		gl.uniform1fv( this.addr, v );

	}
	function setValue1iv( gl, v ) {

		gl.uniform1iv( this.addr, v );

	}

	// Array of vectors (flat or from THREE classes)

	function setValueV2a( gl, v ) {

		gl.uniform2fv( this.addr, flatten( v, this.size, 2 ) );

	}

	function setValueV3a( gl, v ) {

		gl.uniform3fv( this.addr, flatten( v, this.size, 3 ) );

	}

	function setValueV4a( gl, v ) {

		gl.uniform4fv( this.addr, flatten( v, this.size, 4 ) );

	}

	// Array of matrices (flat or from THREE clases)

	function setValueM2a( gl, v ) {

		gl.uniformMatrix2fv( this.addr, false, flatten( v, this.size, 4 ) );

	}

	function setValueM3a( gl, v ) {

		gl.uniformMatrix3fv( this.addr, false, flatten( v, this.size, 9 ) );

	}

	function setValueM4a( gl, v ) {

		gl.uniformMatrix4fv( this.addr, false, flatten( v, this.size, 16 ) );

	}

	// Array of textures (2D / Cube)

	function setValueT1a( gl, v, renderer ) {

		var n = v.length,
			units = allocTexUnits( renderer, n );

		gl.uniform1iv( this.addr, units );

		for ( var i = 0; i !== n; ++ i ) {

			renderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] );

		}

	}

	function setValueT6a( gl, v, renderer ) {

		var n = v.length,
			units = allocTexUnits( renderer, n );

		gl.uniform1iv( this.addr, 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.setValue = getSingularSetter( activeInfo.type );

		// this.path = activeInfo.name; // DEBUG

	}

	function PureArrayUniform( id, activeInfo, addr ) {

		this.id = id;
		this.addr = addr;
		this.size = activeInfo.size;
		this.setValue = getPureArraySetter( activeInfo.type );

		// this.path = activeInfo.name; // DEBUG

	}

	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;

		for ( ; ; ) {

			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.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.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 : '',

				'#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.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", "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,
				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( shadowLight ) {

			spritesArray.push( shadowLight );

		}

		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;

	/**
	 * @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 ) {

			newAttributes[ attribute ] = 1;

			if ( enabledAttributes[ attribute ] === 0 ) {

				gl.enableVertexAttribArray( attribute );
				enabledAttributes[ attribute ] = 1;

			}

			if ( attributeDivisors[ attribute ] !== 0 ) {

				var extension = extensions.get( 'ANGLE_instanced_arrays' );

				extension.vertexAttribDivisorANGLE( attribute, 0 );
				attributeDivisors[ 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.transparent === true
				? setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
				: setBlending( NoBlending );

			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/
	 * @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 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 );

			} else if ( scope.enabled ) {

				renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );

			}

		}

		//

		this.enabled = false;
		this.userHeight = 1.6;

		this.getDevice = function () {

			return device;

		};

		this.setDevice = function ( value ) {

			if ( value !== undefined ) device = value;

		};

		this.setPoseTarget = function ( object ) {

			if ( object !== undefined ) poseTarget = object;

		};

		this.getCamera = function ( camera ) {

			if ( device === null ) 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 );

				}

			}

			return cameraVR;

		};

		this.getStandingMatrix = function () {

			return standingMatrix;

		};

		this.submitFrame = function () {

			if ( isPresenting() ) device.submitFrame();

		};

		this.dispose = function () {

			if ( typeof window !== 'undefined' ) {

				window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );

			}

		};

	}

	/**
	 * @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

			_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, geometries, _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 = 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 ) {

			var device = vr.getDevice();

			if ( device && device.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();

			stopAnimation();

		};

		// 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 isAnimating = false;
		var onAnimationFrame = null;

		function startAnimation() {

			if ( isAnimating ) return;

			requestAnimationLoopFrame();

			isAnimating = true;

		}

		function stopAnimation() {

			isAnimating = false;

		}

		function requestAnimationLoopFrame() {

			var device = vr.getDevice();

			if ( device && device.isPresenting ) {

				device.requestAnimationFrame( animationLoop );

			} else {

				window.requestAnimationFrame( animationLoop );

			}

		}

		function animationLoop( time ) {

			if ( isAnimating === false ) return;

			onAnimationFrame( time );

			requestAnimationLoopFrame();

		}

		this.animate = function ( callback ) {

			onAnimationFrame = callback;
			onAnimationFrame !== null ? startAnimation() : stopAnimation();

		};

		// 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 ) ) {

							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.normalMap ) {

				uniforms.normalMap.value = material.normalMap;
				uniforms.normalScale.value.copy( material.normalScale );

			}

			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.normalMap ) {

				uniforms.normalMap.value = material.normalMap;
				uniforms.normalScale.value.copy( material.normalScale );

			}

			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 ) {

			uniforms.clearCoat.value = material.clearCoat;
			uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

			refreshUniformsStandard( uniforms, material );

		}

		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.normalMap ) {

				uniforms.normalMap.value = material.normalMap;
				uniforms.normalScale.value.copy( material.normalScale );

			}

			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.getRenderTarget = function () {

			return _currentRenderTarget;

		};

		this.setRenderTarget = function ( renderTarget ) {

			_currentRenderTarget = renderTarget;

			if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {

				textures.setupRenderTarget( renderTarget );

			}

			var framebuffer = null;
			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 );
			var pixels = srcTexture.isDataTexture ? srcTexture.image.data : srcTexture.image;

			this.setTexture2D( dstTexture, 0 );

			_gl.texSubImage2D( _gl.TEXTURE_2D, level || 0, position.x, position.y, width, height, glFormat, glType, pixels );

		};

	}

	/**
	 * @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.getHex(), 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.getHex(), 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>
	 * }
	 */

	function PointsMaterial( parameters ) {

		Material.call( this );

		this.type = 'PointsMaterial';

		this.color = new Color( 0xffffff );

		this.map = null;

		this.size = 1;
		this.sizeAttenuation = true;

		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;

		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 Group() {

		Object3D.call( this );

		this.type = 'Group';

	}

	Group.prototype = Object.assign( Object.create( Object3D.prototype ), {

		constructor: Group,

		isGroup: true

	} );

	/**
	 * @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;

		// generate vertices, normals and uvs

		var sliceCount = slices + 1;

		for ( i = 0; i <= stacks; i ++ ) {

			var v = i / stacks;

			for ( j = 0; j <= slices; j ++ ) {

				var u = j / slices;

				// vertex

				func( u, v, p0 );
				vertices.push( p0.x, p0.y, p0.z );

				// normal

				// approximate tangent vectors via finite differences

				if ( u - EPS >= 0 ) {

					func( u - EPS, v, p1 );
					pu.subVectors( p0, p1 );

				} else {

					func( u + EPS, v, p1 );
					pu.subVectors( p1, p0 );

				}

				if ( v - EPS >= 0 ) {

					func( u, v - EPS, p1 );
					pv.subVectors( p0, p1 );

				} else {

					func( u, v + EPS, p1 );
					pv.subVectors( p1, p0 );

				}

				// cross product of tangent vectors returns surface normal

				normal.crossVectors( pu, pv ).normalize();
				normals.push( normal.x, normal.y, normal.z );

				// uv

				uvs.push( u, v );

			}

		}

		// generate indices

		for ( i = 0; i < stacks; i ++ ) {

			for ( j = 0; j < slices; j ++ ) {

				var a = i * sliceCount + j;
				var b = i * sliceCount + j + 1;
				var c = ( i + 1 ) * sliceCount + j + 1;
				var d = ( i + 1 ) * sliceCount + j;

				// faces one and two

				indices.push( a, b, d );
				indices.push( b, c, d );

			}

		}

		// build geometry

		this.setIndex( indices );
		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
		this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

	}

	ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
	ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;

	/**
	 * @author clockworkgeek / https://github.com/clockworkgeek
	 * @author timothypratley / https://github.com/timothypratley
	 * @author WestLangley / http://github.com/WestLangley
	 * @author Mugen87 / https://github.com/Mugen87
	 */

	// PolyhedronGeometry

	function PolyhedronGeometry( vertices, indices, radius, detail ) {

		Geometry.call( this );

		this.type = 'PolyhedronGeometry';

		this.parameters = {
			vertices: vertices,
			indices: indices,
			radius: radius,
			detail: detail
		};

		this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
		this.mergeVertices();

	}

	PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
	PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;

	// PolyhedronBufferGeometry

	function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {

		BufferGeometry.call( this );

		this.type = 'PolyhedronBufferGeometry';

		this.parameters = {
			vertices: vertices,
			indices: indices,
			radius: radius,
			detail: detail
		};

		radius = radius || 1;
		detail = detail || 0;

		// default buffer data

		var vertexBuffer = [];
		var uvBuffer = [];

		// the subdivision creates the vertex buffer data

		subdivide( detail );

		// all vertices should lie on a conceptual sphere with a given radius

		appplyRadius( radius );

		// finally, create the uv data

		generateUVs();

		// build non-indexed geometry

		this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
		this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
		this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );

		if ( detail === 0 ) {

			this.computeVertexNormals(); // flat normals

		} else {

			this.normalizeNormals(); // smooth normals

		}

		// helper functions

		function subdivide( detail ) {

			var a = new Vector3();
			var b = new Vector3();
			var c = new Vector3();

			// iterate over all faces and apply a subdivison with the given detail value

			for ( var i = 0; i < indices.length; i += 3 ) {

				// get the vertices of the face

				getVertexByIndex( indices[ i + 0 ], a );
				getVertexByIndex( indices[ i + 1 ], b );
				getVertexByIndex( indices[ i + 2 ], c );

				// perform subdivision

				subdivideFace( a, b, c, detail );

			}

		}

		function subdivideFace( a, b, c, detail ) {

			var cols = Math.pow( 2, detail );

			// we use this multidimensional array as a data structure for creating the subdivision

			var v = [];

			var i, j;

			// construct all of the vertices for this subdivision

			for ( i = 0; i <= cols; i ++ ) {

				v[ i ] = [];

				var aj = a.clone().lerp( c, i / cols );
				var bj = b.clone().lerp( c, i / cols );

				var rows = cols - i;

				for ( j = 0; j <= rows; j ++ ) {

					if ( j === 0 && i === cols ) {

						v[ i ][ j ] = aj;

					} else {

						v[ i ][ j ] = aj.clone().lerp( bj, j / rows );

					}

				}

			}

			// construct all of the faces

			for ( i = 0; i < cols; i ++ ) {

				for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {

					var k = Math.floor( j / 2 );

					if ( j % 2 === 0 ) {

						pushVertex( v[ i ][ k + 1 ] );
						pushVertex( v[ i + 1 ][ k ] );
						pushVertex( v[ i ][ k ] );

					} else {

						pushVertex( v[ i ][ k + 1 ] );
						pushVertex( v[ i + 1 ][ k + 1 ] );
						pushVertex( v[ i + 1 ][ k ] );

					}

				}

			}

		}

		function appplyRadius( radius ) {

			var vertex = new Vector3();

			// iterate over the entire buffer and apply the radius to each vertex

			for ( var i = 0; i < vertexBuffer.length; i += 3 ) {

				vertex.x = vertexBuffer[ i + 0 ];
				vertex.y = vertexBuffer[ i + 1 ];
				vertex.z = vertexBuffer[ i + 2 ];

				vertex.normalize().multiplyScalar( radius );

				vertexBuffer[ i + 0 ] = vertex.x;
				vertexBuffer[ i + 1 ] = vertex.y;
				vertexBuffer[ i + 2 ] = vertex.z;

			}

		}

		function generateUVs() {

			var vertex = new Vector3();

			for ( var i = 0; i < vertexBuffer.length; i += 3 ) {

				vertex.x = vertexBuffer[ i + 0 ];
				vertex.y = vertexBuffer[ i + 1 ];
				vertex.z = vertexBuffer[ i + 2 ];

				var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
				var v = inclination( vertex ) / Math.PI + 0.5;
				uvBuffer.push( u, 1 - v );

			}

			correctUVs();

			correctSeam();

		}

		function correctSeam() {

			// handle case when face straddles the seam, see #3269

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

				// uv data of a single face

				var x0 = uvBuffer[ i + 0 ];
				var x1 = uvBuffer[ i + 2 ];
				var x2 = uvBuffer[ i + 4 ];

				var max = Math.max( x0, x1, x2 );
				var min = Math.min( x0, x1, x2 );

				// 0.9 is somewhat arbitrary

				if ( max > 0.9 && min < 0.1 ) {

					if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
					if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
					if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;

				}

			}

		}

		function pushVertex( vertex ) {

			vertexBuffer.push( vertex.x, vertex.y, vertex.z );

		}

		function getVertexByIndex( index, vertex ) {

			var stride = index * 3;

			vertex.x = vertices[ stride + 0 ];
			vertex.y = vertices[ stride + 1 ];
			vertex.z = vertices[ stride + 2 ];

		}

		function correctUVs() {

			var a = new Vector3();
			var b = new Vector3();
			var c = new Vector3();

			var centroid = new Vector3();

			var uvA = new Vector2();
			var uvB = new Vector2();
			var uvC = new Vector2();

			for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {

				a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
				b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
				c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );

				uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
				uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
				uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );

				centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );

				var azi = azimuth( centroid );

				correctUV( uvA, j + 0, a, azi );
				correctUV( uvB, j + 2, b, azi );
				correctUV( uvC, j + 4, c, azi );

			}

		}

		function correctUV( uv, stride, vector, azimuth ) {

			if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {

				uvBuffer[ stride ] = uv.x - 1;

			}

			if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {

				uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;

			}

		}

		// Angle around the Y axis, counter-clockwise when looking from above.

		function azimuth( vector ) {

			return Math.atan2( vector.z, - vector.x );

		}


		// Angle above the XZ plane.

		function inclination( vector ) {

			return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );

		}

	}

	PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
	PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;

	/**
	 * @author timothypratley / https://github.com/timothypratley
	 * @author Mugen87 / https://github.com/Mugen87
	 */

	// TetrahedronGeometry

	function TetrahedronGeometry( radius, detail ) {

		Geometry.call( this );

		this.type = 'TetrahedronGeometry';

		this.parameters = {
			radius: radius,
			detail: detail
		};

		this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
		this.mergeVertices();

	}

	TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
	TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;

	// TetrahedronBufferGeometry

	function TetrahedronBufferGeometry( radius, detail ) {

		var vertices = [
			1, 1, 1, 	- 1, - 1, 1, 	- 1, 1, - 1, 	1, - 1, - 1
		];

		var indices = [
			2, 1, 0, 	0, 3, 2,	1, 3, 0,	2, 3, 1
		];

		PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );

		this.type = 'TetrahedronBufferGeometry';

		this.parameters = {
			radius: radius,
			detail: detail
		};

	}

	TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
	TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;

	/**
	 * @author timothypratley / https://github.com/timothypratley
	 * @author Mugen87 / https://github.com/Mugen87
	 */

	// OctahedronGeometry

	function OctahedronGeometry( radius, detail ) {

		Geometry.call( this );

		this.type = 'OctahedronGeometry';

		this.parameters = {
			radius: radius,
			detail: detail
		};

		this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
		this.mergeVertices();

	}

	OctahedronGeometry.prototype = Object.create( Geometry.prototype );
	OctahedronGeometry.prototype.constructor = OctahedronGeometry;

	// OctahedronBufferGeometry

	function OctahedronBufferGeometry( radius, detail ) {

		var vertices = [
			1, 0, 0, 	- 1, 0, 0,	0, 1, 0,
			0, - 1, 0, 	0, 0, 1,	0, 0, - 1
		];

		var indices = [
			0, 2, 4,	0, 4, 3,	0, 3, 5,
			0, 5, 2,	1, 2, 5,	1, 5, 3,
			1, 3, 4,	1, 4, 2
		];

		PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );

		this.type = 'OctahedronBufferGeometry';

		this.parameters = {
			radius: radius,
			detail: detail
		};

	}

	OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
	OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;

	/**
	 * @author timothypratley / https://github.com/timothypratley
	 * @author Mugen87 / https://github.com/Mugen87
	 */

	// IcosahedronGeometry

	function IcosahedronGeometry( radius, detail ) {

		Geometry.call( this );

		this.type = 'IcosahedronGeometry';

		this.parameters = {
			radius: radius,
			detail: detail
		};

		this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
		this.mergeVertices();

	}

	IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
	IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;

	// IcosahedronBufferGeometry

	function IcosahedronBufferGeometry( radius, detail ) {

		var t = ( 1 + Math.sqrt( 5 ) ) / 2;

		var vertices = [
			- 1, t, 0, 	1, t, 0, 	- 1, - t, 0, 	1, - t, 0,
			 0, - 1, t, 	0, 1, t,	0, - 1, - t, 	0, 1, - t,
			 t, 0, - 1, 	t, 0, 1, 	- t, 0, - 1, 	- t, 0, 1
		];

		var indices = [
			 0, 11, 5, 	0, 5, 1, 	0, 1, 7, 	0, 7, 10, 	0, 10, 11,
			 1, 5, 9, 	5, 11, 4,	11, 10, 2,	10, 7, 6,	7, 1, 8,
			 3, 9, 4, 	3, 4, 2,	3, 2, 6,	3, 6, 8,	3, 8, 9,
			 4, 9, 5, 	2, 4, 11,	6, 2, 10,	8, 6, 7,	9, 8, 1
		];

		PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );

		this.type = 'IcosahedronBufferGeometry';

		this.parameters = {
			radius: radius,
			detail: detail
		};

	}

	IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
	IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;

	/**
	 * @author Abe Pazos / https://hamoid.com
	 * @author Mugen87 / https://github.com/Mugen87
	 */

	// DodecahedronGeometry

	function DodecahedronGeometry( radius, detail ) {

		Geometry.call( this );

		this.type = 'DodecahedronGeometry';

		this.parameters = {
			radius: radius,
			detail: detail
		};

		this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
		this.mergeVertices();

	}

	DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
	DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;

	// DodecahedronBufferGeometry

	function DodecahedronBufferGeometry( radius, detail ) {

		var t = ( 1 + Math.sqrt( 5 ) ) / 2;
		var r = 1 / t;

		var vertices = [

			// (±1, ±1, ±1)
			- 1, - 1, - 1,	- 1, - 1, 1,
			- 1, 1, - 1, - 1, 1, 1,
			1, - 1, - 1, 1, - 1, 1,
			1, 1, - 1, 1, 1, 1,

			// (0, ±1/φ, ±φ)
			 0, - r, - t, 0, - r, t,
			 0, r, - t, 0, r, t,

			// (±1/φ, ±φ, 0)
			- r, - t, 0, - r, t, 0,
			 r, - t, 0, r, t, 0,

			// (±φ, 0, ±1/φ)
			- t, 0, - r, t, 0, - r,
			- t, 0, r, t, 0, r
		];

		var indices = [
			3, 11, 7, 	3, 7, 15, 	3, 15, 13,
			7, 19, 17, 	7, 17, 6, 	7, 6, 15,
			17, 4, 8, 	17, 8, 10, 	17, 10, 6,
			8, 0, 16, 	8, 16, 2, 	8, 2, 10,
			0, 12, 1, 	0, 1, 18, 	0, 18, 16,
			6, 10, 2, 	6, 2, 13, 	6, 13, 15,
			2, 16, 18, 	2, 18, 3, 	2, 3, 13,
			18, 1, 9, 	18, 9, 11, 	18, 11, 3,
			4, 14, 12, 	4, 12, 0, 	4, 0, 8,
			11, 9, 5, 	11, 5, 19, 	11, 19, 7,
			19, 5, 14, 	19, 14, 4, 	19, 4, 17,
			1, 12, 14, 	1, 14, 5, 	1, 5, 9
		];

		PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );

		this.type = 'DodecahedronBufferGeometry';

		this.parameters = {
			radius: radius,
			detail: detail
		};

	}

	DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
	DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;

	/**
	 * @author oosmoxiecode / https://github.com/oosmoxiecode
	 * @author WestLangley / https://github.com/WestLangley
	 * @author zz85 / https://github.com/zz85
	 * @author miningold / https://github.com/miningold
	 * @author jonobr1 / https://github.com/jonobr1
	 * @author Mugen87 / https://github.com/Mugen87
	 *
	 */

	// TubeGeometry

	function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {

		Geometry.call( this );

		this.type = 'TubeGeometry';

		this.parameters = {
			path: path,
			tubularSegments: tubularSegments,
			radius: radius,
			radialSegments: radialSegments,
			closed: closed
		};

		if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );

		var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );

		// expose internals

		this.tangents = bufferGeometry.tangents;
		this.normals = bufferGeometry.normals;
		this.binormals = bufferGeometry.binormals;

		// create geometry

		this.fromBufferGeometry( bufferGeometry );
		this.mergeVertices();

	}

	TubeGeometry.prototype = Object.create( Geometry.prototype );
	TubeGeometry.prototype.constructor = TubeGeometry;

	// TubeBufferGeometry

	function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {

		BufferGeometry.call( this );

		this.type = 'TubeBufferGeometry';

		this.parameters = {
			path: path,
			tubularSegments: tubularSegments,
			radius: radius,
			radialSegments: radialSegments,
			closed: closed
		};

		tubularSegments = tubularSegments || 64;
		radius = radius || 1;
		radialSegments = radialSegments || 8;
		closed = closed || false;

		var frames = path.computeFrenetFrames( tubularSegments, closed );

		// expose internals

		this.tangents = frames.tangents;
		this.normals = frames.normals;
		this.binormals = frames.binormals;

		// helper variables

		var vertex = new Vector3();
		var normal = new Vector3();
		var uv = new Vector2();
		var P = new Vector3();

		var i, j;

		// buffer

		var vertices = [];
		var normals = [];
		var uvs = [];
		var indices = [];

		// create buffer data

		generateBufferData();

		// build geometry

		this.setIndex( indices );
		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
		this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

		// functions

		function generateBufferData() {

			for ( i = 0; i < tubularSegments; i ++ ) {

				generateSegment( i );

			}

			// if the geometry is not closed, generate the last row of vertices and normals
			// at the regular position on the given path
			//
			// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)

			generateSegment( ( closed === false ) ? tubularSegments : 0 );

			// uvs are generated in a separate function.
			// this makes it easy compute correct values for closed geometries

			generateUVs();

			// finally create faces

			generateIndices();

		}

		function generateSegment( i ) {

			// we use getPointAt to sample evenly distributed points from the given path

			P = path.getPointAt( i / tubularSegments, P );

			// retrieve corresponding normal and binormal

			var N = frames.normals[ i ];
			var B = frames.binormals[ i ];

			// generate normals and vertices for the current segment

			for ( j = 0; j <= radialSegments; j ++ ) {

				var v = j / radialSegments * Math.PI * 2;

				var sin = Math.sin( v );
				var cos = - Math.cos( v );

				// normal

				normal.x = ( cos * N.x + sin * B.x );
				normal.y = ( cos * N.y + sin * B.y );
				normal.z = ( cos * N.z + sin * B.z );
				normal.normalize();

				normals.push( normal.x, normal.y, normal.z );

				// vertex

				vertex.x = P.x + radius * normal.x;
				vertex.y = P.y + radius * normal.y;
				vertex.z = P.z + radius * normal.z;

				vertices.push( vertex.x, vertex.y, vertex.z );

			}

		}

		function generateIndices() {

			for ( j = 1; j <= tubularSegments; j ++ ) {

				for ( i = 1; i <= radialSegments; i ++ ) {

					var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
					var b = ( radialSegments + 1 ) * j + ( i - 1 );
					var c = ( radialSegments + 1 ) * j + i;
					var d = ( radialSegments + 1 ) * ( j - 1 ) + i;

					// faces

					indices.push( a, b, d );
					indices.push( b, c, d );

				}

			}

		}

		function generateUVs() {

			for ( i = 0; i <= tubularSegments; i ++ ) {

				for ( j = 0; j <= radialSegments; j ++ ) {

					uv.x = i / tubularSegments;
					uv.y = j / radialSegments;

					uvs.push( uv.x, uv.y );

				}

			}

		}

	}

	TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
	TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;

	/**
	 * @author oosmoxiecode
	 * @author Mugen87 / https://github.com/Mugen87
	 *
	 * based on http://www.blackpawn.com/texts/pqtorus/
	 */

	// TorusKnotGeometry

	function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {

		Geometry.call( this );

		this.type = 'TorusKnotGeometry';

		this.parameters = {
			radius: radius,
			tube: tube,
			tubularSegments: tubularSegments,
			radialSegments: radialSegments,
			p: p,
			q: q
		};

		if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );

		this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
		this.mergeVertices();

	}

	TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
	TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;

	// TorusKnotBufferGeometry

	function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {

		BufferGeometry.call( this );

		this.type = 'TorusKnotBufferGeometry';

		this.parameters = {
			radius: radius,
			tube: tube,
			tubularSegments: tubularSegments,
			radialSegments: radialSegments,
			p: p,
			q: q
		};

		radius = radius || 1;
		tube = tube || 0.4;
		tubularSegments = Math.floor( tubularSegments ) || 64;
		radialSegments = Math.floor( radialSegments ) || 8;
		p = p || 2;
		q = q || 3;

		// buffers

		var indices = [];
		var vertices = [];
		var normals = [];
		var uvs = [];

		// helper variables

		var i, j;

		var vertex = new Vector3();
		var normal = new Vector3();

		var P1 = new Vector3();
		var P2 = new Vector3();

		var B = new Vector3();
		var T = new Vector3();
		var N = new Vector3();

		// generate vertices, normals and uvs

		for ( i = 0; i <= tubularSegments; ++ i ) {

			// the radian "u" is used to calculate the position on the torus curve of the current tubular segement

			var u = i / tubularSegments * p * Math.PI * 2;

			// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
			// these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions

			calculatePositionOnCurve( u, p, q, radius, P1 );
			calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );

			// calculate orthonormal basis

			T.subVectors( P2, P1 );
			N.addVectors( P2, P1 );
			B.crossVectors( T, N );
			N.crossVectors( B, T );

			// normalize B, N. T can be ignored, we don't use it

			B.normalize();
			N.normalize();

			for ( j = 0; j <= radialSegments; ++ j ) {

				// now calculate the vertices. they are nothing more than an extrusion of the torus curve.
				// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.

				var v = j / radialSegments * Math.PI * 2;
				var cx = - tube * Math.cos( v );
				var cy = tube * Math.sin( v );

				// now calculate the final vertex position.
				// first we orient the extrusion with our basis vectos, then we add it to the current position on the curve

				vertex.x = P1.x + ( cx * N.x + cy * B.x );
				vertex.y = P1.y + ( cx * N.y + cy * B.y );
				vertex.z = P1.z + ( cx * N.z + cy * B.z );

				vertices.push( vertex.x, vertex.y, vertex.z );

				// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)

				normal.subVectors( vertex, P1 ).normalize();

				normals.push( normal.x, normal.y, normal.z );

				// uv

				uvs.push( i / tubularSegments );
				uvs.push( j / radialSegments );

			}

		}

		// generate indices

		for ( j = 1; j <= tubularSegments; j ++ ) {

			for ( i = 1; i <= radialSegments; i ++ ) {

				// indices

				var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
				var b = ( radialSegments + 1 ) * j + ( i - 1 );
				var c = ( radialSegments + 1 ) * j + i;
				var d = ( radialSegments + 1 ) * ( j - 1 ) + i;

				// faces

				indices.push( a, b, d );
				indices.push( b, c, d );

			}

		}

		// build geometry

		this.setIndex( indices );
		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
		this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

		// this function calculates the current position on the torus curve

		function calculatePositionOnCurve( u, p, q, radius, position ) {

			var cu = Math.cos( u );
			var su = Math.sin( u );
			var quOverP = q / p * u;
			var cs = Math.cos( quOverP );

			position.x = radius * ( 2 + cs ) * 0.5 * cu;
			position.y = radius * ( 2 + cs ) * su * 0.5;
			position.z = radius * Math.sin( quOverP ) * 0.5;

		}

	}

	TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
	TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;

	/**
	 * @author oosmoxiecode
	 * @author mrdoob / http://mrdoob.com/
	 * @author Mugen87 / https://github.com/Mugen87
	 */

	// TorusGeometry

	function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {

		Geometry.call( this );

		this.type = 'TorusGeometry';

		this.parameters = {
			radius: radius,
			tube: tube,
			radialSegments: radialSegments,
			tubularSegments: tubularSegments,
			arc: arc
		};

		this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
		this.mergeVertices();

	}

	TorusGeometry.prototype = Object.create( Geometry.prototype );
	TorusGeometry.prototype.constructor = TorusGeometry;

	// TorusBufferGeometry

	function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {

		BufferGeometry.call( this );

		this.type = 'TorusBufferGeometry';

		this.parameters = {
			radius: radius,
			tube: tube,
			radialSegments: radialSegments,
			tubularSegments: tubularSegments,
			arc: arc
		};

		radius = radius || 1;
		tube = tube || 0.4;
		radialSegments = Math.floor( radialSegments ) || 8;
		tubularSegments = Math.floor( tubularSegments ) || 6;
		arc = arc || Math.PI * 2;

		// buffers

		var indices = [];
		var vertices = [];
		var normals = [];
		var uvs = [];

		// helper variables

		var center = new Vector3();
		var vertex = new Vector3();
		var normal = new Vector3();

		var j, i;

		// generate vertices, normals and uvs

		for ( j = 0; j <= radialSegments; j ++ ) {

			for ( i = 0; i <= tubularSegments; i ++ ) {

				var u = i / tubularSegments * arc;
				var v = j / radialSegments * Math.PI * 2;

				// vertex

				vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
				vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
				vertex.z = tube * Math.sin( v );

				vertices.push( vertex.x, vertex.y, vertex.z );

				// normal

				center.x = radius * Math.cos( u );
				center.y = radius * Math.sin( u );
				normal.subVectors( vertex, center ).normalize();

				normals.push( normal.x, normal.y, normal.z );

				// uv

				uvs.push( i / tubularSegments );
				uvs.push( j / radialSegments );

			}

		}

		// generate indices

		for ( j = 1; j <= radialSegments; j ++ ) {

			for ( i = 1; i <= tubularSegments; i ++ ) {

				// indices

				var a = ( tubularSegments + 1 ) * j + i - 1;
				var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
				var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
				var d = ( tubularSegments + 1 ) * j + i;

				// faces

				indices.push( a, b, d );
				indices.push( b, c, d );

			}

		}

		// build geometry

		this.setIndex( indices );
		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
		this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

	}

	TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
	TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;

	/**
	 * @author Mugen87 / https://github.com/Mugen87
	 * Port from https://github.com/mapbox/earcut (v2.1.2)
	 */

	var Earcut = {

		triangulate: function ( data, holeIndices, dim ) {

			dim = dim || 2;

			var hasHoles = holeIndices && holeIndices.length,
				outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
				outerNode = linkedList( data, 0, outerLen, dim, true ),
				triangles = [];

			if ( ! outerNode ) return triangles;

			var minX, minY, maxX, maxY, x, y, invSize;

			if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );

			// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox

			if ( data.length > 80 * dim ) {

				minX = maxX = data[ 0 ];
				minY = maxY = data[ 1 ];

				for ( var i = dim; i < outerLen; i += dim ) {

					x = data[ i ];
					y = data[ i + 1 ];
					if ( x < minX ) minX = x;
					if ( y < minY ) minY = y;
					if ( x > maxX ) maxX = x;
					if ( y > maxY ) maxY = y;

				}

				// minX, minY and invSize are later used to transform coords into integers for z-order calculation

				invSize = Math.max( maxX - minX, maxY - minY );
				invSize = invSize !== 0 ? 1 / invSize : 0;

			}

			earcutLinked( outerNode, triangles, dim, minX, minY, invSize );

			return triangles;

		}

	};

	// create a circular doubly linked list from polygon points in the specified winding order

	function linkedList( data, start, end, dim, clockwise ) {

		var i, last;

		if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {

			for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );

		} else {

			for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );

		}

		if ( last && equals( last, last.next ) ) {

			removeNode( last );
			last = last.next;

		}

		return last;

	}

	// eliminate colinear or duplicate points

	function filterPoints( start, end ) {

		if ( ! start ) return start;
		if ( ! end ) end = start;

		var p = start, again;

		do {

			again = false;

			if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {

				removeNode( p );
				p = end = p.prev;
				if ( p === p.next ) break;
				again = true;

			} else {

				p = p.next;

			}

		} while ( again || p !== end );

		return end;

	}

	// main ear slicing loop which triangulates a polygon (given as a linked list)

	function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {

		if ( ! ear ) return;

		// interlink polygon nodes in z-order

		if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );

		var stop = ear, prev, next;

		// iterate through ears, slicing them one by one

		while ( ear.prev !== ear.next ) {

			prev = ear.prev;
			next = ear.next;

			if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {

				// cut off the triangle
				triangles.push( prev.i / dim );
				triangles.push( ear.i / dim );
				triangles.push( next.i / dim );

				removeNode( ear );

				// skipping the next vertice leads to less sliver triangles
				ear = next.next;
				stop = next.next;

				continue;

			}

			ear = next;

			// if we looped through the whole remaining polygon and can't find any more ears

			if ( ear === stop ) {

				// try filtering points and slicing again

				if ( ! pass ) {

					earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );

					// if this didn't work, try curing all small self-intersections locally

				} else if ( pass === 1 ) {

					ear = cureLocalIntersections( ear, triangles, dim );
					earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );

				// as a last resort, try splitting the remaining polygon into two

				} else if ( pass === 2 ) {

					splitEarcut( ear, triangles, dim, minX, minY, invSize );

				}

				break;

			}

		}

	}

	// check whether a polygon node forms a valid ear with adjacent nodes

	function isEar( ear ) {

		var a = ear.prev,
			b = ear,
			c = ear.next;

		if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear

		// now make sure we don't have other points inside the potential ear
		var p = ear.next.next;

		while ( p !== ear.prev ) {

			if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) {

				return false;

			}

			p = p.next;

		}

		return true;

	}

	function isEarHashed( ear, minX, minY, invSize ) {

		var a = ear.prev,
			b = ear,
			c = ear.next;

		if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear

		// triangle bbox; min & max are calculated like this for speed

		var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
			minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
			maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
			maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );

		// z-order range for the current triangle bbox;

		var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
			maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );

		// first look for points inside the triangle in increasing z-order

		var p = ear.nextZ;

		while ( p && p.z <= maxZ ) {

			if ( p !== ear.prev && p !== ear.next &&
					pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
					area( p.prev, p, p.next ) >= 0 ) return false;
			p = p.nextZ;

		}

		// then look for points in decreasing z-order

		p = ear.prevZ;

		while ( p && p.z >= minZ ) {

			if ( p !== ear.prev && p !== ear.next &&
					pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
					area( p.prev, p, p.next ) >= 0 ) return false;

			p = p.prevZ;

		}

		return true;

	}

	// go through all polygon nodes and cure small local self-intersections

	function cureLocalIntersections( start, triangles, dim ) {

		var p = start;

		do {

			var a = p.prev, b = p.next.next;

			if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {

				triangles.push( a.i / dim );
				triangles.push( p.i / dim );
				triangles.push( b.i / dim );

				// remove two nodes involved

				removeNode( p );
				removeNode( p.next );

				p = start = b;

			}

			p = p.next;

		} while ( p !== start );

		return p;

	}

	// try splitting polygon into two and triangulate them independently

	function splitEarcut( start, triangles, dim, minX, minY, invSize ) {

		// look for a valid diagonal that divides the polygon into two

		var a = start;

		do {

			var b = a.next.next;

			while ( b !== a.prev ) {

				if ( a.i !== b.i && isValidDiagonal( a, b ) ) {

					// split the polygon in two by the diagonal

					var c = splitPolygon( a, b );

					// filter colinear points around the cuts

					a = filterPoints( a, a.next );
					c = filterPoints( c, c.next );

					// run earcut on each half

					earcutLinked( a, triangles, dim, minX, minY, invSize );
					earcutLinked( c, triangles, dim, minX, minY, invSize );
					return;

				}

				b = b.next;

			}

			a = a.next;

		} while ( a !== start );

	}

	// link every hole into the outer loop, producing a single-ring polygon without holes

	function eliminateHoles( data, holeIndices, outerNode, dim ) {

		var queue = [], i, len, start, end, list;

		for ( i = 0, len = holeIndices.length; i < len; i ++ ) {

			start = holeIndices[ i ] * dim;
			end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
			list = linkedList( data, start, end, dim, false );
			if ( list === list.next ) list.steiner = true;
			queue.push( getLeftmost( list ) );

		}

		queue.sort( compareX );

		// process holes from left to right

		for ( i = 0; i < queue.length; i ++ ) {

			eliminateHole( queue[ i ], outerNode );
			outerNode = filterPoints( outerNode, outerNode.next );

		}

		return outerNode;

	}

	function compareX( a, b ) {

		return a.x - b.x;

	}

	// find a bridge between vertices that connects hole with an outer ring and and link it

	function eliminateHole( hole, outerNode ) {

		outerNode = findHoleBridge( hole, outerNode );

		if ( outerNode ) {

			var b = splitPolygon( outerNode, hole );

			filterPoints( b, b.next );

		}

	}

	// David Eberly's algorithm for finding a bridge between hole and outer polygon

	function findHoleBridge( hole, outerNode ) {

		var p = outerNode,
			hx = hole.x,
			hy = hole.y,
			qx = - Infinity,
			m;

		// find a segment intersected by a ray from the hole's leftmost point to the left;
		// segment's endpoint with lesser x will be potential connection point

		do {

			if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {

				var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );

				if ( x <= hx && x > qx ) {

					qx = x;

					if ( x === hx ) {

						if ( hy === p.y ) return p;
						if ( hy === p.next.y ) return p.next;

					}

					m = p.x < p.next.x ? p : p.next;

				}

			}

			p = p.next;

		} while ( p !== outerNode );

		if ( ! m ) return null;

		if ( hx === qx ) return m.prev; // hole touches outer segment; pick lower endpoint

		// look for points inside the triangle of hole point, segment intersection and endpoint;
		// if there are no points found, we have a valid connection;
		// otherwise choose the point of the minimum angle with the ray as connection point

		var stop = m,
			mx = m.x,
			my = m.y,
			tanMin = Infinity,
			tan;

		p = m.next;

		while ( p !== stop ) {

			if ( hx >= p.x && p.x >= mx && hx !== p.x &&
							pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {

				tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential

				if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {

					m = p;
					tanMin = tan;

				}

			}

			p = p.next;

		}

		return m;

	}

	// interlink polygon nodes in z-order

	function indexCurve( start, minX, minY, invSize ) {

		var p = start;

		do {

			if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );
			p.prevZ = p.prev;
			p.nextZ = p.next;
			p = p.next;

		} while ( p !== start );

		p.prevZ.nextZ = null;
		p.prevZ = null;

		sortLinked( p );

	}

	// Simon Tatham's linked list merge sort algorithm
	// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html

	function sortLinked( list ) {

		var i, p, q, e, tail, numMerges, pSize, qSize, inSize = 1;

		do {

			p = list;
			list = null;
			tail = null;
			numMerges = 0;

			while ( p ) {

				numMerges ++;
				q = p;
				pSize = 0;

				for ( i = 0; i < inSize; i ++ ) {

					pSize ++;
					q = q.nextZ;
					if ( ! q ) break;

				}

				qSize = inSize;

				while ( pSize > 0 || ( qSize > 0 && q ) ) {

					if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {

						e = p;
						p = p.nextZ;
						pSize --;

					} else {

						e = q;
						q = q.nextZ;
						qSize --;

					}

					if ( tail ) tail.nextZ = e;
					else list = e;

					e.prevZ = tail;
					tail = e;

				}

				p = q;

			}

			tail.nextZ = null;
			inSize *= 2;

		} while ( numMerges > 1 );

		return list;

	}

	// z-order of a point given coords and inverse of the longer side of data bbox

	function zOrder( x, y, minX, minY, invSize ) {

		// coords are transformed into non-negative 15-bit integer range

		x = 32767 * ( x - minX ) * invSize;
		y = 32767 * ( y - minY ) * invSize;

		x = ( x | ( x << 8 ) ) & 0x00FF00FF;
		x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
		x = ( x | ( x << 2 ) ) & 0x33333333;
		x = ( x | ( x << 1 ) ) & 0x55555555;

		y = ( y | ( y << 8 ) ) & 0x00FF00FF;
		y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
		y = ( y | ( y << 2 ) ) & 0x33333333;
		y = ( y | ( y << 1 ) ) & 0x55555555;

		return x | ( y << 1 );

	}

	// find the leftmost node of a polygon ring

	function getLeftmost( start ) {

		var p = start, leftmost = start;

		do {

			if ( p.x < leftmost.x ) leftmost = p;
			p = p.next;

		} while ( p !== start );

		return leftmost;

	}

	// check if a point lies within a convex triangle

	function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {

		return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
		 ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
		 ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;

	}

	// check if a diagonal between two polygon nodes is valid (lies in polygon interior)

	function isValidDiagonal( a, b ) {

		return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
			locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );

	}

	// signed area of a triangle

	function area( p, q, r ) {

		return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );

	}

	// check if two points are equal

	function equals( p1, p2 ) {

		return p1.x === p2.x && p1.y === p2.y;

	}

	// check if two segments intersect

	function intersects( p1, q1, p2, q2 ) {

		if ( ( equals( p1, q1 ) && equals( p2, q2 ) ) ||
				( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true;

		return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
					 area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;

	}

	// check if a polygon diagonal intersects any polygon segments

	function intersectsPolygon( a, b ) {

		var p = a;

		do {

			if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
							intersects( p, p.next, a, b ) ) {

				return true;

			}

			p = p.next;

		} while ( p !== a );

		return false;

	}

	// check if a polygon diagonal is locally inside the polygon

	function locallyInside( a, b ) {

		return area( a.prev, a, a.next ) < 0 ?
			area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
			area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;

	}

	// check if the middle point of a polygon diagonal is inside the polygon

	function middleInside( a, b ) {

		var p = a,
			inside = false,
			px = ( a.x + b.x ) / 2,
			py = ( a.y + b.y ) / 2;

		do {

			if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
							( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) ) {

				inside = ! inside;

			}

			p = p.next;

		} while ( p !== a );

		return inside;

	}

	// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
	// if one belongs to the outer ring and another to a hole, it merges it into a single ring

	function splitPolygon( a, b ) {

		var a2 = new Node( a.i, a.x, a.y ),
			b2 = new Node( b.i, b.x, b.y ),
			an = a.next,
			bp = b.prev;

		a.next = b;
		b.prev = a;

		a2.next = an;
		an.prev = a2;

		b2.next = a2;
		a2.prev = b2;

		bp.next = b2;
		b2.prev = bp;

		return b2;

	}

	// create a node and optionally link it with previous one (in a circular doubly linked list)

	function insertNode( i, x, y, last ) {

		var p = new Node( i, x, y );

		if ( ! last ) {

			p.prev = p;
			p.next = p;

		} else {

			p.next = last.next;
			p.prev = last;
			last.next.prev = p;
			last.next = p;

		}

		return p;

	}

	function removeNode( p ) {

		p.next.prev = p.prev;
		p.prev.next = p.next;

		if ( p.prevZ ) p.prevZ.nextZ = p.nextZ;
		if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;

	}

	function Node( i, x, y ) {

		// vertice index in coordinates array
		this.i = i;

		// vertex coordinates
		this.x = x;
		this.y = y;

		// previous and next vertice nodes in a polygon ring
		this.prev = null;
		this.next = null;

		// z-order curve value
		this.z = null;

		// previous and next nodes in z-order
		this.prevZ = null;
		this.nextZ = null;

		// indicates whether this is a steiner point
		this.steiner = false;

	}

	function signedArea( data, start, end, dim ) {

		var sum = 0;

		for ( var i = start, j = end - dim; i < end; i += dim ) {

			sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
			j = i;

		}

		return sum;

	}

	/**
	 * @author zz85 / http://www.lab4games.net/zz85/blog
	 */

	var ShapeUtils = {

		// calculate area of the contour polygon

		area: function ( contour ) {

			var n = contour.length;
			var a = 0.0;

			for ( var p = n - 1, q = 0; q < n; p = q ++ ) {

				a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;

			}

			return a * 0.5;

		},

		isClockWise: function ( pts ) {

			return ShapeUtils.area( pts ) < 0;

		},

		triangulateShape: function ( contour, holes ) {

			var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
			var holeIndices = []; // array of hole indices
			var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]

			removeDupEndPts( contour );
			addContour( vertices, contour );

			//

			var holeIndex = contour.length;

			holes.forEach( removeDupEndPts );

			for ( var i = 0; i < holes.length; i ++ ) {

				holeIndices.push( holeIndex );
				holeIndex += holes[ i ].length;
				addContour( vertices, holes[ i ] );

			}

			//

			var triangles = Earcut.triangulate( vertices, holeIndices );

			//

			for ( var i = 0; i < triangles.length; i += 3 ) {

				faces.push( triangles.slice( i, i + 3 ) );

			}

			return faces;

		}

	};

	function removeDupEndPts( points ) {

		var l = points.length;

		if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {

			points.pop();

		}

	}

	function addContour( vertices, contour ) {

		for ( var i = 0; i < contour.length; i ++ ) {

			vertices.push( contour[ i ].x );
			vertices.push( contour[ i ].y );

		}

	}

	/**
	 * @author zz85 / http://www.lab4games.net/zz85/blog
	 *
	 * Creates extruded geometry from a path shape.
	 *
	 * parameters = {
	 *
	 *  curveSegments: <int>, // number of points on the curves
	 *  steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
	 *  amount: <int>, // 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;

	// 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, options );

		}

		// 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 amount = options.amount !== undefined ? options.amount : 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;

			//

			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, amount / 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, amount + 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, amount + 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;

	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 )
				];

			}

		}
	};

	/**
	 * @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, parameters.curveSegments );

		// translate parameters to ExtrudeGeometry API

		parameters.amount = 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( 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( shapes, data );

	};

	//

	function toJSON( 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 = 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> ),
	 *  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.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.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> ),
	 *  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.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.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> ),
	 *  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.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.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 = 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 ) {

						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 if ( this.status === 0 ) {

						// Some browsers return HTTP Status 0 when using non-http protocol
						// e.g. 'file://' or 'data://'. Handle as success.

						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' );

			image.addEventListener( 'load', function () {

				Cache.add( url, this );

				if ( onLoad ) onLoad( this );

				scope.manager.itemEnd( url );

			}, false );

			/*
			image.addEventListener( 'progress', function ( event ) {

				if ( onProgress ) onProgress( event );

			}, false );
			*/

			image.addEventListener( 'error', function ( event ) {

				if ( onError ) onError( event );

				scope.manager.itemEnd( url );
				scope.manager.itemError( url );

			}, 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$1 = new CubicPoly();
	var py = new CubicPoly();
	var 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$1.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$1.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$1.calc( weight ),
			py.calc( weight ),
			pz.calc( weight )
		);

		return point;

	};

	CatmullRomCurve3.prototype.copy = function ( source ) {

		Curve.prototype.copy.call( this, source );

		this.points = [];

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

			var point = source.points[ i ];

			this.points.push( point.clone() );

		}

		this.closed = source.closed;
		this.curveType = source.curveType;
		this.tension = source.tension;

		return this;

	};

	CatmullRomCurve3.prototype.toJSON = function () {

		var data = Curve.prototype.toJSON.call( this );

		data.points = [];

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

			var point = this.points[ i ];
			data.points.push( point.toArray() );

		}

		data.closed = this.closed;
		data.curveType = this.curveType;
		data.tension = this.tension;

		return data;

	};

	CatmullRomCurve3.prototype.fromJSON = function ( json ) {

		Curve.prototype.fromJSON.call( this, json );

		this.points = [];

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

			var point = json.points[ i ];
			this.points.push( new Vector3().fromArray( point ) );

		}

		this.closed = json.closed;
		this.curveType = json.curveType;
		this.tension = json.tension;

		return this;

	};

	/**
	 * @author zz85 / http://www.lab4games.net/zz85/blog
	 *
	 * Bezier Curves formulas obtained from
	 * http://en.wikipedia.org/wiki/Bézier_curve
	 */

	function CatmullRom( t, p0, p1, p2, p3 ) {

		var v0 = ( p2 - p0 ) * 0.5;
		var v1 = ( p3 - p1 ) * 0.5;
		var t2 = t * t;
		var t3 = t * t2;
		return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;

	}

	//

	function QuadraticBezierP0( t, p ) {

		var k = 1 - t;
		return k * k * p;

	}

	function QuadraticBezierP1( t, p ) {

		return 2 * ( 1 - t ) * t * p;

	}

	function QuadraticBezierP2( t, p ) {

		return t * t * p;

	}

	function QuadraticBezier( t, p0, p1, p2 ) {

		return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
			QuadraticBezierP2( t, p2 );

	}

	//

	function CubicBezierP0( t, p ) {

		var k = 1 - t;
		return k * k * k * p;

	}

	function CubicBezierP1( t, p ) {

		var k = 1 - t;
		return 3 * k * k * t * p;

	}

	function CubicBezierP2( t, p ) {

		return 3 * ( 1 - t ) * t * t * p;

	}

	function CubicBezierP3( t, p ) {

		return t * t * t * p;

	}

	function CubicBezier( t, p0, p1, p2, p3 ) {

		return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
			CubicBezierP3( t, p3 );

	}

	function CubicBezierCurve( v0, v1, v2, v3 ) {

		Curve.call( this );

		this.type = 'CubicBezierCurve';

		this.v0 = v0 || new Vector2();
		this.v1 = v1 || new Vector2();
		this.v2 = v2 || new Vector2();
		this.v3 = v3 || new Vector2();

	}

	CubicBezierCurve.prototype = Object.create( Curve.prototype );
	CubicBezierCurve.prototype.constructor = CubicBezierCurve;

	CubicBezierCurve.prototype.isCubicBezierCurve = true;

	CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {

		var point = optionalTarget || new Vector2();

		var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;

		point.set(
			CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
			CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
		);

		return point;

	};

	CubicBezierCurve.prototype.copy = function ( source ) {

		Curve.prototype.copy.call( this, source );

		this.v0.copy( source.v0 );
		this.v1.copy( source.v1 );
		this.v2.copy( source.v2 );
		this.v3.copy( source.v3 );

		return this;

	};

	CubicBezierCurve.prototype.toJSON = function () {

		var data = Curve.prototype.toJSON.call( this );

		data.v0 = this.v0.toArray();
		data.v1 = this.v1.toArray();
		data.v2 = this.v2.toArray();
		data.v3 = this.v3.toArray();

		return data;

	};

	CubicBezierCurve.prototype.fromJSON = function ( json ) {

		Curve.prototype.fromJSON.call( this, json );

		this.v0.fromArray( json.v0 );
		this.v1.fromArray( json.v1 );
		this.v2.fromArray( json.v2 );
		this.v3.fromArray( json.v3 );

		return this;

	};

	function CubicBezierCurve3( v0, v1, v2, v3 ) {

		Curve.call( this );

		this.type = 'CubicBezierCurve3';

		this.v0 = v0 || new Vector3();
		this.v1 = v1 || new Vector3();
		this.v2 = v2 || new Vector3();
		this.v3 = v3 || new Vector3();

	}

	CubicBezierCurve3.prototype = Object.create( Curve.prototype );
	CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;

	CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;

	CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {

		var point = optionalTarget || new Vector3();

		var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;

		point.set(
			CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
			CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
			CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
		);

		return point;

	};

	CubicBezierCurve3.prototype.copy = function ( source ) {

		Curve.prototype.copy.call( this, source );

		this.v0.copy( source.v0 );
		this.v1.copy( source.v1 );
		this.v2.copy( source.v2 );
		this.v3.copy( source.v3 );

		return this;

	};

	CubicBezierCurve3.prototype.toJSON = function () {

		var data = Curve.prototype.toJSON.call( this );

		data.v0 = this.v0.toArray();
		data.v1 = this.v1.toArray();
		data.v2 = this.v2.toArray();
		data.v3 = this.v3.toArray();

		return data;

	};

	CubicBezierCurve3.prototype.fromJSON = function ( json ) {

		Curve.prototype.fromJSON.call( this, json );

		this.v0.fromArray( json.v0 );
		this.v1.fromArray( json.v1 );
		this.v2.fromArray( json.v2 );
		this.v3.fromArray( json.v3 );

		return this;

	};

	function LineCurve( v1, v2 ) {

		Curve.call( this );

		this.type = 'LineCurve';

		this.v1 = v1 || new Vector2();
		this.v2 = v2 || new Vector2();

	}

	LineCurve.prototype = Object.create( Curve.prototype );
	LineCurve.prototype.constructor = LineCurve;

	LineCurve.prototype.isLineCurve = true;

	LineCurve.prototype.getPoint = function ( t, optionalTarget ) {

		var point = optionalTarget || new Vector2();

		if ( t === 1 ) {

			point.copy( this.v2 );

		} else {

			point.copy( this.v2 ).sub( this.v1 );
			point.multiplyScalar( t ).add( this.v1 );

		}

		return point;

	};

	// Line curve is linear, so we can overwrite default getPointAt

	LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {

		return this.getPoint( u, optionalTarget );

	};

	LineCurve.prototype.getTangent = function ( /* t */ ) {

		var tangent = this.v2.clone().sub( this.v1 );

		return tangent.normalize();

	};

	LineCurve.prototype.copy = function ( source ) {

		Curve.prototype.copy.call( this, source );

		this.v1.copy( source.v1 );
		this.v2.copy( source.v2 );

		return this;

	};

	LineCurve.prototype.toJSON = function () {

		var data = Curve.prototype.toJSON.call( this );

		data.v1 = this.v1.toArray();
		data.v2 = this.v2.toArray();

		return data;

	};

	LineCurve.prototype.fromJSON = function ( json ) {

		Curve.prototype.fromJSON.call( this, json );

		this.v1.fromArray( json.v1 );
		this.v2.fromArray( json.v2 );

		return this;

	};

	function LineCurve3( v1, v2 ) {

		Curve.call( this );

		this.type = 'LineCurve3';

		this.v1 = v1 || new Vector3();
		this.v2 = v2 || new Vector3();

	}

	LineCurve3.prototype = Object.create( Curve.prototype );
	LineCurve3.prototype.constructor = LineCurve3;

	LineCurve3.prototype.isLineCurve3 = true;

	LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {

		var point = optionalTarget || new Vector3();

		if ( t === 1 ) {

			point.copy( this.v2 );

		} else {

			point.copy( this.v2 ).sub( this.v1 );
			point.multiplyScalar( t ).add( this.v1 );

		}

		return point;

	};

	// Line curve is linear, so we can overwrite default getPointAt

	LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {

		return this.getPoint( u, optionalTarget );

	};

	LineCurve3.prototype.copy = function ( source ) {

		Curve.prototype.copy.call( this, source );

		this.v1.copy( source.v1 );
		this.v2.copy( source.v2 );

		return this;

	};

	LineCurve3.prototype.toJSON = function () {

		var data = Curve.prototype.toJSON.call( this );

		data.v1 = this.v1.toArray();
		data.v2 = this.v2.toArray();

		return data;

	};

	LineCurve3.prototype.fromJSON = function ( json ) {

		Curve.prototype.fromJSON.call( this, json );

		this.v1.fromArray( json.v1 );
		this.v2.fromArray( json.v2 );

		return this;

	};

	function QuadraticBezierCurve( v0, v1, v2 ) {

		Curve.call( this );

		this.type = 'QuadraticBezierCurve';

		this.v0 = v0 || new Vector2();
		this.v1 = v1 || new Vector2();
		this.v2 = v2 || new Vector2();

	}

	QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
	QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;

	QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;

	QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {

		var point = optionalTarget || new Vector2();

		var v0 = this.v0, v1 = this.v1, v2 = this.v2;

		point.set(
			QuadraticBezier( t, v0.x, v1.x, v2.x ),
			QuadraticBezier( t, v0.y, v1.y, v2.y )
		);

		return point;

	};

	QuadraticBezierCurve.prototype.copy = function ( source ) {

		Curve.prototype.copy.call( this, source );

		this.v0.copy( source.v0 );
		this.v1.copy( source.v1 );
		this.v2.copy( source.v2 );

		return this;

	};

	QuadraticBezierCurve.prototype.toJSON = function () {

		var data = Curve.prototype.toJSON.call( this );

		data.v0 = this.v0.toArray();
		data.v1 = this.v1.toArray();
		data.v2 = this.v2.toArray();

		return data;

	};

	QuadraticBezierCurve.prototype.fromJSON = function ( json ) {

		Curve.prototype.fromJSON.call( this, json );

		this.v0.fromArray( json.v0 );
		this.v1.fromArray( json.v1 );
		this.v2.fromArray( json.v2 );

		return this;

	};

	function QuadraticBezierCurve3( v0, v1, v2 ) {

		Curve.call( this );

		this.type = 'QuadraticBezierCurve3';

		this.v0 = v0 || new Vector3();
		this.v1 = v1 || new Vector3();
		this.v2 = v2 || new Vector3();

	}

	QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
	QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;

	QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;

	QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {

		var point = optionalTarget || new Vector3();

		var v0 = this.v0, v1 = this.v1, v2 = this.v2;

		point.set(
			QuadraticBezier( t, v0.x, v1.x, v2.x ),
			QuadraticBezier( t, v0.y, v1.y, v2.y ),
			QuadraticBezier( t, v0.z, v1.z, v2.z )
		);

		return point;

	};

	QuadraticBezierCurve3.prototype.copy = function ( source ) {

		Curve.prototype.copy.call( this, source );

		this.v0.copy( source.v0 );
		this.v1.copy( source.v1 );
		this.v2.copy( source.v2 );

		return this;

	};

	QuadraticBezierCurve3.prototype.toJSON = function () {

		var data = Curve.prototype.toJSON.call( this );

		data.v0 = this.v0.toArray();
		data.v1 = this.v1.toArray();
		data.v2 = this.v2.toArray();

		return data;

	};

	QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {

		Curve.prototype.fromJSON.call( this, json );

		this.v0.fromArray( json.v0 );
		this.v1.fromArray( json.v1 );
		this.v2.fromArray( json.v2 );

		return this;

	};

	function SplineCurve( points /* array of Vector2 */ ) {

		Curve.call( this );

		this.type = 'SplineCurve';

		this.points = points || [];

	}

	SplineCurve.prototype = Object.create( Curve.prototype );
	SplineCurve.prototype.constructor = SplineCurve;

	SplineCurve.prototype.isSplineCurve = true;

	SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {

		var point = optionalTarget || new Vector2();

		var points = this.points;
		var p = ( points.length - 1 ) * t;

		var intPoint = Math.floor( p );
		var weight = p - intPoint;

		var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
		var p1 = points[ intPoint ];
		var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
		var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];

		point.set(
			CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
			CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
		);

		return point;

	};

	SplineCurve.prototype.copy = function ( source ) {

		Curve.prototype.copy.call( this, source );

		this.points = [];

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

			var point = source.points[ i ];

			this.points.push( point.clone() );

		}

		return this;

	};

	SplineCurve.prototype.toJSON = function () {

		var data = Curve.prototype.toJSON.call( this );

		data.points = [];

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

			var point = this.points[ i ];
			data.points.push( point.toArray() );

		}

		return data;

	};

	SplineCurve.prototype.fromJSON = function ( json ) {

		Curve.prototype.fromJSON.call( this, json );

		this.points = [];

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

			var point = json.points[ i ];
			this.points.push( new Vector2().fromArray( point ) );

		}

		return this;

	};



	var Curves = 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 ) ? 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

			};

			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.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: undefined,

		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, {

		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 );

		},

		setTexturePath: function ( value ) {

			this.texturePath = value;

		},

		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, {

		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;

		},

		setCrossOrigin: function ( value ) {

			this.crossOrigin = value;

		},

		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 '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;

					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 clip = AnimationClip.parse( json[ i ] );

				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, l = json.length; i < l; i ++ ) {

					var image = json[ i ];
					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 = 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.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 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, divisions ) {

			if ( size === undefined ) size = 100;
			if ( divisions === undefined ) divisions = 4;

			var shapes = [];
			var paths = createPaths( text, size, divisions, 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, divisions, data ) {

		var chars = String( text ).split( '' );
		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, divisions, scale, offsetX, offsetY, data );
				offsetX += ret.offsetX;
				paths.push( ret.path );

			}

		}

		return paths;

	}

	function createPath( char, divisions, 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 ) {

				var context = AudioContext.getContext();

				context.decodeAudioData( buffer, 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;

		},

		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();

			return function updateMatrixWorld( force ) {

				Object3D.prototype.updateMatrixWorld.call( this, force );

				position.setFromMatrixPosition( this.matrixWorld );

				this.panner.setPosition( position.x, position.y, position.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.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;
	var 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;

	//

	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 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.' );

		}

	} );

	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.' );

	};

	//

	Object.assign( Loader.prototype, {

		extractUrlBase: function ( url ) {

			console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
			return LoaderUtils.extractUrlBase( url );

		}

	} );

	//

	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, {

		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 minivents_commonjs = function Events(target){
	  var events = {}, empty = [];
	  target = target || this;
	  /**
	   *  On: listen to events
	   */
	  target.on = function(type, func, ctx){
	    (events[type] = events[type] || []).push([func, ctx]);
	    return target
	  };
	  /**
	   *  Off: stop listening to event / specific callback
	   */
	  target.off = function(type, func){
	    type || (events = {});
	    var list = events[type] || empty,
	        i = list.length = func ? list.length : 0;
	    while(i--) func == list[i][0] && list.splice(i,1);
	    return target
	  };
	  /** 
	   * Emit: send event, callbacks will be triggered
	   */
	  target.emit = function(type){
	    var e = events[type] || empty, list = e.length > 0 ? e.slice(0, e.length) : e, i=0, j;
	    while(j=list[i++]) j[0].apply(j[1], empty.slice.call(arguments, 1));
	    return target
	  };
	};

	// 19.1.2.2 / 15.2.3.5 Object.create(O [, Properties])
	_export(_export.S, 'Object', { create: _objectCreate });

	var $Object$2 = _core.Object;
	var create = function create(P, D) {
	  return $Object$2.create(P, D);
	};

	var create$1 = create;

	var _validateCollection = function (it, TYPE) {
	  if (!_isObject(it) || it._t !== TYPE) throw TypeError('Incompatible receiver, ' + TYPE + ' required!');
	  return it;
	};

	var dP$2 = _objectDp.f;









	var fastKey = _meta.fastKey;

	var SIZE = _descriptors ? '_s' : 'size';

	var getEntry = function (that, key) {
	  // fast case
	  var index = fastKey(key);
	  var entry;
	  if (index !== 'F') return that._i[index];
	  // frozen object case
	  for (entry = that._f; entry; entry = entry.n) {
	    if (entry.k == key) return entry;
	  }
	};

	var _collectionStrong = {
	  getConstructor: function (wrapper, NAME, IS_MAP, ADDER) {
	    var C = wrapper(function (that, iterable) {
	      _anInstance(that, C, NAME, '_i');
	      that._t = NAME;         // collection type
	      that._i = _objectCreate(null); // index
	      that._f = undefined;    // first entry
	      that._l = undefined;    // last entry
	      that[SIZE] = 0;         // size
	      if (iterable != undefined) _forOf(iterable, IS_MAP, that[ADDER], that);
	    });
	    _redefineAll(C.prototype, {
	      // 23.1.3.1 Map.prototype.clear()
	      // 23.2.3.2 Set.prototype.clear()
	      clear: function clear() {
	        for (var that = _validateCollection(this, NAME), data = that._i, entry = that._f; entry; entry = entry.n) {
	          entry.r = true;
	          if (entry.p) entry.p = entry.p.n = undefined;
	          delete data[entry.i];
	        }
	        that._f = that._l = undefined;
	        that[SIZE] = 0;
	      },
	      // 23.1.3.3 Map.prototype.delete(key)
	      // 23.2.3.4 Set.prototype.delete(value)
	      'delete': function (key) {
	        var that = _validateCollection(this, NAME);
	        var entry = getEntry(that, key);
	        if (entry) {
	          var next = entry.n;
	          var prev = entry.p;
	          delete that._i[entry.i];
	          entry.r = true;
	          if (prev) prev.n = next;
	          if (next) next.p = prev;
	          if (that._f == entry) that._f = next;
	          if (that._l == entry) that._l = prev;
	          that[SIZE]--;
	        } return !!entry;
	      },
	      // 23.2.3.6 Set.prototype.forEach(callbackfn, thisArg = undefined)
	      // 23.1.3.5 Map.prototype.forEach(callbackfn, thisArg = undefined)
	      forEach: function forEach(callbackfn /* , that = undefined */) {
	        _validateCollection(this, NAME);
	        var f = _ctx(callbackfn, arguments.length > 1 ? arguments[1] : undefined, 3);
	        var entry;
	        while (entry = entry ? entry.n : this._f) {
	          f(entry.v, entry.k, this);
	          // revert to the last existing entry
	          while (entry && entry.r) entry = entry.p;
	        }
	      },
	      // 23.1.3.7 Map.prototype.has(key)
	      // 23.2.3.7 Set.prototype.has(value)
	      has: function has(key) {
	        return !!getEntry(_validateCollection(this, NAME), key);
	      }
	    });
	    if (_descriptors) dP$2(C.prototype, 'size', {
	      get: function () {
	        return _validateCollection(this, NAME)[SIZE];
	      }
	    });
	    return C;
	  },
	  def: function (that, key, value) {
	    var entry = getEntry(that, key);
	    var prev, index;
	    // change existing entry
	    if (entry) {
	      entry.v = value;
	    // create new entry
	    } else {
	      that._l = entry = {
	        i: index = fastKey(key, true), // <- index
	        k: key,                        // <- key
	        v: value,                      // <- value
	        p: prev = that._l,             // <- previous entry
	        n: undefined,                  // <- next entry
	        r: false                       // <- removed
	      };
	      if (!that._f) that._f = entry;
	      if (prev) prev.n = entry;
	      that[SIZE]++;
	      // add to index
	      if (index !== 'F') that._i[index] = entry;
	    } return that;
	  },
	  getEntry: getEntry,
	  setStrong: function (C, NAME, IS_MAP) {
	    // add .keys, .values, .entries, [@@iterator]
	    // 23.1.3.4, 23.1.3.8, 23.1.3.11, 23.1.3.12, 23.2.3.5, 23.2.3.8, 23.2.3.10, 23.2.3.11
	    _iterDefine(C, NAME, function (iterated, kind) {
	      this._t = _validateCollection(iterated, NAME); // target
	      this._k = kind;                     // kind
	      this._l = undefined;                // previous
	    }, function () {
	      var that = this;
	      var kind = that._k;
	      var entry = that._l;
	      // revert to the last existing entry
	      while (entry && entry.r) entry = entry.p;
	      // get next entry
	      if (!that._t || !(that._l = entry = entry ? entry.n : that._t._f)) {
	        // or finish the iteration
	        that._t = undefined;
	        return _iterStep(1);
	      }
	      // return step by kind
	      if (kind == 'keys') return _iterStep(0, entry.k);
	      if (kind == 'values') return _iterStep(0, entry.v);
	      return _iterStep(0, [entry.k, entry.v]);
	    }, IS_MAP ? 'entries' : 'values', !IS_MAP, true);

	    // add [@@species], 23.1.2.2, 23.2.2.2
	    _setSpecies(NAME);
	  }
	};

	var SPECIES$2 = _wks('species');

	var _arraySpeciesConstructor = function (original) {
	  var C;
	  if (_isArray(original)) {
	    C = original.constructor;
	    // cross-realm fallback
	    if (typeof C == 'function' && (C === Array || _isArray(C.prototype))) C = undefined;
	    if (_isObject(C)) {
	      C = C[SPECIES$2];
	      if (C === null) C = undefined;
	    }
	  } return C === undefined ? Array : C;
	};

	// 9.4.2.3 ArraySpeciesCreate(originalArray, length)


	var _arraySpeciesCreate = function (original, length) {
	  return new (_arraySpeciesConstructor(original))(length);
	};

	// 0 -> Array#forEach
	// 1 -> Array#map
	// 2 -> Array#filter
	// 3 -> Array#some
	// 4 -> Array#every
	// 5 -> Array#find
	// 6 -> Array#findIndex





	var _arrayMethods = function (TYPE, $create) {
	  var IS_MAP = TYPE == 1;
	  var IS_FILTER = TYPE == 2;
	  var IS_SOME = TYPE == 3;
	  var IS_EVERY = TYPE == 4;
	  var IS_FIND_INDEX = TYPE == 6;
	  var NO_HOLES = TYPE == 5 || IS_FIND_INDEX;
	  var create = $create || _arraySpeciesCreate;
	  return function ($this, callbackfn, that) {
	    var O = _toObject($this);
	    var self = _iobject(O);
	    var f = _ctx(callbackfn, that, 3);
	    var length = _toLength(self.length);
	    var index = 0;
	    var result = IS_MAP ? create($this, length) : IS_FILTER ? create($this, 0) : undefined;
	    var val, res;
	    for (;length > index; index++) if (NO_HOLES || index in self) {
	      val = self[index];
	      res = f(val, index, O);
	      if (TYPE) {
	        if (IS_MAP) result[index] = res;   // map
	        else if (res) switch (TYPE) {
	          case 3: return true;             // some
	          case 5: return val;              // find
	          case 6: return index;            // findIndex
	          case 2: result.push(val);        // filter
	        } else if (IS_EVERY) return false; // every
	      }
	    }
	    return IS_FIND_INDEX ? -1 : IS_SOME || IS_EVERY ? IS_EVERY : result;
	  };
	};

	var dP$3 = _objectDp.f;
	var each = _arrayMethods(0);


	var _collection = function (NAME, wrapper, methods, common, IS_MAP, IS_WEAK) {
	  var Base = _global[NAME];
	  var C = Base;
	  var ADDER = IS_MAP ? 'set' : 'add';
	  var proto = C && C.prototype;
	  var O = {};
	  if (!_descriptors || typeof C != 'function' || !(IS_WEAK || proto.forEach && !_fails(function () {
	    new C().entries().next();
	  }))) {
	    // create collection constructor
	    C = common.getConstructor(wrapper, NAME, IS_MAP, ADDER);
	    _redefineAll(C.prototype, methods);
	    _meta.NEED = true;
	  } else {
	    C = wrapper(function (target, iterable) {
	      _anInstance(target, C, NAME, '_c');
	      target._c = new Base();
	      if (iterable != undefined) _forOf(iterable, IS_MAP, target[ADDER], target);
	    });
	    each('add,clear,delete,forEach,get,has,set,keys,values,entries,toJSON'.split(','), function (KEY) {
	      var IS_ADDER = KEY == 'add' || KEY == 'set';
	      if (KEY in proto && !(IS_WEAK && KEY == 'clear')) _hide(C.prototype, KEY, function (a, b) {
	        _anInstance(this, C, KEY);
	        if (!IS_ADDER && IS_WEAK && !_isObject(a)) return KEY == 'get' ? undefined : false;
	        var result = this._c[KEY](a === 0 ? 0 : a, b);
	        return IS_ADDER ? this : result;
	      });
	    });
	    IS_WEAK || dP$3(C.prototype, 'size', {
	      get: function () {
	        return this._c.size;
	      }
	    });
	  }

	  _setToStringTag(C, NAME);

	  O[NAME] = C;
	  _export(_export.G + _export.W + _export.F, O);

	  if (!IS_WEAK) common.setStrong(C, NAME, IS_MAP);

	  return C;
	};

	var MAP = 'Map';

	// 23.1 Map Objects
	var es6_map = _collection(MAP, function (get) {
	  return function Map() { return get(this, arguments.length > 0 ? arguments[0] : undefined); };
	}, {
	  // 23.1.3.6 Map.prototype.get(key)
	  get: function get(key) {
	    var entry = _collectionStrong.getEntry(_validateCollection(this, MAP), key);
	    return entry && entry.v;
	  },
	  // 23.1.3.9 Map.prototype.set(key, value)
	  set: function set(key, value) {
	    return _collectionStrong.def(_validateCollection(this, MAP), key === 0 ? 0 : key, value);
	  }
	}, _collectionStrong, true);

	var _arrayFromIterable = function (iter, ITERATOR) {
	  var result = [];
	  _forOf(iter, false, result.push, result, ITERATOR);
	  return result;
	};

	// https://github.com/DavidBruant/Map-Set.prototype.toJSON


	var _collectionToJson = function (NAME) {
	  return function toJSON() {
	    if (_classof(this) != NAME) throw TypeError(NAME + "#toJSON isn't generic");
	    return _arrayFromIterable(this);
	  };
	};

	// https://github.com/DavidBruant/Map-Set.prototype.toJSON


	_export(_export.P + _export.R, 'Map', { toJSON: _collectionToJson('Map') });

	// https://tc39.github.io/proposal-setmap-offrom/


	var _setCollectionOf = function (COLLECTION) {
	  _export(_export.S, COLLECTION, { of: function of() {
	    var length = arguments.length;
	    var A = new Array(length);
	    while (length--) A[length] = arguments[length];
	    return new this(A);
	  } });
	};

	// https://tc39.github.io/proposal-setmap-offrom/#sec-map.of
	_setCollectionOf('Map');

	// https://tc39.github.io/proposal-setmap-offrom/





	var _setCollectionFrom = function (COLLECTION) {
	  _export(_export.S, COLLECTION, { from: function from(source /* , mapFn, thisArg */) {
	    var mapFn = arguments[1];
	    var mapping, A, n, cb;
	    _aFunction(this);
	    mapping = mapFn !== undefined;
	    if (mapping) _aFunction(mapFn);
	    if (source == undefined) return new this();
	    A = [];
	    if (mapping) {
	      n = 0;
	      cb = _ctx(mapFn, arguments[2], 2);
	      _forOf(source, false, function (nextItem) {
	        A.push(cb(nextItem, n++));
	      });
	    } else {
	      _forOf(source, false, A.push, A);
	    }
	    return new this(A);
	  } });
	};

	// https://tc39.github.io/proposal-setmap-offrom/#sec-map.from
	_setCollectionFrom('Map');

	var map = _core.Map;

	var map$1 = map;

	var arraySlice = [].slice;
	var factories = {};

	var construct = function (F, len, args) {
	  if (!(len in factories)) {
	    for (var n = [], i = 0; i < len; i++) n[i] = 'a[' + i + ']';
	    // eslint-disable-next-line no-new-func
	    factories[len] = Function('F,a', 'return new F(' + n.join(',') + ')');
	  } return factories[len](F, args);
	};

	var _bind = Function.bind || function bind(that /* , ...args */) {
	  var fn = _aFunction(this);
	  var partArgs = arraySlice.call(arguments, 1);
	  var bound = function (/* args... */) {
	    var args = partArgs.concat(arraySlice.call(arguments));
	    return this instanceof bound ? construct(fn, args.length, args) : _invoke(fn, args, that);
	  };
	  if (_isObject(fn.prototype)) bound.prototype = fn.prototype;
	  return bound;
	};

	// 26.1.2 Reflect.construct(target, argumentsList [, newTarget])







	var rConstruct = (_global.Reflect || {}).construct;

	// MS Edge supports only 2 arguments and argumentsList argument is optional
	// FF Nightly sets third argument as `new.target`, but does not create `this` from it
	var NEW_TARGET_BUG = _fails(function () {
	  function F() { /* empty */ }
	  return !(rConstruct(function () { /* empty */ }, [], F) instanceof F);
	});
	var ARGS_BUG = !_fails(function () {
	  rConstruct(function () { /* empty */ });
	});

	_export(_export.S + _export.F * (NEW_TARGET_BUG || ARGS_BUG), 'Reflect', {
	  construct: function construct(Target, args /* , newTarget */) {
	    _aFunction(Target);
	    _anObject(args);
	    var newTarget = arguments.length < 3 ? Target : _aFunction(arguments[2]);
	    if (ARGS_BUG && !NEW_TARGET_BUG) return rConstruct(Target, args, newTarget);
	    if (Target == newTarget) {
	      // w/o altered newTarget, optimization for 0-4 arguments
	      switch (args.length) {
	        case 0: return new Target();
	        case 1: return new Target(args[0]);
	        case 2: return new Target(args[0], args[1]);
	        case 3: return new Target(args[0], args[1], args[2]);
	        case 4: return new Target(args[0], args[1], args[2], args[3]);
	      }
	      // w/o altered newTarget, lot of arguments case
	      var $args = [null];
	      $args.push.apply($args, args);
	      return new (_bind.apply(Target, $args))();
	    }
	    // with altered newTarget, not support built-in constructors
	    var proto = newTarget.prototype;
	    var instance = _objectCreate(_isObject(proto) ? proto : Object.prototype);
	    var result = Function.apply.call(Target, instance, args);
	    return _isObject(result) ? result : instance;
	  }
	});

	var construct$1 = _core.Reflect.construct;

	var construct$2 = construct$1;

	var construct$3 = createCommonjsModule(function (module) {
	function _construct(Parent, args, Class) {
	  if (typeof Reflect !== "undefined" && construct$2) {
	    module.exports = _construct = construct$2;
	  } else {
	    module.exports = _construct = function _construct(Parent, args, Class) {
	      var a = [null];
	      a.push.apply(a, args);
	      var Constructor = Parent.bind.apply(Parent, a);
	      var instance = new Constructor();
	      if (Class) setPrototypeOf$2(instance, Class.prototype);
	      return instance;
	    };
	  }

	  return _construct.apply(null, arguments);
	}

	module.exports = _construct;
	});

	var wrapNativeSuper = createCommonjsModule(function (module) {
	function _wrapNativeSuper(Class) {
	  var _cache = typeof map$1 === "function" ? new map$1() : undefined;

	  module.exports = _wrapNativeSuper = function _wrapNativeSuper(Class) {
	    if (typeof Class !== "function") {
	      throw new TypeError("Super expression must either be null or a function");
	    }

	    if (typeof _cache !== "undefined") {
	      if (_cache.has(Class)) return _cache.get(Class);

	      _cache.set(Class, Wrapper);
	    }

	    function Wrapper() {}

	    Wrapper.prototype = create$1(Class.prototype, {
	      constructor: {
	        value: Wrapper,
	        enumerable: false,
	        writable: true,
	        configurable: true
	      }
	    });
	    return setPrototypeOf$2(Wrapper, setPrototypeOf$2(function Super() {
	      return construct$3(Class, arguments, getPrototypeOf$2(this).constructor);
	    }, Class));
	  };

	  return _wrapNativeSuper(Class);
	}

	module.exports = _wrapNativeSuper;
	});

	var CompositionError$1 =
	/*#__PURE__*/
	function (_Error) {
	  function CompositionError(classInstance, message, component) {
	    var _this;

	    classCallCheck(this, CompositionError);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(CompositionError).call(this, "@".concat(classInstance, ": ").concat(message)));

	    var stackArray = _this.stack.split('\n');

	    stackArray.splice(1, 2);
	    _this.stack = stackArray.join('\n');
	    if (console) console.error('Component:', component);
	    _this.name = 'CompositionError';
	    return _this;
	  }

	  inherits(CompositionError, _Error);

	  return CompositionError;
	}(wrapNativeSuper(Error));
	var DependencyError =
	/*#__PURE__*/
	function (_Error2) {
	  function DependencyError(classInstance, message, activeModule) {
	    var _this2;

	    var dependencyModule = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : false;

	    classCallCheck(this, DependencyError);

	    _this2 = possibleConstructorReturn(this, getPrototypeOf$2(DependencyError).call(this, "@".concat(classInstance, ": ").concat(message)));

	    var stackArray = _this2.stack.split('\n');

	    stackArray.splice(1, 2);
	    _this2.stack = stackArray.join('\n');
	    if (console) console.error('Active module:', activeModule);
	    if (console && dependencyModule) console.error('Dependency published by module:', dependencyModule);
	    _this2.name = 'DependencyError';
	    return _this2;
	  }

	  inherits(DependencyError, _Error2);

	  return DependencyError;
	}(wrapNativeSuper(Error));
	var ManagerError =
	/*#__PURE__*/
	function (_Error3) {
	  function ManagerError(classInstance, message, component) {
	    var _this3;

	    var activeModule = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : false;

	    classCallCheck(this, ManagerError);

	    _this3 = possibleConstructorReturn(this, getPrototypeOf$2(ManagerError).call(this, "@".concat(classInstance, ": ").concat(message)));

	    var stackArray = _this3.stack.split('\n');

	    stackArray.splice(1, 2);
	    _this3.stack = stackArray.join('\n');
	    if (console) console.error('Component:', component);
	    if (console && activeModule) console.error('Active module:', activeModule);
	    _this3.name = 'ManagerError';
	    return _this3;
	  }

	  inherits(ManagerError, _Error3);

	  return ManagerError;
	}(wrapNativeSuper(Error));

	var warnDeps = function warnDeps() {
	  throw new Error('WhitestormJS Framework requ ires Three.js r92. https://threejs.org/');
	};

	try {
	  if (!REVISION) warnDeps();
	} catch (err) {
	  warnDeps();
	}
	/**
	 * @class ModuleSystem
	 * @category core
	 * @description  Provides API for classes that will use Modules.<br/>
	 * This class includes basic event system with those supported methods:
	 * <pre>.on()</pre><pre>.off()</pre><pre>.emit()</pre>
	 * @extends Events
	 * @memberof module:core
	 */


	var ModuleSystem =
	/*#__PURE__*/
	function (_Events) {
	  function ModuleSystem() {
	    classCallCheck(this, ModuleSystem);

	    return possibleConstructorReturn(this, getPrototypeOf$2(ModuleSystem).apply(this, arguments));
	  }

	  createClass(ModuleSystem, [{
	    key: "integrateModules",
	    // INTEGRATING

	    /**
	     * @method integrateModules
	     * @instance
	     * @description This method applies all modules from .modules collection.
	     * @param {Object} [source] If source (should be a component) is provided, will replace .modules with source's one before executing modules.
	     * @memberof module:core.ModuleSystem
	     */
	    value: function integrateModules(source) {
	      if (!this.modules && !source) return;
	      if (source && source.modules) this.modules = source.modules.slice(0);

	      if (this.modules) {
	        for (var i = 0, max = this.modules.length; i < max; i++) {
	          this.applyModule(this.modules[i], false);
	        }
	      }

	      if (source) this.applyBridge({
	        onCopy: source
	      });
	    } // APPLYING MODULE (...and a "bridge" for module)

	    /**
	     * @method applyBridge
	     * @instance
	     * @description Makes component-specific API to work with modules.
	     * @param {Object} bridgeMap
	     * @return {Object} Returns object with modified values.
	     * @memberof module:core.ModuleSystem
	     */

	  }, {
	    key: "applyBridge",
	    value: function applyBridge() {
	      var bridgeMap = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      var modules = this.modules;
	      if (!modules) return bridgeMap;

	      for (var i = 0, max = modules.length; i < max; i++) {
	        for (var key in bridgeMap) {
	          if (bridgeMap[key]) {
	            var module = modules[i];
	            if (module && module.bridge && module.bridge[key]) bridgeMap[key] = module.bridge[key].apply(this, [bridgeMap[key], module]);
	          }
	        }
	      }

	      return bridgeMap;
	    }
	    /**
	     * @method applyCommand
	     * @instance
	     * @description .applyCommand runs a method called `name` on all modules.
	     * @param {String} name the method name.
	     * @param {Function} [cb=(func, moduleScope) => func.apply(this, [moduleScope])] How the function is wrapped/
	     * @memberof module:core.ModuleSystem
	     */

	  }, {
	    key: "applyCommand",
	    value: function applyCommand(name) {
	      var _this = this;

	      var cb = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : function (func, moduleScope) {
	        return func.apply(_this, [moduleScope]);
	      };
	      var modules = this.modules;
	      if (!modules) return;

	      for (var i = 0, max = modules.length; i < max; i++) {
	        var module = modules[i];
	        if (name in module) cb(module[name], module);
	      }
	    }
	    /**
	     * @method applyModule
	     * @instance
	     * @description .applyModule is also used in .integrateModules() function.
	     * It does exactly what its name says (applies module to component or app).
	     * @param {Object} module the module to apply
	     * @param {Boolean} [push=true]
	     * @return {Object} Returns module that was applied.
	     * @throws {ManagerError}
	     * @memberof module:core.ModuleSystem
	     */

	  }, {
	    key: "applyModule",
	    value: function applyModule(module) {
	      var push = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : true;
	      if (!module) return;
	      if (push && this.modules) this.modules.push(module);else if (push) this.modules = [module];
	      if (this.manager) this.manager.active(module);
	      if (module.manager && this.manager) module.manager(this.manager);else if (module.manager) {
	        throw new ManagerError('Component', "Module requires ModuleManager that is turned off for this component", this, module);
	      }
	      if (module.integrate) module.integrate.bind(this)(module);
	      return module;
	    }
	    /**
	     * @method disposeModules
	     * @instance
	     * @description Disposes of all modules
	     * @memberof module:core.ModuleSystem
	     */

	  }, {
	    key: "disposeModules",
	    value: function disposeModules() {
	      while (this.modules.length) {
	        this.disposeModule(this.modules[0]);
	      }
	    }
	    /**
	     * @method disposeModule
	     * @instance
	     * @description Disposes of the given module
	     * @param {Object} module the module to dispose
	     * @return {Module} Returns module that was removed.
	     * @memberof module:core.ModuleSystem
	     */

	  }, {
	    key: "disposeModule",
	    value: function disposeModule(module) {
	      if (!module) return;
	      this.modules.splice(this.modules.indexOf(module), 1);
	      if (module.dispose) module.dispose.bind(this)(module);
	      return module;
	    } // PIPED METHOD

	    /**
	     * @method module
	     * @instance
	     * @description piped version of .applyModule().
	     * @param {Object} module the module to apply
	     * @return {this} returns this - app/component
	     * @throws {ManagerError}
	     * @memberof module:core.ModuleSystem
	     * @example <caption>Piped modules</caption>
	     * component
	     *   .module(new Module1())
	     *   .module(new Module2())
	     *   .module(new Module3())
	     */

	  }, {
	    key: "module",
	    value: function module(_module) {
	      this.applyModule(_module);
	      return this;
	    }
	  }]);

	  inherits(ModuleSystem, _Events);

	  return ModuleSystem;
	}(minivents_commonjs);

	function _arrayWithHoles(arr) {
	  if (Array.isArray(arr)) return arr;
	}

	var arrayWithHoles = _arrayWithHoles;

	var core_getIterator = _core.getIterator = function (it) {
	  var iterFn = core_getIteratorMethod(it);
	  if (typeof iterFn != 'function') throw TypeError(it + ' is not iterable!');
	  return _anObject(iterFn.call(it));
	};

	var getIterator = core_getIterator;

	var getIterator$1 = getIterator;

	function _iterableToArrayLimit(arr, i) {
	  var _arr = [];
	  var _n = true;
	  var _d = false;
	  var _e = undefined;

	  try {
	    for (var _i = getIterator$1(arr), _s; !(_n = (_s = _i.next()).done); _n = true) {
	      _arr.push(_s.value);

	      if (i && _arr.length === i) break;
	    }
	  } catch (err) {
	    _d = true;
	    _e = err;
	  } finally {
	    try {
	      if (!_n && _i["return"] != null) _i["return"]();
	    } finally {
	      if (_d) throw _e;
	    }
	  }

	  return _arr;
	}

	var iterableToArrayLimit = _iterableToArrayLimit;

	function _nonIterableRest() {
	  throw new TypeError("Invalid attempt to destructure non-iterable instance");
	}

	var nonIterableRest = _nonIterableRest;

	function _slicedToArray(arr, i) {
	  return arrayWithHoles(arr) || iterableToArrayLimit(arr, i) || nonIterableRest();
	}

	var slicedToArray = _slicedToArray;

	function symbolObservablePonyfill(root) {
		var result;
		var Symbol = root.Symbol;

		if (typeof Symbol === 'function') {
			if (Symbol.observable) {
				result = Symbol.observable;
			} else {
				result = Symbol('observable');
				Symbol.observable = result;
			}
		} else {
			result = '@@observable';
		}

		return result;
	}

	/* global window */

	var root;

	if (typeof self !== 'undefined') {
	  root = self;
	} else if (typeof window !== 'undefined') {
	  root = window;
	} else if (typeof global !== 'undefined') {
	  root = global;
	} else if (typeof module !== 'undefined') {
	  root = module;
	} else {
	  root = Function('return this')();
	}

	var result = symbolObservablePonyfill(root);

	/**
	 * These are private action types reserved by Redux.
	 * For any unknown actions, you must return the current state.
	 * If the current state is undefined, you must return the initial state.
	 * Do not reference these action types directly in your code.
	 */
	var ActionTypes = {
	  INIT: '@@redux/INIT' + Math.random().toString(36).substring(7).split('').join('.'),
	  REPLACE: '@@redux/REPLACE' + Math.random().toString(36).substring(7).split('').join('.')
	};

	var _typeof = typeof Symbol === "function" && typeof Symbol.iterator === "symbol" ? function (obj) {
	  return typeof obj;
	} : function (obj) {
	  return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj;
	};

	/**
	 * @param {any} obj The object to inspect.
	 * @returns {boolean} True if the argument appears to be a plain object.
	 */
	function isPlainObject(obj) {
	  if ((typeof obj === 'undefined' ? 'undefined' : _typeof(obj)) !== 'object' || obj === null) return false;

	  var proto = obj;
	  while (Object.getPrototypeOf(proto) !== null) {
	    proto = Object.getPrototypeOf(proto);
	  }

	  return Object.getPrototypeOf(obj) === proto;
	}

	/**
	 * Creates a Redux store that holds the state tree.
	 * The only way to change the data in the store is to call `dispatch()` on it.
	 *
	 * There should only be a single store in your app. To specify how different
	 * parts of the state tree respond to actions, you may combine several reducers
	 * into a single reducer function by using `combineReducers`.
	 *
	 * @param {Function} reducer A function that returns the next state tree, given
	 * the current state tree and the action to handle.
	 *
	 * @param {any} [preloadedState] The initial state. You may optionally specify it
	 * to hydrate the state from the server in universal apps, or to restore a
	 * previously serialized user session.
	 * If you use `combineReducers` to produce the root reducer function, this must be
	 * an object with the same shape as `combineReducers` keys.
	 *
	 * @param {Function} [enhancer] The store enhancer. You may optionally specify it
	 * to enhance the store with third-party capabilities such as middleware,
	 * time travel, persistence, etc. The only store enhancer that ships with Redux
	 * is `applyMiddleware()`.
	 *
	 * @returns {Store} A Redux store that lets you read the state, dispatch actions
	 * and subscribe to changes.
	 */
	function createStore(reducer, preloadedState, enhancer) {
	  var _ref2;

	  if (typeof preloadedState === 'function' && typeof enhancer === 'undefined') {
	    enhancer = preloadedState;
	    preloadedState = undefined;
	  }

	  if (typeof enhancer !== 'undefined') {
	    if (typeof enhancer !== 'function') {
	      throw new Error('Expected the enhancer to be a function.');
	    }

	    return enhancer(createStore)(reducer, preloadedState);
	  }

	  if (typeof reducer !== 'function') {
	    throw new Error('Expected the reducer to be a function.');
	  }

	  var currentReducer = reducer;
	  var currentState = preloadedState;
	  var currentListeners = [];
	  var nextListeners = currentListeners;
	  var isDispatching = false;

	  function ensureCanMutateNextListeners() {
	    if (nextListeners === currentListeners) {
	      nextListeners = currentListeners.slice();
	    }
	  }

	  /**
	   * Reads the state tree managed by the store.
	   *
	   * @returns {any} The current state tree of your application.
	   */
	  function getState() {
	    if (isDispatching) {
	      throw new Error('You may not call store.getState() while the reducer is executing. ' + 'The reducer has already received the state as an argument. ' + 'Pass it down from the top reducer instead of reading it from the store.');
	    }

	    return currentState;
	  }

	  /**
	   * Adds a change listener. It will be called any time an action is dispatched,
	   * and some part of the state tree may potentially have changed. You may then
	   * call `getState()` to read the current state tree inside the callback.
	   *
	   * You may call `dispatch()` from a change listener, with the following
	   * caveats:
	   *
	   * 1. The subscriptions are snapshotted just before every `dispatch()` call.
	   * If you subscribe or unsubscribe while the listeners are being invoked, this
	   * will not have any effect on the `dispatch()` that is currently in progress.
	   * However, the next `dispatch()` call, whether nested or not, will use a more
	   * recent snapshot of the subscription list.
	   *
	   * 2. The listener should not expect to see all state changes, as the state
	   * might have been updated multiple times during a nested `dispatch()` before
	   * the listener is called. It is, however, guaranteed that all subscribers
	   * registered before the `dispatch()` started will be called with the latest
	   * state by the time it exits.
	   *
	   * @param {Function} listener A callback to be invoked on every dispatch.
	   * @returns {Function} A function to remove this change listener.
	   */
	  function subscribe(listener) {
	    if (typeof listener !== 'function') {
	      throw new Error('Expected the listener to be a function.');
	    }

	    if (isDispatching) {
	      throw new Error('You may not call store.subscribe() while the reducer is executing. ' + 'If you would like to be notified after the store has been updated, subscribe from a ' + 'component and invoke store.getState() in the callback to access the latest state. ' + 'See https://redux.js.org/api-reference/store#subscribe(listener) for more details.');
	    }

	    var isSubscribed = true;

	    ensureCanMutateNextListeners();
	    nextListeners.push(listener);

	    return function unsubscribe() {
	      if (!isSubscribed) {
	        return;
	      }

	      if (isDispatching) {
	        throw new Error('You may not unsubscribe from a store listener while the reducer is executing. ' + 'See https://redux.js.org/api-reference/store#subscribe(listener) for more details.');
	      }

	      isSubscribed = false;

	      ensureCanMutateNextListeners();
	      var index = nextListeners.indexOf(listener);
	      nextListeners.splice(index, 1);
	    };
	  }

	  /**
	   * Dispatches an action. It is the only way to trigger a state change.
	   *
	   * The `reducer` function, used to create the store, will be called with the
	   * current state tree and the given `action`. Its return value will
	   * be considered the **next** state of the tree, and the change listeners
	   * will be notified.
	   *
	   * The base implementation only supports plain object actions. If you want to
	   * dispatch a Promise, an Observable, a thunk, or something else, you need to
	   * wrap your store creating function into the corresponding middleware. For
	   * example, see the documentation for the `redux-thunk` package. Even the
	   * middleware will eventually dispatch plain object actions using this method.
	   *
	   * @param {Object} action A plain object representing “what changed”. It is
	   * a good idea to keep actions serializable so you can record and replay user
	   * sessions, or use the time travelling `redux-devtools`. An action must have
	   * a `type` property which may not be `undefined`. It is a good idea to use
	   * string constants for action types.
	   *
	   * @returns {Object} For convenience, the same action object you dispatched.
	   *
	   * Note that, if you use a custom middleware, it may wrap `dispatch()` to
	   * return something else (for example, a Promise you can await).
	   */
	  function dispatch(action) {
	    if (!isPlainObject(action)) {
	      throw new Error('Actions must be plain objects. ' + 'Use custom middleware for async actions.');
	    }

	    if (typeof action.type === 'undefined') {
	      throw new Error('Actions may not have an undefined "type" property. ' + 'Have you misspelled a constant?');
	    }

	    if (isDispatching) {
	      throw new Error('Reducers may not dispatch actions.');
	    }

	    try {
	      isDispatching = true;
	      currentState = currentReducer(currentState, action);
	    } finally {
	      isDispatching = false;
	    }

	    var listeners = currentListeners = nextListeners;
	    for (var i = 0; i < listeners.length; i++) {
	      var listener = listeners[i];
	      listener();
	    }

	    return action;
	  }

	  /**
	   * Replaces the reducer currently used by the store to calculate the state.
	   *
	   * You might need this if your app implements code splitting and you want to
	   * load some of the reducers dynamically. You might also need this if you
	   * implement a hot reloading mechanism for Redux.
	   *
	   * @param {Function} nextReducer The reducer for the store to use instead.
	   * @returns {void}
	   */
	  function replaceReducer(nextReducer) {
	    if (typeof nextReducer !== 'function') {
	      throw new Error('Expected the nextReducer to be a function.');
	    }

	    currentReducer = nextReducer;
	    dispatch({ type: ActionTypes.REPLACE });
	  }

	  /**
	   * Interoperability point for observable/reactive libraries.
	   * @returns {observable} A minimal observable of state changes.
	   * For more information, see the observable proposal:
	   * https://github.com/tc39/proposal-observable
	   */
	  function observable() {
	    var _ref;

	    var outerSubscribe = subscribe;
	    return _ref = {
	      /**
	       * The minimal observable subscription method.
	       * @param {Object} observer Any object that can be used as an observer.
	       * The observer object should have a `next` method.
	       * @returns {subscription} An object with an `unsubscribe` method that can
	       * be used to unsubscribe the observable from the store, and prevent further
	       * emission of values from the observable.
	       */
	      subscribe: function subscribe(observer) {
	        if ((typeof observer === 'undefined' ? 'undefined' : _typeof(observer)) !== 'object' || observer === null) {
	          throw new TypeError('Expected the observer to be an object.');
	        }

	        function observeState() {
	          if (observer.next) {
	            observer.next(getState());
	          }
	        }

	        observeState();
	        var unsubscribe = outerSubscribe(observeState);
	        return { unsubscribe: unsubscribe };
	      }
	    }, _ref[result] = function () {
	      return this;
	    }, _ref;
	  }

	  // When a store is created, an "INIT" action is dispatched so that every
	  // reducer returns their initial state. This effectively populates
	  // the initial state tree.
	  dispatch({ type: ActionTypes.INIT });

	  return _ref2 = {
	    dispatch: dispatch,
	    subscribe: subscribe,
	    getState: getState,
	    replaceReducer: replaceReducer
	  }, _ref2[result] = observable, _ref2;
	}

	/**
	 * Prints a warning in the console if it exists.
	 *
	 * @param {String} message The warning message.
	 * @returns {void}
	 */
	function warning(message) {
	  /* eslint-disable no-console */
	  if (typeof console !== 'undefined' && typeof console.error === 'function') {
	    console.error(message);
	  }
	  /* eslint-enable no-console */
	  try {
	    // This error was thrown as a convenience so that if you enable
	    // "break on all exceptions" in your console,
	    // it would pause the execution at this line.
	    throw new Error(message);
	  } catch (e) {} // eslint-disable-line no-empty
	}

	/*
	 * This is a dummy function to check if the function name has been altered by minification.
	 * If the function has been minified and NODE_ENV !== 'production', warn the user.
	 */
	function isCrushed() {}

	if (undefined !== 'production' && typeof isCrushed.name === 'string' && isCrushed.name !== 'isCrushed') {
	  warning("You are currently using minified code outside of NODE_ENV === 'production'. " + 'This means that you are running a slower development build of Redux. ' + 'You can use loose-envify (https://github.com/zertosh/loose-envify) for browserify ' + 'or DefinePlugin for webpack (http://stackoverflow.com/questions/30030031) ' + 'to ensure you have the correct code for your production build.');
	}

	/**
	 * @class ModuleManager
	 * @category core
	 * @param {Object} object handler
	 * @description  Solves modules dependencies
	 * @memberof module:core
	 */

	var ModuleManager =
	/*#__PURE__*/
	function () {
	  function ModuleManager(object) {
	    classCallCheck(this, ModuleManager);

	    this.handler = object;
	    this.currentModule = null;
	    this.store = createStore(function () {
	      var state = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : [{}, ''];
	      var action = arguments.length > 1 ? arguments[1] : undefined;
	      state[0][action.key] = action.data;
	      state[1] = action.key;
	      return state;
	    });
	    this.modules = {};
	  }
	  /**
	   * @method active
	   * @instance
	   * @description Sets .currentModule to provided module.
	   * @param {Object} module the module to make current
	   * @memberof module:core.ModuleManager
	   */


	  createClass(ModuleManager, [{
	    key: "active",
	    value: function active(module) {
	      this.currentModule = module;
	    }
	    /**
	     * @method reset
	     * @instance
	     * @description Set's .currentModule to null.
	     * @memberof module:core.ModuleManager
	     */

	  }, {
	    key: "reset",
	    value: function reset() {
	      this.currentModule = null;
	    }
	    /**
	     * @method define
	     * @instance
	     * @description Define the module in manager
	     * @param name The module name
	     * @memberof module:core.ModuleManager
	     */

	  }, {
	    key: "define",
	    value: function define(name) {
	      this.modules[name] = this.currentModule;
	    }
	    /**
	     * @method use
	     * @instance
	     * @description Get the defined module from manager
	     * @param name The module name
	     * @memberof module:core.ModuleManager
	     */

	  }, {
	    key: "use",
	    value: function use(name) {
	      return this.modules[name];
	    }
	    /**
	     * @method set
	     * @instance
	     * @description An alias for .add() <br/><br/>
	     * Use this method if you know that you will overwrite existing dependency.<br/>
	     * Use it in your app, but not in module that you provide to other people.
	     * @param {String} key the key of the dependency
	     * @param {Object} data the value of the dependency
	     * @memberof module:core.ModuleManager
	     */

	  }, {
	    key: "set",
	    value: function set(key, data) {
	      this.store.dispatch({
	        type: 'ADD',
	        key: key,
	        data: data
	      });
	    }
	    /**
	     * @method get
	     * @instance
	     * @description Returns dependency in store object, by key.
	     * @param {String} key the key of the dependency
	     * @memberof module:core.ModuleManager
	     * @return {Object|Module}
	     * @throws {DependencyError} if dependency is not in the store
	     * @example <caption>Get the 'hello' dependency</caption>
	     * manager.get('hello'); // -> {world: true}
	     */

	  }, {
	    key: "get",
	    value: function get(key) {
	      if (!this.store.getState()[0][key]) {
	        throw new DependencyError('ModuleManager', "Module requires '".concat(key, "' dependency"), this.currentModule);
	      }

	      return this.store.getState()[0][key];
	    }
	    /**
	     * @method has
	     * @instance
	     * @description Returns whether manager has a dependency with the given key
	     * @param {String} key the key of the dependency
	     * @memberof module:core.ModuleManager
	     * @return {Boolean} Promise that is resolved when all promises completed.
	     * @example <caption>Check whether the store has the 'hello' dependency</caption>
	     * manager.has('hello'); // -> true
	     */

	  }, {
	    key: "has",
	    value: function has(key) {
	      return Boolean(this.store.getState()[0][key]);
	    }
	    /**
	     * @method update
	     * @instance
	     * @description Updates deps
	     * @param {Object} [depsMap={}]
	     * @memberof module:core.ModuleManager
	     */

	  }, {
	    key: "update",
	    value: function update() {
	      var _this = this;

	      var depsMap = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      this.store.subscribe(function () {
	        var _this$store$getState = _this.store.getState(),
	            _this$store$getState2 = slicedToArray(_this$store$getState, 2),
	            data = _this$store$getState2[0],
	            changedKey = _this$store$getState2[1];

	        var callback = depsMap[changedKey];
	        if (callback) callback(data[changedKey]);
	      });
	    }
	    /**
	     * @method add
	     * @alias module:core.ModuleManager#set
	     * @memberof module:core.ModuleManager
	     */

	  }, {
	    key: "add",
	    value: function add() {
	      console.warn('.add() method is deprecated. Use .set() instead');
	      return this.set.apply(this, arguments);
	    }
	    /**
	     * @method require
	     * @instance
	     * @description Require module
	     * @param {String} name Defined name
	     * @param {Function} moduleExecutor Function that returns applied module
	     * @memberof module:core.ModuleManager
	     */

	  }, {
	    key: "require",
	    value: function require(name, moduleExecutor) {
	      if (this.use(name) === undefined) this.handler.applyModule(moduleExecutor());
	    }
	  }]);

	  return ModuleManager;
	}();

	/**
	 * @class Component
	 * @category core
	 * @param {Object} [params] - The parameters object.
	 * @param {Object} [instructions] - The instructions object.
	 * @extends ModuleSystem
	 * @memberof module:core
	 */

	var Component =
	/*#__PURE__*/
	function (_ModuleSystem) {
	  /**
	   * Default values for parameters
	   * @member {Object} module:core.Component#defaults
	   * @static
	   * @default {
	   *   modules: [],
	   *   manager: true
	   * }
	   */

	  /**
	   * Static instructions
	   * @member {Object} module:core.Component#instructions
	   * @static
	   * @default {}
	   */

	  /**
	   * Array of promises that should be resolved before Component is ready.
	   * @member {Array} module:core.Component#_wait
	   * @private
	   */
	  // Collection of promises;

	  /**
	   * Collection of `modules`.
	   * @member {Array} module:core.Component#modules
	   * @public
	   */
	  // Collection of modules;

	  /**
	   * Collection of `child` Components.
	   * @member {Array} module:core.Component#children
	   * @public
	   */
	  // For keeping children components;
	  function Component() {
	    var _this;

	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	    var defaults = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : Component.defaults;
	    var instructions = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : Component.instructions;

	    classCallCheck(this, Component);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(Component).call(this)); // Apply polyfilled parameters to .params;

	    defineProperty$3(defineProperty$3(defineProperty$3(assertThisInitialized(assertThisInitialized(_this)), "_wait", []), "modules", []), "children", []);

	    _this.params = extend(transformData(params, instructions), defaults);
	    if (_this.params.manager) _this.manager = new ModuleManager(assertThisInitialized(assertThisInitialized(_this)));
	    _this.modules = _this.params.modules;

	    _this.integrateModules();

	    return _this;
	  }
	  /**
	   * @method wait
	   * @instance
	   * @description Wait for a promise.
	   * @param {Promise} [promise] - The promise that should be added to a queue.
	   * @return {Promise} Promise that is resolved when all promises completed.
	   * @memberof module:core.Component
	   */


	  createClass(Component, [{
	    key: "wait",
	    value: function wait(promise) {
	      if (promise) this._wait.push(promise);
	      return Promise.all(this._wait);
	    }
	    /**
	     * @method defer
	     * @instance
	     * @description Execute `func` (Callback) when Component is ready.
	     * @param {Function} func - Callback.
	     * @memberof module:core.Component
	     */

	  }, {
	    key: "defer",
	    value: function defer(func) {
	      var _this2 = this;

	      if (this.isDeffered) this.wait().then(function () {
	        return func(_this2);
	      });else func(this);
	    } // PARAMETERS

	    /**
	     * @method updateParams
	     * @instance
	     * @description Updates parameters of the Component.
	     * @return {Object} Params of this Component
	     * @memberof module:core.Component
	     */

	  }, {
	    key: "updateParams",
	    value: function updateParams() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      this.params = extend(params, this.params);
	      return this.params;
	    } // COPYING & CLONING

	    /**
	     * @method clone
	     * @instance
	     * @description Clone this component
	     * @return {object} a cloned component with all its source component' params copied.
	     * @memberof module:core.Component
	     */

	  }, {
	    key: "clone",
	    value: function clone() {
	      return new this.constructor(this.params).copy(this);
	    }
	    /**
	     * @method copy
	     * @instance
	     * @description Copy source native and integrate `modules` to it.
	     * @param {Component} source - Source component that is used for `copy()` action.
	     * @param {Function} [customize] - Callback executed before modules integration process.
	     * @return {this} Component
	     * @memberof module:core.Component
	     */

	  }, {
	    key: "copy",
	    value: function copy(source, customize) {
	      this.params = objectSpread({}, source.params);
	      if (source.native) this.native = source.native.clone(source.params);
	      if (customize) customize();
	      this.integrateModules(source);
	      return this;
	    }
	    /**
	     * @method add
	     * @instance
	     * @description Add a child `Component`.
	     * @param {Component} object - Component that should be added as a `child`.
	     * @return {Promise} Resolved when action is done.
	     * @memberof module:core.Component
	     */

	  }, {
	    key: "add",
	    value: function () {
	      var _add = asyncToGenerator(
	      /*#__PURE__*/
	      regenerator.mark(function _callee(object) {
	        return regenerator.wrap(function _callee$(_context) {
	          while (1) {
	            switch (_context.prev = _context.next) {
	              case 0:
	                if (!object.parent) {
	                  _context.next = 3;
	                  break;
	                }

	                _context.next = 3;
	                return object.parent.remove(object);

	              case 3:
	                _context.next = 5;
	                return this.wait();

	              case 5:
	                _context.next = 7;
	                return object.wait();

	              case 7:
	                if (object.native) {
	                  _context.next = 9;
	                  break;
	                }

	                throw new CompositionError$1('Component', 'there is no object.native', this);

	              case 9:
	                object.parent = this;
	                _context.next = 12;
	                return this.applyBridge({
	                  onAdd: object
	                }).onAdd;

	              case 12:
	                this.native.add(object.native);
	                this.children.push(object);
	                return _context.abrupt("return", object);

	              case 15:
	              case "end":
	                return _context.stop();
	            }
	          }
	        }, _callee, this);
	      }));

	      return function add(_x) {
	        return _add.apply(this, arguments);
	      };
	    }()
	    /**
	     * @method remove
	     * @instance
	     * @description Remove a child `Component`.
	     * @param {Component} object - Component that should be a **child** of this Component.
	     * @return {Promise} Resolved when action is done.
	     * @memberof module:core.Component
	     */

	  }, {
	    key: "remove",
	    value: function () {
	      var _remove = asyncToGenerator(
	      /*#__PURE__*/
	      regenerator.mark(function _callee2(object) {
	        return regenerator.wrap(function _callee2$(_context2) {
	          while (1) {
	            switch (_context2.prev = _context2.next) {
	              case 0:
	                if (!(object.parent !== this)) {
	                  _context2.next = 2;
	                  break;
	                }

	                return _context2.abrupt("return");

	              case 2:
	                _context2.next = 4;
	                return this.wait();

	              case 4:
	                _context2.next = 6;
	                return object.wait();

	              case 6:
	                object.parent = null;
	                this.native.remove(object.native);
	                this.children.splice(this.children.indexOf(object), 1);

	              case 9:
	              case "end":
	                return _context2.stop();
	            }
	          }
	        }, _callee2, this);
	      }));

	      return function remove(_x2) {
	        return _remove.apply(this, arguments);
	      };
	    }()
	    /**
	     * @method addTo
	     * @instance
	     * @description Adds `this` Component to specified `App`/`Component`.
	     * @param {Component} object - Component that will be a parent of `this`.
	     * @memberof module:core.Component
	     */

	  }, {
	    key: "addTo",
	    value: function addTo(object) {
	      return object.add(this);
	    }
	  }, {
	    key: "get",
	    value: function get(key) {
	      return this.manager.get(key);
	    }
	  }, {
	    key: "use",
	    value: function use(key) {
	      return this.manager.use(key);
	    }
	    /**
	     * Returns whether the object is `async` (`wait` promises are more than `0`).
	     * @member {Boolean} module:core.Component#isDeffered
	     */

	  }, {
	    key: "isDeffered",
	    get: function get() {
	      return this._wait.length > 0;
	    }
	    /**
	     * Returns the `ModuleManager` used for this component.
	     * @member {ModuleManager} module:core.Component#manager
	     * @throws {ManagerError}
	     */

	  }, {
	    key: "manager",
	    get: function get() {
	      if (this._manager) return this._manager;
	      throw new ManagerError('Component', "ModuleManager is not used in this component. 'manager' parameter should be set as 'true'", this);
	    },
	    set: function set(manager) {
	      this._manager = manager;
	    }
	    /**
	     * Returns the `native` object used for this component.
	     * @member {Object} module:core.Component#native
	     */

	  }, {
	    key: "native",
	    get: function get() {
	      return this._native;
	    },
	    set: function set(mesh) {
	      this._native = mesh;
	      this._native.component = this;
	      return this._native;
	    }
	  }]);

	  inherits(Component, _ModuleSystem);

	  return Component;
	}(ModuleSystem);

	defineProperty$3(defineProperty$3(Component, "defaults", {
	  modules: null,
	  manager: true
	}), "instructions", {});

	// 26.1.6 Reflect.get(target, propertyKey [, receiver])







	function get(target, propertyKey /* , receiver */) {
	  var receiver = arguments.length < 3 ? target : arguments[2];
	  var desc, proto;
	  if (_anObject(target) === receiver) return target[propertyKey];
	  if (desc = _objectGopd.f(target, propertyKey)) return _has(desc, 'value')
	    ? desc.value
	    : desc.get !== undefined
	      ? desc.get.call(receiver)
	      : undefined;
	  if (_isObject(proto = _objectGpo(target))) return get(proto, propertyKey, receiver);
	}

	_export(_export.S, 'Reflect', { get: get });

	var get$1 = _core.Reflect.get;

	var get$2 = get$1;

	function _superPropBase(object, property) {
	  while (!Object.prototype.hasOwnProperty.call(object, property)) {
	    object = getPrototypeOf$2(object);
	    if (object === null) break;
	  }

	  return object;
	}

	var superPropBase = _superPropBase;

	var get$3 = createCommonjsModule(function (module) {
	function _get(target, property, receiver) {
	  if (typeof Reflect !== "undefined" && get$2) {
	    module.exports = _get = get$2;
	  } else {
	    module.exports = _get = function _get(target, property, receiver) {
	      var base = superPropBase(target, property);
	      if (!base) return;

	      var desc = getOwnPropertyDescriptor$1(base, property);

	      if (desc.get) {
	        return desc.get.call(receiver);
	      }

	      return desc.value;
	    };
	  }

	  return _get(target, property, receiver || target);
	}

	module.exports = _get;
	});

	function attributes() {
	  for (var _len = arguments.length, mappers = new Array(_len), _key = 0; _key < _len; _key++) {
	    mappers[_key] = arguments[_key];
	  }

	  return function (target) {
	    for (var i = 0; i < mappers.length; i++) {
	      var mapper = mappers[i];

	      for (var k = 0; k < mapper.map.length; k++) {
	        var attribute = mapper.map[k];
	        Object.defineProperty(target.prototype, attribute, {
	          get: mapper.getter(attribute),
	          set: mapper.setter(attribute),
	          configurable: mapper.configurable,
	          enumerable: mapper.enumerable
	        });
	      }
	    }
	  };
	}
	function copy() {
	  for (var _len2 = arguments.length, map = new Array(_len2), _key2 = 0; _key2 < _len2; _key2++) {
	    map[_key2] = arguments[_key2];
	  }

	  return {
	    map: map,
	    getter: function getter(name) {
	      return function () {
	        return this.native[name];
	      };
	    },
	    setter: function setter(name) {
	      return function (value) {
	        this.native[name].copy(value);
	      };
	    },
	    configurable: true,
	    enumerable: true
	  };
	}
	function mirror() {
	  for (var _len3 = arguments.length, map = new Array(_len3), _key3 = 0; _key3 < _len3; _key3++) {
	    map[_key3] = arguments[_key3];
	  }

	  return {
	    map: map,
	    getter: function getter(name) {
	      return function () {
	        return this.native[name];
	      };
	    },
	    setter: function setter(name) {
	      return function (value) {
	        this.native[name] = value;
	      };
	    },
	    configurable: true,
	    enumerable: true
	  };
	}

	var _dec, _class;
	var 
	/**
	 * @class MeshComponent
	 * @category core
	 * @param {Object} [params] - The parameters object.
	 * @param {Object} [instructions] - The instructions object.
	 * @extends module:core.Component
	 * @memberof module:core
	 */
	MeshComponent = (_dec = attributes(copy('position', 'rotation', 'quaternion', 'scale'), mirror('material', 'geometry')), _dec(_class =
	/*#__PURE__*/
	function (_Component) {
	  createClass(MeshComponent, null, [{
	    key: "custom",

	    /**
	     * Default values for parameters
	     * @member {Object} module:core.MeshComponent#defaults
	     * @static
	     * @default
	     * {
	     *   build: true,
	     *   geometry: {},
	     *   material: false,
	     *
	     *   shadow: {
	     *     cast: true,
	     *     receive: true
	     *   },
	     *
	     *   position: {x: 0, y: 0, z: 0},
	     *   rotation: {x: 0, y: 0, z: 0},
	     *   scale: {x: 1, y: 1, z: 1}
	     * }
	     */

	    /**
	     * Static instructions
	     * @member {Object} module:core.MeshComponent#instructions
	     * @static
	     * @default
	     * {
	     *   position: ['x', 'y', 'z'],
	     *   rotation: ['x', 'y', 'z'],
	     *   scale: ['x', 'y', 'z']
	     * }
	     */
	    // CUSTOM GEOMETRY HANDLING
	    value: function custom(geom) {
	      var constructor = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : Mesh;
	      return (
	        /*#__PURE__*/
	        function (_MeshComponent) {
	          function _class2() {
	            classCallCheck(this, _class2);

	            return possibleConstructorReturn(this, getPrototypeOf$2(_class2).apply(this, arguments));
	          }

	          createClass(_class2, [{
	            key: "build",
	            value: function build() {
	              var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : this.params;

	              var _this$applyBridge = this.applyBridge({
	                geometry: geom,
	                material: params.material
	              }),
	                  geometry = _this$applyBridge.geometry,
	                  material = _this$applyBridge.material;

	              return this.applyBridge({
	                mesh: new constructor(geometry, material)
	              }).mesh;
	            }
	          }]);

	          inherits(_class2, _MeshComponent);

	          return _class2;
	        }(MeshComponent)
	      );
	    }
	  }, {
	    key: "create",
	    value: function create(geom, params, constructor) {
	      return new (MeshComponent.custom(geom, constructor))(params);
	    }
	  }, {
	    key: "from",
	    value: function from(mesh) {
	      var params = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
	      params.build = false;
	      var component = new MeshComponent(params);
	      component.native = mesh;
	      component.wrap();
	      return component;
	    }
	  }]);

	  function MeshComponent(params) {
	    var _this;

	    var defaults = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : MeshComponent.defaults;
	    var instructions = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : MeshComponent.instructions;

	    classCallCheck(this, MeshComponent);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(MeshComponent).call(this, params, defaults, instructions));

	    if (_this.params.build) {
	      var build = _this.build(_this.params);

	      if (!build) {
	        throw new CompositionError$1('MeshComponent', '.build() method should return a THREE.Object3D or a Promise resolved with THREE.Object3D.', assertThisInitialized(assertThisInitialized(_this)));
	      }

	      if (build instanceof Promise) {
	        _this.wait(build);

	        _this.wait(new Promise(function (resolve) {
	          build.then(function (native) {
	            _this.native = native;

	            _this.wrap().then(resolve);
	          });
	        }));
	      } else {
	        _this.native = build;

	        _this.wait(_this.wrap());
	      }
	    }

	    _this.applyCommand('postIntegrate');

	    return _this;
	  } // BUILDING & WRAPPING

	  /**
	   * @method build
	   * @description Build livecycle should return a native object.
	   * @throws {CompositionError}
	   * @memberof module:core.MeshComponent
	   */


	  createClass(MeshComponent, [{
	    key: "build",
	    value: function build() {
	      throw new CompositionError$1('MeshComponent', 'Instance should have it\'s own .build().', this);
	    }
	    /**
	     * @method wrap
	     * @instance
	     * @description Wraps transforms (`position` & `rotation`)
	     * @return {Promise} Resolved when action is completed
	     * @memberof module:core.MeshComponent
	     */

	  }, {
	    key: "wrap",
	    value: function wrap() {
	      var _this2 = this;

	      return new Promise(function (resolve) {
	        // TODO: Fix defer with physics
	        // this.defer(() => {
	        var _this2$params = _this2.params,
	            position = _this2$params.position,
	            rotation = _this2$params.rotation,
	            scale = _this2$params.scale,
	            shadow = _this2$params.shadow;

	        _this2.position.set(position.x, position.y, position.z);

	        _this2.rotation.set(rotation.x, rotation.y, rotation.z);

	        _this2.scale.set(scale.x, scale.y, scale.z);

	        _this2.native.castShadow = shadow.cast;
	        _this2.native.receiveShadow = shadow.receive;

	        _this2.applyBridge({
	          onWrap: 1
	        });

	        resolve(_this2); // });
	      });
	    } // COPYING & CLONING

	    /**
	     * @method copy
	     * @instance
	     * @description Copy source transforms & execute `Component.copy()`
	     * @return {this} MeshComponent
	     * @memberof module:core.MeshComponent
	     */

	  }, {
	    key: "copy",
	    value: function copy$$1(source) {
	      var _this3 = this;

	      return get$3(getPrototypeOf$2(MeshComponent.prototype), "copy", this).call(this, source, function () {
	        _this3.position.copy(source.position);

	        _this3.rotation.copy(source.rotation);

	        _this3.quaternion.copy(source.quaternion);
	      });
	    }
	    /**
	     * @method clone
	     * @instance
	     * @description Make a clone of this MeshComponent using `.copy()`
	     * @return {MeshComponent} clone of this object
	     * @memberof module:core.MeshComponent
	     */

	  }, {
	    key: "clone",
	    value: function clone(geometry, material) {
	      var dest = new this.constructor({
	        build: false
	      }).copy(this);
	      if (geometry) dest.geometry = dest.geometry.clone();
	      if (material) dest.material = dest.material.clone();
	      return dest;
	    }
	  }]);

	  inherits(MeshComponent, _Component);

	  return MeshComponent;
	}(Component)) || _class);

	defineProperty$3(defineProperty$3(MeshComponent, "defaults", objectSpread({}, Component.defaults, {
	  build: true,
	  geometry: {},
	  material: false,
	  shadow: {
	    cast: true,
	    receive: true
	  },
	  position: {
	    x: 0,
	    y: 0,
	    z: 0
	  },
	  rotation: {
	    x: 0,
	    y: 0,
	    z: 0
	  },
	  scale: {
	    x: 1,
	    y: 1,
	    z: 1
	  }
	})), "instructions", {
	  position: ['x', 'y', 'z'],
	  rotation: ['x', 'y', 'z'],
	  scale: ['x', 'y', 'z']
	});

	var _dec$1, _class$1;
	var 
	/**
	 * @class LightComponent
	 * @category core
	 * @param {Object} [params] - The parameters object.
	 * @param {Object} [instructions] - The instructions object.
	 * @extends module:core.Component
	 * @memberof module:core
	 */
	LightComponent = (_dec$1 = attributes(copy('position', 'rotation', 'quaternion', 'target')), _dec$1(_class$1 =
	/*#__PURE__*/
	function (_Component) {
	  createClass(LightComponent, null, [{
	    key: "from",

	    /**
	     * Default values for parameters
	     * @member {Object} module:core.LightComponent#defaults
	     * @static
	     * @default
	     * {
	     *   build: true,
	     *
	     *   shadow: {
	     *     cast: true,
	     *
	     *     bias: 0,
	     *     radius: 1,
	     *
	     *     mapSize: {
	     *       width: 1024,
	     *       height: 1024
	     *     },
	     *
	     *     camera: {
	     *       near: true,
	     *       far: 400,
	     *       fov: 90,
	     *
	     *       top: 200,
	     *       bottom: -200,
	     *       left: -200,
	     *       right: 200
	     *     }
	     *   },
	     *
	     *   position: {x: 0, y: 0, z: 0},
	     *   rotation: {x: 0, y: 0, z: 0}
	     * }
	     */

	    /**
	     * Static instructions
	     * @member {Object} module:core.LightComponent#instructions
	     * @static
	     * @default
	     * {
	     *   position: ['x', 'y', 'z'],
	     *   rotation: ['x', 'y', 'z']
	     * }
	     */
	    value: function from(light) {
	      var params = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
	      var wrapShadow = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : true;
	      params.build = false;
	      var component = new LightComponent(params);
	      component.native = light;
	      component.wrap();
	      if (wrapShadow) component.wrapShadow();
	      return component;
	    }
	  }]);

	  function LightComponent(params) {
	    var _this;

	    var defaults = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : LightComponent.defaults;
	    var instructions = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : LightComponent.instructions;

	    classCallCheck(this, LightComponent);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(LightComponent).call(this, params, defaults, instructions));

	    if (_this.params.build) {
	      var build = _this.build(_this.params);

	      if (!build) {
	        throw new CompositionError$1('LightComponent', '.build() method should return a THREE.Object3D or a Promise resolved with THREE.Object3D.', assertThisInitialized(assertThisInitialized(_this)));
	      }

	      if (build instanceof Promise) {
	        build.then(function (native) {
	          _this.native = native;
	        });
	      } else _this.native = build;

	      _this.wait(_this.wrap());
	    }

	    _this.applyCommand('postIntegrate');

	    return _this;
	  } // BUILDING & WRAPPING

	  /**
	   * @method build
	   * @instance
	   * @description Build livecycle should return a native object.
	   * @throws {CompositionError}
	   * @memberof module:core.LightComponent
	   */


	  createClass(LightComponent, [{
	    key: "build",
	    value: function build() {
	      throw new CompositionError$1('MeshComponent', 'Instance should have it\'s own .build().', this);
	    }
	    /**
	     * @method wrap
	     * @instance
	     * @description Wraps transforms (`position` & `rotation`)
	     * @return {Promise} Resolved when action is completed
	     * @memberof module:core.LightComponent
	     */

	  }, {
	    key: "wrap",
	    value: function wrap() {
	      var _this2 = this;

	      return new Promise(function (resolve) {
	        _this2.defer(function () {
	          var _this2$params = _this2.params,
	              position = _this2$params.position,
	              rotation = _this2$params.rotation;

	          _this2.position.set(position.x, position.y, position.z);

	          _this2.rotation.set(rotation.x, rotation.y, rotation.z);

	          _this2.applyBridge({
	            onWrap: 1
	          });

	          resolve(_this2);
	        });
	      });
	    }
	    /**
	     * @method wrapShadow
	     * @instance
	     * @description Wraps shadow properties
	     * @memberof module:core.LightComponent
	     */

	  }, {
	    key: "wrapShadow",
	    value: function wrapShadow() {
	      var native = this.native,
	          shadow = this.params.shadow;
	      native.castShadow = shadow.cast;
	      native.shadow.mapSize.width = shadow.mapSize.width;
	      native.shadow.mapSize.height = shadow.mapSize.height;
	      native.shadow.bias = shadow.bias;
	      native.shadow.radius = shadow.radius;
	      var shadowCamera = native.shadow.camera;
	      var camera = shadow.camera;
	      shadowCamera.near = camera.near;
	      shadowCamera.far = camera.far;
	      shadowCamera.fov = camera.fov;
	      shadowCamera.left = camera.left;
	      shadowCamera.right = camera.right;
	      shadowCamera.top = camera.top;
	      shadowCamera.bottom = camera.bottom;
	    } // COPYING & CLONING

	    /**
	     * @method copy
	     * @instance
	     * @description Copy source transforms & execute `Component.copy()`
	     * @return {this} LightComponent
	     * @memberof module:core.LightComponent
	     */

	  }, {
	    key: "copy",
	    value: function copy$$1(source) {
	      var _this3 = this;

	      return get$3(getPrototypeOf$2(LightComponent.prototype), "copy", this).call(this, source, function () {
	        if (_this3.target) _this3.target.copy(source.target());

	        _this3.position.copy(source.position);

	        _this3.rotation.copy(source.rotation);

	        _this3.quaternion.copy(source.quaternion);
	      });
	    }
	    /**
	     * @method clone
	     * @instance
	     * @description Make a clone of this LightComponent using `.copy()`
	     * @return {LightComponent} clone of this object
	     * @memberof module:core.LightComponent
	     */

	  }, {
	    key: "clone",
	    value: function clone() {
	      return new this.constructor({
	        build: false
	      }).copy(this);
	    }
	  }]);

	  inherits(LightComponent, _Component);

	  return LightComponent;
	}(Component)) || _class$1);

	defineProperty$3(defineProperty$3(LightComponent, "defaults", objectSpread({}, Component.defaults, {
	  build: true,
	  shadow: {
	    cast: true,
	    bias: 0,
	    radius: 1,
	    mapSize: {
	      width: 1024,
	      height: 1024
	    },
	    camera: {
	      near: true,
	      far: 400,
	      fov: 90,
	      top: 200,
	      bottom: -200,
	      left: -200,
	      right: 200
	    }
	  },
	  position: {
	    x: 0,
	    y: 0,
	    z: 0
	  },
	  rotation: {
	    x: 0,
	    y: 0,
	    z: 0
	  }
	})), "instructions", {
	  position: ['x', 'y', 'z'],
	  rotation: ['x', 'y', 'z']
	});

	var _dec$2, _class$2;
	var 
	/**
	 * @class CameraComponent
	 * @category core
	 * @param {Object} [params] - The parameters object.
	 * @param {Object} [instructions] - The instructions object.
	 * @extends module:core.Component
	 * @memberof module:core
	 */
	CameraComponent = (_dec$2 = attributes(copy('position', 'rotation', 'quaternion', 'target')), _dec$2(_class$2 =
	/*#__PURE__*/
	function (_Component) {
	  createClass(CameraComponent, null, [{
	    key: "from",

	    /**
	     * Default values for parameters
	     * @member {Object} module:core.CameraComponent#defaults
	     * @static
	     * @default
	     * {
	     *   build: true,
	     *
	     *   position: {x: 0, y: 0, z: 0},
	     *   rotation: {x: 0, y: 0, z: 0}
	     * }
	     */

	    /**
	     * Static instructions
	     * @member {Object} module:core.CameraComponent#instructions
	     * @static
	     * @default
	     * {
	     *   position: ['x', 'y', 'z'],
	     *   rotation: ['x', 'y', 'z'],
	     *   scale: ['x', 'y', 'z']
	     * }
	     */
	    value: function from(camera) {
	      var params = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
	      params.build = false;
	      var component = new CameraComponent(params);
	      component.native = camera;
	      component.wrap();
	      return component;
	    }
	  }]);

	  function CameraComponent(params) {
	    var _this;

	    var defaults = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : CameraComponent.defaults;
	    var instructions = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : CameraComponent.instructions;

	    classCallCheck(this, CameraComponent);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(CameraComponent).call(this, params, defaults, instructions));

	    if (_this.params.build) {
	      var build = _this.build(_this.params);

	      if (!build) {
	        throw new CompositionError$1('CameraComponent', '.build() method should return a THREE.Object3D or a Promise resolved with THREE.Object3D.', assertThisInitialized(assertThisInitialized(_this)));
	      }

	      if (build instanceof Promise) {
	        build.then(function (native) {
	          _this.native = native;
	        });
	      } else _this.native = build;

	      _this.wait(_this.wrap());
	    }

	    _this.applyCommand('postIntegrate');

	    return _this;
	  } // BUILDING & WRAPPING

	  /**
	   * @method build
	   * @instance
	   * @description Build livecycle should return a native object.
	   * @throws {CompositionError}
	   * @memberof module:core.CameraComponent
	   */


	  createClass(CameraComponent, [{
	    key: "build",
	    value: function build() {
	      throw new CompositionError$1('CameraComponent', 'Instance should have it\'s own .build().', this);
	    }
	    /**
	     * @method wrap
	     * @instance
	     * @description Wraps transforms (`position` & `rotation`)
	     * @return {Promise} Resolved when action is completed
	     * @memberof module:core.CameraComponent
	     */

	  }, {
	    key: "wrap",
	    value: function wrap() {
	      var _this2 = this;

	      return new Promise(function (resolve) {
	        _this2.defer(function () {
	          _this2.position.set(_this2.params.position.x, _this2.params.position.y, _this2.params.position.z);

	          _this2.rotation.set(_this2.params.rotation.x, _this2.params.rotation.y, _this2.params.rotation.z);

	          _this2.applyBridge({
	            onWrap: 1
	          });

	          resolve(_this2);
	        });
	      });
	    }
	    /**
	     * @method copy
	     * @instance
	     * @description Copy source transforms & execute `Component.copy()`
	     * @return {this} CameraComponent
	     * @memberof module:core.CameraComponent
	     */

	  }, {
	    key: "copy",
	    value: function copy$$1(source) {
	      var _this3 = this;

	      return get$3(getPrototypeOf$2(CameraComponent.prototype), "copy", this).call(this, source, function () {
	        if (_this3.target) _this3.target.copy(source.target());

	        _this3.position.copy(source.position);

	        _this3.rotation.copy(source.rotation);

	        _this3.quaternion.copy(source.quaternion);
	      });
	    }
	    /**
	     * @method clone
	     * @instance
	     * @description Make a clone of this CameraComponent using `.copy()`
	     * @return {CameraComponent} clone of this object
	     * @memberof module:core.CameraComponent
	     */

	  }, {
	    key: "clone",
	    value: function clone() {
	      return new this.constructor({
	        build: false
	      }).copy(this);
	    }
	  }]);

	  inherits(CameraComponent, _Component);

	  return CameraComponent;
	}(Component)) || _class$2);

	defineProperty$3(defineProperty$3(CameraComponent, "defaults", objectSpread({}, Component.defaults, {
	  build: true,
	  position: {
	    x: 0,
	    y: 0,
	    z: 0
	  },
	  rotation: {
	    x: 0,
	    y: 0,
	    z: 0
	  }
	})), "instructions", {
	  position: ['x', 'y', 'z'],
	  rotation: ['x', 'y', 'z'],
	  scale: ['x', 'y', 'z']
	});

	const version = "2.2.0-beta.2";

	var system = {
	  window: typeof window === 'undefined' ? global : window
	};

	/**
	 * @class App
	 * @category core
	 * @description This component is used to prepare a world scene, setup physics, camera, renderer and all other things that you usually do before making meshes.
	 * @param {Array} [modules=[]] - Array of Modules
	 * @extends ModuleSystem
	 * @memberof module:core
	 */

	var App =
	/*#__PURE__*/
	function (_ModuleSystem) {
	  /**
	   * @description Defines whether the scene should render or not
	   * @member {Boolean} module:core.App#enabled
	   * @public
	   */

	  /**
	   * Loops in this app
	   * @description Array of loops that are executed by this app.
	   * @member {Array} module:core.App#loops
	   * @public
	   */
	  function App() {
	    var _this;

	    var modules = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : [];

	    classCallCheck(this, App);

	    console.log("WHS.App ".concat(version));
	    _this = possibleConstructorReturn(this, getPrototypeOf$2(App).call(this));

	    defineProperty$3(defineProperty$3(assertThisInitialized(assertThisInitialized(_this)), "enabled", true), "loops", []);

	    _this.manager = new ModuleManager(assertThisInitialized(assertThisInitialized(_this)));
	    _this.modules = modules;

	    _this.integrateModules();

	    return _this;
	  } // CONTROLS & UPDATING

	  /**
	   * @method start
	   * @description Start rendering loop and physics simulation (if you use version with physics).
	   * @memberof module:core.App
	   */


	  createClass(App, [{
	    key: "start",
	    value: function start() {
	      var _this2 = this;

	      var requestAnimFrame = function () {
	        return system.window.requestAnimationFrame || system.window.webkitRequestAnimationFrame || system.window.mozRequestAnimationFrame || function (callback) {
	          system.window.setTimeout(callback, 1000 / 60);
	        };
	      }();

	      var process = function process() {
	        _this2.request = requestAnimFrame(function () {
	          return process();
	        });
	        if (!_this2.enabled) return;

	        for (var i = 0, ll = _this2.loops.length; i < ll; i++) {
	          var e = _this2.loops[i];
	          if (e.enabled) e.execute(e.clock);
	        }
	      };

	      this.enabled = true;
	      if (!this.request) process();
	    }
	    /**
	     * @method stop
	     * @description Stops rendering loops
	     * @memberof module:core.App
	     */

	  }, {
	    key: "stop",
	    value: function stop() {
	      this.enabled = false;
	    }
	    /**
	     * @method addLoop
	     * @description Adds loop to this app.
	     * @param {Object} loop - the loop to add
	     * @return {Promise} Promise that is resolved when promises completed.
	     * @memberof module:core.App
	     * @example <caption>Adding a loop to an app</caption>
	     * const loop = new Loop(() => {
	     *  // ...
	     * });
	     *
	     * const app = new App();
	     *
	     * app.addLoop(loop);
	     * loop.start();
	     */

	  }, {
	    key: "addLoop",
	    value: function addLoop(loop) {
	      var _this3 = this;

	      return new Promise(function (resolve) {
	        _this3.loops.push(loop);

	        resolve(loop);
	      });
	    }
	    /**
	     * @method removeLoop
	     * @description Removes loop from this app.
	     * @param {Object} loop - the loop to remove
	     * @return {Promise} Promise that is resolved when promises completed.
	     * @memberof module:core.App
	     */

	  }, {
	    key: "removeLoop",
	    value: function removeLoop(loop) {
	      var _this4 = this;

	      return new Promise(function (resolve) {
	        var index = _this4.loops.indexOf(loop);

	        if (index !== -1) _this4.loops.splice(index, 1);
	        resolve(loop);
	      });
	    }
	  }, {
	    key: "get",
	    value: function get(key) {
	      return this.manager.get(key);
	    }
	  }, {
	    key: "use",
	    value: function use(key) {
	      return this.manager.use(key);
	    }
	  }]);

	  inherits(App, _ModuleSystem);

	  return App;
	}(ModuleSystem);

	/**
	 * @class Loop
	 * @category core
	 * @param {Function} func function to execute on each animation frame
	 * @param {Boolean} [useClock=true] passes a Clock to the function when called, if true
	 * @memberof module:core
	 */

	var Loop =
	/*#__PURE__*/
	function () {
	  function Loop(func) {
	    var useClock = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : true;

	    classCallCheck(this, Loop);

	    this.func = func;
	    this.clock = useClock ? new Clock() : null;
	    this.enabled = false;
	  } // CONTROLS

	  /**
	   * @method start
	   * @instance
	   * @description Starts this loop, clock if it has one. Won't do anything if loop enabled already.
	   * @param {Component} [world] app to add this loop to, if provided.
	   * @memberof module:core.Loop
	   */


	  createClass(Loop, [{
	    key: "start",
	    value: function start(world) {
	      if (this.enabled) return;
	      if (world) world.addLoop(this);
	      if (this.clock) this.clock.start();
	      this.enabled = true;
	    }
	    /**
	     * @method stop
	     * @instance
	     * @description Stops this loop and its clock if it has one, won't do anything if this loop is not enabled)
	     * @param {Component} [world] app to remove this loop from, if provided.
	     * @memberof module:core.Loop
	     */

	  }, {
	    key: "stop",
	    value: function stop(world) {
	      if (!this.enabled) return;
	      if (this.clock) this.clock.stop();
	      this.enabled = false;
	      if (world) world.removeLoop(this);
	    } // EXECUTION

	    /**
	     * @method execute
	     * @instance
	     * @description Executes the function of this loop
	     * @memberof module:core.Loop
	     * @returns {*} whatever the function of this loop returns
	     */

	  }, {
	    key: "execute",
	    value: function execute() {
	      return this.func(this.clock);
	    }
	  }]);

	  return Loop;
	}();

	/** @module core */

	/**
	 * @class AmbientLight
	 * @category components/lights
	 * @description AmbientLight is a simple class, it extends Light and inherits all its methods.
	 * AmbientLight creates basic light around all scene, so it doesn't need properties like pos or target.
	 * It supports only color and intensity as parameters, which defines the color of the surrounded light and intensity of light.
	 * @param {Object} [params={light: {color: 0xffffff, intensity: 1}}] - The params.
	 * @extends module:core.LightComponent
	 * @memberof module:components/lights
	 * @example <caption>Creating an AmbientLight </caption>
	 * new AmbientLight({
	 *   color: 0xffffff,
	 *   intensity: 0.2
	 * }).addTo(world);
	 */

	var AmbientLight$1 =
	/*#__PURE__*/
	function (_LightComponent) {
	  function AmbientLight$$1() {
	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, AmbientLight$$1);

	    return possibleConstructorReturn(this, getPrototypeOf$2(AmbientLight$$1).call(this, params, AmbientLight$$1.defaults));
	  }

	  createClass(AmbientLight$$1, [{
	    key: "build",
	    value: function build() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      return this.applyBridge({
	        light: new AmbientLight(params.color, params.intensity)
	      }).light;
	    }
	  }]);

	  inherits(AmbientLight$$1, _LightComponent);

	  return AmbientLight$$1;
	}(LightComponent);

	defineProperty$3(AmbientLight$1, "defaults", objectSpread({}, LightComponent.defaults, {
	  color: 0xffffff,
	  intensity: 1
	}));

	/**
	 * @class DirectionalLight
	 * @category components/lights
	 * @description DirectinalLight creates a light that shines from a specific direction not from a specific position.<br/><br/>
	 * This light will behave as though it is infinitely far away and the rays produced from it are all parallel. <br/><br/>
	 * The best analogy would be a light source that acts like the sun: the sun is so far away that all sunlight hitting objects comes from the same angle.<br/><br/>
	 * It has the same options as AmbientLight in light paramater, but it also supports pos and target paramaters.
	 * @param {Object} [params={light: {color: 0xffffff, intensity: 1}}] - The params.
	 * @extends module:core.LightComponent
	 * @memberof module:components/lights
	 * @example <caption>Creating a DirectionalLight to fall down from vec3(10, 20, 10) to vec3(0, 0, 0)</caption>
	 * new DirectionalLight({
	 *   color: 0xffffff,
	 *   intensity: 0.2,
	 *
	 *   position: [10, 20, 10]
	 * }).addTo(app);
	 */

	var DirectionalLight$1 =
	/*#__PURE__*/
	function (_LightComponent) {
	  function DirectionalLight$$1() {
	    var _this;

	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, DirectionalLight$$1);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(DirectionalLight$$1).call(this, params, DirectionalLight$$1.defaults));

	    _this.wrapShadow();

	    return _this;
	  }

	  createClass(DirectionalLight$$1, [{
	    key: "build",
	    value: function build() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      return this.applyBridge({
	        light: new DirectionalLight(params.color, params.intensity)
	      }).light;
	    }
	  }]);

	  inherits(DirectionalLight$$1, _LightComponent);

	  return DirectionalLight$$1;
	}(LightComponent);

	defineProperty$3(DirectionalLight$1, "defaults", objectSpread({}, LightComponent.defaults, {
	  color: 0xffffff,
	  intensity: 1
	}));

	/**
	 * @class HemisphereLight
	 * @category components/lights
	 * @description HemisphereLight is a light source positioned directly above the scene.<br/>
	 * It also doesn't need position and target properties.
	 * @classDesc
	 * <iframe src="https://threejs.org/examples/webgl_lights_hemisphere.html"></iframe>
	 * @param {Object} [params={light: {skyColor: 0xffffff, groundColor: 0xffffff, intensity: 1}}] - The params.
	 * @extends module:core.LightComponent
	 * @memberof module:components/lights
	 * @example <caption>Creating a HemisphereLight</caption>
	 * new HemisphereLight({
	 *   skyColor: 0xff0000,
	 *   groundColor: 0x0000ff,
	 *   intensity: 0.2
	 * }).addTo(app);
	 */

	var HemisphereLight$1 =
	/*#__PURE__*/
	function (_LightComponent) {
	  function HemisphereLight$$1() {
	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, HemisphereLight$$1);

	    return possibleConstructorReturn(this, getPrototypeOf$2(HemisphereLight$$1).call(this, params, HemisphereLight$$1.defaults));
	  }

	  createClass(HemisphereLight$$1, [{
	    key: "build",
	    value: function build() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      return this.applyBridge({
	        light: new HemisphereLight(params.skyColor, params.groundColor, params.intensity)
	      }).light;
	    }
	  }]);

	  inherits(HemisphereLight$$1, _LightComponent);

	  return HemisphereLight$$1;
	}(LightComponent);

	defineProperty$3(HemisphereLight$1, "defaults", objectSpread({}, LightComponent.defaults, {
	  skyColor: 0xffffff,
	  groundColor: 0xffffff,
	  intensity: 1
	}));

	/**
	 * @class PointLight
	 * @category components/lights
	 * @description PointLight creates a light at a specific position in the scene. The light shines in all directions (roughly similar to a light bulb.)<br/><br/>
	 * It has the same options as AmbientLight in light paramater, but it also supports position, distance and decay.<br/>
	 * @param {Object} [params={light: {color: 0xffffff, intensity: 1, distance: 100, decay: 1}}] - The params.
	 * @extends LightComponent
	 * @memberof module:components/lights
	 * @example <caption>Creating a PointLight</caption>
	 * new PointLight( {
	 *   color: 0xff0000,
	 *   intensity: 2,
	 *   distance: 300
	 *
	 *   position: [10, 20, 10]
	 * }).addTo(app);
	 */

	var PointLight$1 =
	/*#__PURE__*/
	function (_LightComponent) {
	  function PointLight$$1() {
	    var _this;

	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, PointLight$$1);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(PointLight$$1).call(this, params, PointLight$$1.defaults));

	    _this.wrapShadow();

	    return _this;
	  }

	  createClass(PointLight$$1, [{
	    key: "build",
	    value: function build() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      return this.applyBridge({
	        light: new PointLight(params.color, params.intensity, params.distance, params.decay)
	      }).light;
	    }
	  }]);

	  inherits(PointLight$$1, _LightComponent);

	  return PointLight$$1;
	}(LightComponent);

	defineProperty$3(PointLight$1, "defaults", objectSpread({}, LightComponent.defaults, {
	  color: 0xffffff,
	  intensity: 1,
	  distance: 100,
	  decay: 1
	}));

	/**
	 * @class SpotLight
	 * @category components/lights
	 * @description SpotLight creates spot light that can cast shadow in one direction. <br/><br/>
	 * It has the same parameters as AmbientLight in light, but it also supports pos and target. <br/><br/>
	 * SpotLight affects meshes with lambert and phong material.
	 * @classDesc
	 * <iframe src="https://threejs.org/examples/webgl_lights_spotlight.html"></iframe>
	 * @param {Object} [params={light: {color: 0xffffff, intensity: 1, distance: 100, angle: Math.PI / 3, exponent: 0, decay: 1}}] - The params.
	 * @extends module:core.LightComponent
	 * @memberof module:components/lights
	 * @example <caption>Creating a SpotLight that falls down from vec3(10, 20, 10) to vec3(0, 0, 0)</caption>
	 * new SpotLight({
	 *   color: 0x00ff00,
	 *   intensity: 3,
	 *   distance: 1000
	 *
	 *   position: [10, 20, 10]
	 * }).addTo(app);
	 */

	var SpotLight$1 =
	/*#__PURE__*/
	function (_LightComponent) {
	  function SpotLight$$1() {
	    var _this;

	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, SpotLight$$1);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(SpotLight$$1).call(this, params, SpotLight$$1.defaults));

	    _this.wrapShadow();

	    return _this;
	  }

	  createClass(SpotLight$$1, [{
	    key: "build",
	    value: function build() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      return this.applyBridge({
	        light: new SpotLight(params.color, params.intensity, params.distance, params.angle, params.exponent, params.decay)
	      }).light;
	    }
	  }]);

	  inherits(SpotLight$$1, _LightComponent);

	  return SpotLight$$1;
	}(LightComponent);

	defineProperty$3(SpotLight$1, "defaults", objectSpread({}, LightComponent.defaults, {
	  color: 0xffffff,
	  intensity: 1,
	  distance: 100,
	  angle: Math.PI / 3,
	  exponent: 0,
	  decay: 1
	}));

	var AreaLight =
	/*#__PURE__*/
	function (_LightComponent) {
	  function AreaLight() {
	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, AreaLight);

	    return possibleConstructorReturn(this, getPrototypeOf$2(AreaLight).call(this, params, AreaLight.defaults));
	  }

	  createClass(AreaLight, [{
	    key: "build",
	    value: function build() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      return this.applyBridge({
	        light: new RectAreaLight(params.color, params.intensity, params.width, params.height)
	      }).light;
	    }
	  }]);

	  inherits(AreaLight, _LightComponent);

	  return AreaLight;
	}(LightComponent);

	defineProperty$3(AreaLight, "defaults", objectSpread({}, LightComponent.defaults, {
	  color: 0xffffff,
	  intensity: 1,
	  width: 10,
	  height: 10
	}));

	/** @module components/lights */

	/**
	 * @class CubeCamera
	 * @category components/cameras
	 * @description Creates 6 cameras that render to a WebGLRenderTargetCube
	 * @param {Object} [params] - The parameters object.
	 * @memberof module:components/cameras
	 * @extends module:core.CameraComponent
	 * @example <caption>Creates a CubeCamera and set it as app's camera</caption>
	 * const camera = new CubeCamera({
	 *   camera: {
	 *     cubeResolution: 256
	 *   },
	 *
	 *   position: {
	 *     x: 0,
	 *     y: 100,
	 *     z: 0
	 *   }
	 * });
	 *
	 * app.camera = camera;
	 */

	var CubeCamera$1 =
	/*#__PURE__*/
	function (_CameraComponent) {
	  /**
	   * Default values for parameters
	   * @member {Object} module:components/cameras.CubeCamera#defaults
	   * @static
	   * @default <pre>
	   * {
	   *   camera: {
	   *     near: 1,
	   *     far: 1000,
	   *     cubeResolution: 128
	   *   }
	   * }</pre>
	   */
	  function CubeCamera$$1() {
	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, CubeCamera$$1);

	    return possibleConstructorReturn(this, getPrototypeOf$2(CubeCamera$$1).call(this, params, CubeCamera$$1.defaults));
	  }

	  createClass(CubeCamera$$1, [{
	    key: "build",
	    value: function build() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      return this.applyBridge({
	        camera: new CubeCamera(params.near, params.far, params.cubeResolution)
	      }).camera;
	    }
	  }]);

	  inherits(CubeCamera$$1, _CameraComponent);

	  return CubeCamera$$1;
	}(CameraComponent);

	defineProperty$3(CubeCamera$1, "defaults", objectSpread({}, CameraComponent.defaults, {
	  near: 1,
	  far: 1000,
	  cubeResolution: 128
	}));

	/**
	 * @class OrthographicCamera
	 * @category components/cameras
	 * @description Camera with orthographic projection.
	 * @param {Object} [params] - The parameters object.
	 * @memberof module:components/cameras
	 * @extends module:core.CameraComponent
	 * @example <caption>Create an OrthographicCamera and set it as app's camera</caption>
	 * const camera = new OrthographicCamera({
	 *   camera: {
	 *     far: 10000
	 *   },
	 *
	 *   position: {
	 *     y: 50
	 *   }
	 * });
	 *
	 * app.camera = camera;
	 */

	var OrthographicCamera$1 =
	/*#__PURE__*/
	function (_CameraComponent) {
	  /**
	   * Default values for parameters
	   * @member {Object} module:components/cameras.OrthographicCamera#defaults
	   * @static
	   * @default <pre>
	   * {
	   *   near: 1,
	   *   far: 1000,
	   *   left: system.window.innerWidth / -2,
	   *   right: system.window.innerWidth / 2,
	   *   top: system.window.innerHeight / 2,
	   *   bottom: system.window.innerHeight / -2
	   * }</pre>
	   */
	  function OrthographicCamera$$1() {
	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, OrthographicCamera$$1);

	    return possibleConstructorReturn(this, getPrototypeOf$2(OrthographicCamera$$1).call(this, params, OrthographicCamera$$1.defaults));
	  }

	  createClass(OrthographicCamera$$1, [{
	    key: "build",
	    value: function build() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      return this.applyBridge({
	        camera: new OrthographicCamera(params.left, params.right, params.top, params.bottom, params.near, params.far)
	      }).camera;
	    }
	  }]);

	  inherits(OrthographicCamera$$1, _CameraComponent);

	  return OrthographicCamera$$1;
	}(CameraComponent);

	defineProperty$3(OrthographicCamera$1, "defaults", objectSpread({}, CameraComponent.defaults, {
	  near: 1,
	  far: 1000,
	  left: system.window.innerWidth / -2,
	  right: system.window.innerWidth / 2,
	  top: system.window.innerHeight / 2,
	  bottom: system.window.innerHeight / -2
	}));

	/**
	 * @class PerspectiveCamera
	 * @description Camera with perspective projection.
	 * @category components/cameras
	 * @param {Object} [params] - The parameters object.
	 * @memberof module:components/cameras
	 * @extends module:core.CameraComponent
	 * @example <caption>Create an PerspectiveCamera and set it as app's camera</caption>
	 * const camera = new PerspectiveCamera({
	 *   fov: 75,
	 *   aspect: window.innerWidth / window.innerHeight,
	 *
	 *   position: {
	 *     x: 0,
	 *     y: 100,
	 *     z: 0
	 *   }
	 * });
	 *
	 * app.camera = camera;
	 */

	var PerspectiveCamera$1 =
	/*#__PURE__*/
	function (_CameraComponent) {
	  /**
	   * Default values for parameters
	   * @member {Object} module:components/cameras.PerspectiveCamera#defaults
	   * @static
	   * @default <pre>
	   * {
	   *   near: 1,
	   *   far: 1000,
	   *   fov: 75,
	   *   aspect: system.window.innerWidth / system.window.innerHeight
	   * }</pre>
	   */
	  function PerspectiveCamera$$1() {
	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, PerspectiveCamera$$1);

	    return possibleConstructorReturn(this, getPrototypeOf$2(PerspectiveCamera$$1).call(this, params, PerspectiveCamera$$1.defaults));
	  }

	  createClass(PerspectiveCamera$$1, [{
	    key: "build",
	    value: function build() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      return this.applyBridge({
	        camera: new PerspectiveCamera(params.fov, params.aspect, params.near, params.far)
	      }).camera;
	    }
	  }]);

	  inherits(PerspectiveCamera$$1, _CameraComponent);

	  return PerspectiveCamera$$1;
	}(CameraComponent);

	defineProperty$3(PerspectiveCamera$1, "defaults", objectSpread({}, CameraComponent.defaults, {
	  near: 1,
	  far: 1000,
	  fov: 75,
	  aspect: system.window.innerWidth / system.window.innerHeight
	}));

	/** @module components/cameras */

	/**
	 * @class Box
	 * @category components/meshes
	 * @description As told on Component definition, while you can pass any of the inherited params for this component construction, you will need to
	 * pass specific parameters to build this mesh as a geometry object.
	 * @classDesc
	 * <iframe src="https://threejs.org/docs/scenes/geometry-browser.html#BoxGeometry"></iframe>
	 * @param {Object} [params] - The params.
	 * @extends module:core.MeshComponent
	 * @memberof module:components/meshes
	 * @example <caption>Creating a Box, and adding to app</caption>
	 *  new Box({
	 *    geometry: {
	 *      width: 2,
	 *      height: 2,
	 *      depth: 2
	 *    },
	 *
	 *    material: new THREE.MeshBasicMaterial({
	 *      color: 0xffffff
	 *    }),
	 *
	 *    position: [50, 60, 70]
	 * }).addTo(app);
	 */

	var Box =
	/*#__PURE__*/
	function (_MeshComponent) {
	  /**
	   * Default values for parameters
	   * @member {Object} module:components/meshes.Box#defaults
	   * @static
	   * @default <pre>
	   * {
	   *   geometry: {
	   *     width: 1,
	   *     height: 1,
	   *     depth: 1,
	   *     widthSegments: 1,
	   *     heightSegments: 1,
	   *     depthSegments: 1
	   *   }
	   * }</pre>
	   */

	  /**
	   * Instructions
	   * @member {Object} module:components/meshes.Box#instructions
	   * @static
	   * @default geometry: ['width', 'height', 'depth', 'widthSegments', 'heightSegments', 'depthSegements']
	   */
	  function Box() {
	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, Box);

	    return possibleConstructorReturn(this, getPrototypeOf$2(Box).call(this, params, Box.defaults, Box.instructions));
	  }
	  /**
	   * @method build
	   * @description Build lifecycle creates a mesh using input params.
	   * @param {Object} params Component parameters.
	   * @return {THREE.Mesh} Built mesh
	   * @memberof module:components/meshes.Box
	   */


	  createClass(Box, [{
	    key: "build",
	    value: function build() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : this.params;

	      var _this$applyBridge = this.applyBridge({
	        geometry: this.buildGeometry(params),
	        material: params.material
	      }),
	          geometry = _this$applyBridge.geometry,
	          material = _this$applyBridge.material;

	      return this.applyBridge({
	        mesh: new Mesh(geometry, material)
	      }).mesh;
	    }
	  }, {
	    key: "buildGeometry",
	    value: function buildGeometry() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      var geometry = new (params.buffer ? BoxBufferGeometry : BoxGeometry)(params.geometry.width, params.geometry.height, params.geometry.depth, params.geometry.widthSegments, params.geometry.heightSegments, params.geometry.depthSegments);
	      return geometry;
	    }
	  }]);

	  inherits(Box, _MeshComponent);

	  return Box;
	}(MeshComponent);

	defineProperty$3(defineProperty$3(Box, "defaults", objectSpread({}, MeshComponent.defaults, {
	  geometry: {
	    width: 1,
	    height: 1,
	    depth: 1,
	    widthSegments: 1,
	    heightSegments: 1,
	    depthSegments: 1
	  }
	})), "instructions", objectSpread({}, MeshComponent.instructions, {
	  geometry: ['width', 'height', 'depth', 'widthSegments', 'heightSegments', 'depthSegements']
	}));

	/**
	 * @class Circle
	 * @category components/meshes
	 * @description As told on Component definition, while you can pass any of the inherited params for this component construction, you will need to
	 * pass specific parameters to build this mesh as a geometry object.
	 * @classDesc
	 * <iframe src="https://threejs.org/docs/scenes/geometry-browser.html#CircleGeometry"></iframe>
	 * @param {Object} [params] - The params.
	 * @extends module:core.MeshComponent
	 * @memberof module:components/meshes
	 * @example <caption>Creating a Circle, and adding to app</caption>
	 *  new Circle({
	 *    geometry: {
	 *      radius: 4,
	 *      segments: 16
	 *    },
	 *
	 *    material: new THREE.MeshBasicMaterial({
	 *      color: 0xffffff
	 *    }),
	 *
	 *    position: [50, 60, 70]
	 * }).addTo(app);
	 */

	var Circle =
	/*#__PURE__*/
	function (_MeshComponent) {
	  /**
	   * Default values for parameters
	   * @member {Object} module:components/meshes.Circle#defaults
	   * @static
	   * @default <pre>
	   * {
	   *   geometry: {
	   *     radius: 50,
	   *     segments: 8,
	   *     thetaStart: 0,
	   *     thetaLength: Math.PI * 2
	   *   }
	   * }</pre>
	   */

	  /**
	   * Instructions
	   * @member {Object} module:components/meshes.Circle#instructions
	   * @static
	   * @default geometry: ['radius', 'segments', 'thetaStart', 'thetaLength']
	   */
	  function Circle() {
	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, Circle);

	    return possibleConstructorReturn(this, getPrototypeOf$2(Circle).call(this, params, Circle.defaults, Circle.instructions));
	  }
	  /**
	   * @method build
	   * @description Build lifecycle creates a mesh using input params.
	   * @param {Object} params Component parameters.
	   * @return {THREE.Mesh} Built mesh
	   * @memberof module:components/meshes.Circle
	   */


	  createClass(Circle, [{
	    key: "build",
	    value: function build() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : this.params;

	      var _this$applyBridge = this.applyBridge({
	        geometry: this.buildGeometry(params),
	        material: params.material
	      }),
	          geometry = _this$applyBridge.geometry,
	          material = _this$applyBridge.material;

	      return this.applyBridge({
	        mesh: new Mesh(geometry, material)
	      }).mesh;
	    }
	  }, {
	    key: "buildGeometry",
	    value: function buildGeometry() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      var geometry = new (params.buffer ? CircleBufferGeometry : CircleGeometry)(params.geometry.radius, params.geometry.segments, params.geometry.thetaStart, params.geometry.thetaLength);
	      return geometry;
	    }
	  }]);

	  inherits(Circle, _MeshComponent);

	  return Circle;
	}(MeshComponent);

	defineProperty$3(defineProperty$3(Circle, "defaults", objectSpread({}, MeshComponent.defaults, {
	  geometry: {
	    radius: 50,
	    segments: 8,
	    thetaStart: 0,
	    thetaLength: Math.PI * 2
	  }
	})), "instructions", objectSpread({}, MeshComponent.instructions, {
	  geometry: ['radius', 'segments', 'thetaStart', 'thetaLength']
	}));

	/**
	 * @class Cone
	 * @category components/meshes
	 * @description A cylinder is one of the most basic curvilinear geometric shapes, the surface formed by the points at a fixed distance from a given straight line, the axis of the cylinder. <br/><br/>
	 * The solid enclosed by this surface and by two planes perpendicular to the axis is also called a cylinder.<br/>
	 * The surface area and the volume of a cylinder have been known since deep antiquity.
	 * @classDesc
	 * <iframe src="https://threejs.org/docs/scenes/geometry-browser.html#ConeGeometry"></iframe>
	 * @param {Object} [params] - The params.
	 * @extends module:core.MeshComponent
	 * @memberof module:components/meshes
	 * @example <caption>Creating a Cone, and adding to app</caption>
	 * new Cone({
	 *   geometry: {
	 *     radiusTop: 2,
	 *     radiusBottom: 4,
	 *     height: 5
	 *   },
	 *
	 *   material: new THREE.MeshBasicMaterial({
	 *     color: 0xffffff
	 *   }),
	 *
	 *   pos: [0, 100, 0]
	 * }).addTo(app);
	 */

	var Cone =
	/*#__PURE__*/
	function (_MeshComponent) {
	  /**
	   * Default values for parameters
	   * @member {Object} module:components/meshes.Cone#defaults
	   * @static
	   * @default <pre>
	   * {
	   *   geometry: {
	   *     radius: 20,
	   *     height: 100,
	   *     radiusSegments: 32,
	   *     heightSegments: 1,
	   *     openEnded: false,
	   *     thetaStart: 0,
	   *     thetaLength: Math.PI * 2
	   *   }
	   * }</pre>
	   */

	  /**
	   * Instructions
	   * @member {Object} module:components/meshes.Cone#instructions
	   * @static
	   * @default <pre>
	   * geometry: [
	   *   'radius',
	   *   'height',
	   *   'radiusSegments',
	   *   'heightSegments',
	   *   'openEnded',
	   *   'thetaStart',
	   *   'thetaLength'
	   * ]
	   * </pre>
	   */
	  function Cone() {
	    var _this;

	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, Cone);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(Cone).call(this, params, Cone.defaults, Cone.instructions));

	    if (params.build) {
	      _this.build(params);

	      get$3(getPrototypeOf$2(Cone.prototype), "wrap", assertThisInitialized(_this)).call(assertThisInitialized(_this));
	    }

	    return _this;
	  }
	  /**
	   * @method build
	   * @description Build lifecycle creates a mesh using input params.
	   * @param {Object} params Component parameters.
	   * @return {THREE.Mesh} Built mesh
	   * @memberof module:components/meshes.Cone
	   */


	  createClass(Cone, [{
	    key: "build",
	    value: function build() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : this.params;

	      var _this$applyBridge = this.applyBridge({
	        geometry: this.buildGeometry(params),
	        material: params.material
	      }),
	          geometry = _this$applyBridge.geometry,
	          material = _this$applyBridge.material;

	      return this.applyBridge({
	        mesh: new Mesh(geometry, material)
	      }).mesh;
	    }
	  }, {
	    key: "buildGeometry",
	    value: function buildGeometry() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      var geometry = new (params.buffer ? ConeBufferGeometry : ConeGeometry)(params.geometry.radius, params.geometry.height, params.geometry.radiusSegments, params.geometry.heightSegments, params.geometry.openEnded, params.geometry.thetaStart, params.geometry.thetaLength);
	      return geometry;
	    }
	  }]);

	  inherits(Cone, _MeshComponent);

	  return Cone;
	}(MeshComponent);

	defineProperty$3(defineProperty$3(Cone, "defaults", objectSpread({}, MeshComponent.defaults, {
	  geometry: {
	    radius: 20,
	    height: 100,
	    radiusSegments: 32,
	    heightSegments: 1,
	    openEnded: false,
	    thetaStart: 0,
	    thetaLength: Math.PI * 2
	  }
	})), "instructions", objectSpread({}, MeshComponent.instructions, {
	  geometry: ['radius', 'height', 'radiusSegments', 'heightSegments', 'openEnded', 'thetaStart', 'thetaLength']
	}));

	/**
	 * @class Cylinder
	 * @category components/meshes
	 * @description A cylinder is one of the most basic curvilinear geometric shapes, the surface formed by the points at a fixed distance from a given straight line, the axis of the cylinder. <br/><br/>
	 * The solid enclosed by this surface and by two planes perpendicular to the axis is also called a cylinder.<br/>
	 * The surface area and the volume of a cylinder have been known since deep antiquity.
	 * @classDesc
	 * <iframe src="https://threejs.org/docs/scenes/geometry-browser.html#CylinderGeometry"></iframe>
	 * @param {Object} [params] - The params.
	 * @extends module:core.MeshComponent
	 * @memberof module:components/meshes
	 * @example <caption>Creating a Cylinder, and adding to app</caption>
	 * new Cylinder({
	 *   geometry: {
	 *     radiusTop: 2,
	 *     radiusBottom: 4,
	 *     height: 5
	 *   },
	 *
	 *   material: new THREE.MeshBasicMaterial({
	 *     color: 0xffffff
	 *   }),
	 *
	 *   pos: [0, 100, 0]
	 * }).addTo(app);
	 */

	var Cylinder =
	/*#__PURE__*/
	function (_MeshComponent) {
	  /**
	   * Default values for parameters
	   * @member {Object} module:components/meshes.Cylinder#defaults
	   * @static
	   * @default <pre>
	   * {
	   *   geometry: {
	   *     radiusTop: 20,
	   *     radiusBottom: 20,
	   *     height: 100,
	   *     radiusSegments: 32,
	   *     heightSegments: 1,
	   *     openEnded: false,
	   *     thetaStart: 0,
	   *     thetaLength: Math.PI * 2
	   *   }
	   * }</pre>
	   */

	  /**
	   * Instructions
	   * @member {Object} module:components/meshes.Cylinder#instructions
	   * @static
	   * @default <pre>
	   * geometry: [
	   *   'radiusTop',
	   *   'radiusBottom',
	   *   'height',
	   *   'radiusSegments',
	   *   'heightSegments',
	   *   'openEnded',
	   *   'thetaStart',
	   *   'thetaLength'
	   * ]
	   * </pre>
	   */
	  function Cylinder() {
	    var _this;

	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, Cylinder);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(Cylinder).call(this, params, Cylinder.defaults, Cylinder.instructions));

	    if (params.build) {
	      _this.build(params);

	      get$3(getPrototypeOf$2(Cylinder.prototype), "wrap", assertThisInitialized(_this)).call(assertThisInitialized(_this));
	    }

	    return _this;
	  }
	  /**
	   * @method build
	   * @description Build lifecycle creates a mesh using input params.
	   * @param {Object} params Component parameters.
	   * @return {THREE.Mesh} Built mesh
	   * @memberof module:components/meshes.Cylinder
	   */


	  createClass(Cylinder, [{
	    key: "build",
	    value: function build() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : this.params;

	      var _this$applyBridge = this.applyBridge({
	        geometry: this.buildGeometry(params),
	        material: params.material
	      }),
	          geometry = _this$applyBridge.geometry,
	          material = _this$applyBridge.material;

	      return this.applyBridge({
	        mesh: new Mesh(geometry, material)
	      }).mesh;
	    }
	  }, {
	    key: "buildGeometry",
	    value: function buildGeometry() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      var geometry = new (params.buffer ? CylinderBufferGeometry : CylinderGeometry)(params.geometry.radiusTop, params.geometry.radiusBottom, params.geometry.height, params.geometry.radiusSegments, params.geometry.heightSegments, params.geometry.openEnded, params.geometry.thetaStart, params.geometry.thetaLength);
	      return geometry;
	    }
	  }]);

	  inherits(Cylinder, _MeshComponent);

	  return Cylinder;
	}(MeshComponent);

	defineProperty$3(defineProperty$3(Cylinder, "defaults", objectSpread({}, MeshComponent.defaults, {
	  geometry: {
	    radiusTop: 0,
	    radiusBottom: 1,
	    height: 1,
	    radiusSegments: 32,
	    heightSegments: 1,
	    openEnded: false,
	    thetaStart: 0,
	    thetaLength: Math.PI * 2
	  }
	})), "instructions", objectSpread({}, MeshComponent.instructions, {
	  geometry: ['radiusTop', 'radiusBottom', 'height', 'radiusSegments', 'heightSegments', 'openEnded', 'thetaStart', 'thetaLength']
	}));

	/**
	 * @class Dodecahedron
	 * @category components/meshes
	 * @description In geometry, a dodecahedron is any polyhedron with twelve flat faces. <br/><br/>
	 * The most familiar dodecahedron is the regular dodecahedron, which is a Platonic solid. <br/>
	 * There are also three regular star dodecahedra, which are constructed as stellations of the convex form. <br/>
	 * All of these have icosahedral symmetry, order 120.
	 * Dodecahedron creates Dodecahedron object by it's radius and detail.
	 * @classDesc
	 * <iframe src="https://threejs.org/docs/scenes/geometry-browser.html#DodecahedronGeometry"></iframe>
	 * @param {Object} [params] - The params.
	 * @extends module:core.MeshComponent
	 * @memberof module:components/meshes
	 * @example <caption>Creating a Dodecahedron, and adding to app</caption>
	 * new Dodecahedron({
	 *   geometry: {
	 *     radius: 2
	 *   },
	 *
	 *   material: new THREE.MeshBasicMaterial({
	 *     color: 0xffffff
	 *   }),
	 *
	 *   position: {
	 *     y: 10
	 *   }
	  * }).addTo(app);
	 */

	var Dodecahedron =
	/*#__PURE__*/
	function (_MeshComponent) {
	  /**
	   * Default values for parameters
	   * @member {Object} module:components/meshes.Dodecahedron#defaults
	   * @static
	   * @default <pre>
	   * geometry: {
	   *   radius: 1,
	   *   detail: 0
	   * }
	   * </pre>
	   */

	  /**
	   * Instructions
	   * @member {Object} module:components/meshes.Dodecahedron#instructions
	   * @static
	   * @default <pre>
	   * geometry: ['radius', 'detail']
	   * </pre>
	   */
	  function Dodecahedron() {
	    var _this;

	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, Dodecahedron);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(Dodecahedron).call(this, params, Dodecahedron.defaults, Dodecahedron.instructions));

	    if (params.build) {
	      _this.build(params);

	      get$3(getPrototypeOf$2(Dodecahedron.prototype), "wrap", assertThisInitialized(_this)).call(assertThisInitialized(_this));
	    }

	    return _this;
	  }
	  /**
	   * @method build
	   * @description Build lifecycle creates a mesh using input params.
	   * @param {Object} params Component parameters.
	   * @return {THREE.Mesh} Built mesh
	   * @memberof module:components/meshes.Dodecahedron
	   */


	  createClass(Dodecahedron, [{
	    key: "build",
	    value: function build() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : this.params;

	      var _this$applyBridge = this.applyBridge({
	        geometry: this.buildGeometry(params),
	        material: params.material
	      }),
	          geometry = _this$applyBridge.geometry,
	          material = _this$applyBridge.material;

	      return this.applyBridge({
	        mesh: new Mesh(geometry, material)
	      }).mesh;
	    }
	  }, {
	    key: "buildGeometry",
	    value: function buildGeometry() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      return new (params.buffer ? DodecahedronBufferGeometry : DodecahedronGeometry)(params.geometry.radius, params.geometry.detail);
	    }
	  }]);

	  inherits(Dodecahedron, _MeshComponent);

	  return Dodecahedron;
	}(MeshComponent);

	defineProperty$3(defineProperty$3(Dodecahedron, "defaults", objectSpread({}, MeshComponent.defaults, {
	  geometry: {
	    radius: 1,
	    detail: 0
	  }
	})), "instructions", objectSpread({}, MeshComponent.instructions, {
	  geometry: ['radius', 'detail']
	}));

	/**
	 * @class Extrude
	 * @category components/meshes
	 * @description Extrude geometry means that you can create a 3D mesh from any 2D shape using three.js geometry based on <a href='https://threejs.org/docs/#api/math/Vector2'>THREE.Vector2.</a> <br/>
	 * Such implementation will help you to make volumed shapes that have their own depth and can be seen from all angels.<br/><br/>
	 * You can also find some interesting examples made using <a href='threejs.org'>three.js</a> which is a core of whs.js, such as:
	 * - <a href='http://threejs.org/examples/webgl_geometry_extrude_shapes.html'>Webgl geometry extrude</a>
	 * - <a href='http://threejs.org/examples/webgl_geometry_extrude_shapes2.html'>Extrude shapes from geodata</a>
	 * - <a href='http://threejs.org/examples/webgl_geometry_extrude_splines.html'>Extrude splines</a>
	 *
	 * Such examples can be easily implemented using whitestorm.js or it's plugins. Use `Extrude` class with <a href='https://threejs.org/docs/#api/extras/core/Shape'>THREE.Shape</a> to get extrude effect of shape defined by 2D vectors.
	 * This class is similar to <a href='https://threejs.org/docs/#api/geometries/ExtrudeGeometry'>THREE.ExtrudeGeometry</a>,
	 * but it also contains all properties, applied by `Shape`, such as material, mass and vectors like position (pos) and rotation (rot).
	 * @classDesc
	 * <iframe src="https://threejs.org/docs/scenes/geometry-browser.html#ExtrudeGeometry"></iframe>
	 * @param {Object} [params] - The params.
	 * @extends module:core.MeshComponent
	 * @memberof module:components/meshes
	 * @example <caption>Creating a shape, then an Extrude from it</caption>
	 * const shape = new THREE.Shape([
	 *   new THREE.Vector2(-4,-4),
	 *   new THREE.Vector2(-2,0),
	 *   new THREE.Vector2(-4,4),
	 *   new THREE.Vector2(0,2),
	 *   new THREE.Vector2(4,4),
	 *   new THREE.Vector2(2,0),
	 *   new THREE.Vector2(4,-4),
	 *   new THREE.Vector2(0,-2)
	 * ]);
	 *
	 * const extrude = new Extrude({
	 *   geometry: {
	 *     shapes: shape,
	 *     options: {
	 *       bevelEnabled: false,
	 *       bevelSize: 0,
	 *       amount: 2
	 *     }
	 *   },
	 *
	 *   material: new THREE.MeshBasicMaterial({
	 *     color: 0xffffff
	 *   }),
	 *
	 *   position: [0, 100, 0]
	 * });
	 *
	 * extrude.addTo(app);
	 */

	var Extrude =
	/*#__PURE__*/
	function (_MeshComponent) {
	  /**
	   * Default values for parameters
	   * @member {Object} module:components/meshes.Extrude#defaults
	   * @static
	   * @default <pre>
	   * {
	   *   geometry: {
	   *     shapes: [],
	   *     options: {}
	   *   }
	   * }
	   * </pre>
	   */

	  /**
	   * Instructions
	   * @member {Object} module:components/meshes.Extrude#instructions
	   * @static
	   * @default <pre>
	   * {
	   *   geometry: ['shapes', 'options']
	   * }
	   * </pre>
	   */
	  function Extrude() {
	    var _this;

	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, Extrude);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(Extrude).call(this, params, Extrude.defaults, Extrude.instructions));

	    if (params.build) {
	      _this.build(params);

	      get$3(getPrototypeOf$2(Extrude.prototype), "wrap", assertThisInitialized(_this)).call(assertThisInitialized(_this));
	    }

	    return _this;
	  }
	  /**
	   * @method build
	   * @description Build lifecycle creates a mesh using input params.
	   * @param {Object} params Component parameters.
	   * @return {THREE.Mesh} Built mesh
	   * @memberof module:components/meshes.Extrude
	   */


	  createClass(Extrude, [{
	    key: "build",
	    value: function build() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : this.params;

	      var _this$applyBridge = this.applyBridge({
	        geometry: this.buildGeometry(params),
	        material: params.material
	      }),
	          geometry = _this$applyBridge.geometry,
	          material = _this$applyBridge.material;

	      return this.applyBridge({
	        mesh: new Mesh(geometry, material)
	      }).mesh;
	    }
	  }, {
	    key: "buildGeometry",
	    value: function buildGeometry() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      var geometry = new ExtrudeGeometry(params.geometry.shapes, params.geometry.options);
	      return params.buffer ? new BufferGeometry().fromGeometry(geometry) : geometry;
	    }
	  }]);

	  inherits(Extrude, _MeshComponent);

	  return Extrude;
	}(MeshComponent);

	defineProperty$3(defineProperty$3(Extrude, "defaults", objectSpread({}, MeshComponent.defaults, {
	  geometry: {
	    shapes: [],
	    options: {}
	  }
	})), "instructions", objectSpread({}, MeshComponent.instructions, {
	  geometry: ['shapes', 'options']
	}));

	/**
	 * @class Icosahedron
	 * @category components/meshes
	 * @description In geometry, an icosahedron is a polyhedron with 20 faces.<br/>
	 * There are many kinds of icosahedra, with some being more symmetrical than others. The most well known is the Platonic, convex regular icosahedron.<br/>
	 * `Icosahedron` creates an Icosahedron object by its radius and detail.
	 * @classDesc
	 * <iframe src="https://threejs.org/docs/scenes/geometry-browser.html#IcosahedronGeometry"></iframe>
	 * @param {Object} [params] - The params.
	 * @extends module:core.MeshComponent
	 * @memberof module:components/meshes
	 * @example <caption>Creating a Icosahedron, and adding to app</caption>
	 * new Icosahedron({
	 *   geometry: {
	 *     radius: 2,
	 *     detail: 1
	 *   },
	 *
	 *   material: new THREE.MeshBasicMaterial({
	 *     color: 0xffffff
	 *   }),
	 *
	 *   position: [0, 100, 0]
	 * }).addTo(app);
	 */

	var Icosahedron =
	/*#__PURE__*/
	function (_MeshComponent) {
	  /**
	   * Default values for parameters
	   * @member {Object} module:components/meshes.Icosahedron#defaults
	   * @static
	   * @default <pre>
	   * {
	   *   geometry: {
	   *     radius: 1,
	   *     detail: 0
	   *   }
	   * }</pre>
	   */

	  /**
	   * Instructions
	   * @member {Object} module:components/meshes.Icosahedron#instructions
	   * @static
	   * @default {geometry: ['radius', 'detail']}
	   */
	  function Icosahedron() {
	    var _this;

	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, Icosahedron);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(Icosahedron).call(this, params, Icosahedron.defaults, Icosahedron.instructions));

	    if (params.build) {
	      _this.build(params);

	      get$3(getPrototypeOf$2(Icosahedron.prototype), "wrap", assertThisInitialized(_this)).call(assertThisInitialized(_this));
	    }

	    return _this;
	  }
	  /**
	   * @method build
	   * @description Build lifecycle creates a mesh using input params.
	   * @param {Object} params Component parameters.
	   * @return {THREE.Mesh} Built mesh
	   * @memberof module:components/meshes.Icosahedron
	   */


	  createClass(Icosahedron, [{
	    key: "build",
	    value: function build() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : this.params;

	      var _this$applyBridge = this.applyBridge({
	        geometry: this.buildGeometry(params),
	        material: params.material
	      }),
	          geometry = _this$applyBridge.geometry,
	          material = _this$applyBridge.material;

	      return this.applyBridge({
	        mesh: new Mesh(geometry, material)
	      }).mesh;
	    }
	  }, {
	    key: "buildGeometry",
	    value: function buildGeometry() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      return new (params.buffer ? IcosahedronBufferGeometry : IcosahedronGeometry)(params.geometry.radius, params.geometry.detail);
	    }
	  }]);

	  inherits(Icosahedron, _MeshComponent);

	  return Icosahedron;
	}(MeshComponent);

	defineProperty$3(defineProperty$3(Icosahedron, "defaults", objectSpread({}, MeshComponent.defaults, {
	  geometry: {
	    radius: 1,
	    detail: 0
	  }
	})), "instructions", objectSpread({}, MeshComponent.instructions, {
	  geometry: ['radius', 'detail']
	}));

	/**
	 * @class Lathe
	 * @category components/meshes
	 * @description A `LatheGeometry` allows you to create shapes from a smooth curve.
	 * This curve is defined by a number of points (also called knots) and is most often called a spline. This spline is rotated around a fixed point and results in vase- and bell-like shapes.<br/><br/>
	 * In 3D computer graphics, a lathed object is a 3D model whose vertex geometry is produced by rotating the points of a spline or other point set around a fixed axis.
	 * The lathing may be partial; the amount of rotation is not necessarily a full 360 degrees.
	 * The point set providing the initial source data can be thought of as a cross section through the object along a plane containing its axis of radial symmetry. <br/><br/>
	 * The <a href='http://threejs.org/docs/scenes/geometry-browser.html#LatheGeometry'>following example</a> shows a geometry which can be generated using `Lathe` class.
	 * @classDesc
	 * <iframe src="https://threejs.org/docs/scenes/geometry-browser.html#LatheGeometry"></iframe>
	 * @param {Object} [params] - The params.
	 * @extends module:core.MeshComponent
	 * @memberof module:components/meshes
	 * @example <caption>Creating a Lath, and adding to app</caption>
	 * const points = [];
	 *
	 * for (let i = 0; i < 10; i++) {
	 *   points.push(
	 *     new THREE.Vector2(
	 *       (Math.sin(i * 0.7) * 15 + 50) / 10,
	 *       (i - 5) * 0.2
	 *     )
	 *   );
	 * }
	 *
	 * const lathe = new Lathe({
	 *   geometry: {
	 *     points: points
	 *   },
	 *
	 *   material: new THREE.MeshBasicMaterial({
	 *     color: 0xffffff
	 *   }),
	 *
	 *   position: [0, 50, 10]
	 * }).addTo(app);
	 */

	var Lathe =
	/*#__PURE__*/
	function (_MeshComponent) {
	  /**
	   * Default values for parameters
	   * @member {Object} module:components/meshes.Lathe#defaults
	   * @static
	   * @default <pre>
	   * {
	   *   geometry: {
	   *     points: []
	   *   }
	   * }
	   * </pre>
	   */

	  /**
	   * Instructions
	   * @member {Object} module:components/meshes.Lathe#instructions
	   * @static
	   * @default <pre>{
	   *   geometry: ['points']
	   * }
	   * </pre>
	   */
	  function Lathe() {
	    var _this;

	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, Lathe);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(Lathe).call(this, params, Lathe.defaults, Lathe.instructions));

	    if (params.build) {
	      _this.build(params);

	      get$3(getPrototypeOf$2(Lathe.prototype), "wrap", assertThisInitialized(_this)).call(assertThisInitialized(_this));
	    }

	    return _this;
	  }
	  /**
	   * @method build
	   * @description Build lifecycle creates a mesh using input params.
	   * @param {Object} params Component parameters.
	   * @return {THREE.Mesh} Built mesh
	   * @memberof module:components/meshes.Lathe
	   */


	  createClass(Lathe, [{
	    key: "build",
	    value: function build() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : this.params;

	      var _this$applyBridge = this.applyBridge({
	        geometry: this.buildGeometry(params),
	        material: params.material
	      }),
	          geometry = _this$applyBridge.geometry,
	          material = _this$applyBridge.material;

	      return this.applyBridge({
	        mesh: new Mesh(geometry, material)
	      }).mesh;
	    }
	  }, {
	    key: "buildGeometry",
	    value: function buildGeometry() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      return new (params.buffer ? LatheBufferGeometry : LatheGeometry)(params.geometry.points);
	    }
	  }]);

	  inherits(Lathe, _MeshComponent);

	  return Lathe;
	}(MeshComponent);

	defineProperty$3(defineProperty$3(Lathe, "defaults", objectSpread({}, MeshComponent.defaults, {
	  geometry: {
	    points: []
	  }
	})), "instructions", objectSpread({}, MeshComponent.instructions, {
	  geometry: ['points']
	}));

	/**
	 * @class Line
	 * @category components/meshes
	 * @description Line component is generated from a curve/line and amount of vectors that should be used (points).
	 * @param {Object} [params] - The params.
	 * @extends module:core.MeshComponent
	 * @memberof module:components/meshes
	 * @example <caption>Creating a Line, and adding to app</caption>
	 * new Line({
	 *   geometry: {
	 *     curve: new THREE.LineCurve3(new THREE.Vector3(10, 10, 0), new THREE.Vector3(10, 30, 0))
	 *   },
	 *
	 *   material: new THREE.MeshBasicMaterial({
	 *     color: 0xffffff
	 *   })
	 * }).addTo(app);
	 */

	var Line$1 =
	/*#__PURE__*/
	function (_MeshComponent) {
	  /**
	   * Default values for parameters
	   * @member {Object} module:components/meshes.Line#defaults
	   * @static
	   * @default <pre>
	   * {
	   *   curve: new LineCurve3(new Vector3(0, 0, 0), new Vector3(10, 0, 0)),
	   *   points: 50
	   * }
	   * </pre>
	   */

	  /**
	   * Instructions
	   * @member {Object} module:components/meshes.Line#instructions
	   * @static
	   * @default <pre>{
	   *   geometry: ['curve', 'points']
	   * }
	   * </pre>
	   */
	  function Line$$1(params) {
	    classCallCheck(this, Line$$1);

	    return possibleConstructorReturn(this, getPrototypeOf$2(Line$$1).call(this, params, Line$$1.defaults, Line$$1.instructions));
	  }
	  /**
	   * @method build
	   * @description Build lifecycle creates a mesh using input params.
	   * @param {Object} params Component parameters.
	   * @return {THREE.Mesh} Built mesh
	   * @memberof module:components/meshes.Line
	   */


	  createClass(Line$$1, [{
	    key: "build",
	    value: function build() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : this.params;

	      var _this$applyBridge = this.applyBridge({
	        geometry: this.buildGeometry(params),
	        material: params.material
	      }),
	          geometry = _this$applyBridge.geometry,
	          material = _this$applyBridge.material;

	      return this.applyBridge({
	        mesh: new Line(geometry, material)
	      }).mesh;
	    }
	  }, {
	    key: "buildGeometry",
	    value: function buildGeometry() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      var geometry = params.buffer ? new BufferGeometry() : new Geometry();

	      if (params.buffer) {
	        var pp = params.curve.getPoints(params.points);
	        var verts = new Float32Array(pp.length * 3);

	        for (var i = 0, max = pp.length; i < max; i++) {
	          var i3 = i * 3;
	          verts[i3] = pp[i].x;
	          verts[i3 + 1] = pp[i].y;
	          verts[i3 + 2] = pp[i].z;
	        }

	        geometry.addAttribute('position', new BufferAttribute(verts, 3));
	      } else geometry.vertices = params.curve.getPoints(params.points);

	      return geometry;
	    }
	  }]);

	  inherits(Line$$1, _MeshComponent);

	  return Line$$1;
	}(MeshComponent);

	defineProperty$3(defineProperty$3(Line$1, "defaults", objectSpread({}, MeshComponent.defaults, {
	  curve: null,
	  points: 50
	})), "instructions", objectSpread({}, MeshComponent.instructions, {
	  geometry: ['curve', 'points']
	}));

	/**
	 * @class Importer
	 * @category components/meshes
	 * @description Importer is a loader for meshes and any other data to your scene
	 * @param {Object} [params] - The params.
	 * @extends module:core.MeshComponent
	 * @memberof module:components/meshes
	 * @example <caption>Creating a Importer, and adding to app</caption>
	 * new Importer({
	 *   loader: new THREE.OBJLoader(),
	 *
	 *   parser(geometry, material) { // data from loader
	 *     return new THREE.Mesh(geometry, material); // should return your .native (mesh in this case)
	 *   },
	 *
	 *   position: [0, 100, 0]
	 * }).addTo(app);
	 */

	var Importer =
	/*#__PURE__*/
	function (_MeshComponent) {
	  createClass(Importer, null, [{
	    key: "filter",

	    /**
	     * Default values for parameters
	     * @member {Object} module:components/meshes.Importer#defaults
	     * @static
	     * @default <pre>
	     * {
	     *   url: '',
	     *   loader: new JSONLoader(),
	     *
	     *   onLoad() {},
	     *   onProgress() {},
	     *   onError() {},
	     *
	     *   texturePath: null,
	     *   useCustomMaterial: false,
	     *
	     *   parser(geometry, materials) {
	     *     return new Mesh(geometry, materials);
	     *   }
	     * }</pre>
	     */

	    /**
	     * @method filter
	     * @description Default values for filter
	     * @static
	     * @param {THREE.Mesh} object Instance for iterating through it's children.
	     * @param {Function} filter Function with child as argument, should return a boolean whether include the child or not.
	     * @return {THREE.Mesh} object with children
	     * @memberof module:components/meshes.Importer
	     * @example <caption>Removing unnecessary lights from children</caption>
	     * new Importer({
	     *   loader: new THREE.OBJLoader(),
	     *
	     *   parse(group) { // data from loader
	     *     return Importer.filter(group, child => !child.isLight); // remove lights
	     *   },
	     *
	     *   position: [0, 100, 0]
	     * }).addTo(app);
	     */
	    value: function filter(object, _filter) {
	      var processFilter = function processFilter(object) {
	        object.children.forEach(function (el, index) {
	          if (el.children) processFilter(el);
	          if (!_filter(el)) object.children.splice(index, 1);
	        });
	        return object;
	      };

	      return processFilter(object);
	    }
	  }]);

	  function Importer() {
	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, Importer);

	    return possibleConstructorReturn(this, getPrototypeOf$2(Importer).call(this, params, Importer.defaults, Importer.instructions, false));
	  }
	  /**
	   * @method build
	   * @description Build lifecycle creates a mesh using input params.
	   * @param {Object} params Component parameters.
	   * @return {THREE.Mesh} Built mesh
	   * @memberof module:components/meshes.Importer
	   */


	  createClass(Importer, [{
	    key: "build",
	    value: function build() {
	      var _this = this;

	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      return new Promise(function (resolve) {
	        if (params.texturePath) params.loader.setTexturePath(params.texturePath);
	        params.loader.load(params.url, function () {
	          for (var _len = arguments.length, data = new Array(_len), _key = 0; _key < _len; _key++) {
	            data[_key] = arguments[_key];
	          }

	          // geometry, materials
	          params.onLoad.apply(params, data);
	          var object = params.parser.apply(_this, data);
	          if (params.material) object.material = _this.applyBridge({
	            material: params.material
	          }).material;
	          resolve(object);
	        }, params.onProgress, params.onError);
	      });
	    }
	  }]);

	  inherits(Importer, _MeshComponent);

	  return Importer;
	}(MeshComponent);

	defineProperty$3(defineProperty$3(Importer, "defaults", objectSpread({}, MeshComponent.defaults, {
	  url: '',
	  loader: new JSONLoader(),
	  onLoad: function onLoad() {},
	  onProgress: function onProgress() {},
	  // TODO add onComplete?
	  onError: function onError() {},
	  texturePath: null,
	  useCustomMaterial: false,
	  parser: function parser(geometry, material) {
	    var _this$applyBridge = this.applyBridge({
	      geometry: geometry,
	      material: material
	    }),
	        geom = _this$applyBridge.geometry,
	        mat = _this$applyBridge.material;

	    return this.applyBridge({
	      mesh: geom.bones ? new SkinnedMesh(geom, mat) : new Mesh(geom, mat)
	    }).mesh;
	  }
	})), "instructions", objectSpread({}, MeshComponent.instructions));

	/**
	 * @class Octahedron
	 * @category components/meshes
	 * @description In geometry, an octahedron is a polyhedron with eight faces.
	 * A regular octahedron is a Platonic solid composed of eight equilateral triangles, four of which meet at each vertex.
	 * <br/><br/>
	 * `Octahedron` creates an Octahedron object by its `radius` and `detail`.
	 * @classDesc
	 * <iframe src="https://threejs.org/docs/scenes/geometry-browser.html#OctahedronGeometry"></iframe>
	 * @param {Object} [params] - The params.
	 * @extends module:core.MeshComponent
	 * @memberof module:components/meshes
	 * @example <caption>Creating an Octahedron, and adding to app</caption>
	 * new Octahedron({
	 *   geometry: {
	 *     radius: 2,
	 *     detail: 1
	 *   },
	 *
	 *   material: new THREE.MeshBasicMaterial({
	 *     color: 0xffffff
	 *   }),
	 *
	 *   position: [0, 100, 0]
	 * }).addTo(app);
	 */

	var Octahedron =
	/*#__PURE__*/
	function (_MeshComponent) {
	  /**
	   * Default values for parameters
	   * @member {Object} module:components/meshes.Octahedron#defaults
	   * @static
	   * @default <pre>
	   * {
	   *   geometry: {
	   *     radius: 1,
	   *     detail: 0
	   *   }
	   * }
	   * </pre>
	   */
	  function Octahedron() {
	    var _this;

	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, Octahedron);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(Octahedron).call(this, params, Octahedron.defaults, Octahedron.instructions));

	    if (params.build) {
	      _this.build(params);

	      get$3(getPrototypeOf$2(Octahedron.prototype), "wrap", assertThisInitialized(_this)).call(assertThisInitialized(_this));
	    }

	    return _this;
	  }
	  /**
	   * @method build
	   * @description Build lifecycle creates a mesh using input params.
	   * @param {Object} params Component parameters.
	   * @return {THREE.Mesh} Built mesh
	   * @memberof module:components/meshes.Octahedron
	   */


	  createClass(Octahedron, [{
	    key: "build",
	    value: function build() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : this.params;

	      var _this$applyBridge = this.applyBridge({
	        geometry: this.buildGeometry(params),
	        material: params.material
	      }),
	          geometry = _this$applyBridge.geometry,
	          material = _this$applyBridge.material;

	      return this.applyBridge({
	        mesh: new Mesh(geometry, material)
	      }).mesh;
	    }
	  }, {
	    key: "buildGeometry",
	    value: function buildGeometry() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      return new (params.buffer ? OctahedronBufferGeometry : OctahedronGeometry)(params.geometry.radius, params.geometry.detail);
	    }
	  }]);

	  inherits(Octahedron, _MeshComponent);

	  return Octahedron;
	}(MeshComponent);

	defineProperty$3(Octahedron, "defaults", objectSpread({}, MeshComponent.defaults, {
	  geometry: {
	    radius: 1,
	    detail: 0
	  }
	}));

	/**
	 * @class Parametric
	 * @category components/meshes
	 * @description `Parametric` generates a geometry representing a <a href='https://en.wikipedia.org/wiki/Parametric_surface'>Parametric surface</a>
	 * <br/><br/>
	 * It is usually used to develop different kinds of highfields or visualize a <a href='https://stemkoski.github.io/Three.js/Graphulus-Function.html'>math function</a>.
	 * <br/>
	 * - <a href='http://math.hws.edu/graphicsbook/source/threejs/curves-and-surfaces.html'>Parametric surface</a>
	 * - <a href='https://stemkoski.github.io/Three.js/Graphulus-Surface.html'>"Graphulus"</a>
	 * <br/><br/>
	 * @classDesc
	 * <iframe src="https://threejs.org/docs/scenes/geometry-browser.html#ParametricGeometry"></iframe>
	 * @param {Object} [params] - The params.
	 * @extends module:core.MeshComponent
	 * @memberof module:components/meshes
	 * @example <caption>Example creating an heightfield-like geometry. `u` and `v` are like `x` and `y` in shape, but their values are always from `0` to `1`.
	 * We use them in `THREE.Vector3` like `x` and `z` and `Math.random() * 5` for `y`.</caption>
	 * const createParametric = (u, v) => {
	 *   return new THREE.Vector3(u * 30, Math.random() * 5, v * 30);
	 * }
	 *
	 * new Parametric({
	 *   geometry: {
	 *     func: createParametric
	 *   },
	 *
	 *   material: new THREE.MeshLambertMaterial({
	 *     color: 0xffffff,
	 *     side: THREE.DoubleSide
	 *   }),
	 *
	 *   position: [0, 100, -100]
	 * }).addTo(app);
	 */

	var Parametric =
	/*#__PURE__*/
	function (_MeshComponent) {
	  /**
	   * Default values for parameters
	   * @member {Object} module:components/meshes.Parametric#defaults
	   * @static
	   * @default <pre>
	   * {
	   *   geometry: {
	   *     func: (u, v) => new Vector3(u, v, 0),
	   *     slices: 10,
	   *     tacks: 10
	   *   }
	   * }
	   * </pre>
	   */
	  function Parametric() {
	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, Parametric);

	    return possibleConstructorReturn(this, getPrototypeOf$2(Parametric).call(this, params, Parametric.defaults, Parametric.instructions));
	  }
	  /**
	   * @method build
	   * @description Build lifecycle creates a mesh using input params.
	   * @param {Object} params Component parameters.
	   * @return {THREE.Mesh} Built mesh
	   * @memberof module:components/meshes.Parametric
	   */


	  createClass(Parametric, [{
	    key: "build",
	    value: function build() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : this.params;

	      var _this$applyBridge = this.applyBridge({
	        geometry: this.buildGeometry(params),
	        material: params.material
	      }),
	          geometry = _this$applyBridge.geometry,
	          material = _this$applyBridge.material;

	      return this.applyBridge({
	        mesh: new Mesh(geometry, material)
	      }).mesh;
	    }
	  }, {
	    key: "buildGeometry",
	    value: function buildGeometry() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      return new (params.buffer ? ParametricBufferGeometry : ParametricGeometry)(params.geometry.func, params.geometry.slices, params.geometry.stacks);
	    }
	  }]);

	  inherits(Parametric, _MeshComponent);

	  return Parametric;
	}(MeshComponent);

	defineProperty$3(Parametric, "defaults", objectSpread({}, MeshComponent.defaults, {
	  geometry: {
	    func: function func(u, v) {
	      return new Vector3(u, v, 0);
	    },
	    slices: 10,
	    stacks: 10
	  }
	}));

	/**
	 * @class Plane
	 * @category components/meshes
	 * @description `Plane` is used for creating planes given some `width` and `height`.
	 * @classDesc
	 * <iframe src="https://threejs.org/docs/scenes/geometry-browser.html#PlaneGeometry"></iframe>
	 * @param {Object} [params] - The params.
	 * @extends module:core.MeshComponent
	 * @memberof module:components/meshes
	 * @example <caption>Creating a Plane, and adding to app</caption>
	 * new Plane({
	 *   geometry: {
	 *     width: 20,
	 *     height: 30
	 *   },
	 *
	 *   material: new THREE.MeshBasicMaterial({
	 *     color: 0xffffff
	 *   })
	 * }).addTo(app);
	 */

	var Plane$1 =
	/*#__PURE__*/
	function (_MeshComponent) {
	  /**
	   * Default values for parameters
	   * @member {Object} module:components/meshes.Plane#defaults
	   * @static
	   * @default <pre>
	   * {
	   *   geometry: {
	   *     width: 10,
	   *     height: 10,
	   *     wSegments: 1,
	   *     hSegments: 1
	   *   }
	   * }
	   * </pre>
	   */

	  /**
	   * Instructions
	   * @member {Object} module:components/meshes.Plane#instructions
	   * @static
	   * @default <pre>
	   * {
	   *   geometry: ['width', 'height', 'wSegments', 'hSegments']
	   * }
	   * </pre>
	   */
	  function Plane$$1() {
	    var _this;

	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, Plane$$1);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(Plane$$1).call(this, params, Plane$$1.defaults, Plane$$1.instructions));

	    if (params.build) {
	      _this.build(params);

	      get$3(getPrototypeOf$2(Plane$$1.prototype), "wrap", assertThisInitialized(_this)).call(assertThisInitialized(_this));
	    }

	    return _this;
	  }
	  /**
	   * @method build
	   * @description Build lifecycle creates a mesh using input params.
	   * @param {Object} params Component parameters.
	   * @return {THREE.Mesh} Built mesh
	   * @memberof module:components/meshes.Plane
	   */


	  createClass(Plane$$1, [{
	    key: "build",
	    value: function build() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : this.params;

	      var _this$applyBridge = this.applyBridge({
	        geometry: this.buildGeometry(params),
	        material: params.material
	      }),
	          geometry = _this$applyBridge.geometry,
	          material = _this$applyBridge.material;

	      return this.applyBridge({
	        mesh: new Mesh(geometry, material)
	      }).mesh;
	    }
	  }, {
	    key: "buildGeometry",
	    value: function buildGeometry() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      var geometry = new (params.buffer ? PlaneBufferGeometry : PlaneGeometry)(params.geometry.width, params.geometry.height, params.geometry.wSegments, params.geometry.hSegments);
	      return geometry;
	    }
	  }]);

	  inherits(Plane$$1, _MeshComponent);

	  return Plane$$1;
	}(MeshComponent);

	defineProperty$3(defineProperty$3(Plane$1, "defaults", objectSpread({}, MeshComponent.defaults, {
	  geometry: {
	    width: 10,
	    height: 10,
	    wSegments: 1,
	    hSegments: 1
	  }
	})), "instructions", objectSpread({}, MeshComponent.instructions, {
	  geometry: ['width', 'height', 'wSegments', 'hSegments']
	}));

	var verticesOfCube = [-1, -1, -1, 1, -1, -1, 1, 1, -1, -1, 1, -1, -1, -1, 1, 1, -1, 1, 1, 1, 1, -1, 1, 1],
	    indicesOfFaces = [2, 1, 0, 0, 3, 2, 0, 4, 7, 7, 3, 0, 0, 1, 5, 5, 4, 0, 1, 2, 6, 6, 5, 1, 2, 3, 7, 7, 6, 2, 4, 5, 6, 6, 7, 4];
	/**
	 * @class Polyhedron
	 * @category components/meshes
	 * @description In elementary geometry, a polyhedron is a solid in three dimensions with flat polygonal faces, straight edges and sharp corners or vertices.
	 * <br/><br/>
	 * `Polyhedron` creates a Polyhedron by its `radius` and `detail`.
	 * <br/><br/>
	 * @param {Object} [params] - The params.
	 * @extends module:core.MeshComponent
	 * @memberof module:components/meshes
	 * @example <caption>Creating an Polyhedron, and adding to app</caption>
	 * new Polyhedron({
	 *   geometry: {
	 *     radius: 2,
	 *     detail: 1
	 *   },
	 *
	 *   material: new THREE.MeshBasicMaterial({
	 *     color: 0xffffff
	 *   }),
	 *
	 *   position: [0, 100, 0]
	 * }).addTo(app);
	 */

	var Polyhedron =
	/*#__PURE__*/
	function (_MeshComponent) {
	  /**
	   * Default values for parameters
	   * @member {Object} module:components/meshes.Polyhedron#defaults
	   * @static
	   * @default <pre>
	   * {
	   *   geometry: {
	   *     verticesOfCube: [
	   *       -1, -1, -1, 1, -1, -1, 1, 1, -1, -1, 1, -1,
	   *       -1, -1, 1, 1, -1, 1, 1, 1, 1, -1, 1, 1
	   *     ],
	   *
	   *     indicesOfFaces: [
	   *       2, 1, 0, 0, 3, 2,
	   *       0, 4, 7, 7, 3, 0,
	   *       0, 1, 5, 5, 4, 0,
	   *       1, 2, 6, 6, 5, 1,
	   *       2, 3, 7, 7, 6, 2,
	   *       4, 5, 6, 6, 7, 4
	   *     ],
	   *
	   *     radius: 6,
	   *     detail: 2
	   *   }
	   * }
	   * </pre>
	   */

	  /**
	   * Instructions
	   * @member {Object} module:components/meshes.Polyhedron#instructions
	   * @static
	   * @default <pre>
	   * {
	   *   geometry: ['verticesOfCube', 'indicesOfFaces', 'radius', 'detail']
	   * }
	   * </pre>
	   */
	  function Polyhedron() {
	    var _this;

	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, Polyhedron);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(Polyhedron).call(this, params, Polyhedron.defaults, Polyhedron.instructions));

	    if (params.build) {
	      _this.build(params);

	      get$3(getPrototypeOf$2(Polyhedron.prototype), "wrap", assertThisInitialized(_this)).call(assertThisInitialized(_this));
	    }

	    return _this;
	  }
	  /**
	   * @method build
	   * @description Build lifecycle creates a mesh using input params.
	   * @param {Object} params Component parameters.
	   * @return {THREE.Mesh} Built mesh
	   * @memberof module:components/meshes.Polyhedron
	   */


	  createClass(Polyhedron, [{
	    key: "build",
	    value: function build() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : this.params;

	      var _this$applyBridge = this.applyBridge({
	        geometry: this.buildGeometry(params),
	        material: params.material
	      }),
	          geometry = _this$applyBridge.geometry,
	          material = _this$applyBridge.material;

	      return this.applyBridge({
	        mesh: new Mesh(geometry, material)
	      }).mesh;
	    }
	  }, {
	    key: "buildGeometry",
	    value: function buildGeometry() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      return new (params.buffer ? PolyhedronBufferGeometry : PolyhedronGeometry)(params.geometry.verticesOfCube, params.geometry.indicesOfFaces, params.geometry.radius, params.geometry.detail);
	    }
	  }]);

	  inherits(Polyhedron, _MeshComponent);

	  return Polyhedron;
	}(MeshComponent);

	defineProperty$3(defineProperty$3(defineProperty$3(defineProperty$3(Polyhedron, "verticesOfCube", verticesOfCube), "indicesOfFaces", indicesOfFaces), "defaults", objectSpread({}, MeshComponent.defaults, {
	  geometry: {
	    verticesOfCube: verticesOfCube,
	    indicesOfFaces: indicesOfFaces,
	    radius: 6,
	    detail: 2
	  }
	})), "instructions", objectSpread({}, MeshComponent.instructions, {
	  geometry: ['verticesOfCube', 'indicesOfFaces', 'radius', 'detail']
	}));

	/**
	 * @class Ring
	 * @category components/meshes
	 * @description Ring class creates a circle or just 2D Torus. Does not support physics.
	 * @classDesc
	 * <iframe src="https://threejs.org/docs/scenes/geometry-browser.html#RingGeometry"></iframe>
	 * @param {Object} [params] - The params.
	 * @extends module:core.MeshComponent
	 * @memberof module:components/meshes
	 * @example <caption>Creating a Ring, and adding to app</caption>
	 * new Ring({
	 *   geometry: {
	 *     innerRadius: 5,
	 *     outerRadius: 2
	 *   },
	 *
	 *   material: new THREE.MeshLambertMaterial({
	 *     color: 0xffffff,
	 *     side THREE.DoubleSide
	 *   }),
	 *
	 *   position: [0, 8, 0],
	 *
	 *   rotation: {
	 *     x: Math.PI/4
	 *   }
	 * }).addTo(app);
	 */

	var Ring =
	/*#__PURE__*/
	function (_MeshComponent) {
	  /**
	   * Default values for parameters
	   * @member {Object} module:components/meshes.Ring#defaults
	   * @static
	   * @default <pre>
	   * {
	   *   geometry: {
	   *     innerRadius: 0,
	   *     outerRadius: 50,
	   *     thetaSegments: 8,
	   *     phiSegments: 8,
	   *     thetaStart: 0,
	   *     thetaLength: Math.PI * 2
	   *   }
	   * }
	   * </pre>
	   */

	  /**
	   * Instructions
	   * @member {Object} module:components/meshes.Ring#instructions
	   * @static
	   * @default <pre>
	   * {
	   *   geometry: [
	   *     'innerRadius',
	   *     'outerRadius',
	   *     'thetaSegments',
	   *     'phiSegments',
	   *     'thetaStart',
	   *     'thetaLength'
	   *   ]
	   * }
	   * </pre>
	   */
	  function Ring() {
	    var _this;

	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, Ring);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(Ring).call(this, params, Ring.defaults, Ring.instructions));

	    if (params.build) {
	      _this.build(params);

	      get$3(getPrototypeOf$2(Ring.prototype), "wrap", assertThisInitialized(_this)).call(assertThisInitialized(_this));
	    }

	    return _this;
	  }
	  /**
	   * @method build
	   * @description Build lifecycle creates a mesh using input params.
	   * @param {Object} params Component parameters.
	   * @return {THREE.Mesh} Built mesh
	   * @memberof module:components/meshes.Ring
	   */


	  createClass(Ring, [{
	    key: "build",
	    value: function build() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : this.params;

	      var _this$applyBridge = this.applyBridge({
	        geometry: this.buildGeometry(params),
	        material: params.material
	      }),
	          geometry = _this$applyBridge.geometry,
	          material = _this$applyBridge.material;

	      return this.applyBridge({
	        mesh: new Mesh(geometry, material)
	      }).mesh;
	    }
	  }, {
	    key: "buildGeometry",
	    value: function buildGeometry() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      return new (params.buffer ? RingBufferGeometry : RingGeometry)(params.geometry.innerRadius, params.geometry.outerRadius, params.geometry.thetaSegments, params.geometry.phiSegments, params.geometry.thetaStart, params.geometry.thetaLength);
	    }
	  }]);

	  inherits(Ring, _MeshComponent);

	  return Ring;
	}(MeshComponent);

	defineProperty$3(defineProperty$3(Ring, "defaults", objectSpread({}, MeshComponent.defaults, {
	  geometry: {
	    innerRadius: 0,
	    outerRadius: 50,
	    thetaSegments: 8,
	    phiSegments: 8,
	    thetaStart: 0,
	    thetaLength: Math.PI * 2
	  }
	})), "instructions", objectSpread({}, MeshComponent.defaults, {
	  geometry: ['innerRadius', 'outerRadius', 'thetaSegments', 'phiSegments', 'thetaStart', 'thetaLength']
	}));

	/**
	 * @class Shape
	 * @category components/meshes
	 * @description Shape is a universal class. It allows you to create different 2D shapes in 3D scene.<br/>
	 * Unfortunately, not all of them support physics, an alternative is to make a similar 3D object and scale its width down to near zero.
	 * <br/><br/>
	 * `Shape` consists of shapes that are in its shapes parameter.
	 * @classDesc
	 * <iframe src="https://threejs.org/docs/scenes/geometry-browser.html#ShapeGeometry"></iframe>
	 * @param {Object} [params] - The params.
	 * @extends module:core.MeshComponent
	 * @memberof module:components/meshes
	 * @example <caption>Creating a plane looking Shape from a THREE.Shape, and adding it to app</caption>
	 * const rectWidth = 10,
	 * rectLength = 5;
	 *
	 * const rectShape = new THREE.Shape();
	 * rectShape.moveTo(0,0);
	 * rectShape.lineTo(0, rectWidth);
	 * rectShape.lineTo(rectLength, rectWidth);
	 * rectShape.lineTo(rectLength, 0);
	 * rectShape.lineTo(0, 0);
	 *
	 * const plane = new Shape({
	 *   geometry: {
	 *     shape: rectShape
	 *   },
	 *
	 *   material: new THREE.MeshBasicMaterial({
	 *     color: 0xffffff
	 *   })
	 * }).addTo(app);
	 */

	var Shape$1 =
	/*#__PURE__*/
	function (_MeshComponent) {
	  /**
	   * Default values for parameters
	   * @member {Object} module:components/meshes.Shape#defaults
	   * @static
	   * @default <pre>
	   * {
	   *   geometry: {
	   *     shapes: []
	   * }
	   * </pre>
	   */

	  /**
	   * Instructions
	   * @member {Object} module:components/meshes.Shape#instructions
	   * @static
	   * @default <pre>
	   * {
	   *   geometry: ['shapes']
	   * }
	   * </pre>
	   */
	  function Shape$$1() {
	    var _this;

	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, Shape$$1);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(Shape$$1).call(this, params, Shape$$1.defaults, Shape$$1.instructions));

	    if (params.build) {
	      _this.build(params);

	      get$3(getPrototypeOf$2(Shape$$1.prototype), "wrap", assertThisInitialized(_this)).call(assertThisInitialized(_this));
	    }

	    return _this;
	  }
	  /**
	   * @method build
	   * @description Build lifecycle creates a mesh using input params.
	   * @param {Object} params Component parameters.
	   * @return {THREE.Mesh} Built mesh
	   * @memberof module:components/meshes.Shape
	   */


	  createClass(Shape$$1, [{
	    key: "build",
	    value: function build() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : this.params;

	      var _this$applyBridge = this.applyBridge({
	        geometry: this.buildGeometry(params),
	        material: params.material
	      }),
	          geometry = _this$applyBridge.geometry,
	          material = _this$applyBridge.material;

	      return this.applyBridge({
	        mesh: new Mesh(geometry, material)
	      }).mesh;
	    }
	  }, {
	    key: "buildGeometry",
	    value: function buildGeometry() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      return new (params.buffer ? ShapeBufferGeometry : ShapeGeometry)(params.geometry.shapes);
	    }
	  }]);

	  inherits(Shape$$1, _MeshComponent);

	  return Shape$$1;
	}(MeshComponent);

	defineProperty$3(defineProperty$3(Shape$1, "defaults", objectSpread({}, MeshComponent.defaults, {
	  geometry: {
	    shapes: []
	  }
	})), "instructions", objectSpread({}, MeshComponent.instructions, {
	  geometry: ['shapes']
	}));

	/**
	 * @class Sphere
	 * @category components/meshes
	 * @description Sphere class is used to create sphere objects by its radius property and other values that determines its detality.
	 * <br/><br/>
	 * It is similar to THREE.SphereGeometry, but it also contains all `Shape` properties, such as material, mass and vectors like position (pos) and rotation (rot).
	 * <br/><br/>
	 * Then it creates an `Three.js mesh` or a `Physijs mesh`, that is similar to `Three.js mesh`, but it also take into consideration collision calculations.
	 * This mesh is a combination of `Three.js geometry` and `Physijs material` (The same as in three.js, but with friction and restitution).
	 * @classDesc
	 * <iframe src="https://threejs.org/docs/scenes/geometry-browser.html#SphereGeometry"></iframe>
	 * @param {Object} [params] - The params.
	 * @extends module:core.MeshComponent
	 * @memberof module:components/meshes
	 * @example <caption>Creating a Sphere, and adding it to app</caption>
	 * new Sphere({
	 *   geometry: {
	 *     radius: 2
	 *   },
	 *
	 *   material: new THREE.MeshBasicMaterial({
	 *     color: 0xffffff
	 *   }),
	 *
	 *   position: {
	 *     y: 100
	 *   }
	 * }).addTo(app);
	 */

	var Sphere$1 =
	/*#__PURE__*/
	function (_MeshComponent) {
	  /**
	   * Default values for parameters
	   * @member {Object} module:components/meshes.Sphere#defaults
	   * @static
	   * @default <pre>
	   * {
	   *   geometry: {
	   *     radius: 1,
	   *     widthSegments: 8,
	   *     heightSegments: 6
	   * }
	   * </pre>
	   */

	  /**
	   * Instructions
	   * @member {Object} module:components/meshes.Sphere#instructions
	   * @static
	   * @default <pre>
	   * {
	   *   geometry: ['radius', 'widthSegments', 'heightSegments']
	   * }
	   * </pre>
	   */
	  function Sphere$$1() {
	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, Sphere$$1);

	    return possibleConstructorReturn(this, getPrototypeOf$2(Sphere$$1).call(this, params, Sphere$$1.defaults, Sphere$$1.instructions));
	  }
	  /**
	   * @method build
	   * @description Build lifecycle creates a mesh using input params.
	   * @param {Object} params Component parameters.
	   * @return {THREE.Mesh} Built mesh
	   * @memberof module:components/meshes.Sphere
	   */


	  createClass(Sphere$$1, [{
	    key: "build",
	    value: function build() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : this.params;

	      var _this$applyBridge = this.applyBridge({
	        geometry: this.buildGeometry(params),
	        material: params.material
	      }),
	          geometry = _this$applyBridge.geometry,
	          material = _this$applyBridge.material;

	      return this.applyBridge({
	        mesh: new Mesh(geometry, material)
	      }).mesh;
	    }
	  }, {
	    key: "buildGeometry",
	    value: function buildGeometry() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      var geometry = new (params.buffer ? SphereBufferGeometry : SphereGeometry)(params.geometry.radius, params.geometry.widthSegments, params.geometry.heightSegments);
	      return geometry;
	    }
	  }]);

	  inherits(Sphere$$1, _MeshComponent);

	  return Sphere$$1;
	}(MeshComponent);

	defineProperty$3(defineProperty$3(Sphere$1, "defaults", objectSpread({}, MeshComponent.defaults, {
	  geometry: {
	    radius: 1,
	    widthSegments: 8,
	    heightSegments: 6
	  }
	})), "instructions", objectSpread({}, MeshComponent.instructions, {
	  geometry: ['radius', 'widthSegments', 'heightSegments']
	}));

	/**
	 * @class Tetrahedron
	 * @category components/meshes
	 * @description In geometry, a tetrahedron is a polyhedron composed of four triangular faces, six straight edges, and four vertex corners.
	 * The tetrahedron is the simplest of all the ordinary convex polyhedra and the only one that has fewer than 5 faces.
	 * <br/><br/>
	 * `Tetrahedron` creates a Tetrahedron object by its `radius` and `detail`
	 * @classDesc
	 * <iframe src="https://threejs.org/docs/scenes/geometry-browser.html#TetrahedronGeometry"></iframe>
	 * @param {Object} [params] - The params.
	 * @extends module:core.MeshComponent
	 * @memberof module:components/meshes
	 * @example <caption>Creating a Tetrahedron, and adding it to app</caption>
	 * new Tetrahedron({
	 *   geometry: {
	 *     radius: 2,
	 *     detail: 1
	 *   },
	 *
	 *   material: new THREE.MeshBasicMaterial({
	 *     color: 0xffffff
	 *   }),
	 *
	 *   position: {
	 *     x: 0,
	 *     y: 100,
	 *     z: 0
	 *   }
	 * }).addTo(app);
	 */

	var Tetrahedron =
	/*#__PURE__*/
	function (_MeshComponent) {
	  /**
	   * Default values for parameters
	   * @member {Object} module:components/meshes.Tetrahedron#defaults
	   * @static
	   * @default <pre>
	   * {
	   *   geometry: {
	   *     radius: 1,
	   *     detail: 0
	   * }
	   * </pre>
	   */

	  /**
	   * Instructions
	   * @member {Object} module:components/meshes.Tetrahedron#instructions
	   * @static
	   * @default <pre>
	   * {
	   *   geometry: ['radius', 'detail']
	   * }
	   * </pre>
	   */
	  function Tetrahedron() {
	    var _this;

	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, Tetrahedron);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(Tetrahedron).call(this, params, Tetrahedron.defaults, Tetrahedron.instructions));

	    if (params.build) {
	      _this.build(params);

	      get$3(getPrototypeOf$2(Tetrahedron.prototype), "wrap", assertThisInitialized(_this)).call(assertThisInitialized(_this));
	    }

	    return _this;
	  }
	  /**
	   * @method build
	   * @description Build lifecycle creates a mesh using input params.
	   * @param {Object} params Component parameters.
	   * @return {THREE.Mesh} Built mesh
	   * @memberof module:components/meshes.Tetrahedron
	   */


	  createClass(Tetrahedron, [{
	    key: "build",
	    value: function build() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : this.params;

	      var _this$applyBridge = this.applyBridge({
	        geometry: this.buildGeometry(params),
	        material: params.material
	      }),
	          geometry = _this$applyBridge.geometry,
	          material = _this$applyBridge.material;

	      return this.applyBridge({
	        mesh: new Mesh(geometry, material)
	      }).mesh;
	    }
	  }, {
	    key: "buildGeometry",
	    value: function buildGeometry() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      return new (params.buffer ? TetrahedronBufferGeometry : TetrahedronGeometry)(params.geometry.radius, params.geometry.detail);
	    }
	  }]);

	  inherits(Tetrahedron, _MeshComponent);

	  return Tetrahedron;
	}(MeshComponent);

	defineProperty$3(defineProperty$3(Tetrahedron, "defaults", objectSpread({}, MeshComponent.defaults, {
	  geometry: {
	    radius: 1,
	    detail: 0
	  }
	})), "instructions", objectSpread({}, MeshComponent.instructions, {
	  geometry: ['radius', 'detail']
	}));

	/**
	 * @class Text
	 * @category components/meshes
	 * @description Text class is made for creating 3D text objects.
	 * @classDesc
	 * <iframe src="https://threejs.org/docs/scenes/geometry-browser.html#TextGeometry"></iframe>
	 * <br/><br/>
	 * Physics text object can be convex or concave. By default it's convex but you can also switch to concave.
	 * @param {Object} [params] - The params.
	 * @extends module:core.MeshComponent
	 * @memberof module:components/meshes
	 * @example <caption>Creating a Text, and adding it to app</caption>
	 * new Text({
	 *     text: 'Some text',
	 *     parameters: {
	 *       font: 'path/to/font.typeface.js',
	 *       size: 20,
	 *       height: 5,
	 *       curveSegments: 6
	 *     }
	 *   },
	 *
	 *   material: new THREE.MeshBasicMaterial({
	 *     color: 0xffffff
	 *   }),
	 *
	 *   position: {
	 *     x: -40,
	 *     y: 20,
	 *     z: 0
	 *   }
	 * }).addTo(app);
	 */

	var Text =
	/*#__PURE__*/
	function (_MeshComponent) {
	  createClass(Text, null, [{
	    key: "load",

	    /**
	     * Default values for parameters
	     * @member {Object} module:components/meshes.Text#defaults
	     * @static
	     * @default <pre>
	     * {
	     *   text: 'Hello World!',
	     *   font: null,
	     *
	     *   geometry: {
	     *     size: 12,
	     *     height: 50,
	     *     curveSegments: 12,
	     *     font: new Font(),
	     *     bevelEnabled: false,
	     *     bevelThickness: 10,
	     *     bevelSize: 8
	     *   }
	     * }
	     * </pre>
	     */

	    /**
	     * Default FontLoader
	     * @member {Object} module:components/meshes.Text#loader
	     * @static
	     * @default new FontLoader()
	     */

	    /**
	     * @method load
	     * @static
	     * @description load() preloads a Font object and returns a Promise with it.
	     * @param {String} path Path to the font
	     * @return {Promise} A promise resolved with a font
	     * @memberof module:components/meshes.Text
	     */
	    value: function load(path) {
	      var loader = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : Text.loader;
	      return new Promise(function (resolve) {
	        loader.load(path, resolve);
	      });
	    }
	  }]);

	  function Text() {
	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, Text);

	    return possibleConstructorReturn(this, getPrototypeOf$2(Text).call(this, params, Text.defaults, Text.instructions));
	  }
	  /**
	   * @method build
	   * @description Build is called as part of the lifecycle to create a mesh using input params.
	   * @param {Object} params Component parameters.
	   * @return {THREE.Mesh} Built mesh
	   * @memberof module:components/meshes.Text
	   */


	  createClass(Text, [{
	    key: "build",
	    value: function build() {
	      var _this = this;

	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : this.params;
	      var promise = new Promise(function (resolve) {
	        (params.font instanceof Promise ? params.font : Promise.resolve(params.font)).then(function (font) {
	          var _this$applyBridge = _this.applyBridge({
	            geometry: new TextGeometry(params.text, Object.assign(params.geometry, {
	              font: font
	            })),
	            material: params.material
	          }),
	              geometry = _this$applyBridge.geometry,
	              material = _this$applyBridge.material;

	          resolve(_this.applyBridge({
	            mesh: new Mesh(geometry, material)
	          }).mesh);
	        });
	      });

	      get$3(getPrototypeOf$2(Text.prototype), "wait", this).call(this, promise);

	      return promise;
	    }
	  }]);

	  inherits(Text, _MeshComponent);

	  return Text;
	}(MeshComponent);

	defineProperty$3(defineProperty$3(defineProperty$3(Text, "defaults", objectSpread({}, MeshComponent.defaults, {
	  text: 'Hello World!',
	  font: null,
	  geometry: {
	    size: 12,
	    height: 50,
	    curveSegments: 12,
	    font: new Font(),
	    bevelEnabled: false,
	    bevelThickness: 10,
	    bevelSize: 8
	  }
	})), "instructions", objectSpread({}, MeshComponent.instructions)), "loader", new FontLoader());

	/**
	 * @class Torus
	 * @category components/meshes
	 * @description Torus class makes a torus figure. A donut is a torus.
	 * @classDesc
	 * <iframe src="https://threejs.org/docs/index.html#api/geometries/TorusGeometry"></iframe>
	 * @param {Object} [params] - The params.
	 * @extends module:core.MeshComponent
	 * @memberof module:components/meshes
	 * @example <caption>Creating a Torus, and adding it to app</caption>
	 * new Torus({
	 *   geometry: {
	 *     radius: 5,
	 *     tube: 2
	 *   },
	 *
	 *   material: new THREE.MeshBasicMaterial({
	 *     color: 0xffffff
	 *   }),
	 *
	 *   position: {
	 *     y: 35
	 *   }
	 * }).addTo(app);
	 */

	var Torus =
	/*#__PURE__*/
	function (_MeshComponent) {
	  /**
	   * Default values for parameters
	   * @member {Object} module:components/meshes.Torus#defaults
	   * @static
	   * @default <pre>
	   * {
	   *   geometry: {
	   *     radius: 100,
	   *     tube: 40,
	   *     radialSegments: 8,
	   *     tubularSegments: 6,
	   *     arc: Math.PI * 2
	   *   }
	   * }
	   * </pre>
	   */

	  /**
	   * Instructions
	   * @member {Object} module:components/meshes.Torus#instructions
	   * @static
	   * @default <pre>
	   * {
	   *   geometry: [
	   *     'radius',
	   *     'tube',
	   *     'radialSegments',
	   *     'tubularSegments',
	   *     'arc'
	   *   ]
	   * }
	   * </pre>
	   */
	  function Torus() {
	    var _this;

	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, Torus);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(Torus).call(this, params, Torus.defaults, Torus.instructions));

	    if (params.build) {
	      _this.build(params);

	      get$3(getPrototypeOf$2(Torus.prototype), "wrap", assertThisInitialized(_this)).call(assertThisInitialized(_this));
	    }

	    return _this;
	  }
	  /**
	   * @method build
	   * @description Build lifecycle creates a mesh using input params.
	   * @param {Object} params Component parameters.
	   * @return {THREE.Mesh} Built mesh
	   * @memberof module:components/meshes.Torus
	   */


	  createClass(Torus, [{
	    key: "build",
	    value: function build() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : this.params;

	      var _this$applyBridge = this.applyBridge({
	        geometry: this.buildGeometry(params),
	        material: params.material
	      }),
	          geometry = _this$applyBridge.geometry,
	          material = _this$applyBridge.material;

	      return this.applyBridge({
	        mesh: new Mesh(geometry, material)
	      }).mesh;
	    }
	  }, {
	    key: "buildGeometry",
	    value: function buildGeometry() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      return new TorusGeometry(params.geometry.radius, params.geometry.tube, params.geometry.radialSegments, params.geometry.tubularSegments, params.geometry.arc);
	    }
	  }]);

	  inherits(Torus, _MeshComponent);

	  return Torus;
	}(MeshComponent);

	defineProperty$3(defineProperty$3(Torus, "defaults", objectSpread({}, MeshComponent.defaults, {
	  geometry: {
	    radius: 100,
	    tube: 40,
	    radialSegments: 8,
	    tubularSegments: 6,
	    arc: Math.PI * 2
	  }
	})), "instructions", objectSpread({}, MeshComponent.instructions, {
	  geometry: ['radius', 'tube', 'radialSegments', 'tubularSegments', 'arc']
	}));

	/**
	 * @class Torusknot
	 * @category components/meshes
	 * @description Torusknot class makes a torusknot figure. It's like a crooked donut, very crooked.
	 * @classDesc
	 * <iframe src="https://threejs.org/docs/scenes/geometry-browser.html#TorusKnotGeometry"></iframe>
	 * @param {Object} [params] - The params.
	 * @extends module:core.MeshComponent
	 * @memberof module:components/meshes
	 * @example <caption>Creating a Torusknot, and adding it to app</caption>
	 * new Torusknot({
	 *   geometry: {
	 *     radius:5,
	 *     tube: 2
	 *   },
	 *
	 *   material: new THREE.MeshBasicMaterial({
	 *     color: 0xffffff
	 *   }),
	 *
	 *   pos: {
	 *     y: 100
	 *   }
	 * }).addTo(app);
	 */

	var Torusknot =
	/*#__PURE__*/
	function (_MeshComponent) {
	  /**
	   * Default values for parameters
	   * @member {Object} module:components/meshes.Torusknot#defaults
	   * @static
	   * @default <pre>
	   * {
	   *   geometry: {
	   *     radius: 100,
	   *     tube: 40,
	   *     radialSegments: 64,
	   *     tubularSegments: 8,
	   *     p: 2,
	   *     q: 3
	   *   }
	   * }
	   * </pre>
	   */

	  /**
	   * Instructions
	   * @member {Object} module:components/meshes.Torusknot#instructions
	   * @static
	   * @default <pre>
	   * {
	   *   geometry: [
	   *     'radius',
	   *     'tube',
	   *     'radialSegments',
	   *     'tubularSegments',
	   *     'p',
	   *     'q'
	   *   ]
	   * }
	   * </pre>
	   */
	  function Torusknot() {
	    var _this;

	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, Torusknot);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(Torusknot).call(this, params, Torusknot.defaults, Torusknot.instructions));

	    if (params.build) {
	      _this.build(params);

	      get$3(getPrototypeOf$2(Torusknot.prototype), "wrap", assertThisInitialized(_this)).call(assertThisInitialized(_this));
	    }

	    return _this;
	  }
	  /**
	   * @method build
	   * @description Build lifecycle creates a mesh using input params.
	   * @param {Object} params Component parameters.
	   * @return {THREE.Mesh} Built mesh
	   * @memberof module:components/meshes.Torusknot
	   */


	  createClass(Torusknot, [{
	    key: "build",
	    value: function build() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : this.params;

	      var _this$applyBridge = this.applyBridge({
	        geometry: this.buildGeometry(params),
	        material: params.material
	      }),
	          geometry = _this$applyBridge.geometry,
	          material = _this$applyBridge.material;

	      return this.applyBridge({
	        mesh: new Mesh(geometry, material)
	      }).mesh;
	    }
	  }, {
	    key: "buildGeometry",
	    value: function buildGeometry() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      var GConstruct = params.buffer ? TorusKnotBufferGeometry : TorusKnotGeometry;
	      return new GConstruct(params.geometry.radius, params.geometry.tube, params.geometry.radialSegments, params.geometry.tubularSegments, params.geometry.p, params.geometry.q);
	    }
	  }]);

	  inherits(Torusknot, _MeshComponent);

	  return Torusknot;
	}(MeshComponent);

	defineProperty$3(defineProperty$3(Torusknot, "defaults", objectSpread({}, MeshComponent.defaults, {
	  geometry: {
	    radius: 100,
	    tube: 40,
	    radialSegments: 64,
	    tubularSegments: 8,
	    p: 2,
	    q: 3
	  }
	})), "instructions", objectSpread({}, MeshComponent.instructions, {
	  geometry: ['radius', 'tube', 'radialSegments', 'tubularSegments', 'p', 'q']
	}));

	/**
	 * @class Tube
	 * @category components/meshes
	 * @description Tube class makes a tube that extrudes along a 3d curve.
	 * @classDesc
	 * <iframe src="https://threejs.org/docs/index.html#api/geometries/TubeGeometry"></iframe>
	 * @param {Object} [params] - The params.
	 * @extends module:core.MeshComponent
	 * @memberof module:components/meshes
	 * @example <caption>Creating a Tube from a three.js Curve, and adding it to app</caption>
	 * const CustomSinCurve = THREE.Curve.create(
	 *   function (scale) { // custom curve constructor
	 *     this.scale = (scale === undefined) ? 1 : scale;
	 *   },
	 *
	 *   function (t) { // getPoint: t is between 0-1
	 *     const tx = t * 3 - 1.5,
	 *     ty = Math.sin( 2 * Math.PI * t ),
	 *     tz = 0;
	 *
	 *     return new THREE.Vector3(tx, ty, tz).multiplyScalar(this.scale);
	 *   }
	 * );
	 *
	 * const path = new CustomSinCurve(10);
	 *
	 * new Tube({
	 *   geometry: {
	 *     path: path
	 *   },
	 *
	 *   material: new THREE.MeshBasicMaterial({
	 *     color: 0xffffff
	 *   })
	 * }).addTo(app);
	 */

	var Tube =
	/*#__PURE__*/
	function (_MeshComponent) {
	  /**
	   * Default values for parameters
	   * @member {Object} module:components/meshes.Tube#defaults
	   * @static
	   * @default <pre>
	   * {
	   *   geometry: {
	   *     path: new THREE.LineCurve3(new Vector3(0, 0, 0), new Vector3(0, 0, 1)),
	   *     segments: 20,
	   *     radius: 2,
	   *     radiusSegments: 8,
	   *     closed: false
	   *   }
	   * }
	   * </pre>
	   */

	  /**
	   * Instructions
	   * @member {Object} module:components/meshes.Tube#instructions
	   * @static
	   * @default <pre>
	   * {
	   *   geometry: [
	   *     'path',
	   *     'segments',
	   *     'radius',
	   *     'radiusSegments',
	   *     'closed'
	   *   ]
	   * }
	   * </pre>
	   */
	  function Tube() {
	    var _this;

	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, Tube);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(Tube).call(this, params, Tube.defaults, Tube.instructions));

	    if (params.build) {
	      _this.build(params);

	      get$3(getPrototypeOf$2(Tube.prototype), "wrap", assertThisInitialized(_this)).call(assertThisInitialized(_this));
	    }

	    return _this;
	  }
	  /**
	   * @method build
	   * @description Build lifecycle creates a mesh using input params.
	   * @param {Object} params Component parameters.
	   * @return {THREE.Mesh} Built mesh
	   * @memberof module:components/meshes.Tube
	   */


	  createClass(Tube, [{
	    key: "build",
	    value: function build() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : this.params;

	      var _this$applyBridge = this.applyBridge({
	        geometry: this.buildGeometry(params),
	        material: params.material
	      }),
	          geometry = _this$applyBridge.geometry,
	          material = _this$applyBridge.material;

	      return this.applyBridge({
	        mesh: new Mesh(geometry, material)
	      }).mesh;
	    }
	  }, {
	    key: "buildGeometry",
	    value: function buildGeometry() {
	      var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      var geometry = new (params.buffer ? TubeBufferGeometry : TubeGeometry)(params.geometry.path, params.geometry.segments, params.geometry.radius, params.geometry.radiusSegments, params.geometry.closed);
	      return geometry;
	    }
	  }]);

	  inherits(Tube, _MeshComponent);

	  return Tube;
	}(MeshComponent);

	defineProperty$3(defineProperty$3(Tube, "defaults", objectSpread({}, MeshComponent.defaults, {
	  geometry: {
	    path: new LineCurve3(new Vector3(0, 0, 0), new Vector3(0, 0, 1)),
	    segments: 20,
	    radius: 2,
	    radiusSegments: 8,
	    closed: false
	  }
	})), "instructions", objectSpread({}, MeshComponent.instructions, {
	  geometry: ['path', 'segments', 'radius', 'radiusSegments', 'closed']
	}));

	/**
	 * @class Group
	 * @category components/meshes
	 * @description Sometimes you need to make groups of objects (it's not conveniently to apply transforms to each object when can make just one to a group).<br/>
	 * In Three.js you make it using `THREE.Object3D` and it's children. <br/><br/>
	 * In whs.js we have `Group`
	 * @extends module:core.MeshComponent
	 * @memberof module:components/meshes
	 * @example <caption>Approach 2 - Adding objects to an empty group</caption>
	 * const sphere = new Sphere();
	 * const box = new Box();
	 * const group = new Group();
	 *
	 * sphere.addTo(group);
	 * box.addTo(group);
	* @example <caption>Approach 2 - Making a group from objects</caption>
	 * const sphere = new Sphere();
	 * const box = new Box();
	 * const group = new Group(box, sphere);
	 * // OR: const group = new Group([box, sphere]);
	 */

	var Group$1 =
	/*#__PURE__*/
	function (_MeshComponent) {
	  function Group$$1() {
	    var _this;

	    classCallCheck(this, Group$$1);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(Group$$1).call(this, {}));

	    for (var i = 0; i < arguments.length; i++) {
	      var obj = i < 0 || arguments.length <= i ? undefined : arguments[i];
	      if (obj instanceof Component) obj.addTo(assertThisInitialized(assertThisInitialized(_this)));else if (obj instanceof Object3D) _this.native.add(obj);
	    }

	    return _this;
	  }

	  createClass(Group$$1, [{
	    key: "build",
	    value: function build() {
	      return new Object3D();
	    }
	  }]);

	  inherits(Group$$1, _MeshComponent);

	  return Group$$1;
	}(MeshComponent);

	/** @module components/meshes */

	/**
	 * @class ElementModule
	 * @category modules/app
	 * @param {Object} [container=document.body] container is the DOM object to which application's canvas will be added to.
	 * @memberof module:modules/app
	 * @example <caption>Creating an element module, passing it to the App</caption>
	 * new App([
	 *   new ElementModule(document.getElementById('app'))
	 * ]);
	 */
	var ElementModule =
	/*#__PURE__*/
	function () {
	  function ElementModule() {
	    var container = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : document.body;

	    classCallCheck(this, ElementModule);

	    if (container.container) {
	      console.warn('ElementModule now accepts only argument which is a DOM object, not a params object.');
	      this.container = container.container;
	    } else this.container = container;

	    this.createElement();
	  }
	  /**
	   * @method createElement
	   * @instance
	   * @description Creates a canvas element.
	   * @memberof module:modules/app.ElementModule
	   */


	  createClass(ElementModule, [{
	    key: "createElement",
	    value: function createElement() {
	      this.element = window.document.createElement('div');
	      this.element.className = 'whs-app';
	      this.element.style.width = 'inherit';
	      this.element.style.height = 'inherit';
	      this.element.style.position = 'relative';
	    }
	  }, {
	    key: "manager",
	    value: function manager(_manager) {
	      _manager.set('element', this.element);

	      _manager.set('container', this.container);
	    }
	  }, {
	    key: "integrate",
	    value: function integrate(self) {
	      self.container.appendChild(self.element);
	    }
	  }]);

	  return ElementModule;
	}();

	/**
	 * @class RenderingModule
	 * @category modules/app
	 * @param {Object} [params]
	 * @memberof module:modules/app
	 * @example <caption> Creating a rendering module and passing it to App's modules</caption>
	 * new App([
	 *   new ElementModule(),
	 *   new SceneModule(),
	 *   new DefineModule('camera', new PerspectiveCamera({
	 *     position: new THREE.Vector3(0, 6, 18),
	 *     far: 10000
	 *   })),
	 *   new RenderingModule({
	 *     bgColor: 0x162129,
	 *
	 *     renderer: {
	 *       antialias: true
	 *     }
	 *   }, {shadow: true})
	 * ]);
	 */

	var RenderingModule =
	/*#__PURE__*/
	function () {
	  /**
	   * additional
	   * @description collection of additional scripts
	   * @static
	   * @member {Object} module:core.App#additional
	   * @public
	   */

	  /**
	   * enabled
	   * @static
	   * @member {Boolean} module:core.App#enabled
	   * @public
	   */
	  function RenderingModule() {
	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	    var additional = arguments.length > 1 ? arguments[1] : undefined;

	    classCallCheck(this, RenderingModule);

	    defineProperty$3(this, "enabled", true);

	    this.params = Object.assign({
	      width: window.innerWidth,
	      height: window.innerHeight,
	      resolution: new Vector2(1, 1),
	      pixelRatio: window.devicePixelRatio,
	      bgColor: 0x000000,
	      bgOpacity: 1,
	      renderer: {},
	      fix: function fix() {}
	    }, params);
	    var _this$params = this.params,
	        bgColor = _this$params.bgColor,
	        bgOpacity = _this$params.bgOpacity,
	        _renderer = _this$params.renderer,
	        pixelRatio = _this$params.pixelRatio,
	        width = _this$params.width,
	        height = _this$params.height,
	        resolution = _this$params.resolution,
	        fix = _this$params.fix;
	    this.renderer = new WebGLRenderer(_renderer);
	    this.effects = [];
	    this.renderer.setClearColor(bgColor, bgOpacity);
	    if (pixelRatio) this.renderer.setPixelRatio(pixelRatio);
	    this.setSize(Number(width * resolution.x).toFixed(), Number(height * resolution.y).toFixed());

	    for (var key in additional) {
	      if (additional[key]) this.applyAdditional(key);
	    }

	    fix(this.renderer);
	  }
	  /**
	   * @method applyAdditional
	   * @description Apply additional script from RenderingModule.additional
	   * @param {Stirng} name Script name
	   * @return {this}
	   * @memberof module:modules/app.RenderingModule
	   */


	  createClass(RenderingModule, [{
	    key: "applyAdditional",
	    value: function applyAdditional(name) {
	      RenderingModule.additional[name].apply(this, [this.renderer]);
	    }
	    /**
	     * @method integrateRenderer
	     * @description Integrate renderer
	     * @param {NodeElement} element DOM object
	     * @param {THREE.Scene} scene used scene
	     * @param {THREE.Camera} camera used camera
	     * @return {Loop} renderLoop
	     * @memberof module:modules/app.RenderingModule
	     */

	  }, {
	    key: "integrateRenderer",
	    value: function integrateRenderer(element, scene, camera) {
	      var _this = this;

	      this.scene = scene;
	      this.camera = camera;
	      this.attachToCanvas(element);
	      return new Loop(function () {
	        return _this.renderer.render(_this.scene, _this.camera);
	      });
	    }
	    /**
	     * @method effect
	     * @description Add three.js effect
	     * @param {Object} effect three.js effect
	     * @param {function} effectLoop update function for effect
	     * @return {this}
	     * @memberof module:modules/app.RenderingModule
	     */

	  }, {
	    key: "effect",
	    value: function effect(_effect) {
	      var _this2 = this;

	      var effectLoop = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : function () {
	        _effect.render(_this2.scene, _this2.camera);
	      };
	      this.renderLoop.stop();
	      var size = this.renderer.getSize();

	      _effect.setSize(size.width, size.height);

	      var loop = new Loop(effectLoop);
	      this.effects.push(loop);
	      if (this.enabled) loop.start(this.app);
	      return this;
	    }
	    /**
	     * @method setSize
	     * @description Update render target width and height.
	     * @param {Number} width
	     * @param {Number} height
	     * @memberof module:modules/app.RenderingModule
	     */

	  }, {
	    key: "setSize",
	    value: function setSize(width, height) {
	      if (this.renderer) this.renderer.setSize(width, height);
	    }
	    /**
	     * @method attachToCanvas
	     * @description Attach renderer.domElement to element
	     * @param {NodeElement} element DOM object
	     * @memberof module:modules/app.RenderingModule
	     */

	  }, {
	    key: "attachToCanvas",
	    value: function attachToCanvas(element) {
	      var canvas = this.renderer.domElement; // attach to new parent world dom

	      element.appendChild(canvas);
	      canvas.style.width = '100%';
	      canvas.style.height = '100%';
	    }
	    /**
	     * @method stop
	     * @description Stops renderLoop and effect loops
	     * @memberof module:modules/app.RenderingModule
	     */

	  }, {
	    key: "stop",
	    value: function stop() {
	      this.enabled = false;
	      this.renderLoop.stop();
	      this.effects.forEach(function (loop) {
	        return loop.stop();
	      });
	    }
	    /**
	     * @method play
	     * @description Resumes renderLoop and effect loops
	     * @memberof module:modules/app.RenderingModule
	     */

	  }, {
	    key: "play",
	    value: function play() {
	      this.enabled = true;
	      this.renderLoop.start();
	      this.effects.forEach(function (loop) {
	        return loop.start();
	      });
	    }
	  }, {
	    key: "manager",
	    value: function manager(_manager) {
	      var _this3 = this;

	      _manager.define('rendering');

	      _manager.set('renderer', this.renderer);

	      this.app = _manager.handler;
	      this.renderLoop = this.integrateRenderer(_manager.get('element'), _manager.get('scene'), _manager.get('camera').native);

	      _manager.update({
	        element: function element(_element) {
	          _this3.attachToCanvas(_element);
	        },
	        scene: function scene(_scene) {
	          _this3.scene = _scene;
	        },
	        camera: function camera(_camera) {
	          _this3.camera = _camera.native;
	        }
	      });
	    }
	  }, {
	    key: "integrate",
	    value: function integrate(self) {
	      var _this4 = this;

	      self.renderLoop.start(this);
	      self.effects.forEach(function (loop) {
	        return loop.start(_this4);
	      });
	    }
	    /**
	     * @method dispose
	     * @description Dispose rendering context
	     * @memberof module:modules/app.RenderingModule
	     */

	  }, {
	    key: "dispose",
	    value: function dispose() {
	      this.stop();
	      this.renderer.forceContextLoss();
	    }
	  }]);

	  return RenderingModule;
	}();

	defineProperty$3(RenderingModule, "additional", {
	  shadow: function shadow(renderer) {
	    renderer.shadowMap.enabled = true;
	  }
	});

	var SYMBOL_CHILDREN_FOR_SCENE = Symbol('SYMBOL_CHILDREN_FOR_SCENE');
	/**
	 * @class SceneModule
	 * @category modules/app
	 * @param {Boolean} [willSceneBeReplaced=false] willSceneBeReplaced should be true only if you are going to overwrite scene dependency even without the use of default one.
	 * @memberof module:modules/app
	 */

	var SceneModule =
	/*#__PURE__*/
	function () {
	  function SceneModule() {
	    var willSceneBeReplaced = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : false;

	    classCallCheck(this, SceneModule);

	    this.scene = willSceneBeReplaced ? null : new Scene();
	  }

	  createClass(SceneModule, [{
	    key: "manager",
	    value: function manager(_manager) {
	      _manager.set('scene', this.scene);
	    }
	  }, {
	    key: "integrate",
	    value: function integrate(self) {
	      Object.assign(this, {
	        add: function () {
	          var _add = asyncToGenerator(
	          /*#__PURE__*/
	          regenerator.mark(function _callee(object) {
	            return regenerator.wrap(function _callee$(_context) {
	              while (1) {
	                switch (_context.prev = _context.next) {
	                  case 0:
	                    if (!object.parent) {
	                      _context.next = 3;
	                      break;
	                    }

	                    _context.next = 3;
	                    return object.parent.remove(object);

	                  case 3:
	                    _context.next = 5;
	                    return object.wait();

	                  case 5:
	                    if (object.native) {
	                      _context.next = 7;
	                      break;
	                    }

	                    throw new CompositionError('SceneModule', 'there is no object.native', this);

	                  case 7:
	                    object.parent = this;
	                    _context.next = 10;
	                    return this.applyBridge({
	                      onAdd: object
	                    }).onAdd;

	                  case 10:
	                    self.scene.add(object.native);
	                    this.children.push(object);
	                    return _context.abrupt("return", object);

	                  case 13:
	                  case "end":
	                    return _context.stop();
	                }
	              }
	            }, _callee, this);
	          }));

	          return function add(_x) {
	            return _add.apply(this, arguments);
	          };
	        }(),
	        remove: function () {
	          var _remove = asyncToGenerator(
	          /*#__PURE__*/
	          regenerator.mark(function _callee2(object) {
	            return regenerator.wrap(function _callee2$(_context2) {
	              while (1) {
	                switch (_context2.prev = _context2.next) {
	                  case 0:
	                    if (!(object.parent !== this)) {
	                      _context2.next = 2;
	                      break;
	                    }

	                    return _context2.abrupt("return");

	                  case 2:
	                    _context2.next = 4;
	                    return object.wait();

	                  case 4:
	                    this.applyBridge({
	                      onRemove: object
	                    });
	                    object.parent = null;
	                    self.scene.remove(object.native);
	                    this.children.splice(this.children.indexOf(object), 1);

	                  case 8:
	                  case "end":
	                    return _context2.stop();
	                }
	              }
	            }, _callee2, this);
	          }));

	          return function remove(_x2) {
	            return _remove.apply(this, arguments);
	          };
	        }(),
	        _setScene: function _setScene(scene) {
	          this.children = scene[SYMBOL_CHILDREN_FOR_SCENE] = scene[SYMBOL_CHILDREN_FOR_SCENE] || [];
	          self.scene = scene;
	        },
	        setScene: function setScene(scene) {
	          this._setScene(scene);

	          this.manager.set('scene', scene);
	        },
	        getScene: function getScene() {
	          return self.scene;
	        }
	      });
	      if (self.scene) this._setScene(self.scene);
	    }
	  }]);

	  return SceneModule;
	}();

	// import {addResizeListener} from 'detect-element-resize';

	/**
	 * @class ResizeModule
	 * @category modules/app
	 * @param {Object} [params={auto: true}] - If auto is set to true - resize will be triggered when container resizes
	 * @memberof module:modules/app
	 */
	var ResizeModule =
	/*#__PURE__*/
	function () {
	  function ResizeModule() {
	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, ResizeModule);

	    this.params = Object.assign({
	      auto: true
	    }, params);
	    this.callbacks = [this.setSize.bind(this)];
	  }
	  /**
	   * @function setSize
	   * @instance
	   * @description This function sets the provided width & height to the renderer object.
	   * @param {Number} [width=1] - The promise that should be added to a queue.
	   * @param {Number} [height=1] - that is resolved when all promises completed.
	   * @memberof module:modules/app.ResizeModule
	   */


	  createClass(ResizeModule, [{
	    key: "setSize",
	    value: function setSize() {
	      var width = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1;
	      var height = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1;
	      this.camera.native.aspect = width / height;
	      this.camera.native.updateProjectionMatrix();
	      if (this.rendering) this.rendering.setSize(width, height);
	    }
	    /**
	     * @method trigger
	     * @instance
	     * @description Triggers resize when called. width & height are determined automatically
	     * This invokes each callbacks with the new width and height as params
	     * @memberof module:modules/app.ResizeModule
	     */

	  }, {
	    key: "trigger",
	    value: function trigger() {
	      var _this$container = this.container,
	          offsetWidth = _this$container.offsetWidth,
	          offsetHeight = _this$container.offsetHeight,
	          resolution = this.resolution;
	      var width = Number(offsetWidth * resolution.x).toFixed();
	      var height = Number(offsetHeight * resolution.y).toFixed();
	      this.callbacks.forEach(function (cb) {
	        cb(width, height);
	      });
	    }
	    /**
	     * @method addAutoresize
	     * @instance
	     * @description Sets module to autoresize, this adds an event listene on window resize to trigger the resize
	     * @memberof module:modules/app.ResizeModule
	     */

	  }, {
	    key: "addAutoresize",
	    value: function addAutoresize() {
	      this.container = this.getContainer();
	      this.resolution = this.getResolution();
	      if (this.params.auto) window.addEventListener('resize', this.trigger.bind(this));
	    }
	    /**
	     * @method addCallback
	     * @instance
	     * @description Adds a call back function to the existing callbacks list.
	     * @param {Function} func - The callback function to add
	     * @memberof module:modules/app.ResizeModule
	     */

	  }, {
	    key: "addCallback",
	    value: function addCallback(func) {
	      this.callbacks.push(func);
	    }
	  }, {
	    key: "manager",
	    value: function manager(_manager) {
	      var _this = this;

	      _manager.define('resize');

	      this.rendering = _manager.get('renderer');
	      this.camera = _manager.get('camera');

	      this.getResolution = function () {
	        return _manager.use('rendering').params.resolution;
	      };

	      this.getContainer = function () {
	        return _manager.get('container');
	      };

	      _manager.update({
	        container: function container(_container) {
	          _this.container = _container;
	        }
	      });

	      this.addAutoresize();
	    }
	  }]);

	  return ResizeModule;
	}();

	var fragment = "uniform sampler2D tPreviousLum;\r\nuniform sampler2D tCurrentLum;\r\nuniform float minLuminance;\r\nuniform float delta;\r\nuniform float tau;\r\n\r\nvarying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tfloat previousLum = texture2D(tPreviousLum, vUv, MIP_LEVEL_1X1).r;\r\n\tfloat currentLum = texture2D(tCurrentLum, vUv, MIP_LEVEL_1X1).r;\r\n\r\n\tpreviousLum = max(minLuminance, previousLum);\r\n\tcurrentLum = max(minLuminance, currentLum);\r\n\r\n\t// Adapt the luminance using Pattanaik's technique.\r\n\tfloat adaptedLum = previousLum + (currentLum - previousLum) * (1.0 - exp(-delta * tau));\r\n\r\n\tgl_FragColor.r = adaptedLum;\r\n\r\n}\r\n";
	var vertex = "varying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvUv = uv;\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";
	/**
	 * An adaptive luminosity shader material.
	 */

	var AdaptiveLuminosityMaterial =
	/*#__PURE__*/
	function (_ShaderMaterial) {
	  /**
	   * Constructs a new adaptive luminosity material.
	   */
	  function AdaptiveLuminosityMaterial() {
	    classCallCheck(this, AdaptiveLuminosityMaterial);

	    return possibleConstructorReturn(this, getPrototypeOf$2(AdaptiveLuminosityMaterial).call(this, {
	      type: "AdaptiveLuminosityMaterial",
	      defines: {
	        MIP_LEVEL_1X1: "0.0"
	      },
	      uniforms: {
	        tPreviousLum: new Uniform(null),
	        tCurrentLum: new Uniform(null),
	        minLuminance: new Uniform(0.01),
	        delta: new Uniform(0.0),
	        tau: new Uniform(1.0)
	      },
	      fragmentShader: fragment,
	      vertexShader: vertex,
	      depthWrite: false,
	      depthTest: false
	    }));
	  }

	  inherits(AdaptiveLuminosityMaterial, _ShaderMaterial);

	  return AdaptiveLuminosityMaterial;
	}(ShaderMaterial);

	var fragment$1 = "uniform sampler2D tDiffuse;\r\nuniform sampler2D tDepth;\r\n\r\nuniform float focus;\r\nuniform float dof;\r\nuniform float aspect;\r\nuniform float aperture;\r\nuniform float maxBlur;\r\n\r\nvarying vec2 vUv;\r\n\r\n#ifndef USE_LOGDEPTHBUF\r\n\r\n\t#include <packing>\r\n\r\n\tuniform float cameraNear;\r\n\tuniform float cameraFar;\r\n\r\n\tfloat readDepth(sampler2D depthSampler, vec2 coord) {\r\n\r\n\t\tfloat fragCoordZ = texture2D(depthSampler, coord).x;\r\n\t\tfloat viewZ = perspectiveDepthToViewZ(fragCoordZ, cameraNear, cameraFar);\r\n\r\n\t\treturn viewZToOrthographicDepth(viewZ, cameraNear, cameraFar);\r\n\r\n\t}\r\n\r\n#endif\r\n\r\nvoid main() {\r\n\r\n\tvec2 aspectCorrection = vec2(1.0, aspect);\r\n\r\n\t#ifdef USE_LOGDEPTHBUF\r\n\r\n\t\tfloat depth = texture2D(tDepth, vUv).x;\r\n\r\n\t#else\r\n\r\n\t\tfloat depth = readDepth(tDepth, vUv);\r\n\r\n\t#endif\r\n\r\n\tfloat focusNear = clamp(focus - dof, 0.0, 1.0);\r\n\tfloat focusFar = clamp(focus + dof, 0.0, 1.0);\r\n\r\n\t// Calculate a DoF mask.\r\n\tfloat low = step(depth, focusNear);\r\n\tfloat high = step(focusFar, depth);\r\n\r\n\tfloat factor = (depth - focusNear) * low + (depth - focusFar) * high;\r\n\r\n\tvec2 dofBlur = vec2(clamp(factor * aperture, -maxBlur, maxBlur));\r\n\r\n\tvec2 dofblur9 = dofBlur * 0.9;\r\n\tvec2 dofblur7 = dofBlur * 0.7;\r\n\tvec2 dofblur4 = dofBlur * 0.4;\r\n\r\n\tvec4 color = vec4(0.0);\r\n\r\n\tcolor += texture2D(tDiffuse, vUv);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.0,   0.4 ) * aspectCorrection) * dofBlur);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.15,  0.37) * aspectCorrection) * dofBlur);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.29,  0.29) * aspectCorrection) * dofBlur);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.37,  0.15) * aspectCorrection) * dofBlur);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.40,  0.0 ) * aspectCorrection) * dofBlur);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.37, -0.15) * aspectCorrection) * dofBlur);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.29, -0.29) * aspectCorrection) * dofBlur);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.15, -0.37) * aspectCorrection) * dofBlur);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.0,  -0.4 ) * aspectCorrection) * dofBlur);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.15,  0.37) * aspectCorrection) * dofBlur);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.29,  0.29) * aspectCorrection) * dofBlur);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.37,  0.15) * aspectCorrection) * dofBlur);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.4,   0.0 ) * aspectCorrection) * dofBlur);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.37, -0.15) * aspectCorrection) * dofBlur);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.29, -0.29) * aspectCorrection) * dofBlur);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.15, -0.37) * aspectCorrection) * dofBlur);\r\n\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.15,  0.37) * aspectCorrection) * dofblur9);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.37,  0.15) * aspectCorrection) * dofblur9);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.37, -0.15) * aspectCorrection) * dofblur9);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.15, -0.37) * aspectCorrection) * dofblur9);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.15,  0.37) * aspectCorrection) * dofblur9);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.37,  0.15) * aspectCorrection) * dofblur9);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.37, -0.15) * aspectCorrection) * dofblur9);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.15, -0.37) * aspectCorrection) * dofblur9);\r\n\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.29,  0.29) * aspectCorrection) * dofblur7);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.40,  0.0 ) * aspectCorrection) * dofblur7);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.29, -0.29) * aspectCorrection) * dofblur7);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.0,  -0.4 ) * aspectCorrection) * dofblur7);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.29,  0.29) * aspectCorrection) * dofblur7);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.4,   0.0 ) * aspectCorrection) * dofblur7);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.29, -0.29) * aspectCorrection) * dofblur7);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.0,   0.4 ) * aspectCorrection) * dofblur7);\r\n\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.29,  0.29) * aspectCorrection) * dofblur4);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.4,   0.0 ) * aspectCorrection) * dofblur4);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.29, -0.29) * aspectCorrection) * dofblur4);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.0,  -0.4 ) * aspectCorrection) * dofblur4);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.29,  0.29) * aspectCorrection) * dofblur4);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.4,   0.0 ) * aspectCorrection) * dofblur4);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2(-0.29, -0.29) * aspectCorrection) * dofblur4);\r\n\tcolor += texture2D(tDiffuse, vUv + (vec2( 0.0,   0.4 ) * aspectCorrection) * dofblur4);\r\n\r\n\tgl_FragColor = color / 41.0;\r\n\r\n}\r\n";
	var vertex$1 = "varying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvUv = uv;\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";
	/**
	 * Depth of Field shader (Bokeh).
	 *
	 * Original shader code by Martins Upitis:
	 *  http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html
	 */

	var BokehMaterial =
	/*#__PURE__*/
	function (_ShaderMaterial) {
	  /**
	   * Constructs a new bokeh material.
	   *
	   * @param {PerspectiveCamera} [camera] - A camera.
	   * @param {Object} [options] - The options.
	   * @param {Number} [options.focus=1.0] - The focus distance, corresponds directly with the scene depth.
	   * @param {Number} [options.dof=0.02] - Depth of field. An area in front of and behind the focus point that still appears sharp.
	   * @param {Number} [options.aperture=0.025] - Camera aperture scale. Bigger values for stronger blur and shallower depth of field.
	   * @param {Number} [options.maxBlur=1.0] - Maximum blur strength.
	   */
	  function BokehMaterial(camera) {
	    var _this;

	    var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};

	    classCallCheck(this, BokehMaterial);

	    var settings = Object.assign({
	      focus: 1.0,
	      dof: 0.02,
	      aperture: 0.025,
	      maxBlur: 1.0
	    }, options);
	    _this = possibleConstructorReturn(this, getPrototypeOf$2(BokehMaterial).call(this, {
	      type: "BokehMaterial",
	      uniforms: {
	        cameraNear: new Uniform(0.1),
	        cameraFar: new Uniform(2000),
	        aspect: new Uniform(1.0),
	        tDiffuse: new Uniform(null),
	        tDepth: new Uniform(null),
	        focus: new Uniform(settings.focus),
	        dof: new Uniform(settings.dof),
	        aperture: new Uniform(settings.aperture),
	        maxBlur: new Uniform(settings.maxBlur)
	      },
	      fragmentShader: fragment$1,
	      vertexShader: vertex$1,
	      depthWrite: false,
	      depthTest: false
	    }));

	    _this.adoptCameraSettings(camera);

	    return _this;
	  }
	  /**
	   * Adopts the settings of the given camera.
	   *
	   * @param {PerspectiveCamera} [camera=null] - A camera.
	   */


	  createClass(BokehMaterial, [{
	    key: "adoptCameraSettings",
	    value: function adoptCameraSettings() {
	      var camera = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : null;

	      if (camera !== null) {
	        this.uniforms.cameraNear.value = camera.near;
	        this.uniforms.cameraFar.value = camera.far;
	        this.uniforms.aspect.value = camera.aspect;
	      }
	    }
	  }]);

	  inherits(BokehMaterial, _ShaderMaterial);

	  return BokehMaterial;
	}(ShaderMaterial);

	var fragment$2 = "uniform sampler2D tDiffuse;\r\n\r\nvarying vec2 vUv;\r\nvarying vec4 vOffset[3];\r\n\r\nvoid main() {\r\n\r\n\tconst vec2 threshold = vec2(EDGE_THRESHOLD);\r\n\r\n\t// Calculate color deltas.\r\n\tvec4 delta;\r\n\tvec3 c = texture2D(tDiffuse, vUv).rgb;\r\n\r\n\tvec3 cLeft = texture2D(tDiffuse, vOffset[0].xy).rgb;\r\n\tvec3 t = abs(c - cLeft);\r\n\tdelta.x = max(max(t.r, t.g), t.b);\r\n\r\n\tvec3 cTop = texture2D(tDiffuse, vOffset[0].zw).rgb;\r\n\tt = abs(c - cTop);\r\n\tdelta.y = max(max(t.r, t.g), t.b);\r\n\r\n\t// We do the usual threshold.\r\n\tvec2 edges = step(threshold, delta.xy);\r\n\r\n\t// Then discard if there is no edge.\r\n\tif(dot(edges, vec2(1.0)) == 0.0) {\r\n\r\n\t\tdiscard;\r\n\r\n\t}\r\n\r\n\t// Calculate right and bottom deltas.\r\n\tvec3 cRight = texture2D(tDiffuse, vOffset[1].xy).rgb;\r\n\tt = abs(c - cRight);\r\n\tdelta.z = max(max(t.r, t.g), t.b);\r\n\r\n\tvec3 cBottom = texture2D(tDiffuse, vOffset[1].zw).rgb;\r\n\tt = abs(c - cBottom);\r\n\tdelta.w = max(max(t.r, t.g), t.b);\r\n\r\n\t// Calculate the maximum delta in the direct neighborhood.\r\n\tfloat maxDelta = max(max(max(delta.x, delta.y), delta.z), delta.w);\r\n\r\n\t// Calculate left-left and top-top deltas.\r\n\tvec3 cLeftLeft = texture2D(tDiffuse, vOffset[2].xy).rgb;\r\n\tt = abs(c - cLeftLeft);\r\n\tdelta.z = max(max(t.r, t.g), t.b);\r\n\r\n\tvec3 cTopTop = texture2D(tDiffuse, vOffset[2].zw).rgb;\r\n\tt = abs(c - cTopTop);\r\n\tdelta.w = max(max(t.r, t.g), t.b);\r\n\r\n\t// Calculate the final maximum delta.\r\n\tmaxDelta = max(max(maxDelta, delta.z), delta.w);\r\n\r\n\t// Local contrast adaptation in action.\r\n\tedges.xy *= step(0.5 * maxDelta, delta.xy);\r\n\r\n\tgl_FragColor = vec4(edges, 0.0, 0.0);\r\n\r\n}\r\n";
	var vertex$2 = "uniform vec2 texelSize;\r\n\r\nvarying vec2 vUv;\r\nvarying vec4 vOffset[3];\r\n\r\nvoid main() {\r\n\r\n\tvUv = uv;\r\n\r\n\tvOffset[0] = uv.xyxy + texelSize.xyxy * vec4(-1.0, 0.0, 0.0, 1.0); // Changed sign in W component.\r\n\tvOffset[1] = uv.xyxy + texelSize.xyxy * vec4(1.0, 0.0, 0.0, -1.0); // Changed sign in W component.\r\n\tvOffset[2] = uv.xyxy + texelSize.xyxy * vec4(-2.0, 0.0, 0.0, 2.0); // Changed sign in W component.\r\n\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";
	/**
	 * A material that detects edges in a color texture.
	 *
	 * Mainly used for Subpixel Morphological Antialiasing.
	 */

	var ColorEdgesMaterial =
	/*#__PURE__*/
	function (_ShaderMaterial) {
	  /**
	   * Constructs a new color edges material.
	   *
	   * @param {Vector2} [texelSize] - The absolute screen texel size.
	   */
	  function ColorEdgesMaterial() {
	    var texelSize = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : new Vector2();

	    classCallCheck(this, ColorEdgesMaterial);

	    return possibleConstructorReturn(this, getPrototypeOf$2(ColorEdgesMaterial).call(this, {
	      type: "ColorEdgesMaterial",
	      defines: {
	        EDGE_THRESHOLD: "0.1"
	      },
	      uniforms: {
	        tDiffuse: new Uniform(null),
	        texelSize: new Uniform(texelSize)
	      },
	      fragmentShader: fragment$2,
	      vertexShader: vertex$2,
	      depthWrite: false,
	      depthTest: false
	    }));
	  }
	  /**
	   * Sets the edge detection sensitivity.
	   *
	   * A lower value results in more edges being detected at the expense of
	   * performance.
	   *
	   * 0.1 is a reasonable value, and allows to catch most visible edges.
	   * 0.05 is a rather overkill value, that allows to catch 'em all.
	   *
	   * If temporal supersampling is used, 0.2 could be a reasonable value,
	   * as low contrast edges are properly filtered by just 2x.
	   *
	   * @param {Number} threshold - The edge detection sensitivity. Range: [0, 0.5].
	   */


	  createClass(ColorEdgesMaterial, [{
	    key: "setEdgeDetectionThreshold",
	    value: function setEdgeDetectionThreshold(threshold) {
	      this.defines.EDGE_THRESHOLD = threshold.toFixed("2");
	      this.needsUpdate = true;
	    }
	  }]);

	  inherits(ColorEdgesMaterial, _ShaderMaterial);

	  return ColorEdgesMaterial;
	}(ShaderMaterial);

	var fragment$3 = "uniform sampler2D texture1;\r\nuniform sampler2D texture2;\r\n\r\nuniform float opacity1;\r\nuniform float opacity2;\r\n\r\nvarying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvec4 texel1 = opacity1 * texture2D(texture1, vUv);\r\n\tvec4 texel2 = opacity2 * texture2D(texture2, vUv);\r\n\r\n\t#ifdef SCREEN_MODE\r\n\r\n\t\tvec3 invTexel1 = vec3(1.0) - texel1.rgb;\r\n\t\tvec3 invTexel2 = vec3(1.0) - texel2.rgb;\r\n\r\n\t\tvec4 color = vec4(\r\n\t\t\tvec3(1.0) - invTexel1 * invTexel2,\r\n\t\t\ttexel1.a + texel2.a\r\n\t\t);\r\n\r\n\t#else\r\n\r\n\t\tvec4 color = texel1 + texel2;\r\n\r\n\t#endif\r\n\r\n\tgl_FragColor = color;\r\n\r\n}\r\n";
	var vertex$3 = "varying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvUv = uv;\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";
	/**
	 * A material for combining two textures.
	 *
	 * This material supports the two blend modes Add and Screen.
	 *
	 * In Screen mode, the two textures are effectively projected on a white screen
	 * simultaneously. In Add mode, the textures are simply added together which
	 * often produces undesired, washed out results.
	 */

	var CombineMaterial =
	/*#__PURE__*/
	function (_ShaderMaterial) {
	  /**
	   * Constructs a new combine material.
	   *
	   * @param {Boolean} [screenMode=false] - Whether the screen blend mode should be used.
	   */
	  function CombineMaterial() {
	    var _this;

	    var screenMode = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : false;

	    classCallCheck(this, CombineMaterial);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(CombineMaterial).call(this, {
	      type: "CombineMaterial",
	      uniforms: {
	        texture1: new Uniform(null),
	        texture2: new Uniform(null),
	        opacity1: new Uniform(1.0),
	        opacity2: new Uniform(1.0)
	      },
	      fragmentShader: fragment$3,
	      vertexShader: vertex$3,
	      depthWrite: false,
	      depthTest: false
	    }));

	    _this.setScreenModeEnabled(screenMode);

	    return _this;
	  }
	  /**
	   * Enables or disables the Screen blend mode.
	   *
	   * @param {Boolean} enabled - Whether the Screen blend mode should be enabled.
	   */


	  createClass(CombineMaterial, [{
	    key: "setScreenModeEnabled",
	    value: function setScreenModeEnabled(enabled) {
	      if (enabled) {
	        this.defines.SCREEN_MODE = "1";
	      } else {
	        delete this.defines.SCREEN_MODE;
	      }

	      this.needsUpdate = true;
	    }
	  }]);

	  inherits(CombineMaterial, _ShaderMaterial);

	  return CombineMaterial;
	}(ShaderMaterial);

	var fragment$4 = "#include <common>\r\n#include <dithering_pars_fragment>\r\n\r\nuniform sampler2D tDiffuse;\r\n\r\nvarying vec2 vUv0;\r\nvarying vec2 vUv1;\r\nvarying vec2 vUv2;\r\nvarying vec2 vUv3;\r\n\r\nvoid main() {\r\n\r\n\t// Sample top left texel.\r\n\tvec4 sum = texture2D(tDiffuse, vUv0);\r\n\r\n\t// Sample top right texel.\r\n\tsum += texture2D(tDiffuse, vUv1);\r\n\r\n\t// Sample bottom right texel.\r\n\tsum += texture2D(tDiffuse, vUv2);\r\n\r\n\t// Sample bottom left texel.\r\n\tsum += texture2D(tDiffuse, vUv3);\r\n\r\n\t// Compute the average.\r\n\tgl_FragColor = sum * 0.25;\r\n\r\n\t#include <dithering_fragment>\r\n\r\n}\r\n";
	var vertex$4 = "uniform vec2 texelSize;\r\nuniform vec2 halfTexelSize;\r\nuniform float kernel;\r\n\r\nvarying vec2 vUv0;\r\nvarying vec2 vUv1;\r\nvarying vec2 vUv2;\r\nvarying vec2 vUv3;\r\n\r\nvoid main() {\r\n\r\n\tvec2 dUv = (texelSize * vec2(kernel)) + halfTexelSize;\r\n\r\n\tvUv0 = vec2(uv.x - dUv.x, uv.y + dUv.y);\r\n\tvUv1 = vec2(uv.x + dUv.x, uv.y + dUv.y);\r\n\tvUv2 = vec2(uv.x + dUv.x, uv.y - dUv.y);\r\n\tvUv3 = vec2(uv.x - dUv.x, uv.y - dUv.y);\r\n\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";
	/**
	 * An optimised convolution shader material.
	 *
	 * This material supports dithering.
	 *
	 * Based on the GDC2003 Presentation by Masaki Kawase, Bunkasha Games:
	 *  Frame Buffer Postprocessing Effects in DOUBLE-S.T.E.A.L (Wreckless)
	 * and an article by Filip Strugar, Intel:
	 *  An investigation of fast real-time GPU-based image blur algorithms
	 *
	 * Further modified according to Apple's
	 * [Best Practices for Shaders](https://goo.gl/lmRoM5).
	 */

	var ConvolutionMaterial =
	/*#__PURE__*/
	function (_ShaderMaterial) {
	  /**
	   * Constructs a new convolution material.
	   *
	   * @param {Vector2} [texelSize] - The absolute screen texel size.
	   */
	  function ConvolutionMaterial() {
	    var _this;

	    var texelSize = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : new Vector2();

	    classCallCheck(this, ConvolutionMaterial);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(ConvolutionMaterial).call(this, {
	      type: "ConvolutionMaterial",
	      uniforms: {
	        tDiffuse: new Uniform(null),
	        texelSize: new Uniform(new Vector2()),
	        halfTexelSize: new Uniform(new Vector2()),
	        kernel: new Uniform(0.0)
	      },
	      fragmentShader: fragment$4,
	      vertexShader: vertex$4,
	      depthWrite: false,
	      depthTest: false
	    }));

	    _this.setTexelSize(texelSize.x, texelSize.y);
	    /**
	     * The current kernel size.
	     *
	     * @type {KernelSize}
	     * @default KernelSize.LARGE
	     */


	    _this.kernelSize = KernelSize.LARGE;
	    return _this;
	  }
	  /**
	   * Returns the kernel.
	   *
	   * @return {Float32Array} The kernel.
	   */


	  createClass(ConvolutionMaterial, [{
	    key: "getKernel",
	    value: function getKernel() {
	      return kernelPresets[this.kernelSize];
	    }
	    /**
	     * Sets the texel size.
	     *
	     * @param {Number} x - The texel width.
	     * @param {Number} y - The texel height.
	     */

	  }, {
	    key: "setTexelSize",
	    value: function setTexelSize(x, y) {
	      this.uniforms.texelSize.value.set(x, y);
	      this.uniforms.halfTexelSize.value.set(x, y).multiplyScalar(0.5);
	    }
	  }]);

	  inherits(ConvolutionMaterial, _ShaderMaterial);

	  return ConvolutionMaterial;
	}(ShaderMaterial);
	/**
	 * The Kawase blur kernel presets.
	 *
	 * @type {Float32Array[]}
	 * @private
	 */

	var kernelPresets = [new Float32Array([0.0, 0.0]), new Float32Array([0.0, 1.0, 1.0]), new Float32Array([0.0, 1.0, 1.0, 2.0]), new Float32Array([0.0, 1.0, 2.0, 2.0, 3.0]), new Float32Array([0.0, 1.0, 2.0, 3.0, 4.0, 4.0, 5.0]), new Float32Array([0.0, 1.0, 2.0, 3.0, 4.0, 5.0, 7.0, 8.0, 9.0, 10.0])];
	/**
	 * A kernel size enumeration.
	 *
	 * @type {Object}
	 * @property {Number} VERY_SMALL - A very small kernel that matches a 7x7 Gauss blur kernel.
	 * @property {Number} SMALL - A small kernel that matches a 15x15 Gauss blur kernel.
	 * @property {Number} MEDIUM - A medium sized kernel that matches a 23x23 Gauss blur kernel.
	 * @property {Number} LARGE - A large kernel that matches a 35x35 Gauss blur kernel.
	 * @property {Number} VERY_LARGE - A very large kernel that matches a 63x63 Gauss blur kernel.
	 * @property {Number} HUGE - A huge kernel that matches a 127x127 Gauss blur kernel.
	 */

	var KernelSize = {
	  VERY_SMALL: 0,
	  SMALL: 1,
	  MEDIUM: 2,
	  LARGE: 3,
	  VERY_LARGE: 4,
	  HUGE: 5
	};

	var fragment$5 = "uniform sampler2D tDiffuse;\r\nuniform float opacity;\r\n\r\nvarying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvec4 texel = texture2D(tDiffuse, vUv);\r\n\tgl_FragColor = opacity * texel;\r\n\r\n}\r\n";
	var vertex$5 = "varying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvUv = uv;\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";
	/**
	 * A simple copy shader material.
	 */

	var CopyMaterial =
	/*#__PURE__*/
	function (_ShaderMaterial) {
	  /**
	   * Constructs a new copy material.
	   */
	  function CopyMaterial() {
	    classCallCheck(this, CopyMaterial);

	    return possibleConstructorReturn(this, getPrototypeOf$2(CopyMaterial).call(this, {
	      type: "CopyMaterial",
	      uniforms: {
	        tDiffuse: new Uniform(null),
	        opacity: new Uniform(1.0)
	      },
	      fragmentShader: fragment$5,
	      vertexShader: vertex$5,
	      depthWrite: false,
	      depthTest: false
	    }));
	  }

	  inherits(CopyMaterial, _ShaderMaterial);

	  return CopyMaterial;
	}(ShaderMaterial);

	var fragment$6 = "#include <packing>\r\n#include <clipping_planes_pars_fragment>\r\n\r\nuniform sampler2D tDepth;\r\nuniform float cameraNear;\r\nuniform float cameraFar;\r\n\r\nvarying float vViewZ;\r\nvarying vec4 vProjTexCoord;\r\n\r\nvoid main() {\r\n\r\n\t#include <clipping_planes_fragment>\r\n\r\n\t// Transform into Cartesian coordinate (not mirrored).\r\n\tvec2 projTexCoord = (vProjTexCoord.xy / vProjTexCoord.w) * 0.5 + 0.5;\r\n\tprojTexCoord = clamp(projTexCoord, 0.002, 0.998);\r\n\r\n\tfloat fragCoordZ = unpackRGBAToDepth(texture2D(tDepth, projTexCoord));\r\n\r\n\t#ifdef PERSPECTIVE_CAMERA\r\n\r\n\t\tfloat viewZ = perspectiveDepthToViewZ(fragCoordZ, cameraNear, cameraFar);\r\n\r\n\t#else\r\n\r\n\t\tfloat viewZ = orthographicDepthToViewZ(fragCoordZ, cameraNear, cameraFar);\r\n\r\n\t#endif\r\n\r\n\tfloat depthTest = (-vViewZ > -viewZ) ? 1.0 : 0.0;\r\n\r\n\tgl_FragColor.rgb = vec3(0.0, depthTest, 1.0);\r\n\r\n}\r\n";
	var vertex$6 = "#include <common>\r\n#include <morphtarget_pars_vertex>\r\n#include <skinning_pars_vertex>\r\n#include <clipping_planes_pars_vertex>\r\n\r\nvarying float vViewZ;\r\nvarying vec4 vProjTexCoord;\r\n\r\nvoid main() {\r\n\r\n\t#include <skinbase_vertex>\r\n\r\n\t#include <begin_vertex>\r\n\t#include <morphtarget_vertex>\r\n\t#include <skinning_vertex>\r\n\t#include <project_vertex>\r\n\r\n\tvViewZ = mvPosition.z;\r\n\tvProjTexCoord = gl_Position;\r\n\r\n\t#include <clipping_planes_vertex>\r\n\r\n}\r\n";
	/**
	 * A depth comparison shader material.
	 */

	var DepthComparisonMaterial =
	/*#__PURE__*/
	function (_ShaderMaterial) {
	  /**
	   * Constructs a new depth comparison material.
	   *
	   * @param {Texture} [depthTexture=null] - A depth texture.
	   * @param {PerspectiveCamera} [camera] - A camera.
	   */
	  function DepthComparisonMaterial() {
	    var _this;

	    var depthTexture = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : null;
	    var camera = arguments.length > 1 ? arguments[1] : undefined;

	    classCallCheck(this, DepthComparisonMaterial);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(DepthComparisonMaterial).call(this, {
	      type: "DepthComparisonMaterial",
	      uniforms: {
	        tDepth: new Uniform(depthTexture),
	        cameraNear: new Uniform(0.1),
	        cameraFar: new Uniform(2000)
	      },
	      fragmentShader: fragment$6,
	      vertexShader: vertex$6,
	      depthWrite: false,
	      depthTest: false,
	      morphTargets: true,
	      skinning: true
	    }));

	    _this.adoptCameraSettings(camera);

	    return _this;
	  }
	  /**
	   * Adopts the settings of the given camera.
	   *
	   * @param {Camera} [camera=null] - A camera.
	   */


	  createClass(DepthComparisonMaterial, [{
	    key: "adoptCameraSettings",
	    value: function adoptCameraSettings() {
	      var camera = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : null;

	      if (camera !== null) {
	        this.uniforms.cameraNear.value = camera.near;
	        this.uniforms.cameraFar.value = camera.far;

	        if (camera instanceof PerspectiveCamera) {
	          this.defines.PERSPECTIVE_CAMERA = "1";
	        } else {
	          delete this.defines.PERSPECTIVE_CAMERA;
	        }
	      }
	    }
	  }]);

	  inherits(DepthComparisonMaterial, _ShaderMaterial);

	  return DepthComparisonMaterial;
	}(ShaderMaterial);

	var fragment$7 = "uniform sampler2D tDiffuse;\r\n\r\nuniform float angle;\r\nuniform float scale;\r\nuniform float intensity;\r\n\r\nvarying vec2 vUv;\r\nvarying vec2 vUvPattern;\r\n\r\nfloat pattern() {\r\n\r\n\tfloat s = sin(angle);\r\n\tfloat c = cos(angle);\r\n\r\n\tvec2 point = vec2(c * vUvPattern.x - s * vUvPattern.y, s * vUvPattern.x + c * vUvPattern.y) * scale;\r\n\r\n\treturn (sin(point.x) * sin(point.y)) * 4.0;\r\n\r\n}\r\n\r\nvoid main() {\r\n\r\n\tvec4 texel = texture2D(tDiffuse, vUv);\r\n\tvec3 color = texel.rgb;\r\n\r\n\t#ifdef AVERAGE\r\n\r\n\t\tcolor = vec3((color.r + color.g + color.b) / 3.0);\r\n\r\n\t#endif\r\n\r\n\tcolor = vec3(color * 10.0 - 5.0 + pattern());\r\n\tcolor = texel.rgb + (color - texel.rgb) * intensity;\r\n\r\n\tgl_FragColor = vec4(color, texel.a);\r\n\r\n}\r\n";
	var vertex$7 = "uniform vec4 offsetRepeat;\r\n\r\nvarying vec2 vUv;\r\nvarying vec2 vUvPattern;\r\n\r\nvoid main() {\r\n\r\n\tvUv = uv;\r\n\tvUvPattern = uv * offsetRepeat.zw + offsetRepeat.xy;\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";
	/**
	 * A dot screen shader material.
	 */

	var DotScreenMaterial =
	/*#__PURE__*/
	function (_ShaderMaterial) {
	  /**
	   * Constructs a new dot screen material.
	   *
	   * @param {Boolean} [options] - The options.
	   * @param {Boolean} [options.average=false] - Whether the shader should output the colour average (black and white).
	   * @param {Boolean} [options.angle=1.57] - The angle of the dot pattern.
	   * @param {Boolean} [options.scale=1.0] - The scale of the dot pattern.
	   * @param {Boolean} [options.intensity=1.0] - The intensity of the effect.
	   */
	  function DotScreenMaterial() {
	    var _this;

	    var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, DotScreenMaterial);

	    var settings = Object.assign({
	      average: false,
	      angle: 1.57,
	      scale: 1.0,
	      intensity: 1.0
	    }, options);
	    _this = possibleConstructorReturn(this, getPrototypeOf$2(DotScreenMaterial).call(this, {
	      type: "DotScreenMaterial",
	      uniforms: {
	        tDiffuse: new Uniform(null),
	        angle: new Uniform(settings.angle),
	        scale: new Uniform(settings.scale),
	        intensity: new Uniform(settings.intensity),
	        offsetRepeat: new Uniform(new Vector4(0.5, 0.5, 1.0, 1.0))
	      },
	      fragmentShader: fragment$7,
	      vertexShader: vertex$7,
	      depthWrite: false,
	      depthTest: false
	    }));

	    _this.setAverageEnabled(settings.average);

	    return _this;
	  }
	  /**
	   * Enables or disables the Screen blend mode.
	   *
	   * @param {Boolean} enabled - Whether the Screen blend mode should be enabled.
	   */


	  createClass(DotScreenMaterial, [{
	    key: "setAverageEnabled",
	    value: function setAverageEnabled(enabled) {
	      if (enabled) {
	        this.defines.AVERAGE = "1";
	      } else {
	        delete this.defines.AVERAGE;
	      }

	      this.needsUpdate = true;
	    }
	  }]);

	  inherits(DotScreenMaterial, _ShaderMaterial);

	  return DotScreenMaterial;
	}(ShaderMaterial);

	var fragment$8 = "uniform sampler2D tDiffuse;\r\nuniform float time;\r\n\r\nvarying vec2 vUv;\r\n\r\n#ifdef NOISE\r\n\r\n\tuniform float noiseIntensity;\r\n\r\n#endif\r\n\r\n#ifdef SCANLINES\r\n\r\n\tuniform float scanlineIntensity;\r\n\tuniform float scanlineCount;\r\n\r\n#endif\r\n\r\n#ifdef GRID\r\n\r\n\tuniform float gridIntensity;\r\n\tuniform vec2 gridScale;\r\n\tuniform float gridLineWidth;\r\n\r\n#endif\r\n\r\n#ifdef GREYSCALE\r\n\r\n\t#include <common>\r\n\r\n\tuniform float greyscaleIntensity;\r\n\r\n#elif defined(SEPIA)\r\n\r\n\tuniform float sepiaIntensity;\r\n\r\n#endif\r\n\r\n#ifdef VIGNETTE\r\n\r\n\tuniform float vignetteOffset;\r\n\tuniform float vignetteDarkness;\r\n\r\n#endif\r\n\r\nvoid main() {\r\n\r\n\tvec4 texel = texture2D(tDiffuse, vUv);\r\n\tvec3 color = texel.rgb;\r\n\r\n\t#ifdef SCREEN_MODE\r\n\r\n\t\tvec3 invColor;\r\n\r\n\t#endif\r\n\r\n\t#ifdef NOISE\r\n\r\n\t\tfloat x = vUv.x * vUv.y * time * 1000.0;\r\n\t\tx = mod(x, 13.0) * mod(x, 123.0);\r\n\t\tx = mod(x, 0.01);\r\n\r\n\t\tvec3 noise = texel.rgb * clamp(0.1 + x * 100.0, 0.0, 1.0) * noiseIntensity;\r\n\r\n\t\t#ifdef SCREEN_MODE\r\n\r\n\t\t\tinvColor = vec3(1.0) - color;\r\n\t\t\tvec3 invNoise = vec3(1.0) - noise;\r\n\r\n\t\t\tcolor = vec3(1.0) - invColor * invNoise;\r\n\r\n\t\t#else\r\n\r\n\t\t\tcolor += noise;\r\n\r\n\t\t#endif\r\n\r\n\t#endif\r\n\r\n\t#ifdef SCANLINES\r\n\r\n\t\tvec2 sl = vec2(sin(vUv.y * scanlineCount), cos(vUv.y * scanlineCount));\r\n\t\tvec3 scanlines = texel.rgb * vec3(sl.x, sl.y, sl.x) * scanlineIntensity;\r\n\r\n\t\t#ifdef SCREEN_MODE\r\n\r\n\t\t\tinvColor = vec3(1.0) - color;\r\n\t\t\tvec3 invScanlines = vec3(1.0) - scanlines;\r\n\r\n\t\t\tcolor = vec3(1.0) - invColor * invScanlines;\r\n\r\n\t\t#else\r\n\r\n\t\t\tcolor += scanlines;\r\n\r\n\t\t#endif\r\n\r\n\t#endif\r\n\r\n\t#ifdef GRID\r\n\r\n\t\tfloat grid = 0.5 - max(abs(mod(vUv.x * gridScale.x, 1.0) - 0.5), abs(mod(vUv.y * gridScale.y, 1.0) - 0.5));\r\n\t\tcolor *= (1.0 - gridIntensity) + vec3(smoothstep(0.0, gridLineWidth, grid)) * gridIntensity;\r\n\r\n\t#endif\r\n\r\n\t#ifdef GREYSCALE\r\n\r\n\t\tcolor = mix(color, vec3(linearToRelativeLuminance(color)), greyscaleIntensity);\r\n\r\n\t#elif defined(SEPIA)\r\n\r\n\t\tvec3 c = color.rgb;\r\n\r\n\t\tcolor.r = dot(c, vec3(1.0 - 0.607 * sepiaIntensity, 0.769 * sepiaIntensity, 0.189 * sepiaIntensity));\r\n\t\tcolor.g = dot(c, vec3(0.349 * sepiaIntensity, 1.0 - 0.314 * sepiaIntensity, 0.168 * sepiaIntensity));\r\n\t\tcolor.b = dot(c, vec3(0.272 * sepiaIntensity, 0.534 * sepiaIntensity, 1.0 - 0.869 * sepiaIntensity));\r\n\r\n\t#endif\r\n\r\n\t#ifdef VIGNETTE\r\n\r\n\t\tconst vec2 center = vec2(0.5);\r\n\r\n\t\t#ifdef ESKIL\r\n\r\n\t\t\tvec2 uv = (vUv - center) * vec2(vignetteOffset);\r\n\t\t\tcolor = mix(color.rgb, vec3(1.0 - vignetteDarkness), dot(uv, uv));\r\n\r\n\t\t#else\r\n\r\n\t\t\tfloat dist = distance(vUv, center);\r\n\t\t\tcolor *= smoothstep(0.8, vignetteOffset * 0.799, dist * (vignetteDarkness + vignetteOffset));\r\n\r\n\t\t#endif\t\t\r\n\r\n\t#endif\r\n\r\n\tgl_FragColor = vec4(clamp(color, 0.0, 1.0), texel.a);\r\n\r\n}\r\n";
	var vertex$8 = "varying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvUv = uv;\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";
	/**
	 * A cinematic shader that provides the following effects:
	 *  - Film Grain
	 *  - Scanlines
	 *  - Vignette
	 *  - Greyscale
	 *  - Sepia
	 *
	 * Original scanlines algorithm by Pat "Hawthorne" Shearon.
	 *  http://www.truevision3d.com/forums/showcase/staticnoise_colorblackwhite_scanline_shaders-t18698.0.html
	 *
	 * Optimised scanlines and noise with intensity scaling by Georg "Leviathan"
	 * Steinrohder. This version was provided under a Creative Commons Attribution
	 * 3.0 License: http://creativecommons.org/licenses/by/3.0.
	 *
	 * The sepia effect is based on:
	 *  https://github.com/evanw/glfx.js
	 *
	 * The vignette code is based on PaintEffect postprocess from ro.me:
	 *  http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
	 */

	var FilmMaterial =
	/*#__PURE__*/
	function (_ShaderMaterial) {
	  /**
	   * Constructs a new film material.
	   *
	   * @param {Object} [options] - The options. Disabled effects will not be included in the final shader and have no negative impact on performance.
	   * @param {Boolean} [options.greyscale=false] - Enable greyscale effect. Greyscale and sepia are mutually exclusive.
	   * @param {Boolean} [options.sepia=false] - Enable sepia effect. Greyscale and sepia are mutually exclusive.
	   * @param {Boolean} [options.vignette=false] - Apply vignette effect.
	   * @param {Boolean} [options.eskil=false] - Use Eskil's vignette approach. The default looks dusty while Eskil looks burned out.
	   * @param {Boolean} [options.screenMode=true] - Whether the screen blend mode should be used for noise and scanlines. Both of these effects are computed independently.
	   * @param {Boolean} [options.noise=true] - Show noise-based film grain.
	   * @param {Boolean} [options.scanlines=true] - Show scanlines.
	   * @param {Boolean} [options.grid=true] - Show a grid.
	   * @param {Number} [options.noiseIntensity=0.5] - The noise intensity.
	   * @param {Number} [options.scanlineIntensity=0.05] - The scanline intensity.
	   * @param {Number} [options.gridIntensity=1.0] - The grid strength. 0.0 to 1.0.
	   * @param {Number} [options.greyscaleIntensity=1.0] - The intensity of the greyscale effect. 0.0 to 1.0.
	   * @param {Number} [options.sepiaIntensity=1.0] - The intensity of the sepia effect. 0.0 to 1.0.
	   * @param {Number} [options.vignetteOffset=1.0] - The offset of the vignette effect. 0.0 to 1.0.
	   * @param {Number} [options.vignetteDarkness=1.0] - The darkness of the vignette effect. 0.0 to 1.0.
	   */
	  function FilmMaterial() {
	    var _this;

	    var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, FilmMaterial);

	    var settings = Object.assign({
	      screenMode: true,
	      noise: true,
	      scanlines: true,
	      grid: false,
	      greyscale: false,
	      sepia: false,
	      vignette: false,
	      eskil: false,
	      noiseIntensity: 0.5,
	      scanlineIntensity: 0.05,
	      gridIntensity: 1.0,
	      greyscaleIntensity: 1.0,
	      sepiaIntensity: 1.0,
	      vignetteOffset: 1.0,
	      vignetteDarkness: 1.0
	    }, options);
	    _this = possibleConstructorReturn(this, getPrototypeOf$2(FilmMaterial).call(this, {
	      type: "FilmMaterial",
	      uniforms: {
	        tDiffuse: new Uniform(null),
	        time: new Uniform(0.0),
	        noiseIntensity: new Uniform(settings.noiseIntensity),
	        scanlineIntensity: new Uniform(settings.scanlineIntensity),
	        gridIntensity: new Uniform(settings.gridIntensity),
	        scanlineCount: new Uniform(0.0),
	        gridScale: new Uniform(new Vector2()),
	        gridLineWidth: new Uniform(0.0),
	        greyscaleIntensity: new Uniform(settings.greyscaleIntensity),
	        sepiaIntensity: new Uniform(settings.sepiaIntensity),
	        vignetteOffset: new Uniform(settings.vignetteOffset),
	        vignetteDarkness: new Uniform(settings.vignetteDarkness)
	      },
	      fragmentShader: fragment$8,
	      vertexShader: vertex$8,
	      depthWrite: false,
	      depthTest: false
	    }));

	    _this.setScreenModeEnabled(settings.screenMode);

	    _this.setNoiseEnabled(settings.noise);

	    _this.setScanlinesEnabled(settings.scanlines);

	    _this.setGridEnabled(settings.grid);

	    _this.setGreyscaleEnabled(settings.greyscale);

	    _this.setSepiaEnabled(settings.sepia);

	    _this.setVignetteEnabled(settings.vignette);

	    _this.setEskilEnabled(settings.eskil);

	    return _this;
	  }
	  /**
	   * Enables or disables the Screen blend mode.
	   *
	   * @param {Boolean} enabled - Whether the Screen blend mode should be enabled.
	   */


	  createClass(FilmMaterial, [{
	    key: "setScreenModeEnabled",
	    value: function setScreenModeEnabled(enabled) {
	      if (enabled) {
	        this.defines.SCREEN_MODE = "1";
	      } else {
	        delete this.defines.SCREEN_MODE;
	      }

	      this.needsUpdate = true;
	    }
	    /**
	     * Enables or disables the noise effect.
	     *
	     * @param {Boolean} enabled - Whether the noise effect should be enabled.
	     */

	  }, {
	    key: "setNoiseEnabled",
	    value: function setNoiseEnabled(enabled) {
	      if (enabled) {
	        this.defines.NOISE = "1";
	      } else {
	        delete this.defines.NOISE;
	      }

	      this.needsUpdate = true;
	    }
	    /**
	     * Enables or disables the scanlines effect.
	     *
	     * @param {Boolean} enabled - Whether the scanlines effect should be enabled.
	     */

	  }, {
	    key: "setScanlinesEnabled",
	    value: function setScanlinesEnabled(enabled) {
	      if (enabled) {
	        this.defines.SCANLINES = "1";
	      } else {
	        delete this.defines.SCANLINES;
	      }

	      this.needsUpdate = true;
	    }
	    /**
	     * Enables or disables the grid effect.
	     *
	     * @param {Boolean} enabled - Whether the grid effect should be enabled.
	     */

	  }, {
	    key: "setGridEnabled",
	    value: function setGridEnabled(enabled) {
	      if (enabled) {
	        this.defines.GRID = "1";
	      } else {
	        delete this.defines.GRID;
	      }

	      this.needsUpdate = true;
	    }
	    /**
	     * Enables or disables the greyscale effect.
	     *
	     * @param {Boolean} enabled - Whether the greyscale effect should be enabled.
	     */

	  }, {
	    key: "setGreyscaleEnabled",
	    value: function setGreyscaleEnabled(enabled) {
	      if (enabled) {
	        this.defines.GREYSCALE = "1";
	      } else {
	        delete this.defines.GREYSCALE;
	      }

	      this.needsUpdate = true;
	    }
	    /**
	     * Enables or disables the sepia effect.
	     *
	     * @param {Boolean} enabled - Whether the sepia effect should be enabled.
	     */

	  }, {
	    key: "setSepiaEnabled",
	    value: function setSepiaEnabled(enabled) {
	      if (enabled) {
	        this.defines.SEPIA = "1";
	      } else {
	        delete this.defines.SEPIA;
	      }

	      this.needsUpdate = true;
	    }
	    /**
	     * Enables or disables the Vignette effect.
	     *
	     * @param {Boolean} enabled - Whether the Vignette effect should be enabled.
	     */

	  }, {
	    key: "setVignetteEnabled",
	    value: function setVignetteEnabled(enabled) {
	      if (enabled) {
	        this.defines.VIGNETTE = "1";
	      } else {
	        delete this.defines.VIGNETTE;
	      }

	      this.needsUpdate = true;
	    }
	    /**
	     * Enables or disables the Eskil Vignette effect.
	     *
	     * Has no effect if Vignette is disabled.
	     *
	     * @param {Boolean} enabled - Whether the Eskil Vignette effect should be enabled.
	     */

	  }, {
	    key: "setEskilEnabled",
	    value: function setEskilEnabled(enabled) {
	      if (enabled) {
	        this.defines.ESKIL = "1";
	      } else {
	        delete this.defines.ESKIL;
	      }

	      this.needsUpdate = true;
	    }
	  }]);

	  inherits(FilmMaterial, _ShaderMaterial);

	  return FilmMaterial;
	}(ShaderMaterial);

	var fragment$9 = "uniform sampler2D tDiffuse;\r\nuniform sampler2D tPerturb;\r\n\r\nuniform bool active;\r\n\r\nuniform float amount;\r\nuniform float angle;\r\nuniform float seed;\r\nuniform float seedX;\r\nuniform float seedY;\r\nuniform float distortionX;\r\nuniform float distortionY;\r\nuniform float colS;\r\n\r\nvarying vec2 vUv;\r\n\r\nfloat rand(vec2 tc) {\r\n\r\n\tconst float a = 12.9898;\r\n\tconst float b = 78.233;\r\n\tconst float c = 43758.5453;\r\n\r\n\tfloat dt = dot(tc, vec2(a, b));\r\n\tfloat sn = mod(dt, 3.14);\r\n\r\n\treturn fract(sin(sn) * c);\r\n\r\n}\r\n\r\nvoid main() {\r\n\r\n\tvec2 coord = vUv;\r\n\r\n\tfloat xs, ys;\r\n\tvec4 normal;\r\n\r\n\tvec2 offset;\r\n\tvec4 cr, cga, cb;\r\n\tvec4 snow, color;\r\n\r\n\tfloat sx, sy;\r\n\r\n\tif(active) {\r\n\r\n\t\txs = floor(gl_FragCoord.x / 0.5);\r\n\t\tys = floor(gl_FragCoord.y / 0.5);\r\n\r\n\t\tnormal = texture2D(tPerturb, coord * seed * seed);\r\n\r\n\t\tif(coord.y < distortionX + colS && coord.y > distortionX - colS * seed) {\r\n\r\n\t\t\tsx = clamp(ceil(seedX), 0.0, 1.0);\r\n\t\t\tcoord.y = sx * (1.0 - (coord.y + distortionY)) + (1.0 - sx) * distortionY;\r\n\r\n\t\t}\r\n\r\n\t\tif(coord.x < distortionY + colS && coord.x > distortionY - colS * seed) {\r\n\r\n\t\t\tsy = clamp(ceil(seedY), 0.0, 1.0);\r\n\t\t\tcoord.x = sy * distortionX + (1.0 - sy) * (1.0 - (coord.x + distortionX));\r\n\r\n\t\t}\r\n\r\n\t\tcoord.x += normal.x * seedX * (seed / 5.0);\r\n\t\tcoord.y += normal.y * seedY * (seed / 5.0);\r\n\r\n\t\toffset = amount * vec2(cos(angle), sin(angle));\r\n\r\n\t\tcr = texture2D(tDiffuse, coord + offset);\r\n\t\tcga = texture2D(tDiffuse, coord);\r\n\t\tcb = texture2D(tDiffuse, coord - offset);\r\n\r\n\t\tcolor = vec4(cr.r, cga.g, cb.b, cga.a);\r\n\t\tsnow = 200.0 * amount * vec4(rand(vec2(xs * seed, ys * seed * 50.0)) * 0.2);\r\n\t\tcolor += snow;\r\n\r\n\t} else {\r\n\r\n\t\tcolor = texture2D(tDiffuse, vUv);\r\n\r\n\t}\r\n\r\n\tgl_FragColor = color;\r\n\r\n}\r\n";
	var vertex$9 = "varying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvUv = uv;\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";
	/**
	 * A glitch shader material.
	 *
	 * Reference:
	 *  https://github.com/staffantan/unityglitch
	 */

	var GlitchMaterial =
	/*#__PURE__*/
	function (_ShaderMaterial) {
	  /**
	   * Constructs a new glitch material.
	   */
	  function GlitchMaterial() {
	    classCallCheck(this, GlitchMaterial);

	    return possibleConstructorReturn(this, getPrototypeOf$2(GlitchMaterial).call(this, {
	      type: "GlitchMaterial",
	      uniforms: {
	        tDiffuse: new Uniform(null),
	        tPerturb: new Uniform(null),
	        active: new Uniform(1),
	        amount: new Uniform(0.8),
	        angle: new Uniform(0.02),
	        seed: new Uniform(0.02),
	        seedX: new Uniform(0.02),
	        seedY: new Uniform(0.02),
	        distortionX: new Uniform(0.5),
	        distortionY: new Uniform(0.6),
	        colS: new Uniform(0.05)
	      },
	      fragmentShader: fragment$9,
	      vertexShader: vertex$9,
	      depthWrite: false,
	      depthTest: false
	    }));
	  }

	  inherits(GlitchMaterial, _ShaderMaterial);

	  return GlitchMaterial;
	}(ShaderMaterial);

	var fragment$10 = "#include <common>\r\n#include <dithering_pars_fragment>\r\n\r\nuniform sampler2D tDiffuse;\r\nuniform vec3 lightPosition;\r\n\r\nuniform float exposure;\r\nuniform float decay;\r\nuniform float density;\r\nuniform float weight;\r\nuniform float clampMax;\r\n\r\nvarying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvec2 texCoord = vUv;\r\n\r\n\t// Calculate vector from pixel to light source in screen space.\r\n\tvec2 deltaTexCoord = texCoord - lightPosition.st;\r\n\tdeltaTexCoord *= 1.0 / NUM_SAMPLES_FLOAT * density;\r\n\r\n\t// A decreasing illumination factor.\r\n\tfloat illuminationDecay = 1.0;\r\n\r\n\tvec4 sample;\r\n\tvec4 color = vec4(0.0);\r\n\r\n\t// Estimate the probability of occlusion at each pixel by summing samples along a ray to the light source.\r\n\tfor(int i = 0; i < NUM_SAMPLES_INT; ++i) {\r\n\r\n\t\ttexCoord -= deltaTexCoord;\r\n\t\tsample = texture2D(tDiffuse, texCoord);\r\n\r\n\t\t// Apply sample attenuation scale/decay factors.\r\n\t\tsample *= illuminationDecay * weight;\r\n\r\n\t\tcolor += sample;\r\n\r\n\t\t// Update exponential decay factor.\r\n\t\tilluminationDecay *= decay;\r\n\r\n\t}\r\n\r\n\tgl_FragColor = clamp(color * exposure, 0.0, clampMax);\r\n\r\n\t#include <dithering_fragment>\r\n\r\n}\r\n";
	var vertex$10 = "varying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvUv = uv;\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";
	/**
	 * A crepuscular rays shader material.
	 *
	 * This material supports dithering.
	 *
	 * References:
	 *
	 * Thibaut Despoulain, 2012:
	 *  [(WebGL) Volumetric Light Approximation in Three.js](
	 *  http://bkcore.com/blog/3d/webgl-three-js-volumetric-light-godrays.html)
	 *
	 * Nvidia, GPU Gems 3, 2008:
	 *  [Chapter 13. Volumetric Light Scattering as a Post-Process](
	 *  https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch13.html)
	 */

	var GodRaysMaterial =
	/*#__PURE__*/
	function (_ShaderMaterial) {
	  /**
	   * Constructs a new god rays material.
	   *
	   * @param {Object} [options] - The options.
	   * @param {Number} [options.density=0.96] - The density of the light rays.
	   * @param {Number} [options.decay=0.93] - An illumination decay factor.
	   * @param {Number} [options.weight=0.4] - A light ray weight factor.
	   * @param {Number} [options.exposure=0.6] - A constant attenuation coefficient.
	   * @param {Number} [options.clampMax=1.0] - An upper bound for the saturation of the overall effect.
	   */
	  function GodRaysMaterial() {
	    var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, GodRaysMaterial);

	    var settings = Object.assign({
	      exposure: 0.6,
	      density: 0.93,
	      decay: 0.96,
	      weight: 0.4,
	      clampMax: 1.0
	    }, options);
	    return possibleConstructorReturn(this, getPrototypeOf$2(GodRaysMaterial).call(this, {
	      type: "GodRaysMaterial",
	      defines: {
	        NUM_SAMPLES_FLOAT: "60.0",
	        NUM_SAMPLES_INT: "60"
	      },
	      uniforms: {
	        tDiffuse: new Uniform(null),
	        lightPosition: new Uniform(null),
	        exposure: new Uniform(settings.exposure),
	        decay: new Uniform(settings.decay),
	        density: new Uniform(settings.density),
	        weight: new Uniform(settings.weight),
	        clampMax: new Uniform(settings.clampMax)
	      },
	      fragmentShader: fragment$10,
	      vertexShader: vertex$10,
	      depthWrite: false,
	      depthTest: false
	    }));
	  }

	  inherits(GodRaysMaterial, _ShaderMaterial);

	  return GodRaysMaterial;
	}(ShaderMaterial);

	var fragment$11 = "#include <common>\r\n\r\nuniform sampler2D tDiffuse;\r\nuniform float distinction;\r\nuniform vec2 range;\r\n\r\nvarying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvec4 texel = texture2D(tDiffuse, vUv);\r\n\tfloat l = linearToRelativeLuminance(texel.rgb);\r\n\r\n\t#ifdef RANGE\r\n\r\n\t\tfloat low = step(range.x, l);\r\n\t\tfloat high = step(l, range.y);\r\n\r\n\t\t// Apply the mask.\r\n\t\tl *= low * high;\r\n\r\n\t#endif\r\n\r\n\tl = pow(abs(l), distinction);\r\n\r\n\t#ifdef COLOR\r\n\r\n\t\tgl_FragColor = vec4(texel.rgb * l, texel.a);\r\n\r\n\t#else\r\n\r\n\t\tgl_FragColor = vec4(l, l, l, texel.a);\r\n\r\n\t#endif\r\n\r\n}\r\n";
	var vertex$11 = "varying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvUv = uv;\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";
	/**
	 * A luminosity shader material.
	 *
	 * This shader produces a greyscale luminance map that describes the absolute
	 * amount of light emitted by a scene. It can also be configured to output
	 * colours that are scaled with their respective luminance value. Additionally,
	 * a range may be provided to mask out undesired texels.
	 *
	 * The alpha channel will remain unaffected in all cases.
	 *
	 * On luminance coefficients:
	 *  http://www.poynton.com/notes/colour_and_gamma/ColorFAQ.html#RTFToC9
	 *
	 * Coefficients for different colour spaces:
	 *  https://hsto.org/getpro/habr/post_images/2ab/69d/084/2ab69d084f9a597e032624bcd74d57a7.png
	 *
	 * Luminance range reference:
	 *  https://cycling74.com/2007/05/23/your-first-shader/#.Vty9FfkrL4Z
	 */

	var LuminosityMaterial =
	/*#__PURE__*/
	function (_ShaderMaterial) {
	  /**
	   * Constructs a new luminosity material.
	   *
	   * @param {Boolean} [colorOutput=false] - Defines whether the shader should output colours scaled with their luminance value.
	   * @param {Vector2} [luminanceRange] - If provided, the shader will mask out texels that aren't in the specified luminance range.
	   */
	  function LuminosityMaterial() {
	    var _this;

	    var colorOutput = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : false;
	    var luminanceRange = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : null;

	    classCallCheck(this, LuminosityMaterial);

	    var maskLuminance = luminanceRange !== null;
	    _this = possibleConstructorReturn(this, getPrototypeOf$2(LuminosityMaterial).call(this, {
	      type: "LuminosityMaterial",
	      uniforms: {
	        tDiffuse: new Uniform(null),
	        distinction: new Uniform(1.0),
	        range: new Uniform(maskLuminance ? luminanceRange : new Vector2())
	      },
	      fragmentShader: fragment$11,
	      vertexShader: vertex$11
	    }));

	    _this.setColorOutputEnabled(colorOutput);

	    _this.setLuminanceRangeEnabled(maskLuminance);

	    return _this;
	  }
	  /**
	   * Enables or disables color output.
	   *
	   * @param {Boolean} enabled - Whether color output should be enabled.
	   */


	  createClass(LuminosityMaterial, [{
	    key: "setColorOutputEnabled",
	    value: function setColorOutputEnabled(enabled) {
	      if (enabled) {
	        this.defines.COLOR = "1";
	      } else {
	        delete this.defines.COLOR;
	      }

	      this.needsUpdate = true;
	    }
	    /**
	     * Enables or disables the luminance mask.
	     *
	     * @param {Boolean} enabled - Whether the luminance mask should be enabled.
	     */

	  }, {
	    key: "setLuminanceRangeEnabled",
	    value: function setLuminanceRangeEnabled(enabled) {
	      if (enabled) {
	        this.defines.RANGE = "1";
	      } else {
	        delete this.defines.RANGE;
	      }

	      this.needsUpdate = true;
	    }
	  }]);

	  inherits(LuminosityMaterial, _ShaderMaterial);

	  return LuminosityMaterial;
	}(ShaderMaterial);

	var fragment$12 = "uniform sampler2D tDiffuse;\r\nuniform sampler2D tMask;\r\nuniform sampler2D tEdges;\r\n\r\nuniform vec3 visibleEdgeColor;\r\nuniform vec3 hiddenEdgeColor;\r\nuniform float pulse;\r\nuniform float edgeStrength;\r\n\r\n#ifdef USE_PATTERN\r\n\r\n\tuniform sampler2D tPattern;\r\n\tvarying vec2 vPatternCoord;\r\n\r\n#endif\r\n\r\nvarying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvec4 color = texture2D(tDiffuse, vUv);\r\n\tvec2 edge = texture2D(tEdges, vUv).rg;\r\n\tvec2 mask = texture2D(tMask, vUv).rg;\r\n\r\n\t#ifndef X_RAY\r\n\r\n\t\tedge.y = 0.0;\r\n\r\n\t#endif\r\n\r\n\tedge *= (edgeStrength * mask.x * pulse);\r\n\tvec3 outlineColor = edge.x * visibleEdgeColor + edge.y * hiddenEdgeColor;\r\n\r\n\t#ifdef ALPHA_BLENDING\r\n\r\n\t\tcolor.rgb = mix(color.rgb, outlineColor, max(edge.x, edge.y));\r\n\r\n\t#else\r\n\r\n\t\tcolor.rgb += outlineColor;\r\n\r\n\t#endif\r\n\r\n\t#ifdef USE_PATTERN\r\n\r\n\t\tvec3 patternColor = texture2D(tPattern, vPatternCoord).rgb;\r\n\r\n\t\t#ifdef X_RAY\r\n\r\n\t\t\tfloat hiddenFactor = 0.5;\r\n\r\n\t\t#else\r\n\r\n\t\t\tfloat hiddenFactor = 0.0;\r\n\r\n\t\t#endif\r\n\r\n\t\tfloat visibilityFactor = (1.0 - mask.y > 0.0) ? 1.0 : hiddenFactor;\r\n\r\n\t\tcolor.rgb += visibilityFactor * (1.0 - mask.x) * (1.0 - patternColor);\r\n\r\n\t#endif\r\n\r\n\tgl_FragColor = color;\r\n\r\n}\r\n";
	var vertex$12 = "#ifdef USE_PATTERN\r\n\r\n\tuniform float aspect;\r\n\tuniform float patternScale;\r\n\tvarying vec2 vPatternCoord;\r\n\r\n#endif\r\n\r\nvarying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\t#ifdef USE_PATTERN\r\n\r\n\t\tvec2 aspectCorrection = vec2(aspect, 1.0);\r\n\t\tvPatternCoord = uv * aspectCorrection * patternScale;\r\n\r\n\t#endif\r\n\r\n\tvUv = uv;\r\n\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";
	/**
	 * An outline blend shader material.
	 */

	var OutlineBlendMaterial =
	/*#__PURE__*/
	function (_ShaderMaterial) {
	  /**
	   * Constructs a new outline blend material.
	   *
	   * @param {Object} [options] - The options.
	   * @param {Number} [options.edgeStrength=1.0] - The edge strength.
	   * @param {Number} [options.patternScale=1.0] - The scale of the pattern texture.
	   * @param {Number} [options.visibleEdgeColor=0xffffff] - The color of visible edges.
	   * @param {Number} [options.hiddenEdgeColor=0x22090A] - The color of hidden edges.
	   * @param {Boolean} [alphaBlending=false] - Whether the outline should be blended using alpha.
	   * @param {Boolean} [xRay=true] - Whether hidden parts of selected objects should be visible.
	   */
	  function OutlineBlendMaterial() {
	    var _this;

	    var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, OutlineBlendMaterial);

	    var settings = Object.assign({
	      edgeStrength: 1.0,
	      patternScale: 1.0,
	      visibleEdgeColor: 0xffffff,
	      hiddenEdgeColor: 0x22090A,
	      alphaBlending: false,
	      xRay: true
	    }, options);
	    _this = possibleConstructorReturn(this, getPrototypeOf$2(OutlineBlendMaterial).call(this, {
	      type: "OutlineBlendMaterial",
	      uniforms: {
	        pulse: new Uniform(1.0),
	        aspect: new Uniform(1.0),
	        tDiffuse: new Uniform(null),
	        tMask: new Uniform(null),
	        tEdges: new Uniform(null),
	        tPattern: new Uniform(null),
	        edgeStrength: new Uniform(settings.edgeStrength),
	        patternScale: new Uniform(settings.patternScale),
	        visibleEdgeColor: new Uniform(new Color(settings.visibleEdgeColor)),
	        hiddenEdgeColor: new Uniform(new Color(settings.hiddenEdgeColor))
	      },
	      fragmentShader: fragment$12,
	      vertexShader: vertex$12,
	      depthWrite: false,
	      depthTest: false
	    }));

	    _this.setAlphaBlendingEnabled(settings.alphaBlending);

	    _this.setXRayEnabled(settings.xRay);

	    return _this;
	  }
	  /**
	   * Enables or disables the alpha blending.
	   *
	   * @param {Boolean} enabled - Whether the alpha blending should be enabled.
	   */


	  createClass(OutlineBlendMaterial, [{
	    key: "setAlphaBlendingEnabled",
	    value: function setAlphaBlendingEnabled(enabled) {
	      if (enabled) {
	        this.defines.ALPHA_BLENDING = "1";
	      } else {
	        delete this.defines.ALPHA_BLENDING;
	      }

	      this.needsUpdate = true;
	    }
	    /**
	     * Defines whether hidden parts of selected objects should be visible.
	     *
	     * @param {Boolean} enabled - Whether hidden parts of selected objects should be visible.
	     */

	  }, {
	    key: "setXRayEnabled",
	    value: function setXRayEnabled(enabled) {
	      if (enabled) {
	        this.defines.X_RAY = "1";
	      } else {
	        delete this.defines.X_RAY;
	      }

	      this.needsUpdate = true;
	    }
	    /**
	     * Sets a pattern texture to use as overlay.
	     *
	     * @param {Texture} [texture=null] - A pattern texture. Set to null to disable the pattern.
	     */

	  }, {
	    key: "setPatternTexture",
	    value: function setPatternTexture() {
	      var texture = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : null;

	      if (texture !== null) {
	        this.defines.USE_PATTERN = "1";
	      } else {
	        delete this.defines.USE_PATTERN;
	      }

	      this.uniforms.tPattern.value = texture;
	      this.needsUpdate = true;
	    }
	  }]);

	  inherits(OutlineBlendMaterial, _ShaderMaterial);

	  return OutlineBlendMaterial;
	}(ShaderMaterial);

	var fragment$13 = "uniform sampler2D tMask;\r\n\r\nvarying vec2 vUv0;\r\nvarying vec2 vUv1;\r\nvarying vec2 vUv2;\r\nvarying vec2 vUv3;\r\n\r\nvoid main() {\r\n\r\n\tvec2 c0 = texture2D(tMask, vUv0).rg;\r\n\tvec2 c1 = texture2D(tMask, vUv1).rg;\r\n\tvec2 c2 = texture2D(tMask, vUv2).rg;\r\n\tvec2 c3 = texture2D(tMask, vUv3).rg;\r\n\r\n\tfloat d0 = (c0.x - c1.x) * 0.5;\r\n\tfloat d1 = (c2.x - c3.x) * 0.5;\r\n\tfloat d = length(vec2(d0, d1));\r\n\r\n\tfloat a0 = min(c0.y, c1.y);\r\n\tfloat a1 = min(c2.y, c3.y);\r\n\tfloat visibilityFactor = min(a0, a1);\r\n\r\n\tgl_FragColor.rg = (1.0 - visibilityFactor > 0.001) ? vec2(d, 0.0) : vec2(0.0, d);\r\n\r\n}\r\n";
	var vertex$13 = "uniform vec2 texelSize;\r\n\r\nvarying vec2 vUv0;\r\nvarying vec2 vUv1;\r\nvarying vec2 vUv2;\r\nvarying vec2 vUv3;\r\n\r\nvoid main() {\r\n\r\n\tvUv0 = vec2(uv.x + texelSize.x, uv.y);\r\n\tvUv1 = vec2(uv.x - texelSize.x, uv.y);\r\n\tvUv2 = vec2(uv.x, uv.y + texelSize.y);\r\n\tvUv3 = vec2(uv.x, uv.y - texelSize.y);\r\n\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";
	/**
	 * An outline edge detection shader material.
	 */

	var OutlineEdgesMaterial =
	/*#__PURE__*/
	function (_ShaderMaterial) {
	  /**
	   * Constructs a new outline edge detection material.
	   *
	   * @param {Vector2} [texelSize] - The absolute screen texel size.
	   */
	  function OutlineEdgesMaterial() {
	    var _this;

	    var texelSize = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : new Vector2();

	    classCallCheck(this, OutlineEdgesMaterial);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(OutlineEdgesMaterial).call(this, {
	      type: "OutlineEdgesMaterial",
	      uniforms: {
	        tMask: new Uniform(null),
	        texelSize: new Uniform(new Vector2())
	      },
	      fragmentShader: fragment$13,
	      vertexShader: vertex$13,
	      depthWrite: false,
	      depthTest: false
	    }));

	    _this.setTexelSize(texelSize.x, texelSize.y);

	    return _this;
	  }
	  /**
	   * Sets the texel size.
	   *
	   * @param {Number} x - The texel width.
	   * @param {Number} y - The texel height.
	   */


	  createClass(OutlineEdgesMaterial, [{
	    key: "setTexelSize",
	    value: function setTexelSize(x, y) {
	      this.uniforms.texelSize.value.set(x, y);
	    }
	  }]);

	  inherits(OutlineEdgesMaterial, _ShaderMaterial);

	  return OutlineEdgesMaterial;
	}(ShaderMaterial);

	var fragment$14 = "uniform sampler2D tDiffuse;\r\nuniform float granularity;\r\nuniform float dx;\r\nuniform float dy;\r\n\r\nvarying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvec4 texel;\r\n\r\n\tif(granularity > 0.0) {\r\n\r\n\t\tvec2 coord = vec2(\r\n\t\t\tdx * (floor(vUv.x / dx) + 0.5),\r\n\t\t\tdy * (floor(vUv.y / dy) + 0.5)\r\n\t\t);\r\n\r\n\t\ttexel = texture2D(tDiffuse, coord);\r\n\r\n\t} else {\r\n\r\n\t\ttexel = texture2D(tDiffuse, vUv);\r\n\r\n\t}\r\n\r\n\tgl_FragColor = texel;\r\n\r\n}\r\n";
	var vertex$14 = "varying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvUv = uv;\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";
	/**
	 * A pixelation shader material.
	 *
	 * Original shader code by Robert Casanova:
	 *  https://github.com/robertcasanova/pixelate-shader
	 */

	var PixelationMaterial =
	/*#__PURE__*/
	function (_ShaderMaterial) {
	  /**
	   * Constructs a new pixelation material.
	   */
	  function PixelationMaterial() {
	    classCallCheck(this, PixelationMaterial);

	    return possibleConstructorReturn(this, getPrototypeOf$2(PixelationMaterial).call(this, {
	      type: "PixelationMaterial",
	      uniforms: {
	        tDiffuse: new Uniform(null),
	        granularity: new Uniform(1.0),
	        resolution: new Uniform(new Vector2(1.0, 1.0)),
	        dx: new Uniform(1.0),
	        dy: new Uniform(1.0)
	      },
	      fragmentShader: fragment$14,
	      vertexShader: vertex$14,
	      depthWrite: false,
	      depthTest: false
	    }));
	  }
	  /**
	   * The pixel granularity.
	   *
	   * @type {Number}
	   */


	  createClass(PixelationMaterial, [{
	    key: "setResolution",

	    /**
	     * Sets the resolution.
	     *
	     * @param {Number} width - The width.
	     * @param {Number} height - The height.
	     */
	    value: function setResolution(width, height) {
	      this.uniforms.resolution.value.set(width, height);
	      this.granularity = this.granularity;
	    }
	  }, {
	    key: "granularity",
	    get: function get() {
	      return this.uniforms.granularity.value;
	    }
	    /**
	     * A higher value yields coarser visuals.
	     *
	     * @type {Number}
	     */
	    ,
	    set: function set(x) {
	      var uniforms = this.uniforms;
	      var resolution = uniforms.resolution.value;
	      uniforms.granularity.value = x;
	      uniforms.dx.value = x / resolution.x;
	      uniforms.dy.value = x / resolution.y;
	    }
	  }]);

	  inherits(PixelationMaterial, _ShaderMaterial);

	  return PixelationMaterial;
	}(ShaderMaterial);

	var fragment$15 = "#include <common>\r\n\r\nuniform sampler2D tDiffuse;\r\nuniform sampler2D tDepth;\r\n\r\nuniform vec2 texelSize;\r\nuniform vec2 halfTexelSize;\r\n\r\nuniform float cameraNear;\r\nuniform float cameraFar;\r\n\r\nuniform float focalLength;\r\nuniform float focalStop;\r\n\r\nuniform float maxBlur;\r\nuniform float luminanceThreshold;\r\nuniform float luminanceGain;\r\nuniform float bias;\r\nuniform float fringe;\r\nuniform float ditherStrength;\r\n\r\n#ifdef SHADER_FOCUS\r\n\r\n\tuniform vec2 focusCoords;\r\n\r\n#else\r\n\r\n\tuniform float focalDepth;\r\n\r\n#endif\r\n\r\nvarying vec2 vUv;\r\n\r\n#ifndef USE_LOGDEPTHBUF\r\n\r\n\t#include <packing>\r\n\r\n\tfloat readDepth(sampler2D depthSampler, vec2 coord) {\r\n\r\n\t\tfloat fragCoordZ = texture2D(depthSampler, coord).x;\r\n\t\tfloat viewZ = perspectiveDepthToViewZ(fragCoordZ, cameraNear, cameraFar);\r\n\r\n\t\treturn viewZToOrthographicDepth(viewZ, cameraNear, cameraFar);\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n#ifdef PENTAGON\r\n\r\n\tfloat penta(vec2 coords) {\r\n\r\n\t\tconst vec4 HS0 = vec4( 1.0,          0.0,         0.0, 1.0);\r\n\t\tconst vec4 HS1 = vec4( 0.309016994,  0.951056516, 0.0, 1.0);\r\n\t\tconst vec4 HS2 = vec4(-0.809016994,  0.587785252, 0.0, 1.0);\r\n\t\tconst vec4 HS3 = vec4(-0.809016994, -0.587785252, 0.0, 1.0);\r\n\t\tconst vec4 HS4 = vec4( 0.309016994, -0.951056516, 0.0, 1.0);\r\n\t\tconst vec4 HS5 = vec4( 0.0,          0.0,         1.0, 1.0);\r\n\r\n\t\tconst vec4 ONE = vec4(1.0);\r\n\r\n\t\tconst float P_FEATHER = 0.4;\r\n\t\tconst float N_FEATHER = -P_FEATHER;\r\n\r\n\t\tfloat inOrOut = -4.0;\r\n\r\n\t\tvec4 P = vec4(coords, vec2(RINGS_FLOAT - 1.3));\r\n\r\n\t\tvec4 dist = vec4(\r\n\t\t\tdot(P, HS0),\r\n\t\t\tdot(P, HS1),\r\n\t\t\tdot(P, HS2),\r\n\t\t\tdot(P, HS3)\r\n\t\t);\r\n\r\n\t\tdist = smoothstep(N_FEATHER, P_FEATHER, dist);\r\n\r\n\t\tinOrOut += dot(dist, ONE);\r\n\r\n\t\tdist.x = dot(P, HS4);\r\n\t\tdist.y = HS5.w - abs(P.z);\r\n\r\n\t\tdist = smoothstep(N_FEATHER, P_FEATHER, dist);\r\n\t\tinOrOut += dist.x;\r\n\r\n\t\treturn clamp(inOrOut, 0.0, 1.0);\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n#ifdef SHOW_FOCUS\r\n\r\n\tvec3 debugFocus(vec3 c, float blur, float depth) {\r\n\r\n\t\tfloat edge = 0.002 * depth;\r\n\t\tfloat m = clamp(smoothstep(0.0, edge, blur), 0.0, 1.0);\r\n\t\tfloat e = clamp(smoothstep(1.0 - edge, 1.0, blur), 0.0, 1.0);\r\n\r\n\t\tc = mix(c, vec3(1.0, 0.5, 0.0), (1.0 - m) * 0.6);\r\n\t\tc = mix(c, vec3(0.0, 0.5, 1.0), ((1.0 - e) - (1.0 - m)) * 0.2);\r\n\r\n\t\treturn c;\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n#ifdef VIGNETTE\r\n\r\n\tfloat vignette() {\r\n\r\n\t\tconst vec2 CENTER = vec2(0.5);\r\n\r\n\t\tconst float VIGNETTE_OUT = 1.3;\r\n\t\tconst float VIGNETTE_IN = 0.0;\r\n\t\tconst float VIGNETTE_FADE = 22.0; \r\n\r\n\t\tfloat d = distance(vUv, CENTER);\r\n\t\td = smoothstep(VIGNETTE_OUT + (focalStop / VIGNETTE_FADE), VIGNETTE_IN + (focalStop / VIGNETTE_FADE), d);\r\n\r\n\t\treturn clamp(d, 0.0, 1.0);\r\n\r\n\t}\r\n\r\n#endif\r\n\r\nvec2 rand2(vec2 coord) {\r\n\r\n\tvec2 noise;\r\n\r\n\t#ifdef NOISE\r\n\r\n\t\tconst float a = 12.9898;\r\n\t\tconst float b = 78.233;\r\n\t\tconst float c = 43758.5453;\r\n\r\n\t\tnoise.x = clamp(fract(sin(mod(dot(coord, vec2(a, b)), 3.14)) * c), 0.0, 1.0) * 2.0 - 1.0;\r\n\t\tnoise.y = clamp(fract(sin(mod(dot(coord, vec2(a, b) * 2.0), 3.14)) * c), 0.0, 1.0) * 2.0 - 1.0;\r\n\r\n\t#else\r\n\r\n\t\tnoise.x = ((fract(1.0 - coord.s * halfTexelSize.x) * 0.25) + (fract(coord.t * halfTexelSize.y) * 0.75)) * 2.0 - 1.0;\r\n\t\tnoise.y = ((fract(1.0 - coord.s * halfTexelSize.x) * 0.75) + (fract(coord.t * halfTexelSize.y) * 0.25)) * 2.0 - 1.0;\r\n\r\n\t#endif\r\n\r\n\treturn noise;\r\n\r\n}\r\n\r\nvec3 processTexel(vec2 coords, float blur) {\r\n\r\n\tvec3 c;\r\n\tc.r = texture2D(tDiffuse, coords + vec2(0.0, 1.0) * texelSize * fringe * blur).r;\r\n\tc.g = texture2D(tDiffuse, coords + vec2(-0.866, -0.5) * texelSize * fringe * blur).g;\r\n\tc.b = texture2D(tDiffuse, coords + vec2(0.866, -0.5) * texelSize * fringe * blur).b;\r\n\r\n\t// Calculate the luminance of the constructed colour.\r\n\tfloat luminance = linearToRelativeLuminance(c);\r\n\tfloat threshold = max((luminance - luminanceThreshold) * luminanceGain, 0.0);\r\n\r\n\treturn c + mix(vec3(0.0), c, threshold * blur);\r\n\r\n}\r\n\r\nfloat linearize(float depth) {\r\n\r\n\treturn -cameraFar * cameraNear / (depth * (cameraFar - cameraNear) - cameraFar);\r\n\r\n}\r\n\r\nfloat gather(float i, float j, float ringSamples, inout vec3 color, float w, float h, float blur) {\r\n\r\n\tconst float TWO_PI = 6.28318531;\r\n\r\n\tfloat step = TWO_PI / ringSamples;\r\n\tfloat pw = cos(j * step) * i;\r\n\tfloat ph = sin(j * step) * i;\r\n\r\n\t#ifdef PENTAGON\r\n\r\n\t\tfloat p = penta(vec2(pw, ph));\r\n\r\n\t#else\r\n\r\n\t\tfloat p = 1.0;\r\n\r\n\t#endif\r\n\r\n\tcolor += processTexel(vUv + vec2(pw * w, ph * h), blur) * mix(1.0, i / RINGS_FLOAT, bias) * p;\r\n\r\n\treturn mix(1.0, i / RINGS_FLOAT, bias) * p;\r\n\r\n}\r\n\r\nvoid main() {\r\n\r\n\t#ifdef USE_LOGDEPTHBUF\r\n\r\n\t\tfloat depth = linearize(texture2D(tDepth, vUv).x);\r\n\r\n\t#else\r\n\r\n\t\tfloat depth = linearize(readDepth(tDepth, vUv));\r\n\r\n\t#endif\r\n\r\n\t#ifdef SHADER_FOCUS\r\n\r\n\t\t#ifdef USE_LOGDEPTHBUF\r\n\r\n\t\t\tfloat fDepth = linearize(texture2D(tDepth, focusCoords).x);\r\n\r\n\t\t#else\r\n\r\n\t\t\tfloat fDepth = linearize(readDepth(tDepth, focusCoords));\r\n\r\n\t\t#endif\r\n\r\n\t#else\r\n\r\n\t\tfloat fDepth = focalDepth;\r\n\r\n\t#endif\r\n\r\n\t#ifdef MANUAL_DOF\r\n\r\n\t\tconst float nDoFStart = 1.0; \r\n\t\tconst float nDoFDist = 2.0;\r\n\t\tconst float fDoFStart = 1.0;\r\n\t\tconst float fDoFDist = 3.0;\r\n\r\n\t\tfloat focalPlane = depth - fDepth;\r\n\t\tfloat farDoF = (focalPlane - fDoFStart) / fDoFDist;\r\n\t\tfloat nearDoF = (-focalPlane - nDoFStart) / nDoFDist;\r\n\r\n\t\tfloat blur = (focalPlane > 0.0) ? farDoF : nearDoF;\r\n\r\n\t#else\r\n\r\n\t\tconst float CIRCLE_OF_CONFUSION = 0.03; // 35mm film = 0.03mm CoC.\r\n\r\n\t\tfloat focalPlaneMM = fDepth * 1000.0;\r\n\t\tfloat depthMM = depth * 1000.0;\r\n\r\n\t\tfloat focalPlane = (depthMM * focalLength) / (depthMM - focalLength);\r\n\t\tfloat farDoF = (focalPlaneMM * focalLength) / (focalPlaneMM - focalLength);\r\n\t\tfloat nearDoF = (focalPlaneMM - focalLength) / (focalPlaneMM * focalStop * CIRCLE_OF_CONFUSION);\r\n\r\n\t\tfloat blur = abs(focalPlane - farDoF) * nearDoF;\r\n\r\n\t#endif\r\n\r\n\tblur = clamp(blur, 0.0, 1.0);\r\n\r\n\t// Dithering.\r\n\tvec2 noise = rand2(vUv) * ditherStrength * blur;\r\n\r\n\tfloat blurFactorX = texelSize.x * blur * maxBlur + noise.x;\r\n\tfloat blurFactorY = texelSize.y * blur * maxBlur + noise.y;\r\n\r\n\tconst int MAX_RING_SAMPLES = RINGS_INT * SAMPLES_INT;\r\n\r\n\t// Calculation of final color.\r\n\tvec4 color;\r\n\r\n\tif(blur < 0.05) {\r\n\r\n\t\tcolor = texture2D(tDiffuse, vUv);\r\n\r\n\t} else {\r\n\r\n\t\tcolor = texture2D(tDiffuse, vUv);\r\n\r\n\t\tfloat s = 1.0;\r\n\t\tint ringSamples;\r\n\r\n\t\tfor(int i = 1; i <= RINGS_INT; ++i) {\r\n\r\n\t\t\tringSamples = i * SAMPLES_INT;\r\n\r\n\t\t\t// Constant loop.\r\n\t\t\tfor(int j = 0; j < MAX_RING_SAMPLES; ++j) {\r\n\r\n\t\t\t\t// Break earlier.\r\n\t\t\t\tif(j >= ringSamples) { break; }\r\n\r\n\t\t\t\ts += gather(float(i), float(j), float(ringSamples), color.rgb, blurFactorX, blurFactorY, blur);\r\n\r\n\t\t\t}\r\n\r\n\t\t}\r\n\r\n\t\tcolor.rgb /= s; // Divide by sample count.\r\n\r\n\t}\r\n\r\n\t#ifdef SHOW_FOCUS\r\n\r\n\t\tcolor.rgb = debugFocus(color.rgb, blur, depth);\r\n\r\n\t#endif\r\n\r\n\t#ifdef VIGNETTE\r\n\r\n\t\tcolor.rgb *= vignette();\r\n\r\n\t#endif\r\n\r\n\tgl_FragColor = color;\r\n\r\n}\r\n";
	var vertex$15 = "varying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvUv = uv;\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";
	/**
	 * Depth of Field shader v2.4.
	 *
	 * Original shader code by Martins Upitis:
	 *  http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)
	 */

	var RealisticBokehMaterial =
	/*#__PURE__*/
	function (_ShaderMaterial) {
	  /**
	   * Constructs a new bokeh2 material.
	   *
	   * @param {PerspectiveCamera} [camera] - The main camera.
	   * @param {Object} [options] - Additional options.
	   * @param {Vector2} [options.texelSize] - The absolute screen texel size.
	   * @param {Boolean} [options.rings=3] - The number of blurring iterations.
	   * @param {Boolean} [options.samples=2] - The amount of samples taken per ring.
	   * @param {Boolean} [options.showFocus=false] - Whether the focus point should be highlighted.
	   * @param {Boolean} [options.manualDoF=false] - Enables manual depth of field blur.
	   * @param {Boolean} [options.vignette=false] - Enables a vignette effect.
	   * @param {Boolean} [options.pentagon=false] - Enable to use a pentagonal shape to scale gathered texels.
	   * @param {Boolean} [options.shaderFocus=true] - Disable if you compute your own focalDepth (in metres!).
	   * @param {Boolean} [options.noise=true] - Disable if you don't want noise patterns for dithering.
	   * @param {Number} [options.maxBlur=1.0] - The maximum blur strength.
	   * @param {Number} [options.luminanceThreshold=0.5] - A luminance threshold.
	   * @param {Number} [options.luminanceGain=2.0] - A luminance gain factor.
	   * @param {Number} [options.bias=0.5] - A blur bias.
	   * @param {Number} [options.fringe=0.7] - A blur offset.
	   * @param {Number} [options.ditherStrength=0.0001] - The dither strength.
	   */
	  function RealisticBokehMaterial() {
	    var _this;

	    var camera = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : null;
	    var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};

	    classCallCheck(this, RealisticBokehMaterial);

	    var settings = Object.assign({
	      texelSize: null,
	      rings: 3,
	      samples: 2,
	      showFocus: false,
	      manualDoF: false,
	      vignette: false,
	      pentagon: false,
	      shaderFocus: true,
	      noise: true,
	      maxBlur: 1.0,
	      luminanceThreshold: 0.5,
	      luminanceGain: 2.0,
	      bias: 0.5,
	      fringe: 0.7,
	      ditherStrength: 0.0001
	    }, options);
	    _this = possibleConstructorReturn(this, getPrototypeOf$2(RealisticBokehMaterial).call(this, {
	      type: "RealisticBokehMaterial",
	      defines: {
	        RINGS_INT: settings.rings.toFixed(0),
	        RINGS_FLOAT: settings.rings.toFixed(1),
	        SAMPLES_INT: settings.samples.toFixed(0),
	        SAMPLES_FLOAT: settings.samples.toFixed(1)
	      },
	      uniforms: {
	        tDiffuse: new Uniform(null),
	        tDepth: new Uniform(null),
	        texelSize: new Uniform(new Vector2()),
	        halfTexelSize: new Uniform(new Vector2()),
	        cameraNear: new Uniform(0.1),
	        cameraFar: new Uniform(2000),
	        focalLength: new Uniform(24.0),
	        focalStop: new Uniform(0.9),
	        maxBlur: new Uniform(settings.maxBlur),
	        luminanceThreshold: new Uniform(settings.luminanceThreshold),
	        luminanceGain: new Uniform(settings.luminanceGain),
	        bias: new Uniform(settings.bias),
	        fringe: new Uniform(settings.fringe),
	        ditherStrength: new Uniform(settings.ditherStrength),
	        focusCoords: new Uniform(new Vector2(0.5, 0.5)),
	        focalDepth: new Uniform(1.0)
	      },
	      fragmentShader: fragment$15,
	      vertexShader: vertex$15,
	      depthWrite: false,
	      depthTest: false
	    }));

	    _this.setShowFocusEnabled(settings.showFocus);

	    _this.setManualDepthOfFieldEnabled(settings.manualDoF);

	    _this.setVignetteEnabled(settings.vignette);

	    _this.setPentagonEnabled(settings.pentagon);

	    _this.setShaderFocusEnabled(settings.shaderFocus);

	    _this.setNoiseEnabled(settings.noise);

	    if (settings.texelSize !== null) {
	      _this.setTexelSize(settings.texelSize.x, settings.texelSize.y);
	    }

	    _this.adoptCameraSettings(camera);

	    return _this;
	  }
	  /**
	   * Defines whether the focus should be shown.
	   *
	   * @param {Boolean} enabled - True if the focus should be shown, false otherwise.
	   */


	  createClass(RealisticBokehMaterial, [{
	    key: "setShowFocusEnabled",
	    value: function setShowFocusEnabled(enabled) {
	      if (enabled) {
	        this.defines.SHOW_FOCUS = "1";
	      } else {
	        delete this.defines.SHOW_FOCUS;
	      }

	      this.needsUpdate = true;
	    }
	    /**
	     * Defines whether manual Depth of Field should be enabled.
	     *
	     * @param {Boolean} enabled - Whether manual DoF should be enabled.
	     */

	  }, {
	    key: "setManualDepthOfFieldEnabled",
	    value: function setManualDepthOfFieldEnabled(enabled) {
	      if (enabled) {
	        this.defines.MANUAL_DOF = "1";
	      } else {
	        delete this.defines.MANUAL_DOF;
	      }

	      this.needsUpdate = true;
	    }
	    /**
	     * Defines whether the Vignette effect should be enabled.
	     *
	     * @param {Boolean} enabled - Whether the Vignette effect should be enabled.
	     */

	  }, {
	    key: "setVignetteEnabled",
	    value: function setVignetteEnabled(enabled) {
	      if (enabled) {
	        this.defines.VIGNETTE = "1";
	      } else {
	        delete this.defines.VIGNETTE;
	      }

	      this.needsUpdate = true;
	    }
	    /**
	     * Defines whether the pentagonal blur effect should be enabled.
	     *
	     * @param {Boolean} enabled - Whether the pentagonal blur effect should be enabled.
	     */

	  }, {
	    key: "setPentagonEnabled",
	    value: function setPentagonEnabled(enabled) {
	      if (enabled) {
	        this.defines.PENTAGON = "1";
	      } else {
	        delete this.defines.PENTAGON;
	      }

	      this.needsUpdate = true;
	    }
	    /**
	     * Enables or disables the automatic shader focus.
	     *
	     * @param {Boolean} enabled - Whether the shader focus should be enabled.
	     */

	  }, {
	    key: "setShaderFocusEnabled",
	    value: function setShaderFocusEnabled(enabled) {
	      if (enabled) {
	        this.defines.SHADER_FOCUS = "1";
	      } else {
	        delete this.defines.SHADER_FOCUS;
	      }

	      this.needsUpdate = true;
	    }
	    /**
	     * Defines whether the dithering should compute noise.
	     *
	     * @param {Boolean} enabled - Whether noise-based dithering should be enabled.
	     */

	  }, {
	    key: "setNoiseEnabled",
	    value: function setNoiseEnabled(enabled) {
	      if (enabled) {
	        this.defines.NOISE = "1";
	      } else {
	        delete this.defines.NOISE;
	      }

	      this.needsUpdate = true;
	    }
	    /**
	     * Sets the texel size.
	     *
	     * @param {Number} x - The texel width.
	     * @param {Number} y - The texel height.
	     */

	  }, {
	    key: "setTexelSize",
	    value: function setTexelSize(x, y) {
	      this.uniforms.texelSize.value.set(x, y);
	      this.uniforms.halfTexelSize.value.set(x, y).multiplyScalar(0.5);
	    }
	    /**
	     * Adopts the near and far plane and the focal length of the given camera.
	     *
	     * @param {PerspectiveCamera} camera - The main camera.
	     */

	  }, {
	    key: "adoptCameraSettings",
	    value: function adoptCameraSettings(camera) {
	      if (camera !== null) {
	        this.uniforms.cameraNear.value = camera.near;
	        this.uniforms.cameraFar.value = camera.far;
	        this.uniforms.focalLength.value = camera.getFocalLength(); // unit: mm.
	      }
	    }
	  }]);

	  inherits(RealisticBokehMaterial, _ShaderMaterial);

	  return RealisticBokehMaterial;
	}(ShaderMaterial);

	var fragment$16 = "#include <common>\r\n\r\nuniform sampler2D tDiffuse;\r\nuniform vec2 center;\r\nuniform float aspect;\r\nuniform float waveSize;\r\nuniform float radius;\r\nuniform float maxRadius;\r\nuniform float amplitude;\r\n\r\nvarying vec2 vUv;\r\nvarying float vSize;\r\n\r\nvoid main() {\r\n\r\n\tvec2 aspectCorrection = vec2(aspect, 1.0);\r\n\r\n\tvec2 difference = vUv * aspectCorrection - center * aspectCorrection;\r\n\tfloat distance = sqrt(dot(difference, difference)) * vSize;\r\n\r\n\tvec2 displacement = vec2(0.0);\r\n\r\n\tif(distance > radius) {\r\n\r\n\t\tif(distance < radius + waveSize) {\r\n\r\n\t\t\tfloat angle = (distance - radius) * PI2 / waveSize;\r\n\t\t\tfloat cosSin = (1.0 - cos(angle)) * 0.5;\r\n\r\n\t\t\tfloat extent = maxRadius + waveSize;\r\n\t\t\tfloat decay = max(extent - distance * distance, 0.0) / extent;\r\n\r\n\t\t\tdisplacement = ((cosSin * amplitude * difference) / distance) * decay;\r\n\r\n\t\t}\r\n\r\n\t}\r\n\r\n\tgl_FragColor = texture2D(tDiffuse, vUv - displacement);\r\n\r\n}\r\n";
	var vertex$16 = "uniform float size;\r\nuniform float scale;\r\nuniform float cameraDistance;\r\n\r\nvarying vec2 vUv;\r\nvarying float vSize;\r\n\r\nvoid main() {\r\n\r\n\tvUv = uv;\r\n\tvSize = (0.1 * cameraDistance) / size;\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";
	/**
	 * A shock wave shader material.
	 *
	 * Based on a Gist by Jean-Philippe Sarda:
	 *  https://gist.github.com/jpsarda/33cea67a9f2ecb0a0eda
	 */

	var ShockWaveMaterial =
	/*#__PURE__*/
	function (_ShaderMaterial) {
	  /**
	   * Constructs a new shock wave material.
	   *
	   * @param {Object} [options] - The options.
	   * @param {Number} [options.waveSize=0.2] - The wave size.
	   * @param {Number} [options.amplitude=0.05] - The distortion amplitude.
	   */
	  function ShockWaveMaterial() {
	    var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, ShockWaveMaterial);

	    var settings = Object.assign({
	      maxRadius: 1.0,
	      waveSize: 0.2,
	      amplitude: 0.05
	    }, options);
	    return possibleConstructorReturn(this, getPrototypeOf$2(ShockWaveMaterial).call(this, {
	      type: "ShockWaveMaterial",
	      uniforms: {
	        tDiffuse: new Uniform(null),
	        center: new Uniform(new Vector2(0.5, 0.5)),
	        aspect: new Uniform(1.0),
	        cameraDistance: new Uniform(1.0),
	        size: new Uniform(1.0),
	        radius: new Uniform(-settings.waveSize),
	        maxRadius: new Uniform(settings.maxRadius),
	        waveSize: new Uniform(settings.waveSize),
	        amplitude: new Uniform(settings.amplitude)
	      },
	      fragmentShader: fragment$16,
	      vertexShader: vertex$16,
	      depthWrite: false,
	      depthTest: false
	    }));
	  }

	  inherits(ShockWaveMaterial, _ShaderMaterial);

	  return ShockWaveMaterial;
	}(ShaderMaterial);

	var fragment$17 = "uniform sampler2D tDiffuse;\r\nuniform sampler2D tWeights;\r\n\r\nuniform vec2 texelSize;\r\n\r\nvarying vec2 vUv;\r\nvarying vec4 vOffset;\r\n\r\nvoid main() {\r\n\r\n\t// Fetch the blending weights for current pixel.\r\n\tvec4 a;\r\n\ta.xz = texture2D(tWeights, vUv).xz;\r\n\ta.y = texture2D(tWeights, vOffset.zw).g;\r\n\ta.w = texture2D(tWeights, vOffset.xy).a;\r\n\r\n\tvec4 color;\r\n\r\n\t// Check if there is any blending weight with a value greater than 0.0.\r\n\tif(dot(a, vec4(1.0)) < 1e-5) {\r\n\r\n\t\tcolor = texture2D(tDiffuse, vUv, 0.0);\r\n\r\n\t} else {\r\n\r\n\t\t/* Up to four lines can be crossing a pixel (one through each edge).\r\n\t\t * The line with the maximum weight for each direction is favoured.\r\n\t\t */\r\n\r\n\t\tvec2 offset;\r\n\t\toffset.x = a.a > a.b ? a.a : -a.b; // Left vs. right.\r\n\t\toffset.y = a.g > a.r ? -a.g : a.r; // Top vs. bottom (changed signs).\r\n\r\n\t\t// Go in the direction with the maximum weight (horizontal vs. vertical).\r\n\t\tif(abs(offset.x) > abs(offset.y)) {\r\n\r\n\t\t\toffset.y = 0.0;\r\n\r\n\t\t} else {\r\n\r\n\t\t\toffset.x = 0.0;\r\n\r\n\t\t}\r\n\r\n\t\t// Fetch the opposite color and lerp by hand.\r\n\t\tcolor = texture2D(tDiffuse, vUv, 0.0);\r\n\t\tvec2 coord = vUv + sign(offset) * texelSize;\r\n\t\tvec4 oppositeColor = texture2D(tDiffuse, coord, 0.0);\r\n\t\tfloat s = abs(offset.x) > abs(offset.y) ? abs(offset.x) : abs(offset.y);\r\n\r\n\t\t// Gamma correction.\r\n\t\tcolor.rgb = pow(abs(color.rgb), vec3(2.2));\r\n\t\toppositeColor.rgb = pow(abs(oppositeColor.rgb), vec3(2.2));\r\n\t\tcolor = mix(color, oppositeColor, s);\r\n\t\tcolor.rgb = pow(abs(color.rgb), vec3(1.0 / 2.2));\r\n\r\n\t}\r\n\r\n\tgl_FragColor = color;\r\n\r\n}\r\n";
	var vertex$17 = "uniform vec2 texelSize;\r\n\r\nvarying vec2 vUv;\r\nvarying vec4 vOffset;\r\n\r\nvoid main() {\r\n\r\n\tvUv = uv;\r\n\r\n\tvOffset = uv.xyxy + texelSize.xyxy * vec4(1.0, 0.0, 0.0, -1.0); // Changed sign in W component.\r\n\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";
	/**
	 * Subpixel Morphological Antialiasing.
	 *
	 * This material is used to render the final antialiasing.
	 */

	var SMAABlendMaterial =
	/*#__PURE__*/
	function (_ShaderMaterial) {
	  /**
	   * Constructs a new SMAA blend material.
	   *
	   * @param {Vector2} [texelSize] - The absolute screen texel size.
	   */
	  function SMAABlendMaterial() {
	    var texelSize = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : new Vector2();

	    classCallCheck(this, SMAABlendMaterial);

	    return possibleConstructorReturn(this, getPrototypeOf$2(SMAABlendMaterial).call(this, {
	      type: "SMAABlendMaterial",
	      uniforms: {
	        tDiffuse: new Uniform(null),
	        tWeights: new Uniform(null),
	        texelSize: new Uniform(texelSize)
	      },
	      fragmentShader: fragment$17,
	      vertexShader: vertex$17,
	      depthWrite: false,
	      depthTest: false
	    }));
	  }

	  inherits(SMAABlendMaterial, _ShaderMaterial);

	  return SMAABlendMaterial;
	}(ShaderMaterial);

	var fragment$18 = "#define sampleLevelZeroOffset(t, coord, offset) texture2D(t, coord + float(offset) * texelSize, 0.0)\r\n\r\nuniform sampler2D tDiffuse;\r\nuniform sampler2D tArea;\r\nuniform sampler2D tSearch;\r\n\r\nuniform vec2 texelSize;\r\n\r\nvarying vec2 vUv;\r\nvarying vec4 vOffset[3];\r\nvarying vec2 vPixCoord;\r\n\r\nvec2 round(vec2 x) {\r\n\r\n\treturn sign(x) * floor(abs(x) + 0.5);\r\n\r\n}\r\n\r\nfloat searchLength(vec2 e, float bias, float scale) {\r\n\r\n\t// Not required if tSearch accesses are set to point.\r\n\t// const vec2 SEARCH_TEX_PIXEL_SIZE = 1.0 / vec2(66.0, 33.0);\r\n\t// e = vec2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE + e * vec2(scale, 1.0) * vec2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;\r\n\r\n\te.r = bias + e.r * scale;\r\n\r\n\treturn 255.0 * texture2D(tSearch, e, 0.0).r;\r\n\r\n}\r\n\r\nfloat searchXLeft(vec2 texCoord, float end) {\r\n\r\n\t/* @PSEUDO_GATHER4\r\n\t * This texCoord has been offset by (-0.25, -0.125) in the vertex shader to\r\n\t * sample between edge, thus fetching four edges in a row.\r\n\t * Sampling with different offsets in each direction allows to disambiguate\r\n\t * which edges are active from the four fetched ones.\r\n\t */\r\n\r\n\tvec2 e = vec2(0.0, 1.0);\r\n\r\n\tfor(int i = 0; i < MAX_SEARCH_STEPS_INT; ++i) {\r\n\r\n\t\te = texture2D(tDiffuse, texCoord, 0.0).rg;\r\n\t\ttexCoord -= vec2(2.0, 0.0) * texelSize;\r\n\r\n\t\tif(!(texCoord.x > end && e.g > 0.8281 && e.r == 0.0)) { break; }\r\n\r\n\t}\r\n\r\n\t// Correct the previously applied offset (-0.25, -0.125).\r\n\ttexCoord.x += 0.25 * texelSize.x;\r\n\r\n\t// The searches are biased by 1, so adjust the coords accordingly.\r\n\ttexCoord.x += texelSize.x;\r\n\r\n\t// Disambiguate the length added by the last step.\r\n\ttexCoord.x += 2.0 * texelSize.x; // Undo last step.\r\n\ttexCoord.x -= texelSize.x * searchLength(e, 0.0, 0.5);\r\n\r\n\treturn texCoord.x;\r\n\r\n}\r\n\r\nfloat searchXRight(vec2 texCoord, float end) {\r\n\r\n\tvec2 e = vec2(0.0, 1.0);\r\n\r\n\tfor(int i = 0; i < MAX_SEARCH_STEPS_INT; ++i) {\r\n\r\n\t\te = texture2D(tDiffuse, texCoord, 0.0).rg;\r\n\t\ttexCoord += vec2(2.0, 0.0) * texelSize;\r\n\r\n\t\tif(!(texCoord.x < end && e.g > 0.8281 && e.r == 0.0)) { break; }\r\n\r\n\t}\r\n\r\n\ttexCoord.x -= 0.25 * texelSize.x;\r\n\ttexCoord.x -= texelSize.x;\r\n\ttexCoord.x -= 2.0 * texelSize.x;\r\n\ttexCoord.x += texelSize.x * searchLength(e, 0.5, 0.5);\r\n\r\n\treturn texCoord.x;\r\n\r\n}\r\n\r\nfloat searchYUp(vec2 texCoord, float end) {\r\n\r\n\tvec2 e = vec2(1.0, 0.0);\r\n\r\n\tfor(int i = 0; i < MAX_SEARCH_STEPS_INT; ++i) {\r\n\r\n\t\te = texture2D(tDiffuse, texCoord, 0.0).rg;\r\n\t\ttexCoord += vec2(0.0, 2.0) * texelSize; // Changed sign.\r\n\r\n\t\tif(!(texCoord.y > end && e.r > 0.8281 && e.g == 0.0)) { break; }\r\n\r\n\t}\r\n\r\n\ttexCoord.y -= 0.25 * texelSize.y; // Changed sign.\r\n\ttexCoord.y -= texelSize.y; // Changed sign.\r\n\ttexCoord.y -= 2.0 * texelSize.y; // Changed sign.\r\n\ttexCoord.y += texelSize.y * searchLength(e.gr, 0.0, 0.5); // Changed sign.\r\n\r\n\treturn texCoord.y;\r\n\r\n}\r\n\r\nfloat searchYDown(vec2 texCoord, float end) {\r\n\r\n\tvec2 e = vec2(1.0, 0.0);\r\n\r\n\tfor(int i = 0; i < MAX_SEARCH_STEPS_INT; ++i ) {\r\n\r\n\t\te = texture2D(tDiffuse, texCoord, 0.0).rg;\r\n\t\ttexCoord -= vec2(0.0, 2.0) * texelSize; // Changed sign.\r\n\r\n\t\tif(!(texCoord.y < end && e.r > 0.8281 && e.g == 0.0)) { break; }\r\n\r\n\t}\r\n\r\n\ttexCoord.y += 0.25 * texelSize.y; // Changed sign.\r\n\ttexCoord.y += texelSize.y; // Changed sign.\r\n\ttexCoord.y += 2.0 * texelSize.y; // Changed sign.\r\n\ttexCoord.y -= texelSize.y * searchLength(e.gr, 0.5, 0.5); // Changed sign.\r\n\r\n\treturn texCoord.y;\r\n\r\n}\r\n\r\nvec2 area(vec2 dist, float e1, float e2, float offset) {\r\n\r\n\t// Rounding prevents precision errors of bilinear filtering.\r\n\tvec2 texCoord = AREATEX_MAX_DISTANCE * round(4.0 * vec2(e1, e2)) + dist;\r\n\r\n\t// Scale and bias for texel space translation.\r\n\ttexCoord = AREATEX_PIXEL_SIZE * texCoord + (0.5 * AREATEX_PIXEL_SIZE);\r\n\r\n\t// Move to proper place, according to the subpixel offset.\r\n\ttexCoord.y += AREATEX_SUBTEX_SIZE * offset;\r\n\r\n\treturn texture2D(tArea, texCoord, 0.0).rg;\r\n\r\n}\r\n\r\nvoid main() {\r\n\r\n\tvec4 weights = vec4(0.0);\r\n\tvec4 subsampleIndices = vec4(0.0);\r\n\tvec2 e = texture2D(tDiffuse, vUv).rg;\r\n\r\n\tif(e.g > 0.0) {\r\n\r\n\t\t// Edge at north.\r\n\t\tvec2 d;\r\n\r\n\t\t// Find the distance to the left.\r\n\t\tvec2 coords;\r\n\t\tcoords.x = searchXLeft(vOffset[0].xy, vOffset[2].x);\r\n\t\tcoords.y = vOffset[1].y; // vOffset[1].y = vUv.y - 0.25 * texelSize.y (@CROSSING_OFFSET)\r\n\t\td.x = coords.x;\r\n\r\n\t\t/* Now fetch the left crossing edges, two at a time using bilinear\r\n\t\tfiltering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to discern what\r\n\t\tvalue each edge has. */\r\n\t\tfloat e1 = texture2D(tDiffuse, coords, 0.0).r;\r\n\r\n\t\t// Find the distance to the right.\r\n\t\tcoords.x = searchXRight(vOffset[0].zw, vOffset[2].y);\r\n\t\td.y = coords.x;\r\n\r\n\t\t/* Translate distances to pixel units for better interleave arithmetic and\r\n\t\tmemory accesses. */\r\n\t\td = d / texelSize.x - vPixCoord.x;\r\n\r\n\t\t// The area texture is compressed quadratically.\r\n\t\tvec2 sqrtD = sqrt(abs(d));\r\n\r\n\t\t// Fetch the right crossing edges.\r\n\t\tcoords.y -= texelSize.y; // WebGL port note: Added.\r\n\t\tfloat e2 = sampleLevelZeroOffset(tDiffuse, coords, ivec2(1, 0)).r;\r\n\r\n\t\t// Pattern recognised, now get the actual area.\r\n\t\tweights.rg = area(sqrtD, e1, e2, subsampleIndices.y);\r\n\r\n\t}\r\n\r\n\tif(e.r > 0.0) {\r\n\r\n\t\t// Edge at west.\r\n\t\tvec2 d;\r\n\r\n\t\t// Find the distance to the top.\r\n\t\tvec2 coords;\r\n\t\tcoords.y = searchYUp(vOffset[1].xy, vOffset[2].z);\r\n\t\tcoords.x = vOffset[0].x; // vOffset[1].x = vUv.x - 0.25 * texelSize.x;\r\n\t\td.x = coords.y;\r\n\r\n\t\t// Fetch the top crossing edges.\r\n\t\tfloat e1 = texture2D(tDiffuse, coords, 0.0).g;\r\n\r\n\t\t// Find the distance to the bottom.\r\n\t\tcoords.y = searchYDown(vOffset[1].zw, vOffset[2].w);\r\n\t\td.y = coords.y;\r\n\r\n\t\t// Distances in pixel units.\r\n\t\td = d / texelSize.y - vPixCoord.y;\r\n\r\n\t\t// The area texture is compressed quadratically.\r\n\t\tvec2 sqrtD = sqrt(abs(d));\r\n\r\n\t\t// Fetch the bottom crossing edges.\r\n\t\tcoords.y -= texelSize.y; // WebGL port note: Added.\r\n\t\tfloat e2 = sampleLevelZeroOffset(tDiffuse, coords, ivec2(0, 1)).g;\r\n\r\n\t\t// Get the area for this direction.\r\n\t\tweights.ba = area(sqrtD, e1, e2, subsampleIndices.x);\r\n\r\n\t}\r\n\r\n\tgl_FragColor = weights;\r\n\r\n}\r\n";
	var vertex$18 = "uniform vec2 texelSize;\r\n\r\nvarying vec2 vUv;\r\nvarying vec4 vOffset[3];\r\nvarying vec2 vPixCoord;\r\n\r\nvoid main() {\r\n\r\n\tvUv = uv;\r\n\r\n\tvPixCoord = uv / texelSize;\r\n\r\n\t// Offsets for the searches (see @PSEUDO_GATHER4).\r\n\tvOffset[0] = uv.xyxy + texelSize.xyxy * vec4(-0.25, 0.125, 1.25, 0.125); // Changed sign in Y and W components.\r\n\tvOffset[1] = uv.xyxy + texelSize.xyxy * vec4(-0.125, 0.25, -0.125, -1.25); //Changed sign in Y and W components.\r\n\r\n\t// This indicates the ends of the loops.\r\n\tvOffset[2] = vec4(vOffset[0].xz, vOffset[1].yw) + vec4(-2.0, 2.0, -2.0, 2.0) * texelSize.xxyy * MAX_SEARCH_STEPS_FLOAT;\r\n\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";
	/**
	 * Subpixel Morphological Antialiasing.
	 *
	 * This material computes weights for detected edges.
	 */

	var SMAAWeightsMaterial =
	/*#__PURE__*/
	function (_ShaderMaterial) {
	  /**
	   * Constructs a new SMAA weights material.
	   *
	   * @param {Vector2} [texelSize] - The absolute screen texel size.
	   */
	  function SMAAWeightsMaterial() {
	    var texelSize = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : new Vector2();

	    classCallCheck(this, SMAAWeightsMaterial);

	    return possibleConstructorReturn(this, getPrototypeOf$2(SMAAWeightsMaterial).call(this, {
	      type: "SMAAWeightsMaterial",
	      defines: {
	        // Configurable settings:
	        MAX_SEARCH_STEPS_INT: "8",
	        MAX_SEARCH_STEPS_FLOAT: "8.0",
	        // Non-configurable settings:
	        AREATEX_MAX_DISTANCE: "16.0",
	        AREATEX_PIXEL_SIZE: "(1.0 / vec2(160.0, 560.0))",
	        AREATEX_SUBTEX_SIZE: "(1.0 / 7.0)",
	        SEARCHTEX_SIZE: "vec2(66.0, 33.0)",
	        SEARCHTEX_PACKED_SIZE: "vec2(64.0, 16.0)"
	      },
	      uniforms: {
	        tDiffuse: new Uniform(null),
	        tArea: new Uniform(null),
	        tSearch: new Uniform(null),
	        texelSize: new Uniform(texelSize)
	      },
	      fragmentShader: fragment$18,
	      vertexShader: vertex$18,
	      depthWrite: false,
	      depthTest: false
	    }));
	  }
	  /**
	   * Sets the maximum amount of steps performed in the horizontal/vertical
	   * pattern searches, at each side of the pixel.
	   *
	   * In number of pixels, it's actually the double. So the maximum line length
	   * perfectly handled by, for example 16, is 64 (perfectly means that longer
	   * lines won't look as good, but are still antialiased).
	   *
	   * @param {Number} steps - The search steps. Range: [0, 112].
	   */


	  createClass(SMAAWeightsMaterial, [{
	    key: "setOrthogonalSearchSteps",
	    value: function setOrthogonalSearchSteps(steps) {
	      this.defines.MAX_SEARCH_STEPS_INT = steps.toFixed("0");
	      this.defines.MAX_SEARCH_STEPS_FLOAT = steps.toFixed("1");
	      this.needsUpdate = true;
	    }
	  }]);

	  inherits(SMAAWeightsMaterial, _ShaderMaterial);

	  return SMAAWeightsMaterial;
	}(ShaderMaterial);

	var fragment$19 = "#include <common>\r\n#include <dithering_pars_fragment>\r\n\r\nuniform sampler2D tDiffuse;\r\nuniform float middleGrey;\r\nuniform float maxLuminance;\r\n\r\n#ifdef ADAPTED_LUMINANCE\r\n\r\n\tuniform sampler2D luminanceMap;\r\n\r\n#else\r\n\r\n\tuniform float averageLuminance;\r\n\r\n#endif\r\n\r\nvarying vec2 vUv;\r\n\r\nvec3 toneMap(vec3 c) {\r\n\r\n\t#ifdef ADAPTED_LUMINANCE\r\n\r\n\t\t// Get the calculated average luminance by sampling the center.\r\n\t\tfloat lumAvg = texture2D(luminanceMap, vec2(0.5)).r;\r\n\r\n\t#else\r\n\r\n\t\tfloat lumAvg = averageLuminance;\r\n\r\n\t#endif\r\n\r\n\t// Calculate the luminance of the current pixel.\r\n\tfloat lumPixel = linearToRelativeLuminance(c);\r\n\r\n\t// Apply the modified operator (Reinhard Eq. 4).\r\n\tfloat lumScaled = (lumPixel * middleGrey) / lumAvg;\r\n\r\n\tfloat lumCompressed = (lumScaled * (1.0 + (lumScaled / (maxLuminance * maxLuminance)))) / (1.0 + lumScaled);\r\n\r\n\treturn lumCompressed * c;\r\n\r\n}\r\n\r\nvoid main() {\r\n\r\n\tvec4 texel = texture2D(tDiffuse, vUv);\r\n\tgl_FragColor = vec4(toneMap(texel.rgb), texel.a);\r\n\r\n\t#include <dithering_fragment>\r\n\r\n}\r\n";
	var vertex$19 = "varying vec2 vUv;\r\n\r\nvoid main() {\r\n\r\n\tvUv = uv;\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n\r\n}\r\n";
	/**
	 * Full-screen tone-mapping shader material.
	 *
	 * This material supports dithering.
	 *
	 * Reference:
	 *  http://www.cis.rit.edu/people/faculty/ferwerda/publications/sig02_paper.pdf
	 */

	var ToneMappingMaterial =
	/*#__PURE__*/
	function (_ShaderMaterial) {
	  /**
	   * Constructs a new tone mapping material.
	   */
	  function ToneMappingMaterial() {
	    classCallCheck(this, ToneMappingMaterial);

	    return possibleConstructorReturn(this, getPrototypeOf$2(ToneMappingMaterial).call(this, {
	      type: "ToneMappingMaterial",
	      uniforms: {
	        tDiffuse: new Uniform(null),
	        luminanceMap: new Uniform(null),
	        averageLuminance: new Uniform(1.0),
	        maxLuminance: new Uniform(16.0),
	        middleGrey: new Uniform(0.6)
	      },
	      fragmentShader: fragment$19,
	      vertexShader: vertex$19,
	      depthWrite: false,
	      depthTest: false
	    }));
	  }

	  inherits(ToneMappingMaterial, _ShaderMaterial);

	  return ToneMappingMaterial;
	}(ShaderMaterial);

	/**
	 * A collection of shader materials that are used in the post processing passes.
	 *
	 * @module postprocessing/materials
	 */

	/**
	 * An abstract pass.
	 *
	 * Passes that do not rely on the depth buffer should explicitly disable the
	 * depth test and depth write in their respective shader materials.
	 *
	 * @implements {Resizable}
	 * @implements {Disposable}
	 */

	var Pass =
	/*#__PURE__*/
	function () {
	  /**
	   * Constructs a new pass.
	   *
	   * @param {String} [name] - The name of this pass.
	   * @param {Scene} [scene] - The scene to render.
	   * @param {Camera} [camera] - The camera.
	   * @param {Mesh} [quad] - A quad that fills the screen to render 2D filter effects. Set this to null, if you don't need it (see {@link RenderPass}).
	   */
	  function Pass() {
	    var name = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : "Pass";
	    var scene = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : new Scene();
	    var camera = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : new OrthographicCamera(-1, 1, 1, -1, 0, 1);
	    var quad = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : new Mesh(new PlaneBufferGeometry(2, 2), null);

	    classCallCheck(this, Pass);

	    /**
	     * The name of this pass.
	     *
	     * @type {String}
	     */
	    this.name = name;
	    /**
	     * The scene to render.
	     *
	     * @type {Scene}
	     * @protected
	     */

	    this.scene = scene;
	    /**
	     * The camera.
	     *
	     * @type {Camera}
	     * @protected
	     */

	    this.camera = camera;
	    /**
	     * A quad mesh that fills the screen.
	     *
	     * @type {Mesh}
	     * @private
	     */

	    this.quad = quad;

	    if (this.quad !== null) {
	      this.quad.frustumCulled = false;

	      if (this.scene !== null) {
	        this.scene.add(this.quad);
	      }
	    }
	    /**
	     * Indicates whether this pass should render to screen.
	     *
	     * @type {Boolean}
	     */


	    this.renderToScreen = false;
	    /**
	     * Indicates whether this pass should be executed.
	     *
	     * @type {Boolean}
	     */

	    this.enabled = true;
	    /**
	     * Indicates whether the {@link EffectComposer} should swap the frame
	     * buffers after this pass has finished rendering.
	     *
	     * Set this to `false` if this pass doesn't render to the output buffer or
	     * the screen. Otherwise, the contents of the input buffer will be lost.
	     *
	     * @type {Boolean}
	     */

	    this.needsSwap = true;
	  }
	  /**
	   * The fullscreen material.
	   *
	   * @type {Material}
	   */


	  createClass(Pass, [{
	    key: "render",

	    /**
	     * Renders the effect.
	     *
	     * This is an abstract method that must be overridden.
	     *
	     * @abstract
	     * @throws {Error} An error is thrown if the method is not overridden.
	     * @param {WebGLRenderer} renderer - The renderer.
	     * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
	     * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.
	     * @param {Number} [delta] - The time between the last frame and the current one in seconds.
	     * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.
	     */
	    value: function render(renderer, inputBuffer, outputBuffer, delta, stencilTest) {
	      throw new Error("Render method not implemented!");
	    }
	    /**
	     * Updates this pass with the renderer's size.
	     *
	     * You may override this method in case you want to be informed about the main
	     * render size.
	     *
	     * The {@link EffectComposer} calls this method before this pass is
	     * initialized and every time its own size is updated.
	     *
	     * @param {Number} width - The renderer's width.
	     * @param {Number} height - The renderer's height.
	     * @example this.myRenderTarget.setSize(width, height);
	     */

	  }, {
	    key: "setSize",
	    value: function setSize(width, height) {}
	    /**
	     * Performs initialization tasks.
	     *
	     * By overriding this method you gain access to the renderer. You'll also be
	     * able to configure your custom render targets to use the appropriate format
	     * (RGB or RGBA).
	     *
	     * The provided renderer can be used to warm up special off-screen render
	     * targets by performing a preliminary render operation.
	     *
	     * The {@link EffectComposer} calls this method when this pass is added to its
	     * queue, but not before its size has been set.
	     *
	     * @param {WebGLRenderer} renderer - The renderer.
	     * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.
	     * @example if(!alpha) { this.myRenderTarget.texture.format = RGBFormat; }
	     */

	  }, {
	    key: "initialize",
	    value: function initialize(renderer, alpha) {}
	    /**
	     * Performs a shallow search for properties that define a dispose method and
	     * deletes them. The pass will be inoperative after this method was called!
	     *
	     * Disposable objects:
	     *  - render targets
	     *  - materials
	     *  - textures
	     *
	     * The {@link EffectComposer} calls this method when it is being destroyed.
	     * You may, however, use it independently to free memory when you are certain
	     * that you don't need this pass anymore.
	     */

	  }, {
	    key: "dispose",
	    value: function dispose() {
	      var key;

	      var _arr = Object.keys(this);

	      for (var _i = 0; _i < _arr.length; _i++) {
	        key = _arr[_i];

	        if (this[key] !== null && typeof this[key].dispose === "function") {
	          this[key].dispose();
	          this[key] = null;
	        }
	      }

	      if (this.material !== null) {
	        this.material.dispose();
	      }
	    }
	  }, {
	    key: "material",
	    get: function get() {
	      return this.quad !== null ? this.quad.material : null;
	    }
	    /**
	     * Sets the fullscreen material.
	     *
	     * The material will be assigned to the quad mesh that fills the screen.
	     *
	     * @type {Material}
	     */
	    ,
	    set: function set(value) {
	      if (this.quad !== null) {
	        this.quad.material = value;
	      }
	    }
	  }]);

	  return Pass;
	}();

	/**
	 * An efficient, incremental blur pass.
	 *
	 * Note: This pass allows the input and output buffer to be the same.
	 */

	var BlurPass =
	/*#__PURE__*/
	function (_Pass) {
	  /**
	   * Constructs a new blur pass.
	   *
	   * @param {Object} [options] - The options.
	   * @param {Number} [options.resolutionScale=0.5] - The render texture resolution scale, relative to the screen render size.
	   * @param {Number} [options.kernelSize=KernelSize.LARGE] - The blur kernel size.
	   */
	  function BlurPass() {
	    var _this;

	    var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, BlurPass);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(BlurPass).call(this, "BlurPass"));
	    /**
	     * A render target.
	     *
	     * @type {WebGLRenderTarget}
	     * @private
	     */

	    _this.renderTargetX = new WebGLRenderTarget(1, 1, {
	      minFilter: LinearFilter,
	      magFilter: LinearFilter,
	      stencilBuffer: false,
	      depthBuffer: false
	    });
	    _this.renderTargetX.texture.name = "Blur.TargetX";
	    _this.renderTargetX.texture.generateMipmaps = false;
	    /**
	     * A second render target.
	     *
	     * @type {WebGLRenderTarget}
	     * @private
	     */

	    _this.renderTargetY = _this.renderTargetX.clone();
	    _this.renderTargetY.texture.name = "Blur.TargetY";
	    /**
	     * The resolution scale.
	     *
	     * You need to call {@link EffectComposer#setSize} after changing this
	     * value.
	     *
	     * @type {Number}
	     */

	    _this.resolutionScale = options.resolutionScale !== undefined ? options.resolutionScale : 0.5;
	    /**
	     * A convolution shader material.
	     *
	     * @type {ConvolutionMaterial}
	     * @private
	     */

	    _this.convolutionMaterial = new ConvolutionMaterial();
	    /**
	     * A convolution shader material that uses dithering.
	     *
	     * @type {ConvolutionMaterial}
	     * @private
	     */

	    _this.ditheredConvolutionMaterial = new ConvolutionMaterial();
	    _this.ditheredConvolutionMaterial.dithering = true;
	    /**
	     * Whether the blurred result should also be dithered using noise.
	     *
	     * @type {Boolean}
	     */

	    _this.dithering = false;
	    _this.kernelSize = options.kernelSize;
	    return _this;
	  }
	  /**
	   * The absolute width of the internal render targets.
	   *
	   * @type {Number}
	   */


	  createClass(BlurPass, [{
	    key: "render",

	    /**
	     * Blurs the input buffer and writes the result to the output buffer. The
	     * input buffer remains intact, unless its also the output buffer.
	     *
	     * @param {WebGLRenderer} renderer - The renderer.
	     * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
	     * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.
	     * @param {Number} [delta] - The time between the last frame and the current one in seconds.
	     * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.
	     */
	    value: function render(renderer, inputBuffer, outputBuffer, delta, stencilTest) {
	      var scene = this.scene;
	      var camera = this.camera;
	      var renderTargetX = this.renderTargetX;
	      var renderTargetY = this.renderTargetY;
	      var material = this.convolutionMaterial;
	      var uniforms = material.uniforms;
	      var kernel = material.getKernel();
	      var lastRT = inputBuffer;
	      var destRT;
	      var i, l;
	      this.material = material; // Apply the multi-pass blur.

	      for (i = 0, l = kernel.length - 1; i < l; ++i) {
	        // Alternate between targets.
	        destRT = i % 2 === 0 ? renderTargetX : renderTargetY;
	        uniforms.kernel.value = kernel[i];
	        uniforms.tDiffuse.value = lastRT.texture;
	        renderer.render(scene, camera, destRT);
	        lastRT = destRT;
	      }

	      if (this.dithering) {
	        material = this.ditheredConvolutionMaterial;
	        uniforms = material.uniforms;
	        this.material = material;
	      }

	      uniforms.kernel.value = kernel[i];
	      uniforms.tDiffuse.value = lastRT.texture;
	      renderer.render(scene, camera, this.renderToScreen ? null : outputBuffer);
	    }
	    /**
	     * Updates the size of this pass.
	     *
	     * @param {Number} width - The width.
	     * @param {Number} height - The height.
	     */

	  }, {
	    key: "setSize",
	    value: function setSize(width, height) {
	      width = Math.max(1, Math.floor(width * this.resolutionScale));
	      height = Math.max(1, Math.floor(height * this.resolutionScale));
	      this.renderTargetX.setSize(width, height);
	      this.renderTargetY.setSize(width, height);
	      this.convolutionMaterial.setTexelSize(1.0 / width, 1.0 / height);
	      this.ditheredConvolutionMaterial.setTexelSize(1.0 / width, 1.0 / height);
	    }
	    /**
	     * Performs initialization tasks.
	     *
	     * @param {WebGLRenderer} renderer - The renderer.
	     * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.
	     */

	  }, {
	    key: "initialize",
	    value: function initialize(renderer, alpha) {
	      if (!alpha) {
	        this.renderTargetX.texture.format = RGBFormat;
	        this.renderTargetY.texture.format = RGBFormat;
	      }
	    }
	  }, {
	    key: "width",
	    get: function get() {
	      return this.renderTargetX.width;
	    }
	    /**
	     * The absolute height of the internal render targets.
	     *
	     * @type {Number}
	     */

	  }, {
	    key: "height",
	    get: function get() {
	      return this.renderTargetX.height;
	    }
	    /**
	     * The kernel size.
	     *
	     * @type {KernelSize}
	     */

	  }, {
	    key: "kernelSize",
	    get: function get() {
	      return this.convolutionMaterial.kernelSize;
	    }
	    /**
	     * @type {KernelSize}
	     */
	    ,
	    set: function set() {
	      var value = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : KernelSize.LARGE;
	      this.convolutionMaterial.kernelSize = value;
	      this.ditheredConvolutionMaterial.kernelSize = value;
	    }
	  }]);

	  inherits(BlurPass, _Pass);

	  return BlurPass;
	}(Pass);

	/**
	 * A bloom pass.
	 *
	 * This pass renders a scene with superimposed blur by utilizing the fast Kawase
	 * convolution approach.
	 */

	var BloomPass =
	/*#__PURE__*/
	function (_Pass) {
	  /**
	   * Constructs a new bloom pass.
	   *
	   * @param {Object} [options] - The options.
	   * @param {Number} [options.resolutionScale=0.5] - The render texture resolution scale, relative to the screen render size.
	   * @param {Number} [options.kernelSize=KernelSize.LARGE] - The blur kernel size.
	   * @param {Number} [options.intensity=1.0] - The strength of the bloom effect.
	   * @param {Number} [options.distinction=1.0] - The luminance distinction factor. Raise this value to bring out the brighter elements in the scene.
	   * @param {Number} [options.screenMode=true] - Whether the screen blend mode should be used for combining the bloom texture with the scene colors.
	   */
	  function BloomPass() {
	    var _this;

	    var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, BloomPass);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(BloomPass).call(this, "BloomPass"));
	    /**
	     * A render target.
	     *
	     * @type {WebGLRenderTarget}
	     * @private
	     */

	    _this.renderTarget = new WebGLRenderTarget(1, 1, {
	      minFilter: LinearFilter,
	      magFilter: LinearFilter,
	      stencilBuffer: false,
	      depthBuffer: false
	    });
	    _this.renderTarget.texture.name = "Bloom.Target";
	    _this.renderTarget.texture.generateMipmaps = false;
	    /**
	     * A blur pass.
	     *
	     * @type {BlurPass}
	     * @private
	     */

	    _this.blurPass = new BlurPass(options);
	    /**
	     * A combine shader material.
	     *
	     * @type {CombineMaterial}
	     * @private
	     */

	    _this.combineMaterial = new CombineMaterial(options.screenMode !== undefined ? options.screenMode : true);
	    _this.intensity = options.intensity;
	    /**
	     * A luminosity shader material.
	     *
	     * @type {LuminosityMaterial}
	     * @private
	     */

	    _this.luminosityMaterial = new LuminosityMaterial(true);
	    _this.distinction = options.distinction;
	    return _this;
	  }
	  /**
	   * The resolution scale.
	   *
	   * @type {Number}
	   */


	  createClass(BloomPass, [{
	    key: "render",

	    /**
	     * Renders the effect.
	     *
	     * @param {WebGLRenderer} renderer - The renderer.
	     * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
	     * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.
	     * @param {Number} [delta] - The time between the last frame and the current one in seconds.
	     * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.
	     */
	    value: function render(renderer, inputBuffer, outputBuffer, delta, stencilTest) {
	      var scene = this.scene;
	      var camera = this.camera;
	      var blurPass = this.blurPass;
	      var luminosityMaterial = this.luminosityMaterial;
	      var combineMaterial = this.combineMaterial;
	      var renderTarget = this.renderTarget; // Luminance filter.

	      this.material = luminosityMaterial;
	      luminosityMaterial.uniforms.tDiffuse.value = inputBuffer.texture;
	      renderer.render(scene, camera, renderTarget); // Convolution phase.

	      blurPass.render(renderer, renderTarget, renderTarget);

	      if (this.blend) {
	        // Render the original scene with superimposed blur.
	        this.material = combineMaterial;
	        combineMaterial.uniforms.texture1.value = inputBuffer.texture;
	        combineMaterial.uniforms.texture2.value = renderTarget.texture;
	        renderer.render(scene, camera, this.renderToScreen ? null : outputBuffer);
	      }
	    }
	    /**
	     * Updates the size of this pass.
	     *
	     * @param {Number} width - The width.
	     * @param {Number} height - The height.
	     */

	  }, {
	    key: "setSize",
	    value: function setSize(width, height) {
	      this.blurPass.setSize(width, height);
	      width = this.blurPass.width;
	      height = this.blurPass.height;
	      this.renderTarget.setSize(width, height);
	    }
	    /**
	     * Performs initialization tasks.
	     *
	     * @param {WebGLRenderer} renderer - The renderer.
	     * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.
	     */

	  }, {
	    key: "initialize",
	    value: function initialize(renderer, alpha) {
	      this.blurPass.initialize(renderer, alpha);

	      if (!alpha) {
	        this.renderTarget.texture.format = RGBFormat;
	      }
	    }
	  }, {
	    key: "resolutionScale",
	    get: function get() {
	      return this.blurPass.resolutionScale;
	    }
	    /**
	     * You need to call {@link EffectComposer#setSize} after changing this value.
	     *
	     * @type {Number}
	     */
	    ,
	    set: function set() {
	      var value = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0.5;
	      this.blurPass.resolutionScale = value;
	    }
	    /**
	     * The blur kernel size.
	     *
	     * @type {KernelSize}
	     */

	  }, {
	    key: "kernelSize",
	    get: function get() {
	      return this.blurPass.kernelSize;
	    }
	    /**
	     * @type {KernelSize}
	     */
	    ,
	    set: function set() {
	      var value = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : KernelSize.LARGE;
	      this.blurPass.kernelSize = value;
	    }
	    /**
	     * The overall intensity of the effect.
	     *
	     * @type {Number}
	     */

	  }, {
	    key: "intensity",
	    get: function get() {
	      return this.combineMaterial.uniforms.opacity2.value;
	    }
	    /**
	     * @type {Number}
	     */
	    ,
	    set: function set() {
	      var value = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1.0;
	      this.combineMaterial.uniforms.opacity2.value = value;
	    }
	    /**
	     * The luminance distinction factor.
	     *
	     * @type {Number}
	     */

	  }, {
	    key: "distinction",
	    get: function get() {
	      return this.luminosityMaterial.uniforms.distinction.value;
	    }
	    /**
	     * @type {Number}
	     */
	    ,
	    set: function set() {
	      var value = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1.0;
	      this.luminosityMaterial.uniforms.distinction.value = value;
	    }
	    /**
	     * Indicates whether dithering is enabled.
	     *
	     * @type {Boolean}
	     */

	  }, {
	    key: "dithering",
	    get: function get() {
	      return this.blurPass.dithering;
	    }
	    /**
	     * If enabled, the result will be dithered to remove banding artifacts.
	     *
	     * @type {Boolean}
	     */
	    ,
	    set: function set(value) {
	      this.blurPass.dithering = value;
	    }
	    /**
	     * Indicates whether the effect should be applied to the input buffer.
	     *
	     * @type {Boolean}
	     */

	  }, {
	    key: "blend",
	    get: function get() {
	      return this.needsSwap;
	    }
	    /**
	     * If disabled, the input buffer will remain unaffected.
	     *
	     * You may use the {@link BloomPass#overlay} texture to apply the effect to
	     * your scene.
	     *
	     * @type {Boolean}
	     */
	    ,
	    set: function set(value) {
	      this.needsSwap = value;
	    }
	    /**
	     * The effect overlay texture.
	     *
	     * @type {Texture}
	     */

	  }, {
	    key: "overlay",
	    get: function get() {
	      return this.renderTarget.texture;
	    }
	  }]);

	  inherits(BloomPass, _Pass);

	  return BloomPass;
	}(Pass);

	/**
	 * A Depth of Field (DoF) pass using a bokeh shader.
	 *
	 * This pass requires a {@link EffectComposer#depthTexture}.
	 */

	var BokehPass =
	/*#__PURE__*/
	function (_Pass) {
	  /**
	   * Constructs a new bokeh pass.
	   *
	   * @param {PerspectiveCamera} camera - The main camera. Used to obtain the aspect ratio and the near and far plane settings.
	   * @param {Object} [options] - Additional parameters. See {@link BokehMaterial} for details.
	   */
	  function BokehPass(camera) {
	    var _this;

	    var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};

	    classCallCheck(this, BokehPass);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(BokehPass).call(this, "BokehPass"));
	    _this.material = new BokehMaterial(camera, options);
	    return _this;
	  }
	  /**
	   * Renders the effect.
	   *
	   * @param {WebGLRenderer} renderer - The renderer.
	   * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
	   * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.
	   * @param {Number} [delta] - The time between the last frame and the current one in seconds.
	   * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.
	   */


	  createClass(BokehPass, [{
	    key: "render",
	    value: function render(renderer, inputBuffer, outputBuffer, delta, stencilTest) {
	      this.material.uniforms.tDiffuse.value = inputBuffer.texture;
	      this.material.uniforms.tDepth.value = inputBuffer.depthTexture;
	      renderer.render(this.scene, this.camera, this.renderToScreen ? null : outputBuffer);
	    }
	    /**
	     * Updates the size of this pass.
	     *
	     * @param {Number} width - The width.
	     * @param {Number} height - The height.
	     */

	  }, {
	    key: "setSize",
	    value: function setSize(width, height) {
	      this.material.uniforms.aspect.value = width / height;
	    }
	  }]);

	  inherits(BokehPass, _Pass);

	  return BokehPass;
	}(Pass);

	/**
	 * A pass that disables the stencil test.
	 */

	var ClearMaskPass =
	/*#__PURE__*/
	function (_Pass) {
	  /**
	   * Constructs a new clear mask pass.
	   */
	  function ClearMaskPass() {
	    var _this;

	    classCallCheck(this, ClearMaskPass);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(ClearMaskPass).call(this, "ClearMaskPass", null, null, null));
	    _this.needsSwap = false;
	    return _this;
	  }
	  /**
	   * Disables the global stencil test.
	   *
	   * @param {WebGLRenderer} renderer - The renderer.
	   * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
	   * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.
	   * @param {Number} [delta] - The time between the last frame and the current one in seconds.
	   * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.
	   */


	  createClass(ClearMaskPass, [{
	    key: "render",
	    value: function render(renderer, inputBuffer, outputBuffer, delta, stencilTest) {
	      renderer.state.buffers.stencil.setTest(false);
	    }
	  }]);

	  inherits(ClearMaskPass, _Pass);

	  return ClearMaskPass;
	}(Pass);

	/**
	 * Used for saving the original clear color of the renderer.
	 *
	 * @type {Color}
	 * @private
	 */

	var color = new Color();
	/**
	 * A pass that clears the input buffer or the screen.
	 *
	 * You can prevent specific bits from being cleared by setting either the
	 * autoClearColor, autoClearStencil or autoClearDepth properties of the renderer
	 * to false.
	 */

	var ClearPass =
	/*#__PURE__*/
	function (_Pass) {
	  /**
	   * Constructs a new clear pass.
	   *
	   * @param {Object} [options] - Additional options.
	   * @param {Color} [options.clearColor=null] - An override clear color.
	   * @param {Number} [options.clearAlpha=0.0] - An override clear alpha.
	   */
	  function ClearPass() {
	    var _this;

	    var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, ClearPass);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(ClearPass).call(this, "ClearPass", null, null, null));
	    _this.needsSwap = false;
	    /**
	     * The clear color.
	     *
	     * @type {Color}
	     */

	    _this.clearColor = options.clearColor !== undefined ? options.clearColor : null;
	    /**
	     * The clear alpha.
	     *
	     * @type {Number}
	     */

	    _this.clearAlpha = options.clearAlpha !== undefined ? options.clearAlpha : 0.0;
	    return _this;
	  }
	  /**
	   * Clears the input buffer or the screen.
	   *
	   * @param {WebGLRenderer} renderer - The renderer.
	   * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
	   * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.
	   * @param {Number} [delta] - The time between the last frame and the current one in seconds.
	   * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.
	   */


	  createClass(ClearPass, [{
	    key: "render",
	    value: function render(renderer, inputBuffer, outputBuffer, delta, stencilTest) {
	      var clearColor = this.clearColor;
	      var clearAlpha;

	      if (clearColor !== null) {
	        color.copy(renderer.getClearColor());
	        clearAlpha = renderer.getClearAlpha();
	        renderer.setClearColor(clearColor, this.clearAlpha);
	      }

	      renderer.setRenderTarget(this.renderToScreen ? null : inputBuffer);
	      renderer.clear();

	      if (clearColor !== null) {
	        renderer.setClearColor(color, clearAlpha);
	      }
	    }
	  }]);

	  inherits(ClearPass, _Pass);

	  return ClearPass;
	}(Pass);

	/**
	 * A dot screen pass.
	 */

	var DotScreenPass =
	/*#__PURE__*/
	function (_Pass) {
	  /**
	   * Constructs a new dot screen pass.
	   *
	   * @param {Object} [options] - The options.
	   * @param {Boolean} [options.average=false] - Whether the shader should output a colour average (black and white).
	   * @param {Number} [options.angle=1.57] - The angle of the pattern.
	   * @param {Number} [options.scale=1.0] - The scale of the overall effect.
	   * @param {Number} [options.intensity=1.0] - The intensity of the effect.
	   */
	  function DotScreenPass() {
	    var _this;

	    var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, DotScreenPass);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(DotScreenPass).call(this, "DotScreenPass"));
	    _this.material = new DotScreenMaterial(options);
	    return _this;
	  }
	  /**
	   * Renders the effect.
	   *
	   * @param {WebGLRenderer} renderer - The renderer.
	   * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
	   * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.
	   * @param {Number} [delta] - The time between the last frame and the current one in seconds.
	   * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.
	   */


	  createClass(DotScreenPass, [{
	    key: "render",
	    value: function render(renderer, inputBuffer, outputBuffer, delta, stencilTest) {
	      this.material.uniforms.tDiffuse.value = inputBuffer.texture;
	      renderer.render(this.scene, this.camera, this.renderToScreen ? null : outputBuffer);
	    }
	    /**
	     * Updates the size of this pass.
	     *
	     * @param {Number} width - The width.
	     * @param {Number} height - The height.
	     */

	  }, {
	    key: "setSize",
	    value: function setSize(width, height) {
	      width = Math.max(1, width);
	      height = Math.max(1, height);
	      this.material.uniforms.offsetRepeat.value.z = width;
	      this.material.uniforms.offsetRepeat.value.w = height;
	    }
	  }]);

	  inherits(DotScreenPass, _Pass);

	  return DotScreenPass;
	}(Pass);

	/**
	 * A film pass.
	 *
	 * Provides various cinematic effects.
	 */

	var FilmPass =
	/*#__PURE__*/
	function (_Pass) {
	  /**
	   * Constructs a new film pass.
	   *
	   * @param {Object} [options] - The options. See {@link FilmMaterial} for more options.
	   * @param {Number} [options.scanlineDensity=1.25] - The scanline density, relative to the screen height.
	   * @param {Number} [options.gridScale=1.0] - The grid scale, relative to the screen height.
	   * @param {Number} [options.gridLineWidth=0.0] - The grid line width. This value will be added to the base line width.
	   */
	  function FilmPass() {
	    var _this;

	    var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, FilmPass);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(FilmPass).call(this, "FilmPass"));
	    _this.material = new FilmMaterial(options);
	    /**
	     * The amount of scanlines, relative to the screen height.
	     *
	     * You need to call {@link EffectComposer#setSize} after changing this
	     * value.
	     *
	     * @type {Number}
	     */

	    _this.scanlineDensity = options.scanlineDensity === undefined ? 1.25 : options.scanlineDensity;
	    /**
	     * The grid scale, relative to the screen height.
	     *
	     * You need to call {@link EffectComposer#setSize} after changing this
	     * value.
	     *
	     * @type {Number}
	     */

	    _this.gridScale = options.gridScale === undefined ? 1.0 : Math.max(options.gridScale, 1e-6);
	    /**
	     * The grid line width.
	     *
	     * You need to call {@link EffectComposer#setSize} after changing this
	     * value.
	     *
	     * @type {Number}
	     */

	    _this.gridLineWidth = options.gridLineWidth === undefined ? 0.0 : Math.max(options.gridLineWidth, 0.0);
	    return _this;
	  }
	  /**
	   * Renders the effect.
	   *
	   * @param {WebGLRenderer} renderer - The renderer.
	   * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
	   * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.
	   * @param {Number} [delta] - The time between the last frame and the current one in seconds.
	   * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.
	   */


	  createClass(FilmPass, [{
	    key: "render",
	    value: function render(renderer, inputBuffer, outputBuffer, delta, stencilTest) {
	      this.material.uniforms.tDiffuse.value = inputBuffer.texture;
	      this.material.uniforms.time.value += delta;
	      renderer.render(this.scene, this.camera, this.renderToScreen ? null : outputBuffer);
	    }
	    /**
	     * Updates the size of this pass.
	     *
	     * @param {Number} width - The width.
	     * @param {Number} height - The height.
	     */

	  }, {
	    key: "setSize",
	    value: function setSize(width, height) {
	      var aspect = width / height;
	      var gridScale = this.gridScale * (height * 0.125);
	      this.material.uniforms.scanlineCount.value = Math.round(height * this.scanlineDensity);
	      this.material.uniforms.gridScale.value.set(aspect * gridScale, gridScale);
	      this.material.uniforms.gridLineWidth.value = gridScale / height + this.gridLineWidth;
	    }
	  }]);

	  inherits(FilmPass, _Pass);

	  return FilmPass;
	}(Pass);

	/**
	 * Returns a random integer in the specified range.
	 *
	 * @private
	 * @param {Number} low - The lowest possible value.
	 * @param {Number} high - The highest possible value.
	 * @return {Number} The random value.
	 */

	function randomInt(low, high) {
	  return low + Math.floor(Math.random() * (high - low + 1));
	}
	/**
	 * Returns a random float in the specified range.
	 *
	 * @private
	 * @param {Number} low - The lowest possible value.
	 * @param {Number} high - The highest possible value.
	 * @return {Number} The random value.
	 */


	function randomFloat(low, high) {
	  return low + Math.random() * (high - low);
	}
	/**
	 * A glitch pass.
	 */


	var GlitchPass =
	/*#__PURE__*/
	function (_Pass) {
	  /**
	   * Constructs a new glitch pass.
	   *
	   * @param {Object} [options] - The options.
	   * @param {Texture} [options.perturbMap] - A perturbation map. If none is provided, a noise texture will be created.
	   * @param {Number} [options.dtSize=64] - The size of the generated noise map. Will be ignored if a perturbation map is provided.
	   */
	  function GlitchPass() {
	    var _this;

	    var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, GlitchPass);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(GlitchPass).call(this, "GlitchPass"));
	    _this.material = new GlitchMaterial();
	    /**
	     * A perturbation map.
	     *
	     * @type {Texture}
	     * @private
	     */

	    _this.texture = null;
	    _this.perturbMap = options.perturbMap !== undefined ? options.perturbMap : _this.generatePerturbMap(options.dtSize);
	    _this.perturbMap.name = "Glitch.Perturbation";
	    _this.perturbMap.generateMipmaps = false;
	    /**
	     * The effect mode.
	     *
	     * @type {GlitchMode}
	     */

	    _this.mode = GlitchMode.SPORADIC;
	    /**
	     * A counter for the glitch activation and deactivation.
	     *
	     * @type {Number}
	     * @private
	     */

	    _this.counter = 0;
	    /**
	     * A random break point for the sporadic glitch activation.
	     *
	     * @type {Number}
	     * @private
	     */

	    _this.breakPoint = randomInt(120, 240);
	    return _this;
	  }
	  /**
	   * The current perturbation map.
	   *
	   * @type {Texture}
	   */


	  createClass(GlitchPass, [{
	    key: "generatePerturbMap",

	    /**
	     * Destroys the current perturbation map and replaces it with a new one.
	     *
	     * @param {Number} [size=64] - The texture size.
	     * @return {DataTexture} The perturbation texture.
	     */
	    value: function generatePerturbMap() {
	      var size = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 64;
	      var pixels = size * size;
	      var data = new Float32Array(pixels * 3);
	      var dt = this.perturbMap;
	      var i, x;

	      for (i = 0; i < pixels; ++i) {
	        x = Math.random();
	        data[i * 3] = x;
	        data[i * 3 + 1] = x;
	        data[i * 3 + 2] = x;
	      }

	      if (dt !== null) {
	        dt.dispose();
	      }

	      dt = new DataTexture(data, size, size, RGBFormat, FloatType);
	      dt.needsUpdate = true;
	      this.perturbMap = dt;
	      return dt;
	    }
	    /**
	     * Renders the effect.
	     *
	     * @param {WebGLRenderer} renderer - The renderer.
	     * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
	     * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.
	     * @param {Number} [delta] - The time between the last frame and the current one in seconds.
	     * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.
	     */

	  }, {
	    key: "render",
	    value: function render(renderer, inputBuffer, outputBuffer, delta, stencilTest) {
	      var mode = this.mode;
	      var counter = this.counter;
	      var breakPoint = this.breakPoint;
	      var uniforms = this.material.uniforms;
	      uniforms.tDiffuse.value = inputBuffer.texture;
	      uniforms.seed.value = Math.random();
	      uniforms.active.value = true;

	      if (counter % breakPoint === 0 || mode === GlitchMode.CONSTANT_WILD) {
	        uniforms.amount.value = Math.random() / 30.0;
	        uniforms.angle.value = randomFloat(-Math.PI, Math.PI);
	        uniforms.seedX.value = randomFloat(-1.0, 1.0);
	        uniforms.seedY.value = randomFloat(-1.0, 1.0);
	        uniforms.distortionX.value = randomFloat(0.0, 1.0);
	        uniforms.distortionY.value = randomFloat(0.0, 1.0);
	        this.breakPoint = randomInt(120, 240);
	        this.counter = 0;
	      } else {
	        if (counter % breakPoint < breakPoint / 5 || mode === GlitchMode.CONSTANT_MILD) {
	          uniforms.amount.value = Math.random() / 90.0;
	          uniforms.angle.value = randomFloat(-Math.PI, Math.PI);
	          uniforms.distortionX.value = randomFloat(0.0, 1.0);
	          uniforms.distortionY.value = randomFloat(0.0, 1.0);
	          uniforms.seedX.value = randomFloat(-0.3, 0.3);
	          uniforms.seedY.value = randomFloat(-0.3, 0.3);
	        } else {
	          // Sporadic.
	          uniforms.active.value = false;
	        }
	      }

	      ++this.counter;
	      renderer.render(this.scene, this.camera, this.renderToScreen ? null : outputBuffer);
	    }
	  }, {
	    key: "perturbMap",
	    get: function get() {
	      return this.texture;
	    }
	    /**
	     * Assigning a new perturbation map does not destroy the current one!
	     *
	     * @type {Texture}
	     */
	    ,
	    set: function set(value) {
	      this.texture = value;
	      this.material.uniforms.tPerturb.value = value;
	    }
	  }]);

	  inherits(GlitchPass, _Pass);

	  return GlitchPass;
	}(Pass);
	/**
	 * A glitch mode enumeration.
	 *
	 * @type {Object}
	 * @property {Number} SPORADIC - Sporadic glitches.
	 * @property {Number} CONSTANT_MILD - Constant mild glitches.
	 * @property {Number} CONSTANT_WILD - Constant wild glitches.
	 */

	var GlitchMode = {
	  SPORADIC: 0,
	  CONSTANT_MILD: 1,
	  CONSTANT_WILD: 2
	};

	/**
	 * A pass that renders a given scene directly on screen or into the read buffer
	 * for further processing.
	 */

	var RenderPass =
	/*#__PURE__*/
	function (_Pass) {
	  /**
	   * Constructs a new render pass.
	   *
	   * @param {Scene} scene - The scene to render.
	   * @param {Camera} camera - The camera to use to render the scene.
	   * @param {Object} [options] - Additional options.
	   * @param {Material} [options.overrideMaterial=null] - An override material for the scene.
	   * @param {Color} [options.clearColor=null] - An override clear color.
	   * @param {Number} [options.clearAlpha=1.0] - An override clear alpha.
	   * @param {Boolean} [options.clearDepth=false] - Whether depth should be cleared explicitly.
	   * @param {Boolean} [options.clear=true] - Whether all buffers should be cleared.
	   */
	  function RenderPass(scene, camera) {
	    var _this;

	    var options = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};

	    classCallCheck(this, RenderPass);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(RenderPass).call(this, "RenderPass", scene, camera, null));
	    _this.needsSwap = false;
	    /**
	     * A clear pass.
	     *
	     * @type {ClearPass}
	     */

	    _this.clearPass = new ClearPass(options);
	    /**
	     * An override material.
	     *
	     * @type {Material}
	     */

	    _this.overrideMaterial = options.overrideMaterial !== undefined ? options.overrideMaterial : null;
	    /**
	     * Indicates whether the depth buffer should be cleared explicitly.
	     *
	     * @type {Boolean}
	     */

	    _this.clearDepth = options.clearDepth !== undefined ? options.clearDepth : false;
	    /**
	     * Indicates whether the color, depth and stencil buffers should be cleared.
	     *
	     * Even with clear set to true you can prevent specific buffers from being
	     * cleared by setting either the autoClearColor, autoClearStencil or
	     * autoClearDepth properties of the renderer to false.
	     *
	     * @type {Boolean}
	     */

	    _this.clear = options.clear !== undefined ? options.clear : true;
	    return _this;
	  }
	  /**
	   * Renders the scene.
	   *
	   * @param {WebGLRenderer} renderer - The renderer.
	   * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
	   * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.
	   * @param {Number} [delta] - The time between the last frame and the current one in seconds.
	   * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.
	   */


	  createClass(RenderPass, [{
	    key: "render",
	    value: function render(renderer, inputBuffer, outputBuffer, delta, stencilTest) {
	      var scene = this.scene;
	      var renderTarget = this.renderToScreen ? null : inputBuffer;
	      var overrideMaterial = scene.overrideMaterial;

	      if (this.clear) {
	        this.clearPass.renderToScreen = this.renderToScreen;
	        this.clearPass.render(renderer, inputBuffer);
	      } else if (this.clearDepth) {
	        renderer.setRenderTarget(renderTarget);
	        renderer.clearDepth();
	      }

	      scene.overrideMaterial = this.overrideMaterial;
	      renderer.render(scene, this.camera, renderTarget);
	      scene.overrideMaterial = overrideMaterial;
	    }
	  }]);

	  inherits(RenderPass, _Pass);

	  return RenderPass;
	}(Pass);

	/**
	 * Clamps a given value.
	 *
	 * @private
	 * @param {Number} value - The value to clamp.
	 * @param {Number} min - The lowest possible value.
	 * @param {Number} max - The highest possible value.
	 * @return {Number} The clamped value.
	 */

	function clamp(value, min, max) {
	  return Math.max(min, Math.min(max, value));
	}
	/**
	 * A crepuscular rays pass.
	 */


	var GodRaysPass =
	/*#__PURE__*/
	function (_Pass) {
	  /**
	   * Constructs a new god rays pass.
	   *
	   * @param {Scene} scene - The main scene.
	   * @param {Camera} camera - The main camera.
	   * @param {Object3D} lightSource - The main light source.
	   * @param {Object} [options] - The options.
	   * @param {Number} [options.density=0.96] - The density of the light rays.
	   * @param {Number} [options.decay=0.93] - An illumination decay factor.
	   * @param {Number} [options.weight=0.4] - A light ray weight factor.
	   * @param {Number} [options.exposure=0.6] - A constant attenuation coefficient.
	   * @param {Number} [options.clampMax=1.0] - An upper bound for the saturation of the overall effect.
	   * @param {Number} [options.intensity=1.0] - A constant factor for additive blending.
	   * @param {Number} [options.resolutionScale=0.5] - The render texture resolution scale, relative to the screen render size.
	   * @param {Number} [options.kernelSize=KernelSize.LARGE] - The blur kernel size.
	   * @param {Number} [options.samples=60] - The number of samples per pixel.
	   * @param {Number} [options.screenMode=true] - Whether the screen blend mode should be used for combining the god rays texture with the scene colors.
	   */
	  function GodRaysPass(scene, camera, lightSource) {
	    var _this;

	    var options = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : {};

	    classCallCheck(this, GodRaysPass);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(GodRaysPass).call(this, "GodRaysPass"));
	    /**
	     * A scene that only contains the light source.
	     *
	     * @type {Scene}
	     * @private
	     */

	    _this.lightScene = new Scene();
	    /**
	     * The main scene.
	     *
	     * @type {Scene}
	     * @private
	     */

	    _this.mainScene = scene;
	    /**
	     * The main camera.
	     *
	     * @type {Camera}
	     * @private
	     */

	    _this.mainCamera = camera;
	    /**
	     * A render target.
	     *
	     * @type {WebGLRenderTarget}
	     * @private
	     */

	    _this.renderTargetX = new WebGLRenderTarget(1, 1, {
	      minFilter: LinearFilter,
	      magFilter: LinearFilter,
	      stencilBuffer: false,
	      depthBuffer: false
	    });
	    _this.renderTargetX.texture.name = "GodRays.TargetX";
	    _this.renderTargetX.texture.generateMipmaps = false;
	    /**
	     * A second render target.
	     *
	     * @type {WebGLRenderTarget}
	     * @private
	     */

	    _this.renderTargetY = _this.renderTargetX.clone();
	    _this.renderTargetY.texture.name = "GodRays.TargetY";
	    /**
	     * A render target for the masked light scene.
	     *
	     * @type {WebGLRenderTarget}
	     * @private
	     */

	    _this.renderTargetMask = new WebGLRenderTarget(1, 1, {
	      minFilter: LinearFilter,
	      magFilter: LinearFilter
	    });
	    _this.renderTargetMask.texture.name = "GodRays.Mask";
	    _this.renderTargetMask.texture.generateMipmaps = false;
	    /**
	     * A pass that only renders the light source.
	     *
	     * @type {RenderPass}
	     * @private
	     */

	    _this.renderPassLight = new RenderPass(_this.lightScene, _this.mainCamera, {
	      clearColor: new Color(0x000000)
	    });
	    /**
	     * A pass that renders the masked scene over the light.
	     *
	     * @type {RenderPass}
	     * @private
	     */

	    _this.renderPassMask = new RenderPass(_this.mainScene, _this.mainCamera, {
	      overrideMaterial: new MeshBasicMaterial({
	        color: 0x000000
	      })
	    });
	    _this.renderPassMask.clear = false;
	    /**
	     * A blur pass.
	     *
	     * @type {BlurPass}
	     * @private
	     */

	    _this.blurPass = new BlurPass(options);
	    /**
	     * The light source.
	     *
	     * @type {Object3D}
	     */

	    _this.lightSource = lightSource;
	    /**
	     * The light position in screen space.
	     *
	     * @type {Vector3}
	     * @private
	     */

	    _this.screenPosition = new Vector3();
	    /**
	     * A god rays shader material.
	     *
	     * @type {GodRaysMaterial}
	     * @private
	     */

	    _this.godRaysMaterial = new GodRaysMaterial(options);
	    _this.godRaysMaterial.uniforms.lightPosition.value = _this.screenPosition;
	    _this.samples = options.samples;
	    /**
	     * A combine shader material.
	     *
	     * @type {CombineMaterial}
	     * @private
	     */

	    _this.combineMaterial = new CombineMaterial(options.screenMode !== undefined ? options.screenMode : true);
	    _this.intensity = options.intensity;
	    return _this;
	  }
	  /**
	   * The resolution scale.
	   *
	   * @type {Number}
	   */


	  createClass(GodRaysPass, [{
	    key: "render",

	    /**
	     * Renders the effect.
	     *
	     * @param {WebGLRenderer} renderer - The renderer.
	     * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
	     * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.
	     * @param {Number} [delta] - The time between the last frame and the current one in seconds.
	     * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.
	     */
	    value: function render(renderer, inputBuffer, outputBuffer, delta, stencilTest) {
	      var scene = this.scene;
	      var camera = this.camera;
	      var mainScene = this.mainScene;
	      var lightSource = this.lightSource;
	      var screenPosition = this.screenPosition;
	      var godRaysMaterial = this.godRaysMaterial;
	      var combineMaterial = this.combineMaterial;
	      var renderTargetMask = this.renderTargetMask;
	      var renderTargetX = this.renderTargetX;
	      var renderTargetY = this.renderTargetY;
	      var background, parent; // Compute the screen light position and translate it to [0.0, 1.0].

	      screenPosition.copy(lightSource.position).project(this.mainCamera);
	      screenPosition.x = clamp((screenPosition.x + 1.0) * 0.5, 0.0, 1.0);
	      screenPosition.y = clamp((screenPosition.y + 1.0) * 0.5, 0.0, 1.0);
	      parent = lightSource.parent;
	      background = mainScene.background;
	      mainScene.background = null;
	      this.lightScene.add(lightSource);
	      /* First, render the light source. Then render the scene into the same
	      buffer using a mask override material with depth test enabled. */

	      this.renderPassLight.render(renderer, renderTargetMask);
	      this.renderPassMask.render(renderer, renderTargetMask);

	      if (parent !== null) {
	        parent.add(lightSource);
	      }

	      mainScene.background = background; // Blur the masked scene to reduce artifacts.

	      this.blurPass.render(renderer, this.renderTargetMask, renderTargetX); // Blur the masked scene along radial lines towards the light source.

	      this.material = godRaysMaterial;
	      godRaysMaterial.uniforms.tDiffuse.value = renderTargetX.texture;
	      renderer.render(scene, camera, renderTargetY);

	      if (this.blend) {
	        // Combine the god rays with the scene colors.
	        this.material = combineMaterial;
	        combineMaterial.uniforms.texture1.value = inputBuffer.texture;
	        combineMaterial.uniforms.texture2.value = renderTargetY.texture;
	        renderer.render(scene, camera, this.renderToScreen ? null : outputBuffer);
	      }
	    }
	    /**
	     * Updates the size of this pass.
	     *
	     * @param {Number} width - The width.
	     * @param {Number} height - The height.
	     */

	  }, {
	    key: "setSize",
	    value: function setSize(width, height) {
	      this.renderPassLight.setSize(width, height);
	      this.renderPassMask.setSize(width, height);
	      this.blurPass.setSize(width, height);
	      width = this.blurPass.width;
	      height = this.blurPass.height;
	      this.renderTargetMask.setSize(width, height);
	      this.renderTargetX.setSize(width, height);
	      this.renderTargetY.setSize(width, height);
	    }
	    /**
	     * Performs initialization tasks.
	     *
	     * @param {WebGLRenderer} renderer - The renderer.
	     * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.
	     */

	  }, {
	    key: "initialize",
	    value: function initialize(renderer, alpha) {
	      this.renderPassLight.initialize(renderer, alpha);
	      this.renderPassMask.initialize(renderer, alpha);
	      this.blurPass.initialize(renderer, alpha);

	      if (!alpha) {
	        this.renderTargetMask.texture.format = RGBFormat;
	        this.renderTargetX.texture.format = RGBFormat;
	        this.renderTargetY.texture.format = RGBFormat;
	      }
	    }
	  }, {
	    key: "resolutionScale",
	    get: function get() {
	      return this.blurPass.resolutionScale;
	    }
	    /**
	     * You need to call {@link EffectComposer#setSize} after changing this value.
	     *
	     * @type {Number}
	     */
	    ,
	    set: function set() {
	      var value = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0.5;
	      this.blurPass.resolutionScale = value;
	    }
	    /**
	     * The blur kernel size.
	     *
	     * @type {KernelSize}
	     */

	  }, {
	    key: "kernelSize",
	    get: function get() {
	      return this.blurPass.kernelSize;
	    }
	    /**
	     * @type {KernelSize}
	     */
	    ,
	    set: function set() {
	      var value = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : KernelSize.LARGE;
	      this.blurPass.kernelSize = value;
	    }
	    /**
	     * The overall intensity of the effect.
	     *
	     * @type {Number}
	     */

	  }, {
	    key: "intensity",
	    get: function get() {
	      return this.combineMaterial.uniforms.opacity2.value;
	    }
	    /**
	     * @type {Number}
	     */
	    ,
	    set: function set() {
	      var value = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1.0;
	      this.combineMaterial.uniforms.opacity2.value = value;
	    }
	    /**
	     * The number of samples per pixel.
	     *
	     * @type {Number}
	     */

	  }, {
	    key: "samples",
	    get: function get() {
	      return Number.parseInt(this.godRaysMaterial.defines.NUM_SAMPLES_INT);
	    }
	    /**
	     * This value must be carefully chosen. A higher value directly increases the
	     * GPU load.
	     *
	     * @type {Number}
	     */
	    ,
	    set: function set() {
	      var value = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 60;
	      value = Math.floor(value);
	      this.godRaysMaterial.defines.NUM_SAMPLES_FLOAT = value.toFixed(1);
	      this.godRaysMaterial.defines.NUM_SAMPLES_INT = value.toFixed(0);
	      this.godRaysMaterial.needsUpdate = true;
	    }
	    /**
	     * Indicates whether dithering is enabled.
	     *
	     * @type {Boolean}
	     */

	  }, {
	    key: "dithering",
	    get: function get() {
	      return this.godRaysMaterial.dithering;
	    }
	    /**
	     * If enabled, the result will be dithered to remove banding artifacts.
	     *
	     * @type {Boolean}
	     */
	    ,
	    set: function set(value) {
	      if (this.dithering !== value) {
	        this.godRaysMaterial.dithering = value;
	        this.godRaysMaterial.needsUpdate = true;
	      }
	    }
	    /**
	     * Indicates whether the effect should be applied to the input buffer.
	     *
	     * @type {Boolean}
	     */

	  }, {
	    key: "blend",
	    get: function get() {
	      return this.needsSwap;
	    }
	    /**
	     * If disabled, the input buffer will remain unaffected.
	     *
	     * You may use the {@link BloomPass#overlay} texture to apply the effect to
	     * your scene.
	     *
	     * @type {Boolean}
	     */
	    ,
	    set: function set(value) {
	      this.needsSwap = value;
	    }
	    /**
	     * The effect overlay texture.
	     *
	     * @type {Texture}
	     */

	  }, {
	    key: "overlay",
	    get: function get() {
	      return this.renderTargetY.texture;
	    }
	  }]);

	  inherits(GodRaysPass, _Pass);

	  return GodRaysPass;
	}(Pass);

	/**
	 * A mask pass.
	 */

	var MaskPass =
	/*#__PURE__*/
	function (_Pass) {
	  /**
	   * Constructs a new mask pass.
	   *
	   * @param {Scene} scene - The scene to render.
	   * @param {Camera} camera - The camera to use.
	   */
	  function MaskPass(scene, camera) {
	    var _this;

	    classCallCheck(this, MaskPass);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(MaskPass).call(this, "MaskPass", scene, camera, null));
	    _this.needsSwap = false;
	    /**
	     * Inverse flag.
	     *
	     * @type {Boolean}
	     */

	    _this.inverse = false;
	    /**
	     * Stencil buffer clear flag.
	     *
	     * @type {Boolean}
	     */

	    _this.clearStencil = true;
	    return _this;
	  }
	  /**
	   * Renders the effect.
	   *
	   * @param {WebGLRenderer} renderer - The renderer.
	   * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
	   * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.
	   * @param {Number} [delta] - The time between the last frame and the current one in seconds.
	   * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.
	   */


	  createClass(MaskPass, [{
	    key: "render",
	    value: function render(renderer, inputBuffer, outputBuffer, delta, stencilTest) {
	      var context = renderer.context;
	      var state = renderer.state;
	      var scene = this.scene;
	      var camera = this.camera;
	      var writeValue = this.inverse ? 0 : 1;
	      var clearValue = 1 - writeValue; // Don't update color or depth.

	      state.buffers.color.setMask(false);
	      state.buffers.depth.setMask(false); // Lock the buffers.

	      state.buffers.color.setLocked(true);
	      state.buffers.depth.setLocked(true); // Configure the stencil.

	      state.buffers.stencil.setTest(true);
	      state.buffers.stencil.setOp(context.REPLACE, context.REPLACE, context.REPLACE);
	      state.buffers.stencil.setFunc(context.ALWAYS, writeValue, 0xffffffff);
	      state.buffers.stencil.setClear(clearValue); // Clear the stencil.

	      if (this.clearStencil) {
	        if (this.renderToScreen) {
	          renderer.setRenderTarget(null);
	          renderer.clearStencil();
	        } else {
	          renderer.setRenderTarget(inputBuffer);
	          renderer.clearStencil();
	          renderer.setRenderTarget(outputBuffer);
	          renderer.clearStencil();
	        }
	      } // Draw the mask.


	      if (this.renderToScreen) {
	        renderer.render(scene, camera, null);
	      } else {
	        renderer.render(scene, camera, inputBuffer);
	        renderer.render(scene, camera, outputBuffer);
	      } // Unlock the buffers.


	      state.buffers.color.setLocked(false);
	      state.buffers.depth.setLocked(false); // Only render where the stencil is set to 1.

	      state.buffers.stencil.setFunc(context.EQUAL, 1, 0xffffffff);
	      state.buffers.stencil.setOp(context.KEEP, context.KEEP, context.KEEP);
	    }
	  }]);

	  inherits(MaskPass, _Pass);

	  return MaskPass;
	}(Pass);

	/**
	 * A shader pass.
	 *
	 * Used to render any shader material as a 2D filter.
	 */

	var ShaderPass =
	/*#__PURE__*/
	function (_Pass) {
	  /**
	   * Constructs a new shader pass.
	   *
	   * @param {ShaderMaterial} material - The shader material to use.
	   * @param {String} [textureID="tDiffuse"] - The texture uniform identifier.
	   */
	  function ShaderPass(material) {
	    var _this;

	    var textureID = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : "tDiffuse";

	    classCallCheck(this, ShaderPass);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(ShaderPass).call(this, "ShaderPass"));
	    _this.material = material;
	    /**
	     * The name of the color sampler uniform of the given material.
	     *
	     * @type {String}
	     */

	    _this.textureID = textureID;
	    return _this;
	  }
	  /**
	   * Renders the effect.
	   *
	   * @param {WebGLRenderer} renderer - The renderer.
	   * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
	   * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.
	   * @param {Number} [delta] - The time between the last frame and the current one in seconds.
	   * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.
	   */


	  createClass(ShaderPass, [{
	    key: "render",
	    value: function render(renderer, inputBuffer, outputBuffer, delta, stencilTest) {
	      if (this.material.uniforms[this.textureID] !== undefined) {
	        this.material.uniforms[this.textureID].value = inputBuffer.texture;
	      }

	      renderer.render(this.scene, this.camera, this.renderToScreen ? null : outputBuffer);
	    }
	  }]);

	  inherits(ShaderPass, _Pass);

	  return ShaderPass;
	}(Pass);

	/**
	 * An outline pass.
	 */

	var OutlinePass =
	/*#__PURE__*/
	function (_Pass) {
	  /**
	   * Constructs a new outline pass.
	   *
	   * @param {Scene} scene - The main scene.
	   * @param {Camera} camera - The main camera.
	   * @param {Object} [options] - Additional parameters. See {@link BlurPass}, {@link OutlineBlendMaterial} and {@link OutlineEdgesMaterial} for details.
	   * @param {Number} [options.pulseSpeed=0.0] - The pulse speed. A value of zero disables the pulse effect.
	   * @param {Boolean} [options.blur=true] - Whether the outline should be blurred.
	   */
	  function OutlinePass(scene, camera) {
	    var _this;

	    var options = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};

	    classCallCheck(this, OutlinePass);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(OutlinePass).call(this, "OutlinePass"));
	    /**
	     * The main scene.
	     *
	     * @type {Scene}
	     * @private
	     */

	    _this.mainScene = scene;
	    /**
	     * The main camera.
	     *
	     * @type {Camera}
	     * @private
	     */

	    _this.mainCamera = camera;
	    /**
	     * A render target for depth information.
	     *
	     * @type {WebGLRenderTarget}
	     * @private
	     */

	    _this.renderTargetDepth = new WebGLRenderTarget(1, 1, {
	      minFilter: LinearFilter,
	      magFilter: LinearFilter
	    });
	    _this.renderTargetDepth.texture.name = "Outline.Depth";
	    _this.renderTargetDepth.texture.generateMipmaps = false;
	    /**
	     * A render target for the outline mask.
	     *
	     * @type {WebGLRenderTarget}
	     * @private
	     */

	    _this.renderTargetMask = _this.renderTargetDepth.clone();
	    _this.renderTargetMask.texture.format = RGBFormat;
	    _this.renderTargetMask.texture.name = "Outline.Mask";
	    /**
	     * A render target for the edge detection.
	     *
	     * @type {WebGLRenderTarget}
	     * @private
	     */

	    _this.renderTargetEdges = new WebGLRenderTarget(1, 1, {
	      minFilter: LinearFilter,
	      magFilter: LinearFilter,
	      stencilBuffer: false,
	      depthBuffer: false,
	      format: RGBFormat
	    });
	    _this.renderTargetEdges.texture.name = "Outline.Edges";
	    _this.renderTargetEdges.texture.generateMipmaps = false;
	    /**
	     * A render target for the blurred outline overlay.
	     *
	     * @type {WebGLRenderTarget}
	     * @private
	     */

	    _this.renderTargetBlurredEdges = _this.renderTargetEdges.clone();
	    _this.renderTargetBlurredEdges.texture.name = "Outline.BlurredEdges";
	    /**
	     * A depth pass.
	     *
	     * @type {RenderPass}
	     * @private
	     */

	    _this.renderPassDepth = new RenderPass(_this.mainScene, _this.mainCamera, {
	      overrideMaterial: new MeshDepthMaterial({
	        depthPacking: RGBADepthPacking,
	        morphTargets: true,
	        skinning: true
	      }),
	      clearColor: new Color(0xffffff),
	      clearAlpha: 1.0
	    });
	    /**
	     * A depth comparison mask pass.
	     *
	     * @type {RenderPass}
	     * @private
	     */

	    _this.renderPassMask = new RenderPass(_this.mainScene, _this.mainCamera, {
	      overrideMaterial: new DepthComparisonMaterial(_this.renderTargetDepth.texture, _this.mainCamera),
	      clearColor: new Color(0xffffff),
	      clearAlpha: 1.0
	    });
	    /**
	     * A blur pass.
	     *
	     * @type {BlurPass}
	     * @private
	     */

	    _this.blurPass = new BlurPass(options);
	    _this.kernelSize = options.kernelSize;
	    /**
	     * A copy pass that renders the read buffer to screen if needed.
	     *
	     * @type {ShaderPass}
	     * @private
	     */

	    _this.copyPass = new ShaderPass(new CopyMaterial());
	    _this.copyPass.renderToScreen = true;
	    /**
	     * An outline edge detection material.
	     *
	     * @type {OutlineEdgesMaterial}
	     * @private
	     */

	    _this.outlineEdgesMaterial = new OutlineEdgesMaterial(options);
	    _this.outlineEdgesMaterial.uniforms.tMask.value = _this.renderTargetMask.texture;
	    /**
	     * An outline blend material.
	     *
	     * @type {OutlineBlendMaterial}
	     * @private
	     */

	    _this.outlineBlendMaterial = new OutlineBlendMaterial(options);
	    _this.outlineBlendMaterial.uniforms.tMask.value = _this.renderTargetMask.texture;
	    _this.blur = options.blur !== undefined ? options.blur : true;
	    /**
	     * A list of objects to outline.
	     *
	     * @type {Object3D[]}
	     * @private
	     */

	    _this.selection = [];
	    /**
	     * The current animation time.
	     *
	     * @type {Number}
	     * @private
	     */

	    _this.time = 0.0;
	    /**
	     * The pulse speed. A value of zero disables the pulse effect.
	     *
	     * @type {Number}
	     */

	    _this.pulseSpeed = options.pulseSpeed !== undefined ? options.pulseSpeed : 0.0;
	    /**
	     * A dedicated render layer for selected objects.
	     *
	     * This layer is set to 10 by default. If this collides with your own custom
	     * layers, please change it to a free layer before rendering!
	     *
	     * @type {Number}
	     */

	    _this.selectionLayer = 10;
	    return _this;
	  }
	  /**
	   * The resolution scale.
	   *
	   * @type {Number}
	   */


	  createClass(OutlinePass, [{
	    key: "setPatternTexture",

	    /**
	     * Sets a pattern texture to use as an overlay for selected objects.
	     *
	     * @param {Texture} [texture=null] - A pattern texture. Set to null to disable the pattern.
	     */
	    value: function setPatternTexture() {
	      var texture = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : null;
	      this.outlineBlendMaterial.setPatternTexture(texture);
	    }
	    /**
	     * Clears the current selection and selects a list of objects.
	     *
	     * @param {Object3D[]} objects - The objects that should be outlined. This array will be copied.
	     * @return {OutlinePass} This pass.
	     */

	  }, {
	    key: "setSelection",
	    value: function setSelection(objects) {
	      var selection = objects.slice(0);
	      var selectionLayer = this.selectionLayer;
	      var i, l;
	      this.clearSelection();

	      for (i = 0, l = selection.length; i < l; ++i) {
	        selection[i].layers.enable(selectionLayer);
	      }

	      this.selection = selection;
	      return this;
	    }
	    /**
	     * Clears the list of selected objects.
	     *
	     * @return {OutlinePass} This pass.
	     */

	  }, {
	    key: "clearSelection",
	    value: function clearSelection() {
	      var selection = this.selection;
	      var selectionLayer = this.selectionLayer;
	      var i, l;

	      for (i = 0, l = selection.length; i < l; ++i) {
	        selection[i].layers.disable(selectionLayer);
	      }

	      this.selection = [];
	      this.time = 0.0;
	      return this;
	    }
	    /**
	     * Selects an object.
	     *
	     * @param {Object3D} object - The object that should be outlined.
	     * @return {OutlinePass} This pass.
	     */

	  }, {
	    key: "selectObject",
	    value: function selectObject(object) {
	      object.layers.enable(this.selectionLayer);
	      this.selection.push(object);
	      return this;
	    }
	    /**
	     * Deselects an object.
	     *
	     * @param {Object3D} object - The object that should no longer be outlined.
	     * @return {OutlinePass} This pass.
	     */

	  }, {
	    key: "deselectObject",
	    value: function deselectObject(object) {
	      var selection = this.selection;
	      var index = selection.indexOf(object);

	      if (index >= 0) {
	        selection[index].layers.disable(this.selectionLayer);
	        selection.splice(index, 1);

	        if (selection.length === 0) {
	          this.time = 0.0;
	        }
	      }

	      return this;
	    }
	    /**
	     * Sets the visibility of all selected objects.
	     *
	     * @private
	     * @param {Boolean} visible - Whether the selected objects should be visible.
	     */

	  }, {
	    key: "setSelectionVisible",
	    value: function setSelectionVisible(visible) {
	      var selection = this.selection;
	      var i, l;

	      for (i = 0, l = selection.length; i < l; ++i) {
	        if (visible) {
	          selection[i].layers.enable(0);
	        } else {
	          selection[i].layers.disable(0);
	        }
	      }
	    }
	    /**
	     * Renders the effect.
	     *
	     * @param {WebGLRenderer} renderer - The renderer.
	     * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
	     * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.
	     * @param {Number} [delta] - The time between the last frame and the current one in seconds.
	     * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.
	     */

	  }, {
	    key: "render",
	    value: function render(renderer, inputBuffer, outputBuffer, delta, stencilTest) {
	      var mainScene = this.mainScene;
	      var mainCamera = this.mainCamera;
	      var pulse = this.outlineBlendMaterial.uniforms.pulse;
	      var background, mask;

	      if (this.selection.length > 0) {
	        background = mainScene.background;
	        mask = mainCamera.layers.mask;
	        mainScene.background = null;
	        pulse.value = 1.0;

	        if (this.pulseSpeed > 0.0) {
	          pulse.value = 0.625 + Math.cos(this.time * this.pulseSpeed * 10.0) * 0.375;
	          this.time += delta;
	        } // Render a custom depth texture and ignore selected objects.


	        this.setSelectionVisible(false);
	        this.renderPassDepth.render(renderer, this.renderTargetDepth);
	        this.setSelectionVisible(true); // Create a mask for the selected objects using the depth information.

	        mainCamera.layers.mask = 1 << this.selectionLayer;
	        this.renderPassMask.render(renderer, this.renderTargetMask); // Restore the camera layer mask and the scene background.

	        mainCamera.layers.mask = mask;
	        mainScene.background = background; // Detect the outline.

	        this.material = this.outlineEdgesMaterial;
	        renderer.render(this.scene, this.camera, this.renderTargetEdges);

	        if (this.blurPass.enabled) {
	          // Blur the edges.
	          this.blurPass.render(renderer, this.renderTargetEdges, this.renderTargetBlurredEdges);
	        }

	        if (this.blend) {
	          // Draw the final overlay onto the scene colours.
	          this.material = this.outlineBlendMaterial;
	          this.outlineBlendMaterial.uniforms.tDiffuse.value = inputBuffer.texture;
	          renderer.render(this.scene, this.camera, this.renderToScreen ? null : this.outputBuffer);
	        }
	      } else if (this.renderToScreen) {
	        // Draw the read buffer to screen.
	        this.copyPass.render(renderer, inputBuffer);
	      }
	    }
	    /**
	     * Updates the size of this pass.
	     *
	     * @param {Number} width - The width.
	     * @param {Number} height - The height.
	     */

	  }, {
	    key: "setSize",
	    value: function setSize(width, height) {
	      this.renderTargetDepth.setSize(width, height);
	      this.renderTargetMask.setSize(width, height);
	      this.renderPassDepth.setSize(width, height);
	      this.renderPassMask.setSize(width, height);
	      this.blurPass.setSize(width, height);
	      width = this.blurPass.width;
	      height = this.blurPass.height;
	      this.renderTargetEdges.setSize(width, height);
	      this.renderTargetBlurredEdges.setSize(width, height);
	      this.outlineBlendMaterial.uniforms.aspect.value = width / height;
	      this.outlineEdgesMaterial.setTexelSize(1.0 / width, 1.0 / height);
	    }
	    /**
	     * Performs initialization tasks.
	     *
	     * @param {WebGLRenderer} renderer - The renderer.
	     * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.
	     */

	  }, {
	    key: "initialize",
	    value: function initialize(renderer, alpha) {
	      this.renderPassDepth.initialize(renderer, alpha);
	      this.renderPassMask.initialize(renderer, alpha);
	      this.blurPass.initialize(renderer, alpha);
	    }
	  }, {
	    key: "resolutionScale",
	    get: function get() {
	      return this.blurPass.resolutionScale;
	    }
	    /**
	     * You need to call {@link EffectComposer#setSize} after changing this value.
	     *
	     * @type {Number}
	     */
	    ,
	    set: function set() {
	      var value = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0.5;
	      this.blurPass.resolutionScale = value;
	    }
	    /**
	     * The blur kernel size.
	     *
	     * @type {KernelSize}
	     */

	  }, {
	    key: "kernelSize",
	    get: function get() {
	      return this.blurPass.kernelSize;
	    }
	    /**
	     * @type {KernelSize}
	     */
	    ,
	    set: function set() {
	      var value = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : KernelSize.VERY_SMALL;
	      this.blurPass.kernelSize = value;
	    }
	    /**
	     * Indicates whether the outline overlay should be blurred.
	     *
	     * @type {Boolean}
	     */

	  }, {
	    key: "blur",
	    get: function get() {
	      return this.blurPass.enabled;
	    }
	    /**
	     * @type {Boolean}
	     */
	    ,
	    set: function set(value) {
	      this.blurPass.enabled = value;
	      this.outlineBlendMaterial.uniforms.tEdges.value = value ? this.renderTargetBlurredEdges.texture : this.renderTargetEdges.texture;
	    }
	    /**
	     * Indicates whether dithering is enabled.
	     *
	     * @type {Boolean}
	     */

	  }, {
	    key: "dithering",
	    get: function get() {
	      return this.blurPass.dithering;
	    }
	    /**
	     * If enabled, the result will be dithered to remove banding artifacts.
	     *
	     * @type {Boolean}
	     */
	    ,
	    set: function set(value) {
	      this.blurPass.dithering = value;
	    }
	    /**
	     * Indicates whether the effect should be applied to the input buffer.
	     *
	     * @type {Boolean}
	     */

	  }, {
	    key: "blend",
	    get: function get() {
	      return this.needsSwap;
	    }
	    /**
	     * If disabled, the input buffer will remain unaffected.
	     *
	     * You may use the {@link BloomPass#overlay} texture to apply the effect to
	     * your scene.
	     *
	     * @type {Boolean}
	     */
	    ,
	    set: function set(value) {
	      this.needsSwap = value;
	    }
	    /**
	     * The effect overlay texture.
	     *
	     * @type {Texture}
	     */

	  }, {
	    key: "overlay",
	    get: function get() {
	      return this.outlineBlendMaterial.uniforms.tEdges.value;
	    }
	  }]);

	  inherits(OutlinePass, _Pass);

	  return OutlinePass;
	}(Pass);

	/**
	 * A pixelation pass.
	 */

	var PixelationPass =
	/*#__PURE__*/
	function (_Pass) {
	  /**
	   * Constructs a new pixelation pass.
	   *
	   * @param {Number} [granularity=30.0] - The intensity of the effect.
	   */
	  function PixelationPass() {
	    var _this;

	    var granularity = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 30.0;

	    classCallCheck(this, PixelationPass);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(PixelationPass).call(this, "PixelationPass"));
	    _this.material = new PixelationMaterial();
	    _this.granularity = granularity;
	    return _this;
	  }
	  /**
	   * The pixel granularity.
	   *
	   * @type {Number}
	   */


	  createClass(PixelationPass, [{
	    key: "render",

	    /**
	     * Renders the effect.
	     *
	     * @param {WebGLRenderer} renderer - The renderer.
	     * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
	     * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.
	     * @param {Number} [delta] - The time between the last frame and the current one in seconds.
	     * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.
	     */
	    value: function render(renderer, inputBuffer, outputBuffer, delta, stencilTest) {
	      this.material.uniforms.tDiffuse.value = inputBuffer.texture;
	      renderer.render(this.scene, this.camera, this.renderToScreen ? null : outputBuffer);
	    }
	    /**
	     * Updates the size of this pass.
	     *
	     * @param {Number} width - The width.
	     * @param {Number} height - The height.
	     */

	  }, {
	    key: "setSize",
	    value: function setSize(width, height) {
	      this.material.setResolution(width, height);
	    }
	  }, {
	    key: "granularity",
	    get: function get() {
	      return this.material.granularity;
	    }
	    /**
	     * A higher value yields coarser visuals.
	     *
	     * @type {Number}
	     */
	    ,
	    set: function set() {
	      var value = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 30;
	      value = Math.floor(value);

	      if (value % 2 > 0) {
	        value += 1;
	      }

	      this.material.granularity = value;
	    }
	  }]);

	  inherits(PixelationPass, _Pass);

	  return PixelationPass;
	}(Pass);

	/**
	 * An advanced Depth of Field (DoF) pass.
	 *
	 * Yields more realistic results but is also more demanding.
	 *
	 * This pass requires a {@link EffectComposer#depthTexture}.
	 */

	var RealisticBokehPass =
	/*#__PURE__*/
	function (_Pass) {
	  /**
	   * Constructs a new bokeh pass.
	   *
	   * @param {PerspectiveCamera} camera - The main camera. Used to obtain the focal length and the near and far plane settings.
	   * @param {Object} [options] - Additional parameters. See {@link RealisticBokehMaterial} for details.
	   */
	  function RealisticBokehPass(camera) {
	    var _this;

	    var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};

	    classCallCheck(this, RealisticBokehPass);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(RealisticBokehPass).call(this, "RealisticBokehPass"));
	    _this.material = new RealisticBokehMaterial(camera, options);
	    return _this;
	  }
	  /**
	   * Renders the effect.
	   *
	   * @param {WebGLRenderer} renderer - The renderer.
	   * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
	   * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.
	   * @param {Number} [delta] - The time between the last frame and the current one in seconds.
	   * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.
	   */


	  createClass(RealisticBokehPass, [{
	    key: "render",
	    value: function render(renderer, inputBuffer, outputBuffer, delta, stencilTest) {
	      this.material.uniforms.tDiffuse.value = inputBuffer.texture;
	      this.material.uniforms.tDepth.value = inputBuffer.depthTexture;
	      renderer.render(this.scene, this.camera, this.renderToScreen ? null : outputBuffer);
	    }
	    /**
	     * Updates the size of this pass.
	     *
	     * @param {Number} width - The width.
	     * @param {Number} height - The height.
	     */

	  }, {
	    key: "setSize",
	    value: function setSize(width, height) {
	      this.material.setTexelSize(1.0 / width, 1.0 / height);
	    }
	  }]);

	  inherits(RealisticBokehPass, _Pass);

	  return RealisticBokehPass;
	}(Pass);

	/**
	 * A pass that renders the result from a previous pass to another render target.
	 */

	var SavePass =
	/*#__PURE__*/
	function (_Pass) {
	  /**
	   * Constructs a new save pass.
	   *
	   * @param {WebGLRenderTarget} [renderTarget] - The render target to use for saving the input buffer.
	   * @param {Boolean} [resize=true] - Whether the render target should adjust to the size of the input buffer.
	   */
	  function SavePass(renderTarget) {
	    var _this;

	    var resize = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : true;

	    classCallCheck(this, SavePass);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(SavePass).call(this, "SavePass"));
	    _this.material = new CopyMaterial();
	    _this.needsSwap = false;
	    /**
	     * The render target.
	     *
	     * @type {WebGLRenderTarget}
	     */

	    _this.renderTarget = renderTarget !== undefined ? renderTarget : new WebGLRenderTarget(1, 1, {
	      minFilter: LinearFilter,
	      magFilter: LinearFilter,
	      stencilBuffer: false,
	      depthBuffer: false
	    });
	    _this.renderTarget.texture.name = "Save.Target";
	    _this.renderTarget.texture.generateMipmaps = false;
	    /**
	     * Indicates whether the render target should be resized when the size of
	     * the composer's frame buffer changes.
	     *
	     * @type {Boolean}
	     */

	    _this.resize = resize;
	    return _this;
	  }
	  /**
	   * Renders the effect.
	   *
	   * @param {WebGLRenderer} renderer - The renderer.
	   * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
	   * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.
	   * @param {Number} [delta] - The time between the last frame and the current one in seconds.
	   * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.
	   */


	  createClass(SavePass, [{
	    key: "render",
	    value: function render(renderer, inputBuffer, outputBuffer, delta, stencilTest) {
	      this.material.uniforms.tDiffuse.value = inputBuffer.texture;
	      renderer.render(this.scene, this.camera, this.renderTarget);
	    }
	    /**
	     * Updates the size of this pass.
	     *
	     * @param {Number} width - The width.
	     * @param {Number} height - The height.
	     */

	  }, {
	    key: "setSize",
	    value: function setSize(width, height) {
	      if (this.resize) {
	        width = Math.max(1, width);
	        height = Math.max(1, height);
	        this.renderTarget.setSize(width, height);
	      }
	    }
	    /**
	     * Performs initialization tasks.
	     *
	     * @param {WebGLRenderer} renderer - The renderer.
	     * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.
	     */

	  }, {
	    key: "initialize",
	    value: function initialize(renderer, alpha) {
	      if (!alpha) {
	        this.renderTarget.texture.format = RGBFormat;
	      }
	    }
	  }]);

	  inherits(SavePass, _Pass);

	  return SavePass;
	}(Pass);

	/**
	 * Half PI.
	 *
	 * @type {Number}
	 * @private
	 */

	var HALF_PI = Math.PI * 0.5;
	/**
	 * A vector.
	 *
	 * @type {Vector3}
	 * @private
	 */

	var v = new Vector3();
	/**
	 * A vector.
	 *
	 * @type {Vector3}
	 * @private
	 */

	var ab = new Vector3();
	/**
	 * A shock wave pass.
	 */

	var ShockWavePass =
	/*#__PURE__*/
	function (_Pass) {
	  /**
	   * Constructs a new shock wave pass.
	   *
	   * @param {Camera} camera - The main camera.
	   * @param {Vector3} [epicenter] - The world position of the shock wave epicenter.
	   * @param {Object} [options] - The options.
	   * @param {Number} [options.speed=1.0] - The animation speed.
	   * @param {Number} [options.maxRadius=1.0] - The extent of the shock wave.
	   * @param {Number} [options.waveSize=0.2] - The wave size.
	   * @param {Number} [options.amplitude=0.05] - The distortion amplitude.
	   */
	  function ShockWavePass(camera) {
	    var _this;

	    var epicenter = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : new Vector3();
	    var options = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};

	    classCallCheck(this, ShockWavePass);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(ShockWavePass).call(this, "ShockWavePass"));
	    /**
	     * The main camera.
	     *
	     * @type {Object3D}
	     */

	    _this.mainCamera = camera;
	    /**
	     * The epicenter.
	     *
	     * @type {Vector3}
	     * @example shockWavePass.epicenter = myMesh.position;
	     */

	    _this.epicenter = epicenter;
	    /**
	     * The object position in screen space.
	     *
	     * @type {Vector3}
	     * @private
	     */

	    _this.screenPosition = new Vector3();
	    /**
	     * The speed of the shock wave animation.
	     *
	     * @type {Number}
	     */

	    _this.speed = options.speed !== undefined ? options.speed : 2.0;
	    /**
	     * A time accumulator.
	     *
	     * @type {Number}
	     * @private
	     */

	    _this.time = 0.0;
	    /**
	     * Indicates whether the shock wave animation is active.
	     *
	     * @type {Boolean}
	     * @private
	     */

	    _this.active = false;
	    /**
	     * A shock wave shader material.
	     *
	     * @type {ShockWaveMaterial}
	     * @private
	     */

	    _this.shockWaveMaterial = new ShockWaveMaterial(options);
	    _this.shockWaveMaterial.uniforms.center.value = _this.screenPosition;
	    /**
	     * A copy shader material.
	     *
	     * @type {CopyMaterial}
	     * @private
	     */

	    _this.copyMaterial = new CopyMaterial();
	    return _this;
	  }
	  /**
	   * Emits the shock wave.
	   */


	  createClass(ShockWavePass, [{
	    key: "explode",
	    value: function explode() {
	      this.time = 0.0;
	      this.active = true;
	    }
	    /**
	     * Renders the effect.
	     *
	     * @param {WebGLRenderer} renderer - The renderer.
	     * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
	     * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.
	     * @param {Number} [delta] - The time between the last frame and the current one in seconds.
	     * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.
	     */

	  }, {
	    key: "render",
	    value: function render(renderer, inputBuffer, outputBuffer, delta, stencilTest) {
	      var epicenter = this.epicenter;
	      var mainCamera = this.mainCamera;
	      var screenPosition = this.screenPosition;
	      var shockWaveMaterial = this.shockWaveMaterial;
	      var uniforms = shockWaveMaterial.uniforms;
	      var center = uniforms.center;
	      var radius = uniforms.radius;
	      var maxRadius = uniforms.maxRadius;
	      var waveSize = uniforms.waveSize;
	      this.copyMaterial.uniforms.tDiffuse.value = inputBuffer.texture;
	      this.material = this.copyMaterial;

	      if (this.active) {
	        // Calculate direction vectors.
	        mainCamera.getWorldDirection(v);
	        ab.copy(mainCamera.position).sub(epicenter); // Don't render the effect if the object is behind the camera.

	        if (v.angleTo(ab) > HALF_PI) {
	          // Scale the effect based on distance to the object.
	          uniforms.cameraDistance.value = mainCamera.position.distanceTo(epicenter); // Calculate the screen position of the epicenter.

	          screenPosition.copy(epicenter).project(mainCamera);
	          center.value.x = (screenPosition.x + 1.0) * 0.5;
	          center.value.y = (screenPosition.y + 1.0) * 0.5;
	          uniforms.tDiffuse.value = inputBuffer.texture;
	          this.material = shockWaveMaterial;
	        } // Update the shock wave radius based on time.


	        this.time += delta * this.speed;
	        radius.value = this.time - waveSize.value;

	        if (radius.value >= (maxRadius.value + waveSize.value) * 2) {
	          this.active = false;
	        }
	      }

	      renderer.render(this.scene, this.camera, this.renderToScreen ? null : outputBuffer);
	    }
	    /**
	     * Updates the size of this pass.
	     *
	     * @param {Number} width - The width.
	     * @param {Number} height - The height.
	     */

	  }, {
	    key: "setSize",
	    value: function setSize(width, height) {
	      this.shockWaveMaterial.uniforms.aspect.value = width / height;
	    }
	  }]);

	  inherits(ShockWavePass, _Pass);

	  return ShockWavePass;
	}(Pass);

	// Generated with SMAASearchImageData.generate().toCanvas().toDataURL(), not cropped, low dynamic range.
	var searchImageDataURL = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAEIAAAAhCAAAAABIXyLAAAAAOElEQVRIx2NgGAWjYBSMglEwEICREYRgFBZBqDCSLA2MGPUIVQETE9iNUAqLR5gIeoQKRgwXjwAAGn4AtaFeYLEAAAAASUVORK5CYII";

	// Generated with SMAAAreaImageData.generate().toCanvas().toDataURL().
	var areaImageDataURL = "data:image/png;base64,[encoded data, 66756 characters]";

	/**
	 * Subpixel Morphological Antialiasing (SMAA) v2.8.
	 *
	 * Preset: SMAA 1x Medium (with color edge detection).
	 *  https://github.com/iryoku/smaa/releases/tag/v2.8
	 */

	var SMAAPass =
	/*#__PURE__*/
	function (_Pass) {
	  /**
	   * Constructs a new SMAA pass.
	   *
	   * @param {Image} searchImage - The SMAA search image. Preload this image using the {@link searchImageDataURL}.
	   * @param {Image} areaImage - The SMAA area image. Preload this image using the {@link areaImageDataURL}.
	   */
	  function SMAAPass(searchImage, areaImage) {
	    var _this;

	    classCallCheck(this, SMAAPass);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(SMAAPass).call(this, "SMAAPass"));
	    /**
	     * A clear pass for the color edges buffer.
	     *
	     * @type {ClearPass}
	     * @private
	     */

	    _this.clearPass = new ClearPass({
	      clearColor: new Color(0x000000),
	      clearAlpha: 1.0
	    });
	    /**
	     * A render target for the color edge detection.
	     *
	     * @type {WebGLRenderTarget}
	     * @private
	     */

	    _this.renderTargetColorEdges = new WebGLRenderTarget(1, 1, {
	      minFilter: LinearFilter,
	      format: RGBFormat,
	      stencilBuffer: false,
	      depthBuffer: false
	    });
	    _this.renderTargetColorEdges.texture.name = "SMAA.ColorEdges";
	    _this.renderTargetColorEdges.texture.generateMipmaps = false;
	    /**
	     * A render target for the SMAA weights.
	     *
	     * @type {WebGLRenderTarget}
	     * @private
	     */

	    _this.renderTargetWeights = _this.renderTargetColorEdges.clone();
	    _this.renderTargetWeights.texture.name = "SMAA.Weights";
	    _this.renderTargetWeights.texture.format = RGBAFormat;
	    /**
	     * Color edge detection shader material.
	     *
	     * @type {ColorEdgesMaterial}
	     * @private
	     */

	    _this.colorEdgesMaterial = new ColorEdgesMaterial();
	    /**
	     * SMAA weights shader material.
	     *
	     * @type {SMAAWeightsMaterial}
	     * @private
	     */

	    _this.weightsMaterial = new SMAAWeightsMaterial();
	    _this.weightsMaterial.uniforms.tDiffuse.value = _this.renderTargetColorEdges.texture;
	    /**
	     * The SMAA search texture.
	     *
	     * @type {Texture}
	     * @private
	     */

	    _this.searchTexture = new Texture(searchImage);
	    _this.searchTexture.name = "SMAA.Search";
	    _this.searchTexture.magFilter = NearestFilter;
	    _this.searchTexture.minFilter = NearestFilter;
	    _this.searchTexture.format = RGBAFormat;
	    _this.searchTexture.generateMipmaps = false;
	    _this.searchTexture.needsUpdate = true;
	    _this.searchTexture.flipY = false;
	    _this.weightsMaterial.uniforms.tSearch.value = _this.searchTexture;
	    /**
	     * The SMAA area texture.
	     *
	     * @type {Texture}
	     * @private
	     */

	    _this.areaTexture = new Texture(areaImage);
	    _this.areaTexture.name = "SMAA.Area";
	    _this.areaTexture.minFilter = LinearFilter;
	    _this.areaTexture.format = RGBAFormat;
	    _this.areaTexture.generateMipmaps = false;
	    _this.areaTexture.needsUpdate = true;
	    _this.areaTexture.flipY = false;
	    _this.weightsMaterial.uniforms.tArea.value = _this.areaTexture;
	    /**
	     * SMAA blend shader material.
	     *
	     * @type {SMAABlendMaterial}
	     * @private
	     */

	    _this.blendMaterial = new SMAABlendMaterial();
	    _this.blendMaterial.uniforms.tWeights.value = _this.renderTargetWeights.texture;
	    return _this;
	  }
	  /**
	   * Renders the effect.
	   *
	   * @param {WebGLRenderer} renderer - The renderer.
	   * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
	   * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.
	   * @param {Number} [delta] - The time between the last frame and the current one in seconds.
	   * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.
	   */


	  createClass(SMAAPass, [{
	    key: "render",
	    value: function render(renderer, inputBuffer, outputBuffer, delta, stencilTest) {
	      // Detect color edges.
	      this.material = this.colorEdgesMaterial;
	      this.colorEdgesMaterial.uniforms.tDiffuse.value = inputBuffer.texture;
	      this.clearPass.render(renderer, this.renderTargetColorEdges);
	      renderer.render(this.scene, this.camera, this.renderTargetColorEdges); // Compute edge weights.

	      this.material = this.weightsMaterial;
	      renderer.render(this.scene, this.camera, this.renderTargetWeights); // Apply the antialiasing filter to the colors.

	      this.material = this.blendMaterial;
	      this.blendMaterial.uniforms.tDiffuse.value = inputBuffer.texture;
	      renderer.render(this.scene, this.camera, this.renderToScreen ? null : outputBuffer);
	    }
	    /**
	     * Updates the size of this pass.
	     *
	     * @param {Number} width - The width.
	     * @param {Number} height - The height.
	     */

	  }, {
	    key: "setSize",
	    value: function setSize(width, height) {
	      this.renderTargetColorEdges.setSize(width, height);
	      this.renderTargetWeights.setSize(width, height);
	      this.colorEdgesMaterial.uniforms.texelSize.value.copy(this.weightsMaterial.uniforms.texelSize.value.copy(this.blendMaterial.uniforms.texelSize.value.set(1.0 / width, 1.0 / height)));
	    }
	    /**
	     * The SMAA search image, encoded as a base64 data URL.
	     *
	     * Use this image data to create an Image instance and use it together with
	     * the area image to create an SMAAPass.
	     *
	     * @type {String}
	     * @example
	     * const searchImage = new Image();
	     * searchImage.addEventListener("load", progress);
	     * searchImage.src = SMAAPass.searchImageDataURL;
	     */

	  }], [{
	    key: "searchImageDataURL",
	    get: function get() {
	      return searchImageDataURL;
	    }
	    /**
	     * The SMAA area image, encoded as a base64 data URL.
	     *
	     * Use this image data to create an Image instance and use it together with
	     * the search image to create an SMAAPass.
	     *
	     * @type {String}
	     * @example
	     * const areaImage = new Image();
	     * areaImage.addEventListener("load", progress);
	     * areaImage.src = SMAAPass.areaImageDataURL;
	     */

	  }, {
	    key: "areaImageDataURL",
	    get: function get() {
	      return areaImageDataURL;
	    }
	  }]);

	  inherits(SMAAPass, _Pass);

	  return SMAAPass;
	}(Pass);

	/**
	 * A pass that renders a given texture.
	 */

	var TexturePass =
	/*#__PURE__*/
	function (_Pass) {
	  /**
	   * Constructs a new texture pass.
	   *
	   * @param {Texture} texture - The texture.
	   * @param {Number} [opacity=1.0] - The texture opacity.
	   * @param {Boolean} [screenMode=true] - Whether the screen blend mode should be used for combining the texture with the scene colors.
	   */
	  function TexturePass(texture) {
	    var _this;

	    var opacity = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1.0;
	    var screenMode = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : true;

	    classCallCheck(this, TexturePass);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(TexturePass).call(this, "TexturePass"));
	    _this.material = new CombineMaterial(screenMode);
	    _this.texture = texture;
	    _this.opacitySource = opacity;
	    return _this;
	  }
	  /**
	   * The texture.
	   *
	   * @type {Texture}
	   */


	  createClass(TexturePass, [{
	    key: "render",

	    /**
	     * Renders the effect.
	     *
	     * @param {WebGLRenderer} renderer - The renderer.
	     * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
	     * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.
	     * @param {Number} [delta] - The time between the last frame and the current one in seconds.
	     * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.
	     */
	    value: function render(renderer, inputBuffer, outputBuffer, delta, stencilTest) {
	      this.material.uniforms.texture1.value = inputBuffer.texture;
	      renderer.render(this.scene, this.camera, this.renderToScreen ? null : outputBuffer);
	    }
	  }, {
	    key: "texture",
	    get: function get() {
	      return this.material.uniforms.texture2.value;
	    }
	    /**
	     * @type {Texture}
	     */
	    ,
	    set: function set(value) {
	      this.material.uniforms.texture2.value = value;
	    }
	    /**
	     * The opacity of the input buffer.
	     *
	     * The destination color is the color from the image in the input buffer.
	     *
	     * @type {Number}
	     */

	  }, {
	    key: "opacityDestination",
	    get: function get() {
	      return this.material.uniforms.opacity1.value;
	    }
	    /**
	     * @type {Number}
	     */
	    ,
	    set: function set() {
	      var value = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1.0;
	      this.material.uniforms.opacity1.value = value;
	    }
	    /**
	     * The opacity of the texture.
	     *
	     * The source color is the color from the texture.
	     *
	     * @type {Number}
	     */

	  }, {
	    key: "opacitySource",
	    get: function get() {
	      return this.material.uniforms.opacity2.value;
	    }
	    /**
	     * @type {Number}
	     */
	    ,
	    set: function set() {
	      var value = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1.0;
	      this.material.uniforms.opacity2.value = value;
	    }
	  }]);

	  inherits(TexturePass, _Pass);

	  return TexturePass;
	}(Pass);

	/**
	 * A tone mapping pass that supports adaptive luminosity.
	 *
	 * If adaptivity is enabled, this pass generates a texture that represents the
	 * luminosity of the current scene and adjusts it over time to simulate the
	 * optic nerve responding to the amount of light it is receiving.
	 *
	 * Reference:
	 *  GDC2007 - Wolfgang Engel, Post-Processing Pipeline
	 *  http://perso.univ-lyon1.fr/jean-claude.iehl/Public/educ/GAMA/2007/gdc07/Post-Processing_Pipeline.pdf
	 */

	var ToneMappingPass =
	/*#__PURE__*/
	function (_Pass) {
	  /**
	   * Constructs a new tone mapping pass.
	   *
	   * @param {Object} [options] - The options.
	   * @param {Boolean} [options.adaptive=true] - Whether the tone mapping should use an adaptive luminance map.
	   * @param {Number} [options.resolution=256] - The render texture resolution.
	   * @param {Number} [options.distinction=1.0] - A luminance distinction factor.
	   */
	  function ToneMappingPass() {
	    var _this;

	    var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, ToneMappingPass);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(ToneMappingPass).call(this, "ToneMappingPass"));
	    /**
	     * The render target for the current luminosity.
	     *
	     * @type {WebGLRenderTarget}
	     * @private
	     * @todo Use RED format in WebGL 2.0.
	     */

	    _this.renderTargetLuminosity = new WebGLRenderTarget(1, 1, {
	      minFilter: LinearMipMapLinearFilter,
	      magFilter: LinearFilter,
	      format: RGBFormat,
	      stencilBuffer: false,
	      depthBuffer: false
	    });
	    _this.renderTargetLuminosity.texture.name = "ToneMapping.Luminosity";
	    /**
	     * The render target for adapted luminosity.
	     *
	     * @type {WebGLRenderTarget}
	     * @private
	     */

	    _this.renderTargetAdapted = _this.renderTargetLuminosity.clone();
	    _this.renderTargetAdapted.texture.name = "ToneMapping.AdaptedLuminosity";
	    _this.renderTargetAdapted.texture.generateMipmaps = false;
	    _this.renderTargetAdapted.texture.minFilter = LinearFilter;
	    /**
	     * A render target that holds a copy of the adapted limonosity.
	     *
	     * @type {WebGLRenderTarget}
	     * @private
	     */

	    _this.renderTargetPrevious = _this.renderTargetAdapted.clone();
	    _this.renderTargetPrevious.texture.name = "ToneMapping.PreviousLuminosity";
	    /**
	     * Copy shader material used for saving the luminance map.
	     *
	     * @type {CopyMaterial}
	     * @private
	     */

	    _this.copyMaterial = new CopyMaterial();
	    /**
	     * A luminosity shader material.
	     *
	     * @type {LuminosityMaterial}
	     * @private
	     */

	    _this.luminosityMaterial = new LuminosityMaterial();
	    _this.luminosityMaterial.uniforms.distinction.value = options.distinction !== undefined ? options.distinction : 1.0;
	    /**
	     * An adaptive luminance shader material.
	     *
	     * @type {AdaptiveLuminosityMaterial}
	     * @private
	     */

	    _this.adaptiveLuminosityMaterial = new AdaptiveLuminosityMaterial();
	    _this.resolution = options.resolution;
	    /**
	     * A tone mapping shader material.
	     *
	     * @type {ToneMappingMaterial}
	     * @private
	     */

	    _this.toneMappingMaterial = new ToneMappingMaterial();
	    _this.adaptive = options.adaptive;
	    return _this;
	  }
	  /**
	   * The resolution of the render targets.
	   *
	   * @type {Number}
	   */


	  createClass(ToneMappingPass, [{
	    key: "render",

	    /**
	     * Renders the effect.
	     *
	     * @param {WebGLRenderer} renderer - The renderer.
	     * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
	     * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.
	     * @param {Number} [delta] - The time between the last frame and the current one in seconds.
	     * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.
	     */
	    value: function render(renderer, inputBuffer, outputBuffer, delta, stencilTest) {
	      var scene = this.scene;
	      var camera = this.camera;
	      var adaptiveLuminosityMaterial = this.adaptiveLuminosityMaterial;
	      var luminosityMaterial = this.luminosityMaterial;
	      var toneMappingMaterial = this.toneMappingMaterial;
	      var copyMaterial = this.copyMaterial;
	      var renderTargetPrevious = this.renderTargetPrevious;
	      var renderTargetLuminosity = this.renderTargetLuminosity;
	      var renderTargetAdapted = this.renderTargetAdapted;

	      if (this.adaptive) {
	        // Render the luminance of the current scene into a render target with mipmapping enabled.
	        this.material = luminosityMaterial;
	        luminosityMaterial.uniforms.tDiffuse.value = inputBuffer.texture;
	        renderer.render(scene, camera, renderTargetLuminosity); // Use the new luminance values, the previous luminance and the frame delta to adapt the luminance over time.

	        this.material = adaptiveLuminosityMaterial;
	        adaptiveLuminosityMaterial.uniforms.delta.value = delta;
	        adaptiveLuminosityMaterial.uniforms.tPreviousLum.value = renderTargetPrevious.texture;
	        adaptiveLuminosityMaterial.uniforms.tCurrentLum.value = renderTargetLuminosity.texture;
	        renderer.render(scene, camera, renderTargetAdapted); // Copy the new adapted luminance value so that it can be used by the next frame.

	        this.material = copyMaterial;
	        copyMaterial.uniforms.tDiffuse.value = renderTargetAdapted.texture;
	        renderer.render(scene, camera, renderTargetPrevious);
	      } // Apply the tone mapping to the colours.


	      this.material = toneMappingMaterial;
	      toneMappingMaterial.uniforms.tDiffuse.value = inputBuffer.texture;
	      renderer.render(this.scene, this.camera, this.renderToScreen ? null : outputBuffer);
	    }
	    /**
	     * Performs initialization tasks.
	     *
	     * @param {WebGLRenderer} renderer - The renderer.
	     * @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.
	     */

	  }, {
	    key: "initialize",
	    value: function initialize(renderer, alpha) {
	      this.material = new MeshBasicMaterial({
	        color: 0x7fffff
	      });
	      renderer.render(this.scene, this.camera, this.renderTargetPrevious);
	      this.material.dispose();
	    }
	  }, {
	    key: "resolution",
	    get: function get() {
	      return this.renderTargetLuminosity.width;
	    }
	    /**
	     * The resolution of the render targets. Must be a power of two for mipmaps.
	     *
	     * @type {Number}
	     */
	    ,
	    set: function set() {
	      var value = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 256;
	      // Round the given value to the next power of two.
	      var exponent = Math.max(0, Math.ceil(Math.log2(value)));
	      value = Math.pow(2, exponent);
	      this.renderTargetLuminosity.setSize(value, value);
	      this.renderTargetPrevious.setSize(value, value);
	      this.renderTargetAdapted.setSize(value, value);
	      this.adaptiveLuminosityMaterial.defines.MIP_LEVEL_1X1 = exponent.toFixed(1);
	      this.adaptiveLuminosityMaterial.needsUpdate = true;
	    }
	    /**
	     * Whether this pass uses adaptive luminosity.
	     *
	     * @type {Boolean}
	     * @default true
	     */

	  }, {
	    key: "adaptive",
	    get: function get() {
	      return this.toneMappingMaterial.defines.ADAPTED_LUMINANCE !== undefined;
	    }
	    /**
	     * Whether this pass should use adaptive luminosity.
	     *
	     * @type {Boolean}
	     */
	    ,
	    set: function set() {
	      var value = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : true;

	      if (value) {
	        this.toneMappingMaterial.defines.ADAPTED_LUMINANCE = "1";
	        this.toneMappingMaterial.uniforms.luminanceMap.value = this.renderTargetAdapted.texture;
	      } else {
	        delete this.toneMappingMaterial.defines.ADAPTED_LUMINANCE;
	        this.toneMappingMaterial.uniforms.luminanceMap.value = null;
	      }

	      this.toneMappingMaterial.needsUpdate = true;
	    }
	    /**
	     * Indicates whether dithering is enabled.
	     *
	     * @type {Boolean}
	     */

	  }, {
	    key: "dithering",
	    get: function get() {
	      return this.toneMappingMaterial.dithering;
	    }
	    /**
	     * If enabled, the result will be dithered to remove banding artifacts.
	     *
	     * @type {Boolean}
	     */
	    ,
	    set: function set(value) {
	      if (this.dithering !== value) {
	        this.toneMappingMaterial.dithering = value;
	        this.toneMappingMaterial.needsUpdate = true;
	      }
	    }
	  }]);

	  inherits(ToneMappingPass, _Pass);

	  return ToneMappingPass;
	}(Pass);

	/**
	 * A compilation of the post processing passes.
	 *
	 * @module postprocessing/passes
	 */

	/**
	 * The EffectComposer may be used in place of a normal WebGLRenderer.
	 *
	 * The auto clear behaviour of the provided renderer will be disabled to prevent
	 * unnecessary clear operations.
	 *
	 * It is common practice to use a {@link RenderPass} as the first pass to
	 * automatically clear the screen and render the scene to a texture for further
	 * processing.
	 *
	 * @implements {Resizable}
	 * @implements {Disposable}
	 */

	var EffectComposer =
	/*#__PURE__*/
	function () {
	  /**
	   * Constructs a new effect composer.
	   *
	   * @param {WebGLRenderer} [renderer] - The renderer that should be used.
	   * @param {Object} [options] - The options.
	   * @param {Boolean} [options.depthBuffer=true] - Whether the main render targets should have a depth buffer.
	   * @param {Boolean} [options.stencilBuffer=false] - Whether the main render targets should have a stencil buffer.
	   * @param {Boolean} [options.depthTexture=false] - Set to true if one of your passes relies on a depth texture.
	   */
	  function EffectComposer() {
	    var renderer = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : null;
	    var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};

	    classCallCheck(this, EffectComposer);

	    /**
	     * The renderer.
	     *
	     * You may replace the renderer at any time by using
	     * {@link EffectComposer#replaceRenderer}.
	     *
	     * @type {WebGLRenderer}
	     */
	    this.renderer = renderer;
	    /**
	     * The input buffer.
	     *
	     * Reading from and writing to the same render target should be avoided.
	     * Therefore, two seperate yet identical buffers are used.
	     *
	     * @type {WebGLRenderTarget}
	     * @private
	     */

	    this.inputBuffer = null;
	    /**
	     * The output buffer.
	     *
	     * @type {WebGLRenderTarget}
	     * @private
	     */

	    this.outputBuffer = null;

	    if (this.renderer !== null) {
	      this.renderer.autoClear = false;
	      this.inputBuffer = this.createBuffer(options.depthBuffer !== undefined ? options.depthBuffer : true, options.stencilBuffer !== undefined ? options.stencilBuffer : false, options.depthTexture !== undefined ? options.depthTexture : false);
	      this.outputBuffer = this.inputBuffer.clone();
	    }
	    /**
	     * A copy pass used for copying masked scenes.
	     *
	     * @type {ShaderPass}
	     * @private
	     */


	    this.copyPass = new ShaderPass(new CopyMaterial());
	    /**
	     * The passes.
	     *
	     * @type {Pass[]}
	     * @private
	     */

	    this.passes = [];
	  }
	  /**
	   * The depth texture of the input and output buffers.
	   *
	   * @type {DepthTexture}
	   */


	  createClass(EffectComposer, [{
	    key: "replaceRenderer",

	    /**
	     * Replaces the current renderer with the given one. The DOM element of the
	     * current renderer will automatically be removed from its parent node and the
	     * DOM element of the new renderer will take its place.
	     *
	     * The auto clear mechanism of the provided renderer will be disabled.
	     *
	     * Switching between renderers allows you to dynamically enable or disable
	     * antialiasing.
	     *
	     * @param {WebGLRenderer} renderer - The new renderer.
	     * @return {WebGLRenderer} The old renderer.
	     */
	    value: function replaceRenderer(renderer) {
	      var oldRenderer = this.renderer;
	      var parent, oldSize, newSize;

	      if (oldRenderer !== null && oldRenderer !== renderer) {
	        this.renderer = renderer;
	        this.renderer.autoClear = false;
	        parent = oldRenderer.domElement.parentNode;
	        oldSize = oldRenderer.getSize();
	        newSize = renderer.getSize();

	        if (parent !== null) {
	          parent.removeChild(oldRenderer.domElement);
	          parent.appendChild(renderer.domElement);
	        }

	        if (oldSize.width !== newSize.width || oldSize.height !== newSize.height) {
	          this.setSize();
	        }
	      }

	      return oldRenderer;
	    }
	    /**
	     * Creates a new render target by replicating the renderer's canvas.
	     *
	     * The created render target uses a linear filter for texel minification and
	     * magnification. Its render texture format depends on whether the renderer
	     * uses the alpha channel. Mipmaps are disabled.
	     *
	     * @param {Boolean} depthBuffer - Whether the render target should have a depth buffer.
	     * @param {Boolean} stencilBuffer - Whether the render target should have a stencil buffer.
	     * @param {Boolean} depthTexture - Whether the render target should have a depth texture.
	     * @return {WebGLRenderTarget} A new render target that equals the renderer's canvas.
	     */

	  }, {
	    key: "createBuffer",
	    value: function createBuffer(depthBuffer, stencilBuffer, depthTexture) {
	      var drawingBufferSize = this.renderer.getDrawingBufferSize();
	      var alpha = this.renderer.context.getContextAttributes().alpha;
	      var renderTarget = new WebGLRenderTarget(drawingBufferSize.width, drawingBufferSize.height, {
	        minFilter: LinearFilter,
	        magFilter: LinearFilter,
	        format: alpha ? RGBAFormat : RGBFormat,
	        depthBuffer: depthBuffer,
	        stencilBuffer: stencilBuffer,
	        depthTexture: depthTexture ? new DepthTexture() : null
	      });

	      if (depthTexture && stencilBuffer) {
	        renderTarget.depthTexture.format = DepthStencilFormat;
	        renderTarget.depthTexture.type = UnsignedInt248Type;
	      }

	      renderTarget.texture.name = "EffectComposer.Buffer";
	      renderTarget.texture.generateMipmaps = false;
	      return renderTarget;
	    }
	    /**
	     * Adds a pass, optionally at a specific index.
	     *
	     * @param {Pass} pass - A new pass.
	     * @param {Number} [index] - An index at which the pass should be inserted.
	     */

	  }, {
	    key: "addPass",
	    value: function addPass(pass, index) {
	      var renderer = this.renderer;
	      var drawingBufferSize = renderer.getDrawingBufferSize();
	      pass.setSize(drawingBufferSize.width, drawingBufferSize.height);
	      pass.initialize(renderer, renderer.context.getContextAttributes().alpha);

	      if (index !== undefined) {
	        this.passes.splice(index, 0, pass);
	      } else {
	        this.passes.push(pass);
	      }
	    }
	    /**
	     * Removes a pass.
	     *
	     * @param {Pass} pass - The pass.
	     */

	  }, {
	    key: "removePass",
	    value: function removePass(pass) {
	      this.passes.splice(this.passes.indexOf(pass), 1);
	    }
	    /**
	     * Renders all enabled passes in the order in which they were added.
	     *
	     * @param {Number} delta - The time between the last frame and the current one in seconds.
	     */

	  }, {
	    key: "render",
	    value: function render(delta) {
	      var passes = this.passes;
	      var copyPass = this.copyPass;
	      var renderer = this.renderer;
	      var inputBuffer = this.inputBuffer;
	      var outputBuffer = this.outputBuffer;
	      var stencilTest = false;
	      var pass, context, state, buffer;
	      var i, l;

	      for (i = 0, l = passes.length; i < l; ++i) {
	        pass = passes[i];

	        if (pass.enabled) {
	          pass.render(renderer, inputBuffer, outputBuffer, delta, stencilTest);

	          if (pass.needsSwap) {
	            if (stencilTest) {
	              copyPass.renderToScreen = pass.renderToScreen;
	              context = renderer.context;
	              state = renderer.state; // Preserve the unaffected pixels.

	              state.buffers.stencil.setFunc(context.NOTEQUAL, 1, 0xffffffff);
	              copyPass.render(renderer, inputBuffer, outputBuffer, delta, stencilTest);
	              state.buffers.stencil.setFunc(context.EQUAL, 1, 0xffffffff);
	            }

	            buffer = inputBuffer;
	            inputBuffer = outputBuffer;
	            outputBuffer = buffer;
	          }

	          if (pass instanceof MaskPass) {
	            stencilTest = true;
	          } else if (pass instanceof ClearMaskPass) {
	            stencilTest = false;
	          }
	        }
	      }
	    }
	    /**
	     * Sets the size of the buffers and the renderer's output canvas.
	     *
	     * Every pass will be informed of the new size. It's up to each pass how that
	     * information is used.
	     *
	     * If no width or height is specified, the render targets and passes will be
	     * updated with the current size of the renderer.
	     *
	     * @param {Number} [width] - The width.
	     * @param {Number} [height] - The height.
	     */

	  }, {
	    key: "setSize",
	    value: function setSize(width, height) {
	      var passes = this.passes;
	      var renderer = this.renderer;
	      var size, drawingBufferSize;
	      var i, l;

	      if (width === undefined || height === undefined) {
	        size = renderer.getSize();
	        width = size.width;
	        height = size.height;
	      } // Update the logical render size.


	      renderer.setSize(width, height); // The drawing buffer size takes the device pixel ratio into account.

	      drawingBufferSize = renderer.getDrawingBufferSize();
	      this.inputBuffer.setSize(drawingBufferSize.width, drawingBufferSize.height);
	      this.outputBuffer.setSize(drawingBufferSize.width, drawingBufferSize.height);

	      for (i = 0, l = passes.length; i < l; ++i) {
	        passes[i].setSize(drawingBufferSize.width, drawingBufferSize.height);
	      }
	    }
	    /**
	     * Resets this composer by deleting all passes and creating new buffers.
	     */

	  }, {
	    key: "reset",
	    value: function reset() {
	      var renderTarget = this.createBuffer(this.inputBuffer.depthBuffer, this.inputBuffer.stencilBuffer, this.inputBuffer.depthTexture !== null);
	      this.dispose(); // Reanimate.

	      this.inputBuffer = renderTarget;
	      this.outputBuffer = renderTarget.clone();
	      this.copyPass = new ShaderPass(new CopyMaterial());
	    }
	    /**
	     * Destroys this composer and all passes.
	     *
	     * This method deallocates all disposable objects created by the passes. It
	     * also deletes the main frame buffers of this composer.
	     */

	  }, {
	    key: "dispose",
	    value: function dispose() {
	      var passes = this.passes;
	      var i, l;

	      for (i = 0, l = passes.length; i < l; ++i) {
	        passes[i].dispose();
	      }

	      this.passes = [];

	      if (this.inputBuffer !== null) {
	        this.inputBuffer.dispose();
	        this.inputBuffer = null;
	      }

	      if (this.outputBuffer !== null) {
	        this.outputBuffer.dispose();
	        this.outputBuffer = null;
	      }

	      this.copyPass.dispose();
	    }
	  }, {
	    key: "depthTexture",
	    get: function get() {
	      return this.inputBuffer.depthTexture;
	    }
	    /**
	     * The input and output buffers share a single depth texture. Depth will be
	     * written to this texture when something is rendered into one of the buffers
	     * and the involved materials have depth write enabled.
	     *
	     * You may enable this mechanism during the instantiation of the composer or
	     * by assigning a DepthTexture instance later on. You may also disable it by
	     * assigning null.
	     *
	     * @type {DepthTexture}
	     */
	    ,
	    set: function set(x) {
	      this.inputBuffer.depthTexture = x;
	      this.outputBuffer.depthTexture = x;
	    }
	  }]);

	  return EffectComposer;
	}();

	var polyfill = function polyfill(object, method) {
	  var showWarn = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : true;
	  if (object[method]) return;
	  if (showWarn) console.warn("@PostProcessorModule: pass.".concat(method, "() was not found."), object);

	  object[method] = function () {};
	};
	/**
	 * @class PostProcessorModule
	 * @category modules/app
	 * @param {Object} [params]
	 * @memberof module:modules/app
	 * @example <caption> Creating a rendering module and passing it to App's modules</caption>
	 * new App([
	 *   new ElementModule(),
	 *   new SceneModule(),
	 *   new DefineModule('camera', new WHS.PerspectiveCamera({
	 *     position: new THREE.Vector3(0, 6, 18),
	 *     far: 10000
	 *   })),
	 *   new RenderingModule(),
	 *   new PostProcessorModule()
	 * ]);
	 *
	 * const processor = app.use('postprocessor');
	 *
	 * processor
	 *   .render()
	 *   .pass(new GlitchPass())
	 *   .renderToScreen()
	 */


	var PostProcessorModule =
	/*#__PURE__*/
	function () {
	  function PostProcessorModule() {
	    var _this = this;

	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : PostProcessorModule.defaults;

	    classCallCheck(this, PostProcessorModule);

	    defineProperty$3(defineProperty$3(this, "currentPass", null), "defer", new Promise(function (resolve) {
	      _this.resolve = resolve;
	    }));

	    this.debug = params.debug;
	    this.params = params;
	  }

	  createClass(PostProcessorModule, [{
	    key: "manager",
	    value: function manager(_manager) {
	      var _this2 = this;

	      _manager.define('postprocessor');

	      this.effects = _manager.use('rendering').effects;
	      this.renderer = _manager.get('renderer');
	      this.scene = _manager.get('scene');
	      this.camera = _manager.get('camera');
	      this.composer = new EffectComposer(this.renderer, this.params);

	      _manager.use('rendering').stop();

	      var composer = this.composer;
	      this.renderLoop = new Loop(function (clock) {
	        return composer.render(clock.getDelta());
	      }).start(_manager.handler);

	      _manager.update({
	        renderer: function renderer(_renderer) {
	          _this2.composer.replaceRenderer(_renderer);
	        },
	        scene: function scene(_scene) {
	          _this2.scene = _scene;
	        },
	        camera: function camera(_camera) {
	          _this2.camera = _camera;
	        }
	      });

	      this.resolve();
	    }
	    /**
	     * @method render
	     * @description Adds RenderPass
	     * @return {this}
	     * @memberof module:modules/app.PostProcessorModule
	     */

	  }, {
	    key: "render",
	    value: function render() {
	      var _this3 = this;

	      this.defer.then(function () {
	        var pass = new RenderPass(_this3.scene, _this3.camera.native); // TODO: Support for effects.

	        _this3.composer.addPass(pass);

	        _this3.currentPass = pass;
	      });
	      return this;
	    }
	    /**
	     * @method pass
	     * @description Adds your custom pass
	     * @param {Pass} pass A custom pass
	     * @return {this}
	     * @memberof module:modules/app.PostProcessorModule
	     */

	  }, {
	    key: "pass",
	    value: function pass(_pass) {
	      var _this4 = this;

	      this.defer.then(function () {
	        polyfill(_pass, 'setSize', _this4.debug);
	        polyfill(_pass, 'initialise', _this4.debug);

	        _this4.composer.addPass(_pass);

	        _this4.currentPass = _pass;
	      });
	      return this;
	    }
	    /**
	     * @method shader
	     * @description Adds a pass made from shader material
	     * @param {Material} material A ShaderMaterial
	     * @param {String} textureID Name of the readBuffer uniform
	     * @return {this}
	     * @memberof module:modules/app.PostProcessorModule
	     */

	  }, {
	    key: "shader",
	    value: function shader(material) {
	      var _this5 = this;

	      var textureID = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 'readBuffer';
	      this.defer.then(function () {
	        if (!material.uniforms[textureID]) material.uniforms[textureID] = {
	          value: null
	        };
	        var pass = new ShaderPass(material, textureID);

	        _this5.composer.addPass(pass);

	        _this5.currentPass = pass;
	      });
	      return this;
	    }
	    /**
	     * @method get
	     * @description Returns a pass by the given name
	     * @param {String} name The name of the pass
	     * @return {this}
	     * @memberof module:modules/app.PostProcessorModule
	     */

	  }, {
	    key: "get",
	    value: function get(name) {
	      return name ? this.composer.passes.filter(function (pass) {
	        return pass.name === name;
	      })[0] : this.currentPass;
	    }
	    /**
	     * @method renderToScreen
	     * @description Sets the renderToScreen property of currentPass
	     * @param {String} [name=true] The name of the pass
	     * @return {this}
	     * @memberof module:modules/app.PostProcessorModule
	     */

	  }, {
	    key: "renderToScreen",
	    value: function renderToScreen() {
	      var _this6 = this;

	      var bool = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : true;
	      this.defer.then(function () {
	        _this6.currentPass.renderToScreen = bool;
	      });
	      return this;
	    }
	  }]);

	  return PostProcessorModule;
	}();

	defineProperty$3(PostProcessorModule, "defaults", {
	  debug: true
	});

	/**
	 * @class EventsPatchModule
	 * @description This one is used in the core to handle events used by modules. If you want to make custom events - please make a similar one.
	 * @category modules/app
	 * @memberof module:modules/app
	 */
	var EventsPatchModule =
	/*#__PURE__*/
	function () {
	  function EventsPatchModule() {
	    classCallCheck(this, EventsPatchModule);
	  }

	  createClass(EventsPatchModule, [{
	    key: "manager",
	    value: function manager(_manager) {
	      _manager.define('events');

	      this.element = _manager.get('renderer').domElement;
	    }
	    /**
	     * @function patchEvents
	     * @description This methods patches the list of events on specific object.
	     * @param {Number} originObject - The object that gives events.
	     * @param {Number} [destObject=this] - The object that takes events.
	     * @param {Array[Strings]} [events=[]] - The list of events by names.
	     * @memberof module:modules/app.EventsPatchModule
	     */

	  }, {
	    key: "patchEvents",
	    value: function patchEvents(originObject) {
	      var destObject = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : this;
	      var events = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : [];
	      events.forEach(function (event) {
	        return originObject.addEventListener(event, function (e) {
	          return destObject.emit(event, e);
	        });
	      });
	    }
	  }, {
	    key: "integrate",
	    value: function integrate(self) {
	      var element = self.element,
	          patchEvents = self.patchEvents;
	      patchEvents(element, this, ['mousemove', 'mouseup', 'contextmenu', 'mousedown', 'click', 'wheel', 'touchstart', 'touchend', 'touchmove', 'keydown', 'keyup', 'keypress']);
	    }
	  }]);

	  return EventsPatchModule;
	}();

	/**
	 * @class VirtualMouseModule
	 * @category modules/app
	 * @param {Boolean} [globalMovement=false]
	 * @memberof module:modules/app
	 * @extends Events
	 */

	var VirtualMouseModule =
	/*#__PURE__*/
	function (_Events) {
	  function VirtualMouseModule() {
	    var _this;

	    var globalMovement = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : false;

	    classCallCheck(this, VirtualMouseModule);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(VirtualMouseModule).call(this));

	    defineProperty$3(defineProperty$3(defineProperty$3(defineProperty$3(defineProperty$3(assertThisInitialized(assertThisInitialized(_this)), "mouse", new Vector2()), "raycaster", new Raycaster()), "world", null), "canvas", null), "projectionPlane", new Plane(new Vector3(0, 0, 1), 0));

	    _this.globalMovement = globalMovement;
	    return _this;
	  }

	  createClass(VirtualMouseModule, [{
	    key: "update",
	    value: function update(e, customX, customY) {
	      var rect = this.canvas.getBoundingClientRect();
	      var x = customX || e.clientX;
	      var y = customY || e.clientY;
	      this.mouse.x = (x - rect.left) / (rect.right - rect.left) * 2 - 1;
	      this.mouse.y = -((y - rect.top) / (rect.bottom - rect.top)) * 2 + 1;
	      this.projectionPlane.normal.copy(this.camera.getWorldDirection());
	      this.raycaster.setFromCamera(this.mouse, this.camera);
	      this.emit('move');
	    }
	  }, {
	    key: "manager",
	    value: function manager(_manager) {
	      _manager.define('mouse');

	      _manager.require('events', function () {
	        return new EventsPatchModule();
	      });

	      this.canvas = _manager.get('renderer').domElement;
	      this.camera = _manager.get('camera').native;
	    }
	  }, {
	    key: "integrate",
	    value: function integrate(self) {
	      var _this2 = this;

	      ['click', 'mousedown', 'mouseup', 'mousemove'].forEach(function (ev) {
	        return _this2.on(ev, function (e) {
	          return self.emit(ev, e);
	        });
	      });
	      self.globalX = 0;
	      self.globalY = 0;
	      this.on('mousemove', function (e) {
	        if (document.pointerLockElement !== null) {
	          self.globalX += e.movementX;
	          self.globalY += e.movementY;
	          self.update(e, self.globalX, self.globalY);
	        } else self.update(e);
	      });
	    }
	    /**
	     * @method track
	     * @description Starts tracking events on a component
	     * @param {Component} component A component, that should be tracked by the mouse
	     * @param {Boolean} nested Whether component's children should be tracked or not
	     * @memberof module:modules/app.VirtualMouseModule
	     */

	  }, {
	    key: "track",
	    value: function track(component) {
	      var _this3 = this;

	      var nested = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : true;
	      var isHovered = false;
	      this.on('move', function () {
	        if (_this3.hovers(component, nested)) {
	          if (isHovered) component.emit('mousemove');else {
	            component.emit('mouseover');
	            isHovered = true;
	          }
	        } else if (isHovered) {
	          component.emit('mouseout');
	          isHovered = false;
	        }
	      });
	      this.on('click', function () {
	        if (isHovered) component.emit('click');else component.emit('offClick');
	      });
	      this.on('mousedown', function () {
	        if (isHovered) component.emit('mousedown');
	      });
	      this.on('mouseup', function () {
	        if (isHovered) component.emit('mouseup');
	      });
	    }
	    /**
	     * @method intersection
	     * @description Returns an intersection data
	     * @param {Component} component A component that intersects with mouse ray (or doesn't)
	     * @param {Boolean} nested Whether component's children should be tracked or not
	     * @return {Array} intersection data.
	     * @memberof module:modules/app.VirtualMouseModule
	     */

	  }, {
	    key: "intersection",
	    value: function intersection(_ref) {
	      var native = _ref.native;
	      var nested = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : true;

	      if (native.children.length > 0 && nested) {
	        var objects = [];
	        native.traverse(function (child) {
	          return objects.push(child);
	        });
	        return this.raycaster.intersectObjects(objects);
	      }

	      return this.raycaster.intersectObject(native);
	    }
	    /**
	     * @method project
	     * @description Returns a vector based on mouse ray intersection with plane
	     * @param {THREE.Plane} [plane=this.projectionPlane] Math plane that is used
	     * @param {Vector3} [target] Optional target
	     * @return {Vector3} An intersection point.
	     * @memberof module:modules/app.VirtualMouseModule
	     */

	  }, {
	    key: "project",
	    value: function project() {
	      var plane = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : this.projectionPlane;
	      var target = arguments.length > 1 ? arguments[1] : undefined;
	      return this.raycaster.ray.intersectPlane(plane, target);
	    }
	    /**
	     * @method hovers
	     * @description Returns a boolean based on intersection data (Whether mouse hovers the component)
	     * @param {Component} component A component that intersects with mouse ray (or doesn't)
	     * @param {Boolean} nested Whether component's children should be tracked or not
	     * @return {Boolean} Whether the component is hovered.
	     * @memberof module:modules/app.VirtualMouseModule
	     */

	  }, {
	    key: "hovers",
	    value: function hovers(component) {
	      var nested = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : true;
	      return this.intersection(component, nested).length > 0;
	    }
	    /**
	     * Mouse ray
	     * @member {THREE.Ray} module:modules/app.VirtualMouseModule#ray
	     * @public
	     */

	  }, {
	    key: "ray",
	    get: function get() {
	      return this.raycaster.ray;
	    }
	    /**
	     * Mouse x [-1; 1]
	     * @member {Number} module:modules/app.VirtualMouseModule#x
	     * @public
	     */

	  }, {
	    key: "x",
	    get: function get() {
	      return this.mouse.x;
	    }
	    /**
	     * Mouse y [-1; 1]
	     * @member {Number} module:modules/app.VirtualMouseModule#y
	     * @public
	     */

	  }, {
	    key: "y",
	    get: function get() {
	      return this.mouse.y;
	    }
	  }]);

	  inherits(VirtualMouseModule, _Events);

	  return VirtualMouseModule;
	}(minivents_commonjs);

	/**
	 * @class ControlsModule
	 * @category modules/app
	 * @param {Object} [params]
	 * @memberof module:modules/app
	 * @example <caption> Creating a rendering module and passing it to App's modules</caption>
	 * new App([
	 *   new ElementModule(),
	 *   new SceneModule(),
	 *   new DefineModule('camera', new WHS.PerspectiveCamera({
	 *     position: new THREE.Vector3(0, 6, 18),
	 *     far: 10000
	 *   })),
	 *   new RenderingModule(),
	 *   new ControlsModule.from(new THREE.TrackballControls())
	 * ]);
	 */

	var ControlsModule =
	/*#__PURE__*/
	function () {
	  createClass(ControlsModule, null, [{
	    key: "from",
	    value: function from(controls) {
	      return new ControlsModule({
	        controls: controls
	      });
	    }
	  }]);

	  function ControlsModule() {
	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, ControlsModule);

	    this.params = Object.assign({
	      controls: false,
	      fix: function fix(controls) {
	        return controls;
	      },
	      update: function update(c) {
	        this.controls.update(c.getDelta());
	      }
	    }, params);
	    this.controls = this.params.controls;
	    this.update = this.params.update;
	  }

	  createClass(ControlsModule, [{
	    key: "manager",
	    value: function manager(_manager) {
	      _manager.define('controls');

	      _manager.require('events', function () {
	        return new EventsPatchModule();
	      });
	    }
	    /**
	     * @method setControls
	     * @description Set working controls
	     * @param {Object} controls Working three.js controls object.
	     * @return {this}
	     * @memberof module:modules/app.ControlsModule
	     */

	  }, {
	    key: "setControls",
	    value: function setControls(controls) {
	      this.controls = controls;
	      return this;
	    }
	    /**
	     * @method setUpdate
	     * @description Set controls update function
	     * @param {Function} update Update function
	     * @return {this}
	     * @memberof module:modules/app.ControlsModule
	     */

	  }, {
	    key: "setUpdate",
	    value: function setUpdate(update) {
	      this.update = update;
	      return this;
	    }
	  }, {
	    key: "integrate",
	    value: function integrate(self) {
	      self.updateLoop = new Loop(self.update.bind(self));
	      self.updateLoop.start(this);
	    }
	  }]);

	  return ControlsModule;
	}();

	/**
	 * @class FogModule
	 * @category modules/app
	 * @param {Object} [params={color: 0xefd1b5, density: 0.020, near: 10, far: 1000}] - The parameters object.
	 * @param {String} [type=exp2] - The type of fog - exp2 or linear
	 * @memberof module:modules/app
	 * @example <caption>How to create and apply a FogModule</caption>
	 * const fogModule = new FogModule({
	 *    color: 0xffffff,
	 *    density: 0.03,
	 *    near: 20,
	 *    far: 200
	 *  }, 'exp2');
	 *
	 * new App([
	 *  ...,
	 *  fogModule
	 * ]);
	 */

	var FogModule =
	/*#__PURE__*/
	function () {
	  function FogModule() {
	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	    var type = arguments.length > 1 ? arguments[1] : undefined;

	    classCallCheck(this, FogModule);

	    this.params = Object.assign({
	      color: 0xefd1b5,
	      density: 0.020,
	      near: 10,
	      far: 1000
	    }, params);
	    if (!type || type === 'exp2') this.fog = new FogExp2(this.params.color, this.params.density);else if (type === 'linear') this.fog = new Fog(this.params.color, this.params.near, this.params.far);
	  }

	  createClass(FogModule, [{
	    key: "manager",
	    value: function manager(_manager) {
	      _manager.set('fog', this.fog);

	      _manager.get('scene').fog = this.fog;
	    }
	  }]);

	  return FogModule;
	}();

	var isEqualDefault = function isEqualDefault(a, b) {
	  if (a === b) return true;else if (a && a.equals && a.equals(b)) return true;
	  return false;
	};
	/**
	 * @class StateModule
	 * @description `StateModule` is useful for apps, where you need state manipulation.
	 * This can be: _transitions between screens, games, development moments_.
	 * You can check [basic/state](https://whs-dev.surge.sh/examples/?basic/state) example.
	 * @category modules/app
	 * @param {Object} [params]
	 * @memberof module:modules/app
	 * @example <caption> Creating a state module</caption>
	 * new App([
	 *   // ...
	 *   new StateModule().default({
	 *     sphereColor: 0xff0000
	 *   })
	 * ]);
	 */


	var StateModule =
	/*#__PURE__*/
	function () {
	  createClass(StateModule, null, [{
	    key: "actionGenerate",
	    value: function actionGenerate(isEqual) {
	      return function () {
	        var state = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : [{}, ''];

	        var _ref = arguments.length > 1 ? arguments[1] : undefined,
	            key = _ref.key,
	            data = _ref.data;

	        if (isEqual(state[0][key], data)) return state;
	        state[0][key] = data;
	        state[1] = key;
	        return state;
	      };
	    }
	  }]);

	  function StateModule() {
	    var equalCheck = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : isEqualDefault;

	    classCallCheck(this, StateModule);

	    this.store = createStore(StateModule.actionGenerate(equalCheck));
	    this.configuration = {};
	    this.currentConfig = 'default';
	    this.prevConfig = 'default';
	  }
	  /**
	   * @method default
	   * @description Add default configuration.
	   * @param {Object} data Configuration setup
	   * @memberof module:modules/app.StateModule
	   * @example
	   * new WHS.StateModule().default({
	   *   sphereColor: UTILS.$colors.mesh,
	   *   planeColor: 0x447F8B
	   * })
	   */


	  createClass(StateModule, [{
	    key: "default",
	    value: function _default(data) {
	      this.config({
	        default: data
	      });
	      return this;
	    }
	    /**
	     * @method setEqualCheck
	     * @description Sets an equalCheck function
	     * @param {Function} func function to generate equal check
	     * @memberof module:modules/app.StateModule
	     */

	  }, {
	    key: "setEqualCheck",
	    value: function setEqualCheck(func) {
	      this.store.replaceReducer(StateModule.actionGenerate(func));
	    }
	  }, {
	    key: "manager",
	    value: function manager(_manager) {
	      _manager.define('state');
	    }
	    /**
	     * @method config
	     * @description Load configurations from object.
	     * @param {Object} configs Configuration data
	     * @memberof module:modules/app.StateModule
	     * @example <caption> Adding `green` configuration</caption>
	     * state.config({
	     *   green: {
	     *     sphereColor: 0x00ff00,
	     *     planeColor: 0x00ff00
	     *   }
	     * });
	     */

	  }, {
	    key: "config",
	    value: function config(configs) {
	      for (var key in configs) {
	        if (key) {
	          this.configuration[key] = key === 'default' ? configs[key] : Object.assign({}, this.configuration.default, configs[key]);
	        }
	      }
	    }
	    /**
	     * @method update
	     * @description Load updates from object.
	     * @param {Object} updates Updates data
	     * @memberof module:modules/app.StateModule
	     * @example <caption> Update callback for `sphereColor`</caption>
	     * state.update({
	     *   sphereColor: color => sphere.material.color.setHex(color)
	     * });
	     */

	  }, {
	    key: "update",
	    value: function update() {
	      var _this = this;

	      var updates = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
	      this.store.subscribe(function () {
	        var _this$store$getState = _this.store.getState(),
	            _this$store$getState2 = slicedToArray(_this$store$getState, 2),
	            data = _this$store$getState2[0],
	            changedKey = _this$store$getState2[1];

	        var callback = updates[changedKey];
	        if (callback) callback(data[changedKey]);
	      });
	    }
	    /**
	     * @method to
	     * @description Switch to configuration.
	     * @param {String} configName Configuration name.
	     * @memberof module:modules/app.StateModule
	     * @example <caption> Changes configuration to `green`</caption>
	     * state.to('green');
	     */

	  }, {
	    key: "to",
	    value: function to(configName) {
	      this.prevConfig = this.currentConfig;
	      this.currentConfig = configName;
	      var config = this.configuration[configName] ? this.configuration[configName] : this.configuration.default;
	      this.set(config);
	    }
	    /**
	     * @method set
	     * @description Set current parameters.
	     * @param {Object} data Configuration parameters.
	     * @memberof module:modules/app.StateModule
	     * @example
	     * state.set({
	     *   sphereColor: 0x00ff00
	     * });
	     */

	  }, {
	    key: "set",
	    value: function set(data) {
	      for (var key in data) {
	        if (key) this.store.dispatch({
	          type: 'ADD',
	          key: key,
	          data: data[key]
	        });
	      }
	    }
	    /**
	     * @method get
	     * @description Return data of parameter.
	     * @param {String} key Parameter name.
	     * @memberof module:modules/app.StateModule
	     * @example
	     * state.get('sphereColor'); // 0x00ff00
	     */

	  }, {
	    key: "get",
	    value: function get(key) {
	      return this.store.getState()[0][key];
	    }
	    /**
	     * @method prev
	     * @description Return `trueVal` if `config` match previous configuration, in other case - return `falseVal`.
	     * @param {String} config Configuration name.
	     * @param {Any} trueVal Value returned if condition is truthy.
	     * @param {Any} falseVal Value returned if condition is falsy.
	     * @memberof module:modules/app.StateModule
	     */

	  }, {
	    key: "prev",
	    value: function prev(config, trueVal, falseVal) {
	      return this.prevConfig === config ? trueVal : falseVal;
	    }
	    /**
	     * @method current
	     * @description Return `trueVal` if `config` match current configuration, in other case - return `falseVal`.
	     * @param {String} config Configuration name.
	     * @param {Any} trueVal Value returned if condition is truthy.
	     * @param {Any} falseVal Value returned if condition is falsy.
	     * @memberof module:modules/app.StateModule
	     */

	  }, {
	    key: "current",
	    value: function current(config, trueVal, falseVal) {
	      return this.currentConfig === config ? trueVal : falseVal;
	    }
	  }]);

	  return StateModule;
	}();

	// Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default).
	//
	//    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

	var ThreeOrbitControls =
	/*#__PURE__*/
	function (_EventDispatcher) {
	  function ThreeOrbitControls(object, domElement, eventHandler) {
	    var _this;

	    classCallCheck(this, ThreeOrbitControls);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(ThreeOrbitControls).call(this));
	    _this.object = object;
	    _this.domElement = domElement === undefined ? document : domElement;
	    _this.eventHandler = eventHandler; // Set to false to disable this control

	    _this.enabled = true; // "target" sets the location of focus, where the object orbits around

	    _this.target = new Vector3(); // How far you can dolly in and out ( PerspectiveCamera only )

	    _this.minDistance = 0;
	    _this.maxDistance = Infinity; // 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; // 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: MOUSE.LEFT,
	      ZOOM: MOUSE.MIDDLE,
	      PAN: MOUSE.RIGHT
	    }; // for reset

	    _this.target0 = _this.target.clone();
	    _this.position0 = _this.object.position.clone();
	    _this.zoom0 = _this.object.zoom; //
	    // public methods
	    //

	    _this.getPolarAngle = function () {
	      return spherical.phi;
	    };

	    _this.getAzimuthalAngle = function () {
	      return spherical.theta;
	    };

	    _this.reset = function () {
	      _this.target.copy(_this.target0);

	      _this.object.position.copy(_this.position0);

	      _this.object.zoom = _this.zoom0;

	      _this.object.updateProjectionMatrix();

	      _this.dispatchEvent(changeEvent);

	      _this.update();

	      state = STATE.NONE;
	    }; // this method is exposed, but perhaps it would be better if we can make it private...


	    _this.update = function () {
	      var offset = new Vector3(); // so camera.up is the orbit axis

	      var quat = new Quaternion().setFromUnitVectors(object.up, new Vector3(0, 1, 0));
	      var quatInverse = quat.clone().inverse();
	      var lastPosition = new Vector3();
	      var lastQuaternion = new 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

	        spherical.setFromVector3(offset);
	        if (_this.autoRotate && state === STATE.NONE) rotateLeft(getAutoRotationAngle());
	        spherical.theta += sphericalDelta.theta;
	        spherical.phi += sphericalDelta.phi; // restrict theta to be between desired limits

	        spherical.theta = Math.max(_this.minAzimuthAngle, Math.min(_this.maxAzimuthAngle, spherical.theta)); // restrict phi to be between desired limits

	        spherical.phi = Math.max(_this.minPolarAngle, Math.min(_this.maxPolarAngle, spherical.phi));
	        spherical.makeSafe();
	        spherical.radius *= scale; // restrict radius to be between desired limits

	        spherical.radius = Math.max(_this.minDistance, Math.min(_this.maxDistance, spherical.radius)); // move target to panned location

	        _this.target.add(panOffset);

	        offset.setFromSpherical(spherical); // 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) {
	          sphericalDelta.theta *= 1 - _this.dampingFactor;
	          sphericalDelta.phi *= 1 - _this.dampingFactor;
	        } else sphericalDelta.set(0, 0, 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) {
	          _this.dispatchEvent(changeEvent);

	          lastPosition.copy(_this.object.position);
	          lastQuaternion.copy(_this.object.quaternion);
	          zoomChanged = false;
	          return true;
	        }

	        return false;
	      }();
	    };

	    _this.dispose = function () {
	      _this.domElement.removeEventListener('contextmenu', onContextMenu, false);

	      _this.domElement.removeEventListener('mousedown', onMouseDown, false);

	      _this.domElement.removeEventListener('wheel', onMouseWheel, false);

	      _this.domElement.removeEventListener('touchstart', onTouchStart, false);

	      _this.domElement.removeEventListener('touchend', onTouchEnd, false);

	      _this.domElement.removeEventListener('touchmove', onTouchMove, false);

	      document.removeEventListener('mousemove', onMouseMove, false);
	      document.removeEventListener('mouseup', onMouseUp, false);
	      window.removeEventListener('keydown', onKeyDown, false); // this.dispatchEvent( { type: 'dispose' } ); // should this be added here?
	    }; //
	    // internals
	    //


	    var changeEvent = {
	      type: 'change'
	    };
	    var startEvent = {
	      type: 'start'
	    };
	    var endEvent = {
	      type: 'end'
	    };
	    var STATE = {
	      NONE: -1,
	      ROTATE: 0,
	      DOLLY: 1,
	      PAN: 2,
	      TOUCH_ROTATE: 3,
	      TOUCH_DOLLY: 4,
	      TOUCH_PAN: 5
	    };
	    var state = STATE.NONE;
	    var EPS = 0.000001; // current position in spherical coordinates

	    var spherical = new Spherical();
	    var sphericalDelta = new Spherical();
	    var scale = 1;
	    var panOffset = new Vector3();
	    var zoomChanged = false;
	    var rotateStart = new Vector2();
	    var rotateEnd = new Vector2();
	    var rotateDelta = new Vector2();
	    var panStart = new Vector2();
	    var panEnd = new Vector2();
	    var panDelta = new Vector2();
	    var dollyStart = new Vector2();
	    var dollyEnd = new Vector2();
	    var dollyDelta = new Vector2();

	    var getAutoRotationAngle = function getAutoRotationAngle() {
	      return 2 * Math.PI / 60 / 60 * _this.autoRotateSpeed;
	    };

	    var getZoomScale = function getZoomScale() {
	      return Math.pow(0.95, _this.zoomSpeed);
	    };

	    var rotateLeft = function rotateLeft(angle) {
	      sphericalDelta.theta -= angle;
	    };

	    var rotateUp = function rotateUp(angle) {
	      sphericalDelta.phi -= angle;
	    };

	    var panLeft = function () {
	      var v = new Vector3();
	      return function (distance, objectMatrix) {
	        v.setFromMatrixColumn(objectMatrix, 0); // get X column of objectMatrix

	        v.multiplyScalar(-distance);
	        panOffset.add(v);
	      };
	    }();

	    var panUp = function () {
	      var v = new Vector3();
	      return function (distance, objectMatrix) {
	        v.setFromMatrixColumn(objectMatrix, 1); // get Y column of objectMatrix

	        v.multiplyScalar(distance);
	        panOffset.add(v);
	      };
	    }(); // deltaX and deltaY are in pixels; right and down are positive


	    var pan = function () {
	      var offset = new Vector3();
	      return function (deltaX, deltaY) {
	        var element = _this.domElement === document ? _this.domElement.body : _this.domElement;

	        if (_this.object instanceof PerspectiveCamera) {
	          // perspective
	          var position = _this.object.position;
	          offset.copy(position).sub(_this.target);
	          var targetDistance = offset.length(); // half of the fov is center to top of screen

	          targetDistance *= Math.tan(_this.object.fov / 2 * Math.PI / 180.0); // we actually don't use screenWidth, since perspective camera is fixed to screen height

	          panLeft(2 * deltaX * targetDistance / element.clientHeight, _this.object.matrix);
	          panUp(2 * deltaY * targetDistance / element.clientHeight, _this.object.matrix);
	        } else if (_this.object instanceof OrthographicCamera) {
	          // orthographic
	          panLeft(deltaX * (_this.object.right - _this.object.left) / _this.object.zoom / element.clientWidth, _this.object.matrix);
	          panUp(deltaY * (_this.object.top - _this.object.bottom) / _this.object.zoom / element.clientHeight, _this.object.matrix);
	        } else {
	          // camera neither orthographic nor perspective
	          console.warn('WARNING: OrbitControlsModule.js encountered an unknown camera type - pan disabled.');
	          _this.enablePan = false;
	        }
	      };
	    }();

	    var dollyIn = function dollyIn(dollyScale) {
	      if (_this.object instanceof PerspectiveCamera) scale /= dollyScale;else if (_this.object instanceof OrthographicCamera) {
	        _this.object.zoom = Math.max(_this.minZoom, Math.min(_this.maxZoom, _this.object.zoom * dollyScale));

	        _this.object.updateProjectionMatrix();

	        zoomChanged = true;
	      } else {
	        console.warn('WARNING: OrbitControlsModule.js encountered an unknown camera type - dolly/zoom disabled.');
	        _this.enableZoom = false;
	      }
	    };

	    var dollyOut = function dollyOut(dollyScale) {
	      if (_this.object instanceof PerspectiveCamera) scale *= dollyScale;else if (_this.object instanceof OrthographicCamera) {
	        _this.object.zoom = Math.max(_this.minZoom, Math.min(_this.maxZoom, _this.object.zoom / dollyScale));

	        _this.object.updateProjectionMatrix();

	        zoomChanged = true;
	      } else {
	        console.warn('WARNING: OrbitControlsModule.js encountered an unknown camera type - dolly/zoom disabled.');
	        _this.enableZoom = false;
	      }
	    }; //
	    // event callbacks - update the object state
	    //


	    var handleMouseDownRotate = function handleMouseDownRotate(event) {
	      // console.log( 'handleMouseDownRotate' );
	      rotateStart.set(event.clientX, event.clientY);
	    };

	    var handleMouseDownDolly = function handleMouseDownDolly(event) {
	      // console.log( 'handleMouseDownDolly' );
	      dollyStart.set(event.clientX, event.clientY);
	    };

	    var handleMouseDownPan = function handleMouseDownPan(event) {
	      // console.log( 'handleMouseDownPan' );
	      panStart.set(event.clientX, event.clientY);
	    };

	    var handleMouseMoveRotate = function handleMouseMoveRotate(event) {
	      // console.log( 'handleMouseMoveRotate' );
	      rotateEnd.set(event.clientX, event.clientY);
	      rotateDelta.subVectors(rotateEnd, rotateStart);
	      var element = _this.domElement === document ? _this.domElement.body : _this.domElement; // rotating across whole screen goes 360 degrees around

	      rotateLeft(2 * Math.PI * rotateDelta.x / element.clientWidth * _this.rotateSpeed); // rotating up and down along whole screen attempts to go 360, but limited to 180

	      rotateUp(2 * Math.PI * rotateDelta.y / element.clientHeight * _this.rotateSpeed);
	      rotateStart.copy(rotateEnd);

	      _this.update();
	    };

	    var handleMouseMoveDolly = function handleMouseMoveDolly(event) {
	      // console.log( 'handleMouseMoveDolly' );
	      dollyEnd.set(event.clientX, event.clientY);
	      dollyDelta.subVectors(dollyEnd, dollyStart);
	      if (dollyDelta.y > 0) dollyIn(getZoomScale());else if (dollyDelta.y < 0) dollyOut(getZoomScale());
	      dollyStart.copy(dollyEnd);

	      _this.update();
	    };

	    var handleMouseMovePan = function handleMouseMovePan(event) {
	      // console.log( 'handleMouseMovePan' );
	      panEnd.set(event.clientX, event.clientY);
	      panDelta.subVectors(panEnd, panStart);
	      pan(panDelta.x, panDelta.y);
	      panStart.copy(panEnd);

	      _this.update();
	    };

	    var handleMouseWheel = function handleMouseWheel(event) {
	      // console.log( 'handleMouseWheel' );
	      if (event.deltaY < 0) dollyOut(getZoomScale());else if (event.deltaY > 0) dollyIn(getZoomScale());

	      _this.update();
	    };

	    var handleKeyDown = function handleKeyDown(event) {
	      // console.log( 'handleKeyDown' );
	      switch (event.keyCode) {
	        case _this.keys.UP:
	          pan(0, _this.keyPanSpeed);

	          _this.update();

	          break;

	        case _this.keys.BOTTOM:
	          pan(0, -_this.keyPanSpeed);

	          _this.update();

	          break;

	        case _this.keys.LEFT:
	          pan(_this.keyPanSpeed, 0);

	          _this.update();

	          break;

	        case _this.keys.RIGHT:
	          pan(-_this.keyPanSpeed, 0);

	          _this.update();

	          break;
	      }
	    };

	    var handleTouchStartRotate = function handleTouchStartRotate(event) {
	      // console.log( 'handleTouchStartRotate' );
	      rotateStart.set(event.touches[0].pageX, event.touches[0].pageY);
	    };

	    var handleTouchStartDolly = function handleTouchStartDolly(event) {
	      // console.log( 'handleTouchStartDolly' );
	      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);
	    };

	    var handleTouchStartPan = function handleTouchStartPan(event) {
	      // console.log( 'handleTouchStartPan' );
	      panStart.set(event.touches[0].pageX, event.touches[0].pageY);
	    };

	    var handleTouchMoveRotate = function handleTouchMoveRotate(event) {
	      // console.log( 'handleTouchMoveRotate' );
	      rotateEnd.set(event.touches[0].pageX, event.touches[0].pageY);
	      rotateDelta.subVectors(rotateEnd, rotateStart);
	      var element = _this.domElement === document ? _this.domElement.body : _this.domElement; // rotating across whole screen goes 360 degrees around

	      rotateLeft(2 * Math.PI * rotateDelta.x / element.clientWidth * _this.rotateSpeed); // rotating up and down along whole screen attempts to go 360, but limited to 180

	      rotateUp(2 * Math.PI * rotateDelta.y / element.clientHeight * _this.rotateSpeed);
	      rotateStart.copy(rotateEnd);

	      _this.update();
	    };

	    var handleTouchMoveDolly = function handleTouchMoveDolly(event) {
	      // console.log( 'handleTouchMoveDolly' );
	      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) dollyOut(getZoomScale());else if (dollyDelta.y < 0) dollyIn(getZoomScale());
	      dollyStart.copy(dollyEnd);

	      _this.update();
	    };

	    var handleTouchMovePan = function handleTouchMovePan(event) {
	      // console.log( 'handleTouchMovePan' );
	      panEnd.set(event.touches[0].pageX, event.touches[0].pageY);
	      panDelta.subVectors(panEnd, panStart);
	      pan(panDelta.x, panDelta.y);
	      panStart.copy(panEnd);

	      _this.update();
	    };
	    // event handlers - FSM: listen for events and reset state
	    //


	    var onMouseDown = function onMouseDown(event) {
	      if (_this.enabled === false) return;
	      event.preventDefault();

	      if (event.button === _this.mouseButtons.ORBIT) {
	        if (_this.enableRotate === false) return;
	        handleMouseDownRotate(event);
	        state = STATE.ROTATE;
	      } else if (event.button === _this.mouseButtons.ZOOM) {
	        if (_this.enableZoom === false) return;
	        handleMouseDownDolly(event);
	        state = STATE.DOLLY;
	      } else if (event.button === _this.mouseButtons.PAN) {
	        if (_this.enablePan === false) return;
	        handleMouseDownPan(event);
	        state = STATE.PAN;
	      }

	      if (state !== STATE.NONE) {
	        _this.eventHandler.on('mousemove', onMouseMove, false);

	        _this.eventHandler.on('mouseup', onMouseUp, false);

	        _this.dispatchEvent(startEvent);
	      }
	    };

	    var onMouseMove = function onMouseMove(event) {
	      if (_this.enabled === false) return;
	      event.preventDefault();

	      if (state === STATE.ROTATE) {
	        if (_this.enableRotate === false) return;
	        handleMouseMoveRotate(event);
	      } else if (state === STATE.DOLLY) {
	        if (_this.enableZoom === false) return;
	        handleMouseMoveDolly(event);
	      } else if (state === STATE.PAN) {
	        if (_this.enablePan === false) return;
	        handleMouseMovePan(event);
	      }
	    };

	    var onMouseUp = function onMouseUp(event) {
	      if (_this.enabled === false) return;
	      document.removeEventListener('mousemove', onMouseMove, false);
	      document.removeEventListener('mouseup', onMouseUp, false);

	      _this.dispatchEvent(endEvent);

	      state = STATE.NONE;
	    };

	    var onMouseWheel = function onMouseWheel(event) {
	      if (_this.enabled === false || _this.enableZoom === false || state !== STATE.NONE && state !== STATE.ROTATE) return;
	      event.preventDefault();
	      event.stopPropagation();
	      handleMouseWheel(event);

	      _this.dispatchEvent(startEvent); // not sure why these are here...


	      _this.dispatchEvent(endEvent);
	    };

	    var onKeyDown = function onKeyDown(event) {
	      if (_this.enabled === false || _this.enableKeys === false || _this.enablePan === false) return;
	      handleKeyDown(event);
	    };

	    var onTouchStart = function onTouchStart(event) {
	      if (_this.enabled === false) return;

	      switch (event.touches.length) {
	        case 1:
	          // one-fingered touch: rotate
	          if (_this.enableRotate === false) return;
	          handleTouchStartRotate(event);
	          state = STATE.TOUCH_ROTATE;
	          break;

	        case 2:
	          // two-fingered touch: dolly
	          if (_this.enableZoom === false) return;
	          handleTouchStartDolly(event);
	          state = STATE.TOUCH_DOLLY;
	          break;

	        case 3:
	          // three-fingered touch: pan
	          if (_this.enablePan === false) return;
	          handleTouchStartPan(event);
	          state = STATE.TOUCH_PAN;
	          break;

	        default:
	          state = STATE.NONE;
	      }

	      if (state !== STATE.NONE) _this.dispatchEvent(startEvent);
	    };

	    var onTouchMove = function onTouchMove(event) {
	      if (_this.enabled === false) return;
	      event.preventDefault();
	      event.stopPropagation();

	      switch (event.touches.length) {
	        case 1:
	          // one-fingered touch: rotate
	          if (_this.enableRotate === false) return;
	          if (state !== STATE.TOUCH_ROTATE) return; // is this needed?...

	          handleTouchMoveRotate(event);
	          break;

	        case 2:
	          // two-fingered touch: dolly
	          if (_this.enableZoom === false) return;
	          if (state !== STATE.TOUCH_DOLLY) return; // is this needed?...

	          handleTouchMoveDolly(event);
	          break;

	        case 3:
	          // three-fingered touch: pan
	          if (_this.enablePan === false) return;
	          if (state !== STATE.TOUCH_PAN) return; // is this needed?...

	          handleTouchMovePan(event);
	          break;

	        default:
	          state = STATE.NONE;
	      }
	    };

	    var onTouchEnd = function onTouchEnd(event) {
	      if (_this.enabled === false) return;

	      _this.dispatchEvent(endEvent);

	      state = STATE.NONE;
	    };

	    var onContextMenu = function onContextMenu(event) {
	      event.preventDefault();
	    }; //


	    _this.eventHandler.on('contextmenu', onContextMenu, false);

	    _this.eventHandler.on('mousedown', onMouseDown, false);

	    _this.eventHandler.on('wheel', onMouseWheel, false);

	    _this.eventHandler.on('touchstart', onTouchStart, false);

	    _this.eventHandler.on('touchend', onTouchEnd, false);

	    _this.eventHandler.on('touchmove', onTouchMove, false);

	    _this.eventHandler.on('keydown', onKeyDown, false); // force an update at start


	    _this.update();

	    return _this;
	  }

	  createClass(ThreeOrbitControls, [{
	    key: "center",
	    get: function get() {
	      console.warn('OrbitControls: .center has been renamed to .target');
	      return this.target;
	    }
	  }, {
	    key: "noZoom",
	    get: function get() {
	      console.warn('OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.');
	      return !this.enableZoom;
	    },
	    set: function set(value) {
	      console.warn('OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.');
	      this.enableZoom = !value;
	    }
	  }, {
	    key: "noRotate",
	    get: function get() {
	      console.warn('OrbitControls: .noRotate has been deprecated. Use .enableRotate instead.');
	      return !this.enableRotate;
	    },
	    set: function set(value) {
	      console.warn('OrbitControls: .noRotate has been deprecated. Use .enableRotate instead.');
	      this.enableRotate = !value;
	    }
	  }, {
	    key: "noPan",
	    get: function get() {
	      console.warn('OrbitControls: .noPan has been deprecated. Use .enablePan instead.');
	      return !this.enablePan;
	    },
	    set: function set(value) {
	      console.warn('OrbitControls: .noPan has been deprecated. Use .enablePan instead.');
	      this.enablePan = !value;
	    }
	  }, {
	    key: "noKeys",
	    get: function get() {
	      console.warn('OrbitControls: .noKeys has been deprecated. Use .enableKeys instead.');
	      return !this.enableKeys;
	    },
	    set: function set(value) {
	      console.warn('OrbitControls: .noKeys has been deprecated. Use .enableKeys instead.');
	      this.enableKeys = !value;
	    }
	  }, {
	    key: "staticMoving",
	    get: function get() {
	      console.warn('OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.');
	      return !this.enableDamping;
	    },
	    set: function set(value) {
	      console.warn('OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.');
	      this.enableDamping = !value;
	    }
	  }, {
	    key: "dynamicDampingFactor",
	    get: function get() {
	      console.warn('OrbitControls: .dynamicDampingFactor has been renamed. Use .dampingFactor instead.');
	      return this.dampingFactor;
	    },
	    set: function set(value) {
	      console.warn('OrbitControls: .dynamicDampingFactor has been renamed. Use .dampingFactor instead.');
	      this.dampingFactor = value;
	    }
	  }]);

	  inherits(ThreeOrbitControls, _EventDispatcher);

	  return ThreeOrbitControls;
	}(EventDispatcher);

	/**
	 * @class OrbitControlsModule
	 * @category modules/app
	 * @param {Object} [params]
	 * @param {Object} [params.object=camera] Object to which controls are applied.
	 * @param {THREE.Vector3} [params.target=new Vector3()] Controls center vector.
	 * @param {Boolean} [params.follow=false] Follow the target
	 * @memberof module:modules/app
	 * @example <caption> Creating a rendering module and passing it to App's modules</caption>
	 * new App([
	 *   new ElementModule(),
	 *   new SceneModule(),
	 *   new DefineModule('camera', new WHS.PerspectiveCamera({
	 *     position: new THREE.Vector3(0, 6, 18),
	 *     far: 10000
	 *   })),
	 *   new RenderingModule(),
	 *   new OrbitControlsModule()
	 * ]);
	 */

	var OrbitControlsModule =
	/*#__PURE__*/
	function (_ControlsModule) {
	  function OrbitControlsModule() {
	    var _this;

	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, OrbitControlsModule);

	    _this = possibleConstructorReturn(this, getPrototypeOf$2(OrbitControlsModule).call(this, params));
	    _this.params = Object.assign({
	      follow: false,
	      object: null,
	      target: new Vector3()
	    }, params);
	    return _this;
	  }

	  createClass(OrbitControlsModule, [{
	    key: "manager",
	    value: function manager(_manager) {
	      get$3(getPrototypeOf$2(OrbitControlsModule.prototype), "manager", this).call(this, _manager);

	      var _this$params = this.params,
	          obj = _this$params.object,
	          follow = _this$params.follow,
	          target = _this$params.target;
	      var object = obj ? obj.native : _manager.get('camera').native;
	      var controls = new ThreeOrbitControls(object, _manager.get('element'), _manager.handler);
	      var updateProcessor = follow ? function (c) {
	        controls.update(c.getDelta());
	        controls.target.copy(target);
	      } : function (c) {
	        controls.update(c.getDelta());
	      };
	      this.setControls(controls);
	      this.setUpdate(updateProcessor);

	      _manager.update({
	        camera: function camera(_camera) {
	          if (obj) return;
	          controls.object = _camera.native;
	        },
	        element: function element(_element) {
	          controls.domElement = _element;
	        }
	      });

	      controls.target.copy(target);
	    }
	  }]);

	  inherits(OrbitControlsModule, _ControlsModule);

	  return OrbitControlsModule;
	}(ControlsModule);

	/** @module modules/app/controls */

	/** @module modules/app */

	/**
	 * @class DynamicGeometryModule
	 * @category modules/mesh
	 * @param {Object} [params={attributes: false}] - params
	 * @param {Boolean} [patchEvents=true]
	 * @memberof module:modules/mesh
	 */
	var DynamicGeometryModule =
	/*#__PURE__*/
	function () {
	  function DynamicGeometryModule() {
	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, DynamicGeometryModule);

	    this.params = Object.assign({
	      attributes: false
	    }, params);
	  }

	  createClass(DynamicGeometryModule, [{
	    key: "integrate",
	    value: function integrate(self) {
	      var _this = this;

	      var params = self.params;

	      this.g_ = function () {
	        var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	        if (this.buildGeometry) {
	          this.native.geometry = this.buildGeometry(this.updateParams({
	            geometry: params
	          }));
	        }
	      };

	      if (params.attributes) {
	        var _loop = function _loop(key) {
	          if (key) {
	            Object.defineProperty(_this, "g_".concat(key), {
	              get: function get() {
	                return this.native.geometry.parameters[key];
	              },
	              set: function set(value) {
	                this.native.geometry = this.buildGeometry(this.updateParams({
	                  geometry: defineProperty$3({}, key, value)
	                }));
	              },
	              configurable: true,
	              enumerable: true
	            });
	          }
	        };

	        for (var key in this.params.geometry) {
	          _loop(key);
	        }
	      }
	    }
	  }]);

	  return DynamicGeometryModule;
	}();

	var loader = new TextureLoader();
	/**
	 * @class TextureModule
	 * @category modules/mesh
	 * @description A TextureModule can be applied to any Mesh or Model.
	 * @param {Array} [textures] - array of texture objects
	 * @memberof module:modules/mesh
	 * @example <caption>Creating an instance. url takes a path, or a data object.</caption>
	 * var woodTexture = new TextureModule({
	 *   url: `${process.assetsPath}/textures/wood.jpg`
	 * });
	 * @example <caption>More comprehensive example, wood texture applied to a Box.</caption>
	 * new Box({
	 *   geometry: {
	 *     width: 2,
	 *     height: 2,
	 *     depth: 2
	 *   },
	 *   modules: [
	 *     new TextureModule({
	 *       url: `path/to/texture.jpg`,
	 *       repeat: new THREE.Vector2(1, 1) // optional
	 *     })
	 *   ],
	 *   material: new THREE.MeshBasicMaterial({
	 *     color: 0xffffff
	 *   }),
	 *   position: [50, 60, 70]
	 * }).addTo(app);
	 */

	var TextureModule =
	/*#__PURE__*/
	function () {
	  createClass(TextureModule, null, [{
	    key: "load",
	    value: function load(url) {
	      return new TextureModule({
	        url: url
	      }).textures[0][1];
	    }
	  }]);

	  function TextureModule() {
	    var _this = this;

	    classCallCheck(this, TextureModule);

	    defineProperty$3(defineProperty$3(this, "textures", []), "bridge", {
	      material: function material(_material, self) {
	        self.textures.forEach(function (texture) {
	          _material[texture[0]] = texture[1];
	        });
	        _material.needsUpdate = true;
	        return _material;
	      }
	    });

	    for (var _len = arguments.length, textures = new Array(_len), _key = 0; _key < _len; _key++) {
	      textures[_key] = arguments[_key];
	    }

	    textures.forEach(function (_ref) {
	      var url = _ref.url,
	          _ref$type = _ref.type,
	          type = _ref$type === void 0 ? 'map' : _ref$type,
	          _ref$offset = _ref.offset,
	          offset = _ref$offset === void 0 ? new Vector2(0, 0) : _ref$offset,
	          _ref$repeat = _ref.repeat,
	          repeat = _ref$repeat === void 0 ? new Vector2(1, 1) : _ref$repeat,
	          _ref$wrap = _ref.wrap,
	          wrap = _ref$wrap === void 0 ? RepeatWrapping : _ref$wrap,
	          _ref$mapping = _ref.mapping,
	          mapping = _ref$mapping === void 0 ? UVMapping : _ref$mapping,
	          _ref$fix = _ref.fix,
	          fix = _ref$fix === void 0 ? function (tex) {
	        return tex;
	      } : _ref$fix;
	      var texture = loader.load(url);

	      if (wrap.length > 0) {
	        texture.wrapS = wrap[0];
	        texture.wrapT = wrap[1];
	      } else texture.wrapS = texture.wrapT = wrap;

	      texture.mapping = mapping;
	      texture.offset.copy(offset);
	      texture.repeat.copy(repeat);
	      texture.magFilter = NearestFilter;
	      texture.minFilter = LinearMipMapLinearFilter;

	      _this.textures.push([type, fix(texture)]);
	    });
	  }

	  return TextureModule;
	}();

	/**
	 * @class AnimationModule
	 * @category modules/mesh
	 * @description Convenience module that wraps the <a href='https://threejs.org/docs/#manual/introduction/Animation-system'>three.js animation system</a>
	 * @param {App} app - the app
	 * @param {Boolean} [isDeferred=false] - set to true if animation should not start automatically
	 * @param {Object} [params={speed: 1}] - the params
	 * @memberof module:modules/mesh
	 * @example <caption>Create animation module and play a given clip of an imported model</caption>
	 * const animationModule = new AnimationModule(app, false, {
	 *   speed: 1.2 // speed up animation by 20%
	 * });
	 *
	 * new Importer({
	 *   parser(geometry, materials) {
	 *     // Override parse to generate a skinnedMesh, needed for skinned models
	 *     return new THREE.SkinnedMesh(geometry, materials);
	 *   },
	 *
	 *   url: `path/to/model.json`,
	 *   useCustomMaterial: true,
	 *
	 *   material: new THREE.MeshStandardMaterial({
	 *     skinning: true
	 *   }),
	 *
	 *   modules: [animationModule]
	 * }).addTo(app).then(() => {
	 *   // adding model to app returns a promise, so pipe the function to kick off the animation clip
	 *   animationModule.play('clipName');
	 * });
	 */

	var AnimationModule =
	/*#__PURE__*/
	function () {
	  function AnimationModule(app, isDeferred) {
	    var params = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};

	    classCallCheck(this, AnimationModule);

	    defineProperty$3(this, "bridge", {
	      mesh: function mesh(_mesh, self) {
	        _mesh.geometry.skeleton = _mesh.skeleton;
	        self.mixer = new AnimationMixer(_mesh.geometry);
	        self.clips = _mesh.geometry.animations;
	        return _mesh;
	      }
	    });

	    this.params = Object.assign({
	      speed: 1
	    }, params);
	    this.app = app;
	    this.isDeferred = isDeferred;
	  }
	  /**
	   * @method play
	   * @instance
	   * @description Plays the given clip name
	   * @param {String} clipName - the clip to play
	   * @return {THREE.AnimationAction} Playing action 
	   * @memberof module:modules/mesh.AnimationModule
	   */


	  createClass(AnimationModule, [{
	    key: "play",
	    value: function play(clipName) {
	      var clip = AnimationClip.findByName(this.clips, clipName);
	      return this.mixer.clipAction(clip).play();
	    }
	    /**
	     * @method update
	     * @instance
	     * @description Update the mixer (being called on frame animation loop)
	     * @memberof module:modules/mesh.AnimationModule
	     */

	  }, {
	    key: "update",
	    value: function update(clock) {
	      if (this.mixer) this.mixer.update(clock.getDelta() * this.params.speed);
	    }
	  }, {
	    key: "integrate",
	    value: function integrate(self) {
	      self.loop = new Loop(function (clock) {
	        return self.update(clock);
	      });
	      if (!self.isDeferred) self.loop.start(self.app);
	    }
	  }, {
	    key: "manager",
	    value: function manager(_manager) {
	      _manager.define('animation');
	    }
	  }]);

	  return AnimationModule;
	}();

	/** @module modules/mesh */

	/**
	 * @class DefineModule
	 * @category modules
	 * @param {String} name
	 * @param {Object} data
	 * @memberof module:modules
	 * @example <caption> Creating a DefineModule with PerspectiveCamera as camera module and passing it to App's modules</caption>
	 * new App([
	 *   // ...
	 *   new DefineModule('camera', new PerspectiveCamera())
	 * ]);
	 */
	var DefineModule =
	/*#__PURE__*/
	function () {
	  function DefineModule(name, data) {
	    classCallCheck(this, DefineModule);

	    this.name = name;
	    this.data = data;
	  }

	  createClass(DefineModule, [{
	    key: "manager",
	    value: function manager(_manager) {
	      _manager.set(this.name, this.data);
	    }
	  }]);

	  return DefineModule;
	}();

	/** @module modules */

	var Model =
	/*#__PURE__*/
	function (_Importer) {
	  function Model(params) {
	    var _getPrototypeOf2;

	    classCallCheck(this, Model);

	    console.warn('Model is deprecated. Use Importer instead.');

	    if (params.geometry) {
	      params.url = params.geometry.path;
	      params.loader = params.geometry.loader;
	    }

	    for (var _len = arguments.length, additional = new Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++) {
	      additional[_key - 1] = arguments[_key];
	    }

	    return possibleConstructorReturn(this, (_getPrototypeOf2 = getPrototypeOf$2(Model)).call.apply(_getPrototypeOf2, [this, params].concat(additional)));
	  }

	  inherits(Model, _Importer);

	  return Model;
	}(Importer);
	var CameraModule =
	/*#__PURE__*/
	function () {
	  function CameraModule() {
	    var params = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};

	    classCallCheck(this, CameraModule);

	    console.warn('CameraModule is deprecated. Use DefineModule instead.');
	    this.camera = new PerspectiveCamera$1(params);
	  }

	  createClass(CameraModule, [{
	    key: "integrate",
	    value: function integrate(self) {
	      this.add(self.camera);
	    }
	  }, {
	    key: "manager",
	    value: function manager(_manager) {
	      _manager.set('camera', this.camera);
	    }
	  }]);

	  return CameraModule;
	}();

	/**
	 * Namespace containing all classes from all modules. Used as global in UMD pattern.
	 * @namespace WHS
	 * @example <caption>The use of WHS namespace.</caption>
	 * new WHS.App() // core
	 * new WHS.PerspectiveCamera() // components
	 * new WHS.ResizeModule() // modules
	 * WHS.extend() // utils
	 */

	exports.Component = Component;
	exports.MeshComponent = MeshComponent;
	exports.LightComponent = LightComponent;
	exports.CameraComponent = CameraComponent;
	exports.App = App;
	exports.Loop = Loop;
	exports.ModuleManager = ModuleManager;
	exports.AmbientLight = AmbientLight$1;
	exports.DirectionalLight = DirectionalLight$1;
	exports.HemisphereLight = HemisphereLight$1;
	exports.PointLight = PointLight$1;
	exports.SpotLight = SpotLight$1;
	exports.AreaLight = AreaLight;
	exports.CubeCamera = CubeCamera$1;
	exports.OrthographicCamera = OrthographicCamera$1;
	exports.PerspectiveCamera = PerspectiveCamera$1;
	exports.Box = Box;
	exports.Circle = Circle;
	exports.Cone = Cone;
	exports.Cylinder = Cylinder;
	exports.Dodecahedron = Dodecahedron;
	exports.Extrude = Extrude;
	exports.Icosahedron = Icosahedron;
	exports.Lathe = Lathe;
	exports.Line = Line$1;
	exports.Importer = Importer;
	exports.Octahedron = Octahedron;
	exports.Parametric = Parametric;
	exports.Plane = Plane$1;
	exports.Polyhedron = Polyhedron;
	exports.Ring = Ring;
	exports.Shape = Shape$1;
	exports.Sphere = Sphere$1;
	exports.Tetrahedron = Tetrahedron;
	exports.Text = Text;
	exports.Torus = Torus;
	exports.Torusknot = Torusknot;
	exports.Tube = Tube;
	exports.Group = Group$1;
	exports.extend = extend;
	exports.instruct = instruct;
	exports.transformData = transformData;
	exports.toArray = toArray;
	exports.ElementModule = ElementModule;
	exports.RenderingModule = RenderingModule;
	exports.SceneModule = SceneModule;
	exports.ResizeModule = ResizeModule;
	exports.PostProcessorModule = PostProcessorModule;
	exports.VirtualMouseModule = VirtualMouseModule;
	exports.EventsPatchModule = EventsPatchModule;
	exports.ControlsModule = ControlsModule;
	exports.FogModule = FogModule;
	exports.StateModule = StateModule;
	exports.OrbitControlsModule = OrbitControlsModule;
	exports.DynamicGeometryModule = DynamicGeometryModule;
	exports.TextureModule = TextureModule;
	exports.AnimationModule = AnimationModule;
	exports.DefineModule = DefineModule;
	exports.Model = Model;
	exports.CameraModule = CameraModule;

	Object.defineProperty(exports, '__esModule', { value: true });

})));
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