diff --git "a/static/three.js" "b/static/three.js"
new file mode 100644--- /dev/null
+++ "b/static/three.js"
@@ -0,0 +1,43764 @@
+/*
+ * Real3D FlipBook [https://real3dflipbook.com]
+ * @author creativeinteractivemedia [https://codecanyon.net/user/creativeinteractivemedia/portfolio]
+ * @version 4.10
+ * @date 2025-05-15
+ */
+(function (global, factory) {
+    typeof exports === 'object' && typeof module !== 'undefined'
+        ? factory(exports)
+        : typeof define === 'function' && define.amd
+          ? define(['exports'], factory)
+          : ((global = global || self), factory((global.THREE = {})));
+})(this, function (exports) {
+    'use strict';
+
+    // Polyfills
+
+    if (Number.EPSILON === undefined) {
+        Number.EPSILON = Math.pow(2, -52);
+    }
+
+    if (Number.isInteger === undefined) {
+        // Missing in IE
+        // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
+
+        Number.isInteger = function (value) {
+            return typeof value === 'number' && isFinite(value) && Math.floor(value) === value;
+        };
+    }
+
+    //
+
+    if (Math.sign === undefined) {
+        // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
+
+        Math.sign = function (x) {
+            return x < 0 ? -1 : x > 0 ? 1 : +x;
+        };
+    }
+
+    if ('name' in Function.prototype === false) {
+        // Missing in IE
+        // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
+
+        Object.defineProperty(Function.prototype, 'name', {
+            get: function () {
+                return this.toString().match(/^\s*function\s*([^\(\s]*)/)[1];
+            },
+        });
+    }
+
+    if (Object.assign === undefined) {
+        // Missing in IE
+        // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
+
+        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;
+        };
+    }
+
+    var REVISION = '111';
+    var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
+    var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
+    var CullFaceNone = 0;
+    var CullFaceBack = 1;
+    var CullFaceFront = 2;
+    var CullFaceFrontBack = 3;
+    var FrontFaceDirectionCW = 0;
+    var FrontFaceDirectionCCW = 1;
+    var BasicShadowMap = 0;
+    var PCFShadowMap = 1;
+    var PCFSoftShadowMap = 2;
+    var VSMShadowMap = 3;
+    var FrontSide = 0;
+    var BackSide = 1;
+    var DoubleSide = 2;
+    var FlatShading = 1;
+    var SmoothShading = 2;
+    var NoColors = 0;
+    var FaceColors = 1;
+    var VertexColors = 2;
+    var NoBlending = 0;
+    var NormalBlending = 1;
+    var AdditiveBlending = 2;
+    var SubtractiveBlending = 3;
+    var MultiplyBlending = 4;
+    var CustomBlending = 5;
+    var AddEquation = 100;
+    var SubtractEquation = 101;
+    var ReverseSubtractEquation = 102;
+    var MinEquation = 103;
+    var MaxEquation = 104;
+    var ZeroFactor = 200;
+    var OneFactor = 201;
+    var SrcColorFactor = 202;
+    var OneMinusSrcColorFactor = 203;
+    var SrcAlphaFactor = 204;
+    var OneMinusSrcAlphaFactor = 205;
+    var DstAlphaFactor = 206;
+    var OneMinusDstAlphaFactor = 207;
+    var DstColorFactor = 208;
+    var OneMinusDstColorFactor = 209;
+    var SrcAlphaSaturateFactor = 210;
+    var NeverDepth = 0;
+    var AlwaysDepth = 1;
+    var LessDepth = 2;
+    var LessEqualDepth = 3;
+    var EqualDepth = 4;
+    var GreaterEqualDepth = 5;
+    var GreaterDepth = 6;
+    var NotEqualDepth = 7;
+    var MultiplyOperation = 0;
+    var MixOperation = 1;
+    var AddOperation = 2;
+    var NoToneMapping = 0;
+    var LinearToneMapping = 1;
+    var ReinhardToneMapping = 2;
+    var Uncharted2ToneMapping = 3;
+    var CineonToneMapping = 4;
+    var ACESFilmicToneMapping = 5;
+
+    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 NearestMipMapNearestFilter = 1004;
+    var NearestMipmapLinearFilter = 1005;
+    var NearestMipMapLinearFilter = 1005;
+    var LinearFilter = 1006;
+    var LinearMipmapNearestFilter = 1007;
+    var LinearMipMapNearestFilter = 1007;
+    var LinearMipmapLinearFilter = 1008;
+    var LinearMipMapLinearFilter = 1008;
+    var UnsignedByteType = 1009;
+    var ByteType = 1010;
+    var ShortType = 1011;
+    var UnsignedShortType = 1012;
+    var IntType = 1013;
+    var UnsignedIntType = 1014;
+    var FloatType = 1015;
+    var HalfFloatType = 1016;
+    var UnsignedShort4444Type = 1017;
+    var UnsignedShort5551Type = 1018;
+    var UnsignedShort565Type = 1019;
+    var UnsignedInt248Type = 1020;
+    var AlphaFormat = 1021;
+    var RGBFormat = 1022;
+    var RGBAFormat = 1023;
+    var LuminanceFormat = 1024;
+    var LuminanceAlphaFormat = 1025;
+    var RGBEFormat = RGBAFormat;
+    var DepthFormat = 1026;
+    var DepthStencilFormat = 1027;
+    var RedFormat = 1028;
+    var RGB_S3TC_DXT1_Format = 33776;
+    var RGBA_S3TC_DXT1_Format = 33777;
+    var RGBA_S3TC_DXT3_Format = 33778;
+    var RGBA_S3TC_DXT5_Format = 33779;
+    var RGB_PVRTC_4BPPV1_Format = 35840;
+    var RGB_PVRTC_2BPPV1_Format = 35841;
+    var RGBA_PVRTC_4BPPV1_Format = 35842;
+    var RGBA_PVRTC_2BPPV1_Format = 35843;
+    var RGB_ETC1_Format = 36196;
+    var RGBA_ASTC_4x4_Format = 37808;
+    var RGBA_ASTC_5x4_Format = 37809;
+    var RGBA_ASTC_5x5_Format = 37810;
+    var RGBA_ASTC_6x5_Format = 37811;
+    var RGBA_ASTC_6x6_Format = 37812;
+    var RGBA_ASTC_8x5_Format = 37813;
+    var RGBA_ASTC_8x6_Format = 37814;
+    var RGBA_ASTC_8x8_Format = 37815;
+    var RGBA_ASTC_10x5_Format = 37816;
+    var RGBA_ASTC_10x6_Format = 37817;
+    var RGBA_ASTC_10x8_Format = 37818;
+    var RGBA_ASTC_10x10_Format = 37819;
+    var RGBA_ASTC_12x10_Format = 37820;
+    var RGBA_ASTC_12x12_Format = 37821;
+    var LoopOnce = 2200;
+    var LoopRepeat = 2201;
+    var LoopPingPong = 2202;
+    var InterpolateDiscrete = 2300;
+    var InterpolateLinear = 2301;
+    var InterpolateSmooth = 2302;
+    var ZeroCurvatureEnding = 2400;
+    var ZeroSlopeEnding = 2401;
+    var WrapAroundEnding = 2402;
+    var TrianglesDrawMode = 0;
+    var TriangleStripDrawMode = 1;
+    var TriangleFanDrawMode = 2;
+    var LinearEncoding = 3000;
+    var sRGBEncoding = 3001;
+    var GammaEncoding = 3007;
+    var RGBEEncoding = 3002;
+    var LogLuvEncoding = 3003;
+    var RGBM7Encoding = 3004;
+    var RGBM16Encoding = 3005;
+    var RGBDEncoding = 3006;
+    var BasicDepthPacking = 3200;
+    var RGBADepthPacking = 3201;
+    var TangentSpaceNormalMap = 0;
+    var ObjectSpaceNormalMap = 1;
+
+    var ZeroStencilOp = 0;
+    var KeepStencilOp = 7680;
+    var ReplaceStencilOp = 7681;
+    var IncrementStencilOp = 7682;
+    var DecrementStencilOp = 7683;
+    var IncrementWrapStencilOp = 34055;
+    var DecrementWrapStencilOp = 34056;
+    var InvertStencilOp = 5386;
+
+    var NeverStencilFunc = 512;
+    var LessStencilFunc = 513;
+    var EqualStencilFunc = 514;
+    var LessEqualStencilFunc = 515;
+    var GreaterStencilFunc = 516;
+    var NotEqualStencilFunc = 517;
+    var GreaterEqualStencilFunc = 518;
+    var AlwaysStencilFunc = 519;
+
+    var StaticDrawUsage = 35044;
+    var DynamicDrawUsage = 35048;
+    var StreamDrawUsage = 35040;
+    var StaticReadUsage = 35045;
+    var DynamicReadUsage = 35049;
+    var StreamReadUsage = 35041;
+    var StaticCopyUsage = 35046;
+    var DynamicCopyUsage = 35050;
+    var StreamCopyUsage = 35042;
+
+    /**
+     * 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);
+                }
+            }
+        },
+    });
+
+    /**
+     * @author alteredq / http://alteredqualia.com/
+     * @author mrdoob / http://mrdoob.com/
+     */
+
+    var _lut = [];
+
+    for (var i = 0; i < 256; i++) {
+        _lut[i] = (i < 16 ? '0' : '') + i.toString(16);
+    }
+
+    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 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 (minVal, maxVal) {
+            this.x = Math.max(minVal, Math.min(maxVal, this.x));
+            this.y = Math.max(minVal, Math.min(maxVal, this.y));
+
+            return this;
+        },
+
+        clampLength: 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;
+        },
+
+        cross: function (v) {
+            return this.x * v.y - this.y * v.x;
+        },
+
+        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 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, {
+        isQuaternion: true,
+
+        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 (vFrom, vTo) {
+            // assumes direction vectors vFrom and vTo are normalized
+
+            var EPS = 0.000001;
+
+            var r = vFrom.dot(vTo) + 1;
+
+            if (r < EPS) {
+                r = 0;
+
+                if (Math.abs(vFrom.x) > Math.abs(vFrom.z)) {
+                    this._x = -vFrom.y;
+                    this._y = vFrom.x;
+                    this._z = 0;
+                    this._w = r;
+                } else {
+                    this._x = 0;
+                    this._y = -vFrom.z;
+                    this._z = vFrom.y;
+                    this._w = r;
+                }
+            } else {
+                // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
+
+                this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
+                this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
+                this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
+                this._w = r;
+            }
+
+            return this.normalize();
+        },
+
+        angleTo: function (q) {
+            return 2 * Math.acos(Math.abs(_Math.clamp(this.dot(q), -1, 1)));
+        },
+
+        rotateTowards: function (q, step) {
+            var angle = this.angleTo(q);
+
+            if (angle === 0) {
+                return this;
+            }
+
+            var t = Math.min(1, step / angle);
+
+            this.slerp(q, t);
+
+            return this;
+        },
+
+        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 sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
+
+            if (sqrSinHalfTheta <= Number.EPSILON) {
+                var s = 1 - t;
+                this._w = s * w + t * this._w;
+                this._x = s * x + t * this._x;
+                this._y = s * y + t * this._y;
+                this._z = s * z + t * this._z;
+
+                this.normalize();
+                this._onChangeCallback();
+
+                return this;
+            }
+
+            var sinHalfTheta = Math.sqrt(sqrSinHalfTheta);
+            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
+     */
+
+    var _vector = new Vector3();
+    var _quaternion = new Quaternion();
+
+    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 (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 (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;
+        },
+
+        applyNormalMatrix: function (m) {
+            return this.applyMatrix3(m).normalize();
+        },
+
+        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 (camera) {
+            return this.applyMatrix4(camera.matrixWorldInverse).applyMatrix4(camera.projectionMatrix);
+        },
+
+        unproject: function (camera) {
+            return this.applyMatrix4(camera.projectionMatrixInverse).applyMatrix4(camera.matrixWorld);
+        },
+
+        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 (minVal, maxVal) {
+            this.x = Math.max(minVal, Math.min(maxVal, this.x));
+            this.y = Math.max(minVal, Math.min(maxVal, this.y));
+            this.z = Math.max(minVal, Math.min(maxVal, this.z));
+
+            return this;
+        },
+
+        clampLength: 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 (v) {
+            // v cannot be the zero v
+
+            var scalar = v.dot(this) / v.lengthSq();
+
+            return this.copy(v).multiplyScalar(scalar);
+        },
+
+        projectOnPlane: function (planeNormal) {
+            _vector.copy(this).projectOnVector(planeNormal);
+
+            return this.sub(_vector);
+        },
+
+        reflect: function (normal) {
+            // reflect incident vector off plane orthogonal to normal
+            // normal is assumed to have unit length
+
+            return this.sub(_vector.copy(normal).multiplyScalar(2 * this.dot(normal)));
+        },
+
+        angleTo: function (v) {
+            var denominator = Math.sqrt(this.lengthSq() * v.lengthSq());
+
+            if (denominator === 0) {
+                console.error("THREE.Vector3: angleTo() can't handle zero length vectors.");
+            }
+
+            var theta = this.dot(v) / denominator;
+
+            // 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) {
+            return this.setFromSphericalCoords(s.radius, s.phi, s.theta);
+        },
+
+        setFromSphericalCoords: function (radius, phi, theta) {
+            var sinPhiRadius = Math.sin(phi) * radius;
+
+            this.x = sinPhiRadius * Math.sin(theta);
+            this.y = Math.cos(phi) * radius;
+            this.z = sinPhiRadius * Math.cos(theta);
+
+            return this;
+        },
+
+        setFromCylindrical: function (c) {
+            return this.setFromCylindricalCoords(c.radius, c.theta, c.y);
+        },
+
+        setFromCylindricalCoords: function (radius, theta, y) {
+            this.x = radius * Math.sin(theta);
+            this.y = y;
+            this.z = radius * Math.cos(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
+     */
+
+    var _vector$1 = new Vector3();
+
+    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 (attribute) {
+            for (var i = 0, l = attribute.count; i < l; i++) {
+                _vector$1.x = attribute.getX(i);
+                _vector$1.y = attribute.getY(i);
+                _vector$1.z = attribute.getZ(i);
+
+                _vector$1.applyMatrix3(this);
+
+                attribute.setXYZ(i, _vector$1.x, _vector$1.y, _vector$1.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 _canvas;
+
+    var ImageUtils = {
+        getDataURL: function (image) {
+            var canvas;
+
+            if (typeof HTMLCanvasElement == 'undefined') {
+                return image.src;
+            } else if (image instanceof HTMLCanvasElement) {
+                canvas = image;
+            } else {
+                if (_canvas === undefined) {
+                    _canvas = document.createElementNS('http://www.w3.org/1999/xhtml', 'canvas');
+                }
+
+                _canvas.width = image.width;
+                _canvas.height = image.height;
+
+                var context = _canvas.getContext('2d');
+
+                if (image instanceof ImageData) {
+                    context.putImageData(image, 0, 0);
+                } else {
+                    context.drawImage(image, 0, 0, image.width, image.height);
+                }
+
+                canvas = _canvas;
+            }
+
+            if (canvas.width > 2048 || canvas.height > 2048) {
+                return canvas.toDataURL('image/jpeg', 0.6);
+            } else {
+                return canvas.toDataURL('image/png');
+            }
+        },
+    };
+
+    /**
+     * @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];
+            }
+
+            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,
+                type: this.type,
+                encoding: this.encoding,
+
+                minFilter: this.minFilter,
+                magFilter: this.magFilter,
+                anisotropy: this.anisotropy,
+
+                flipY: this.flipY,
+
+                premultiplyAlpha: this.premultiplyAlpha,
+                unpackAlignment: this.unpackAlignment,
+            };
+
+            if (this.image !== undefined) {
+                // TODO: Move to THREE.Image
+
+                var image = this.image;
+
+                if (image.uuid === undefined) {
+                    image.uuid = _Math.generateUUID(); // UGH
+                }
+
+                if (!isRootObject && meta.images[image.uuid] === undefined) {
+                    var url;
+
+                    if (Array.isArray(image)) {
+                        // process array of images e.g. CubeTexture
+
+                        url = [];
+
+                        for (var i = 0, l = image.length; i < l; i++) {
+                            url.push(ImageUtils.getDataURL(image[i]));
+                        }
+                    } else {
+                        // process single image
+
+                        url = ImageUtils.getDataURL(image);
+                    }
+
+                    meta.images[image.uuid] = {
+                        uuid: image.uuid,
+                        url: url,
+                    };
+                }
+
+                output.image = image.uuid;
+            }
+
+            if (!isRootObject) {
+                meta.textures[this.uuid] = output;
+            }
+
+            return output;
+        },
+
+        dispose: function () {
+            this.dispatchEvent({ type: 'dispose' });
+        },
+
+        transformUv: function (uv) {
+            if (this.mapping !== UVMapping) {
+                return uv;
+            }
+
+            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;
+            }
+
+            return uv;
+        },
+    });
+
+    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.defineProperties(Vector4.prototype, {
+        width: {
+            get: function () {
+                return this.z;
+            },
+
+            set: function (value) {
+                this.z = value;
+            },
+        },
+
+        height: {
+            get: function () {
+                return this.w;
+            },
+
+            set: function (value) {
+                this.w = value;
+            },
+        },
+    });
+
+    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 (minVal, maxVal) {
+            this.x = Math.max(minVal, Math.min(maxVal, this.x));
+            this.y = Math.max(minVal, Math.min(maxVal, this.y));
+            this.z = Math.max(minVal, Math.min(maxVal, this.z));
+            this.w = Math.max(minVal, Math.min(maxVal, this.w));
+
+            return this;
+        },
+
+        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 || {};
+
+        this.texture = new Texture(
+            undefined,
+            undefined,
+            options.wrapS,
+            options.wrapT,
+            options.magFilter,
+            options.minFilter,
+            options.format,
+            options.type,
+            options.anisotropy,
+            options.encoding
+        );
+
+        this.texture.image = {};
+        this.texture.image.width = width;
+        this.texture.image.height = height;
+
+        this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
+        this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
+
+        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.texture.image.width = width;
+                this.texture.image.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 Mugen87 / https://github.com/Mugen87
+     * @author Matt DesLauriers / @mattdesl
+     */
+
+    function WebGLMultisampleRenderTarget(width, height, options) {
+        WebGLRenderTarget.call(this, width, height, options);
+
+        this.samples = 4;
+    }
+
+    WebGLMultisampleRenderTarget.prototype = Object.assign(Object.create(WebGLRenderTarget.prototype), {
+        constructor: WebGLMultisampleRenderTarget,
+
+        isWebGLMultisampleRenderTarget: true,
+
+        copy: function (source) {
+            WebGLRenderTarget.prototype.copy.call(this, source);
+
+            this.samples = source.samples;
+
+            return this;
+        },
+    });
+
+    var _v1 = new Vector3();
+    var _m1 = new Matrix4();
+    var _zero = new Vector3(0, 0, 0);
+    var _one = new Vector3(1, 1, 1);
+    var _x = new Vector3();
+    var _y = new Vector3();
+    var _z = new Vector3();
+
+    /**
+     * @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 (m) {
+            // this method does not support reflection matrices
+
+            var te = this.elements;
+            var me = m.elements;
+
+            var scaleX = 1 / _v1.setFromMatrixColumn(m, 0).length();
+            var scaleY = 1 / _v1.setFromMatrixColumn(m, 1).length();
+            var scaleZ = 1 / _v1.setFromMatrixColumn(m, 2).length();
+
+            te[0] = me[0] * scaleX;
+            te[1] = me[1] * scaleX;
+            te[2] = me[2] * scaleX;
+            te[3] = 0;
+
+            te[4] = me[4] * scaleY;
+            te[5] = me[5] * scaleY;
+            te[6] = me[6] * scaleY;
+            te[7] = 0;
+
+            te[8] = me[8] * scaleZ;
+            te[9] = me[9] * scaleZ;
+            te[10] = me[10] * scaleZ;
+            te[11] = 0;
+
+            te[12] = 0;
+            te[13] = 0;
+            te[14] = 0;
+            te[15] = 1;
+
+            return this;
+        },
+
+        makeRotationFromEuler: function (euler) {
+            if (!(euler && euler.isEuler)) {
+                console.error(
+                    'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.'
+                );
+            }
+
+            var te = this.elements;
+
+            var x = euler.x,
+                y = euler.y,
+                z = euler.z;
+            var a = Math.cos(x),
+                b = Math.sin(x);
+            var c = Math.cos(y),
+                d = Math.sin(y);
+            var e = Math.cos(z),
+                f = Math.sin(z);
+
+            if (euler.order === 'XYZ') {
+                var ae = a * e,
+                    af = a * f,
+                    be = b * e,
+                    bf = b * f;
+
+                te[0] = c * e;
+                te[4] = -c * f;
+                te[8] = d;
+
+                te[1] = af + be * d;
+                te[5] = ae - bf * d;
+                te[9] = -b * c;
+
+                te[2] = bf - ae * d;
+                te[6] = be + af * d;
+                te[10] = a * c;
+            } else if (euler.order === 'YXZ') {
+                var ce = c * e,
+                    cf = c * f,
+                    de = d * e,
+                    df = d * f;
+
+                te[0] = ce + df * b;
+                te[4] = de * b - cf;
+                te[8] = a * d;
+
+                te[1] = a * f;
+                te[5] = a * e;
+                te[9] = -b;
+
+                te[2] = cf * b - de;
+                te[6] = df + ce * b;
+                te[10] = a * c;
+            } else if (euler.order === 'ZXY') {
+                var ce = c * e,
+                    cf = c * f,
+                    de = d * e,
+                    df = d * f;
+
+                te[0] = ce - df * b;
+                te[4] = -a * f;
+                te[8] = de + cf * b;
+
+                te[1] = cf + de * b;
+                te[5] = a * e;
+                te[9] = df - ce * b;
+
+                te[2] = -a * d;
+                te[6] = b;
+                te[10] = a * c;
+            } else if (euler.order === 'ZYX') {
+                var ae = a * e,
+                    af = a * f,
+                    be = b * e,
+                    bf = b * f;
+
+                te[0] = c * e;
+                te[4] = be * d - af;
+                te[8] = ae * d + bf;
+
+                te[1] = c * f;
+                te[5] = bf * d + ae;
+                te[9] = af * d - be;
+
+                te[2] = -d;
+                te[6] = b * c;
+                te[10] = a * c;
+            } else if (euler.order === 'YZX') {
+                var ac = a * c,
+                    ad = a * d,
+                    bc = b * c,
+                    bd = b * d;
+
+                te[0] = c * e;
+                te[4] = bd - ac * f;
+                te[8] = bc * f + ad;
+
+                te[1] = f;
+                te[5] = a * e;
+                te[9] = -b * e;
+
+                te[2] = -d * e;
+                te[6] = ad * f + bc;
+                te[10] = ac - bd * f;
+            } else if (euler.order === 'XZY') {
+                var ac = a * c,
+                    ad = a * d,
+                    bc = b * c,
+                    bd = b * d;
+
+                te[0] = c * e;
+                te[4] = -f;
+                te[8] = d * e;
+
+                te[1] = ac * f + bd;
+                te[5] = a * e;
+                te[9] = ad * f - bc;
+
+                te[2] = bc * f - ad;
+                te[6] = b * e;
+                te[10] = bd * f + ac;
+            }
+
+            // bottom row
+            te[3] = 0;
+            te[7] = 0;
+            te[11] = 0;
+
+            // last column
+            te[12] = 0;
+            te[13] = 0;
+            te[14] = 0;
+            te[15] = 1;
+
+            return this;
+        },
+
+        makeRotationFromQuaternion: function (q) {
+            return this.compose(_zero, q, _one);
+        },
+
+        lookAt: function (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 (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 (x, y, z) {
+            var te = this.elements;
+
+            if (x.isVector3) {
+                te[12] = x.x;
+                te[13] = x.y;
+                te[14] = x.z;
+            } else {
+                te[12] = x;
+                te[13] = y;
+                te[14] = z;
+            }
+
+            return this;
+        },
+
+        getInverse: function (m, throwOnDegenerate) {
+            // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
+            var te = this.elements,
+                me = m.elements,
+                n11 = me[0],
+                n21 = me[1],
+                n31 = me[2],
+                n41 = me[3],
+                n12 = me[4],
+                n22 = me[5],
+                n32 = me[6],
+                n42 = me[7],
+                n13 = me[8],
+                n23 = me[9],
+                n33 = me[10],
+                n43 = me[11],
+                n14 = me[12],
+                n24 = me[13],
+                n34 = me[14],
+                n44 = me[15],
+                t11 =
+                    n23 * n34 * n42 -
+                    n24 * n33 * n42 +
+                    n24 * n32 * n43 -
+                    n22 * n34 * n43 -
+                    n23 * n32 * n44 +
+                    n22 * n33 * n44,
+                t12 =
+                    n14 * n33 * n42 -
+                    n13 * n34 * n42 -
+                    n14 * n32 * n43 +
+                    n12 * n34 * n43 +
+                    n13 * n32 * n44 -
+                    n12 * n33 * n44,
+                t13 =
+                    n13 * n24 * n42 -
+                    n14 * n23 * n42 +
+                    n14 * n22 * n43 -
+                    n12 * n24 * n43 -
+                    n13 * n22 * n44 +
+                    n12 * n23 * n44,
+                t14 =
+                    n14 * n23 * n32 -
+                    n13 * n24 * n32 -
+                    n14 * n22 * n33 +
+                    n12 * n24 * n33 +
+                    n13 * n22 * n34 -
+                    n12 * n23 * n34;
+
+            var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
+
+            if (det === 0) {
+                var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
+
+                if (throwOnDegenerate === true) {
+                    throw new Error(msg);
+                } else {
+                    console.warn(msg);
+                }
+
+                return this.identity();
+            }
+
+            var detInv = 1 / det;
+
+            te[0] = t11 * detInv;
+            te[1] =
+                (n24 * n33 * n41 -
+                    n23 * n34 * n41 -
+                    n24 * n31 * n43 +
+                    n21 * n34 * n43 +
+                    n23 * n31 * n44 -
+                    n21 * n33 * n44) *
+                detInv;
+            te[2] =
+                (n22 * n34 * n41 -
+                    n24 * n32 * n41 +
+                    n24 * n31 * n42 -
+                    n21 * n34 * n42 -
+                    n22 * n31 * n44 +
+                    n21 * n32 * n44) *
+                detInv;
+            te[3] =
+                (n23 * n32 * n41 -
+                    n22 * n33 * n41 -
+                    n23 * n31 * n42 +
+                    n21 * n33 * n42 +
+                    n22 * n31 * n43 -
+                    n21 * n32 * n43) *
+                detInv;
+
+            te[4] = t12 * detInv;
+            te[5] =
+                (n13 * n34 * n41 -
+                    n14 * n33 * n41 +
+                    n14 * n31 * n43 -
+                    n11 * n34 * n43 -
+                    n13 * n31 * n44 +
+                    n11 * n33 * n44) *
+                detInv;
+            te[6] =
+                (n14 * n32 * n41 -
+                    n12 * n34 * n41 -
+                    n14 * n31 * n42 +
+                    n11 * n34 * n42 +
+                    n12 * n31 * n44 -
+                    n11 * n32 * n44) *
+                detInv;
+            te[7] =
+                (n12 * n33 * n41 -
+                    n13 * n32 * n41 +
+                    n13 * n31 * n42 -
+                    n11 * n33 * n42 -
+                    n12 * n31 * n43 +
+                    n11 * n32 * n43) *
+                detInv;
+
+            te[8] = t13 * detInv;
+            te[9] =
+                (n14 * n23 * n41 -
+                    n13 * n24 * n41 -
+                    n14 * n21 * n43 +
+                    n11 * n24 * n43 +
+                    n13 * n21 * n44 -
+                    n11 * n23 * n44) *
+                detInv;
+            te[10] =
+                (n12 * n24 * n41 -
+                    n14 * n22 * n41 +
+                    n14 * n21 * n42 -
+                    n11 * n24 * n42 -
+                    n12 * n21 * n44 +
+                    n11 * n22 * n44) *
+                detInv;
+            te[11] =
+                (n13 * n22 * n41 -
+                    n12 * n23 * n41 -
+                    n13 * n21 * n42 +
+                    n11 * n23 * n42 +
+                    n12 * n21 * n43 -
+                    n11 * n22 * n43) *
+                detInv;
+
+            te[12] = t14 * detInv;
+            te[13] =
+                (n13 * n24 * n31 -
+                    n14 * n23 * n31 +
+                    n14 * n21 * n33 -
+                    n11 * n24 * n33 -
+                    n13 * n21 * n34 +
+                    n11 * n23 * n34) *
+                detInv;
+            te[14] =
+                (n14 * n22 * n31 -
+                    n12 * n24 * n31 -
+                    n14 * n21 * n32 +
+                    n11 * n24 * n32 +
+                    n12 * n21 * n34 -
+                    n11 * n22 * n34) *
+                detInv;
+            te[15] =
+                (n12 * n23 * n31 -
+                    n13 * n22 * n31 +
+                    n13 * n21 * n32 -
+                    n11 * n23 * n32 -
+                    n12 * n21 * n33 +
+                    n11 * n22 * n33) *
+                detInv;
+
+            return this;
+        },
+
+        scale: function (v) {
+            var te = this.elements;
+            var x = v.x,
+                y = v.y,
+                z = v.z;
+
+            te[0] *= x;
+            te[4] *= y;
+            te[8] *= z;
+            te[1] *= x;
+            te[5] *= y;
+            te[9] *= z;
+            te[2] *= x;
+            te[6] *= y;
+            te[10] *= z;
+            te[3] *= x;
+            te[7] *= y;
+            te[11] *= z;
+
+            return this;
+        },
+
+        getMaxScaleOnAxis: function () {
+            var te = this.elements;
+
+            var scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
+            var scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
+            var scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
+
+            return Math.sqrt(Math.max(scaleXSq, scaleYSq, scaleZSq));
+        },
+
+        makeTranslation: function (x, y, z) {
+            this.set(1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1);
+
+            return this;
+        },
+
+        makeRotationX: function (theta) {
+            var c = Math.cos(theta),
+                s = Math.sin(theta);
+
+            this.set(1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1);
+
+            return this;
+        },
+
+        makeRotationY: function (theta) {
+            var c = Math.cos(theta),
+                s = Math.sin(theta);
+
+            this.set(c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1);
+
+            return this;
+        },
+
+        makeRotationZ: function (theta) {
+            var c = Math.cos(theta),
+                s = Math.sin(theta);
+
+            this.set(c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
+
+            return this;
+        },
+
+        makeRotationAxis: function (axis, angle) {
+            // Based on http://www.gamedev.net/reference/articles/article1199.asp
+
+            var c = Math.cos(angle);
+            var s = Math.sin(angle);
+            var t = 1 - c;
+            var x = axis.x,
+                y = axis.y,
+                z = axis.z;
+            var tx = t * x,
+                ty = t * y;
+
+            this.set(
+                tx * x + c,
+                tx * y - s * z,
+                tx * z + s * y,
+                0,
+                tx * y + s * z,
+                ty * y + c,
+                ty * z - s * x,
+                0,
+                tx * z - s * y,
+                ty * z + s * x,
+                t * z * z + c,
+                0,
+                0,
+                0,
+                0,
+                1
+            );
+
+            return this;
+        },
+
+        makeScale: function (x, y, z) {
+            this.set(x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1);
+
+            return this;
+        },
+
+        makeShear: function (x, y, z) {
+            this.set(1, y, z, 0, x, 1, z, 0, x, y, 1, 0, 0, 0, 0, 1);
+
+            return this;
+        },
+
+        compose: function (position, quaternion, scale) {
+            var te = this.elements;
+
+            var x = quaternion._x,
+                y = quaternion._y,
+                z = quaternion._z,
+                w = quaternion._w;
+            var x2 = x + x,
+                y2 = y + y,
+                z2 = z + z;
+            var xx = x * x2,
+                xy = x * y2,
+                xz = x * z2;
+            var yy = y * y2,
+                yz = y * z2,
+                zz = z * z2;
+            var wx = w * x2,
+                wy = w * y2,
+                wz = w * z2;
+
+            var sx = scale.x,
+                sy = scale.y,
+                sz = scale.z;
+
+            te[0] = (1 - (yy + zz)) * sx;
+            te[1] = (xy + wz) * sx;
+            te[2] = (xz - wy) * sx;
+            te[3] = 0;
+
+            te[4] = (xy - wz) * sy;
+            te[5] = (1 - (xx + zz)) * sy;
+            te[6] = (yz + wx) * sy;
+            te[7] = 0;
+
+            te[8] = (xz + wy) * sz;
+            te[9] = (yz - wx) * sz;
+            te[10] = (1 - (xx + yy)) * sz;
+            te[11] = 0;
+
+            te[12] = position.x;
+            te[13] = position.y;
+            te[14] = position.z;
+            te[15] = 1;
+
+            return this;
+        },
+
+        decompose: function (position, quaternion, scale) {
+            var te = this.elements;
+
+            var sx = _v1.set(te[0], te[1], te[2]).length();
+            var sy = _v1.set(te[4], te[5], te[6]).length();
+            var sz = _v1.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
+            _m1.copy(this);
+
+            var invSX = 1 / sx;
+            var invSY = 1 / sy;
+            var invSZ = 1 / sz;
+
+            _m1.elements[0] *= invSX;
+            _m1.elements[1] *= invSX;
+            _m1.elements[2] *= invSX;
+
+            _m1.elements[4] *= invSY;
+            _m1.elements[5] *= invSY;
+            _m1.elements[6] *= invSY;
+
+            _m1.elements[8] *= invSZ;
+            _m1.elements[9] *= invSZ;
+            _m1.elements[10] *= invSZ;
+
+            quaternion.setFromRotationMatrix(_m1);
+
+            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 mrdoob / http://mrdoob.com/
+     * @author WestLangley / http://github.com/WestLangley
+     * @author bhouston / http://clara.io
+     */
+
+    var _matrix = new Matrix4();
+    var _quaternion$1 = new Quaternion();
+
+    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) < 0.9999999) {
+                    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) < 0.9999999) {
+                    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) < 0.9999999) {
+                    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) < 0.9999999) {
+                    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) < 0.9999999) {
+                    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) < 0.9999999) {
+                    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 (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 (newOrder) {
+            // WARNING: this discards revolution information -bhouston
+
+            _quaternion$1.setFromEuler(this);
+
+            return this.setFromQuaternion(_quaternion$1, 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;
+        },
+
+        enableAll: function () {
+            this.mask = 0xffffffff | 0;
+        },
+
+        toggle: function (channel) {
+            this.mask ^= (1 << channel) | 0;
+        },
+
+        disable: function (channel) {
+            this.mask &= ~((1 << channel) | 0);
+        },
+
+        disableAll: function () {
+            this.mask = 0;
+        },
+
+        test: function (layers) {
+            return (this.mask & layers.mask) !== 0;
+        },
+    });
+
+    var _object3DId = 0;
+
+    var _v1$1 = new Vector3();
+    var _q1 = new Quaternion();
+    var _m1$1 = new Matrix4();
+    var _target = new Vector3();
+
+    var _position = new Vector3();
+    var _scale = new Vector3();
+    var _quaternion$2 = new Quaternion();
+
+    var _xAxis = new Vector3(1, 0, 0);
+    var _yAxis = new Vector3(0, 1, 0);
+    var _zAxis = new Vector3(0, 0, 1);
+
+    var _addedEvent = { type: 'added' };
+    var _removedEvent = { type: 'removed' };
+
+    /**
+     * @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
+     */
+
+    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: {
+                configurable: true,
+                enumerable: true,
+                value: position,
+            },
+            rotation: {
+                configurable: true,
+                enumerable: true,
+                value: rotation,
+            },
+            quaternion: {
+                configurable: true,
+                enumerable: true,
+                value: quaternion,
+            },
+            scale: {
+                configurable: true,
+                enumerable: true,
+                value: scale,
+            },
+            modelViewMatrix: {
+                value: new Matrix4(),
+            },
+            normalMatrix: {
+                value: new Matrix3(),
+            },
+        });
+
+        this.matrix = new Matrix4();
+        this.matrixWorld = new Matrix4();
+
+        this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
+        this.matrixWorldNeedsUpdate = false;
+
+        this.layers = new Layers();
+        this.visible = true;
+
+        this.castShadow = false;
+        this.receiveShadow = false;
+
+        this.frustumCulled = true;
+        this.renderOrder = 0;
+
+        this.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) {
+            if (this.matrixAutoUpdate) {
+                this.updateMatrix();
+            }
+
+            this.matrix.premultiply(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 (axis, angle) {
+            // rotate object on axis in object space
+            // axis is assumed to be normalized
+
+            _q1.setFromAxisAngle(axis, angle);
+
+            this.quaternion.multiply(_q1);
+
+            return this;
+        },
+
+        rotateOnWorldAxis: function (axis, angle) {
+            // rotate object on axis in world space
+            // axis is assumed to be normalized
+            // method assumes no rotated parent
+
+            _q1.setFromAxisAngle(axis, angle);
+
+            this.quaternion.premultiply(_q1);
+
+            return this;
+        },
+
+        rotateX: function (angle) {
+            return this.rotateOnAxis(_xAxis, angle);
+        },
+
+        rotateY: function (angle) {
+            return this.rotateOnAxis(_yAxis, angle);
+        },
+
+        rotateZ: function (angle) {
+            return this.rotateOnAxis(_zAxis, angle);
+        },
+
+        translateOnAxis: function (axis, distance) {
+            // translate object by distance along axis in object space
+            // axis is assumed to be normalized
+
+            _v1$1.copy(axis).applyQuaternion(this.quaternion);
+
+            this.position.add(_v1$1.multiplyScalar(distance));
+
+            return this;
+        },
+
+        translateX: function (distance) {
+            return this.translateOnAxis(_xAxis, distance);
+        },
+
+        translateY: function (distance) {
+            return this.translateOnAxis(_yAxis, distance);
+        },
+
+        translateZ: function (distance) {
+            return this.translateOnAxis(_zAxis, distance);
+        },
+
+        localToWorld: function (vector) {
+            return vector.applyMatrix4(this.matrixWorld);
+        },
+
+        worldToLocal: function (vector) {
+            return vector.applyMatrix4(_m1$1.getInverse(this.matrixWorld));
+        },
+
+        lookAt: function (x, y, z) {
+            // This method does not support objects having non-uniformly-scaled parent(s)
+
+            if (x.isVector3) {
+                _target.copy(x);
+            } else {
+                _target.set(x, y, z);
+            }
+
+            var parent = this.parent;
+
+            this.updateWorldMatrix(true, false);
+
+            _position.setFromMatrixPosition(this.matrixWorld);
+
+            if (this.isCamera || this.isLight) {
+                _m1$1.lookAt(_position, _target, this.up);
+            } else {
+                _m1$1.lookAt(_target, _position, this.up);
+            }
+
+            this.quaternion.setFromRotationMatrix(_m1$1);
+
+            if (parent) {
+                _m1$1.extractRotation(parent.matrixWorld);
+                _q1.setFromRotationMatrix(_m1$1);
+                this.quaternion.premultiply(_q1.inverse());
+            }
+        },
+
+        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;
+                this.children.push(object);
+
+                object.dispatchEvent(_addedEvent);
+            } 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;
+                this.children.splice(index, 1);
+
+                object.dispatchEvent(_removedEvent);
+            }
+
+            return this;
+        },
+
+        attach: function (object) {
+            // adds object as a child of this, while maintaining the object's world transform
+
+            this.updateWorldMatrix(true, false);
+
+            _m1$1.getInverse(this.matrixWorld);
+
+            if (object.parent !== null) {
+                object.parent.updateWorldMatrix(true, false);
+
+                _m1$1.multiply(object.parent.matrixWorld);
+            }
+
+            object.applyMatrix(_m1$1);
+
+            object.updateWorldMatrix(false, false);
+
+            this.add(object);
+
+            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 (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 (target) {
+            if (target === undefined) {
+                console.warn('THREE.Object3D: .getWorldScale() target is now required');
+                target = new Vector3();
+            }
+
+            this.updateMatrixWorld(true);
+
+            this.matrixWorld.decompose(_position, _quaternion$2, target);
+
+            return target;
+        },
+
+        getWorldDirection: function (target) {
+            if (target === undefined) {
+                console.warn('THREE.Object3D: .getWorldDirection() target is now required');
+                target = new Vector3();
+            }
+
+            this.updateMatrixWorld(true);
+
+            var e = this.matrixWorld.elements;
+
+            return target.set(e[8], e[9], e[10]).normalize();
+        },
+
+        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);
+            }
+        },
+
+        updateWorldMatrix: function (updateParents, updateChildren) {
+            var parent = this.parent;
+
+            if (updateParents === true && parent !== null) {
+                parent.updateWorldMatrix(true, false);
+            }
+
+            if (this.matrixAutoUpdate) {
+                this.updateMatrix();
+            }
+
+            if (this.parent === null) {
+                this.matrixWorld.copy(this.matrix);
+            } else {
+                this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);
+            }
+
+            // update children
+
+            if (updateChildren === true) {
+                var children = this.children;
+
+                for (var i = 0, l = children.length; i < l; i++) {
+                    children[i].updateWorldMatrix(false, true);
+                }
+            }
+        },
+
+        toJSON: function (meta) {
+            // meta is a string when called from JSON.stringify
+            var isRootObject = meta === undefined || typeof meta === 'string';
+
+            var output = {};
+
+            // meta is a hash used to collect geometries, materials.
+            // not providing it implies that this is the root object
+            // being serialized.
+            if (isRootObject) {
+                // initialize meta obj
+                meta = {
+                    geometries: {},
+                    materials: {},
+                    textures: {},
+                    images: {},
+                    shapes: {},
+                };
+
+                output.metadata = {
+                    version: 4.5,
+                    type: 'Object',
+                    generator: 'Object3D.toJSON',
+                };
+            }
+
+            // standard Object3D serialization
+
+            var object = {};
+
+            object.uuid = this.uuid;
+            object.type = this.type;
+
+            if (this.name !== '') {
+                object.name = this.name;
+            }
+            if (this.castShadow === true) {
+                object.castShadow = true;
+            }
+            if (this.receiveShadow === true) {
+                object.receiveShadow = true;
+            }
+            if (this.visible === false) {
+                object.visible = false;
+            }
+            if (this.frustumCulled === false) {
+                object.frustumCulled = false;
+            }
+            if (this.renderOrder !== 0) {
+                object.renderOrder = this.renderOrder;
+            }
+            if (JSON.stringify(this.userData) !== '{}') {
+                object.userData = this.userData;
+            }
+
+            object.layers = this.layers.mask;
+            object.matrix = this.matrix.toArray();
+
+            if (this.matrixAutoUpdate === false) {
+                object.matrixAutoUpdate = false;
+            }
+
+            // object specific properties
+
+            if (this.isMesh && this.drawMode !== TrianglesDrawMode) {
+                object.drawMode = this.drawMode;
+            }
+
+            if (this.isInstancedMesh) {
+                object.type = 'InstancedMesh';
+                object.count = this.count;
+                object.instanceMatrix = this.instanceMatrix.toJSON();
+            }
+
+            //
+
+            function serialize(library, element) {
+                if (library[element.uuid] === undefined) {
+                    library[element.uuid] = element.toJSON(meta);
+                }
+
+                return element.uuid;
+            }
+
+            if (this.isMesh || this.isLine || this.isPoints) {
+                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/
+     */
+
+    function Scene() {
+        Object3D.call(this);
+
+        this.type = 'Scene';
+
+        this.background = null;
+        this.fog = null;
+        this.overrideMaterial = null;
+
+        this.autoUpdate = true; // checked by the renderer
+
+        if (typeof __THREE_DEVTOOLS__ !== 'undefined') {
+            __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('observe', { detail: this })); // eslint-disable-line no-undef
+        }
+    }
+
+    Scene.prototype = Object.assign(Object.create(Object3D.prototype), {
+        constructor: Scene,
+
+        isScene: true,
+
+        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;
+        },
+
+        dispose: function () {
+            this.dispatchEvent({ type: 'dispose' });
+        },
+    });
+
+    var _points = [
+        new Vector3(),
+        new Vector3(),
+        new Vector3(),
+        new Vector3(),
+        new Vector3(),
+        new Vector3(),
+        new Vector3(),
+        new Vector3(),
+    ];
+
+    var _vector$2 = new Vector3();
+
+    var _box = new Box3();
+
+    // triangle centered vertices
+
+    var _v0 = new Vector3();
+    var _v1$2 = new Vector3();
+    var _v2 = new Vector3();
+
+    // triangle edge vectors
+
+    var _f0 = new Vector3();
+    var _f1 = new Vector3();
+    var _f2 = new Vector3();
+
+    var _center = new Vector3();
+    var _extents = new Vector3();
+    var _triangleNormal = new Vector3();
+    var _testAxis = new Vector3();
+
+    /**
+     * @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 (center, size) {
+            var halfSize = _vector$2.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 (object) {
+            // Computes the world-axis-aligned bounding box of an object (including its children),
+            // accounting for both the object's, and children's, world transforms
+
+            object.updateWorldMatrix(false, false);
+
+            var geometry = object.geometry;
+
+            if (geometry !== undefined) {
+                if (geometry.boundingBox === null) {
+                    geometry.computeBoundingBox();
+                }
+
+                _box.copy(geometry.boundingBox);
+                _box.applyMatrix4(object.matrixWorld);
+
+                this.expandByPoint(_box.min);
+                this.expandByPoint(_box.max);
+            }
+
+            var children = object.children;
+
+            for (var i = 0, l = children.length; i < l; i++) {
+                this.expandByObject(children[i]);
+            }
+
+            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 (sphere) {
+            // Find the point on the AABB closest to the sphere center.
+            this.clampPoint(sphere.center, _vector$2);
+
+            // If that point is inside the sphere, the AABB and sphere intersect.
+            return _vector$2.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) {
+            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$2.subVectors(triangle.b, _center);
+            _v2.subVectors(triangle.c, _center);
+
+            // compute edge vectors for triangle
+            _f0.subVectors(_v1$2, _v0);
+            _f1.subVectors(_v2, _v1$2);
+            _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, _v0, _v1$2, _v2, _extents)) {
+                return false;
+            }
+
+            // test 3 face normals from the aabb
+            axes = [1, 0, 0, 0, 1, 0, 0, 0, 1];
+            if (!satForAxes(axes, _v0, _v1$2, _v2, _extents)) {
+                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, _v0, _v1$2, _v2, _extents);
+        },
+
+        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 (point) {
+            var clampedPoint = _vector$2.copy(point).clamp(this.min, this.max);
+
+            return clampedPoint.sub(point).length();
+        },
+
+        getBoundingSphere: function (target) {
+            if (target === undefined) {
+                console.error('THREE.Box3: .getBoundingSphere() target is now required');
+                //target = new Sphere(); // removed to avoid cyclic dependency
+            }
+
+            this.getCenter(target.center);
+
+            target.radius = this.getSize(_vector$2).length() * 0.5;
+
+            return target;
+        },
+
+        intersect: function (box) {
+            this.min.max(box.min);
+            this.max.min(box.max);
+
+            // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.
+            if (this.isEmpty()) {
+                this.makeEmpty();
+            }
+
+            return this;
+        },
+
+        union: function (box) {
+            this.min.min(box.min);
+            this.max.max(box.max);
+
+            return this;
+        },
+
+        applyMatrix4: function (matrix) {
+            // transform of empty box is an empty box.
+            if (this.isEmpty()) {
+                return this;
+            }
+
+            // 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);
+        },
+    });
+
+    function satForAxes(axes, v0, v1, v2, extents) {
+        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;
+    }
+
+    var _box$1 = new Box3();
+
+    /**
+     * @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 (points, optionalCenter) {
+            var center = this.center;
+
+            if (optionalCenter !== undefined) {
+                center.copy(optionalCenter);
+            } else {
+                _box$1.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;
+        },
+    });
+
+    var _vector$3 = new Vector3();
+    var _segCenter = new Vector3();
+    var _segDir = new Vector3();
+    var _diff = new Vector3();
+
+    var _edge1 = new Vector3();
+    var _edge2 = new Vector3();
+    var _normal = new Vector3();
+
+    /**
+     * @author bhouston / http://clara.io
+     */
+
+    function Ray(origin, direction) {
+        this.origin = origin !== undefined ? origin : new Vector3();
+        this.direction = direction !== undefined ? direction : new Vector3(0, 0, -1);
+    }
+
+    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 (t) {
+            this.origin.copy(this.at(t, _vector$3));
+
+            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 (point) {
+            var directionDistance = _vector$3.subVectors(point, this.origin).dot(this.direction);
+
+            // point behind the ray
+
+            if (directionDistance < 0) {
+                return this.origin.distanceToSquared(point);
+            }
+
+            _vector$3.copy(this.direction).multiplyScalar(directionDistance).add(this.origin);
+
+            return _vector$3.distanceToSquared(point);
+        },
+
+        distanceSqToSegment: function (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 (sphere, target) {
+            _vector$3.subVectors(sphere.center, this.origin);
+            var tca = _vector$3.dot(this.direction);
+            var d2 = _vector$3.dot(_vector$3) - 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.distanceSqToPoint(sphere.center) <= sphere.radius * 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 (box) {
+            return this.intersectBox(box, _vector$3) !== null;
+        },
+
+        intersectTriangle: function (a, b, c, backfaceCulling, target) {
+            // Compute the offset origin, edges, and normal.
+
+            // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
+
+            _edge1.subVectors(b, a);
+            _edge2.subVectors(c, a);
+            _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
+     */
+
+    var _vector1 = new Vector3();
+    var _vector2 = new Vector3();
+    var _normalMatrix = new Matrix3();
+
+    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, {
+        isPlane: true,
+
+        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 (a, b, c) {
+            var normal = _vector1.subVectors(c, b).cross(_vector2.subVectors(a, b)).normalize();
+
+            // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
+
+            this.setFromNormalAndCoplanarPoint(normal, a);
+
+            return this;
+        },
+
+        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 (line, target) {
+            if (target === undefined) {
+                console.warn('THREE.Plane: .intersectLine() target is now required');
+                target = new Vector3();
+            }
+
+            var direction = line.delta(_vector1);
+
+            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 (matrix, optionalNormalMatrix) {
+            var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix(matrix);
+
+            var referencePoint = this.coplanarPoint(_vector1).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 bhouston / http://clara.io
+     * @author mrdoob / http://mrdoob.com/
+     */
+
+    var _v0$1 = new Vector3();
+    var _v1$3 = new Vector3();
+    var _v2$1 = new Vector3();
+    var _v3 = new Vector3();
+
+    var _vab = new Vector3();
+    var _vac = new Vector3();
+    var _vbc = new Vector3();
+    var _vap = new Vector3();
+    var _vbp = new Vector3();
+    var _vcp = new Vector3();
+
+    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 (a, b, c, target) {
+            if (target === undefined) {
+                console.warn('THREE.Triangle: .getNormal() target is now required');
+                target = new Vector3();
+            }
+
+            target.subVectors(c, b);
+            _v0$1.subVectors(a, b);
+            target.cross(_v0$1);
+
+            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 (point, a, b, c, target) {
+            _v0$1.subVectors(c, a);
+            _v1$3.subVectors(b, a);
+            _v2$1.subVectors(point, a);
+
+            var dot00 = _v0$1.dot(_v0$1);
+            var dot01 = _v0$1.dot(_v1$3);
+            var dot02 = _v0$1.dot(_v2$1);
+            var dot11 = _v1$3.dot(_v1$3);
+            var dot12 = _v1$3.dot(_v2$1);
+
+            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 (point, a, b, c) {
+            Triangle.getBarycoord(point, a, b, c, _v3);
+
+            return _v3.x >= 0 && _v3.y >= 0 && _v3.x + _v3.y <= 1;
+        },
+
+        getUV: function (point, p1, p2, p3, uv1, uv2, uv3, target) {
+            this.getBarycoord(point, p1, p2, p3, _v3);
+
+            target.set(0, 0);
+            target.addScaledVector(uv1, _v3.x);
+            target.addScaledVector(uv2, _v3.y);
+            target.addScaledVector(uv3, _v3.z);
+
+            return target;
+        },
+
+        isFrontFacing: function (a, b, c, direction) {
+            _v0$1.subVectors(c, b);
+            _v1$3.subVectors(a, b);
+
+            // strictly front facing
+            return _v0$1.cross(_v1$3).dot(direction) < 0 ? true : false;
+        },
+    });
+
+    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 () {
+            _v0$1.subVectors(this.c, this.b);
+            _v1$3.subVectors(this.a, this.b);
+
+            return _v0$1.cross(_v1$3).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 Plane();
+            }
+
+            return target.setFromCoplanarPoints(this.a, this.b, this.c);
+        },
+
+        getBarycoord: function (point, target) {
+            return Triangle.getBarycoord(point, this.a, this.b, this.c, target);
+        },
+
+        getUV: function (point, uv1, uv2, uv3, target) {
+            return Triangle.getUV(point, this.a, this.b, this.c, uv1, uv2, uv3, target);
+        },
+
+        containsPoint: function (point) {
+            return Triangle.containsPoint(point, this.a, this.b, this.c);
+        },
+
+        isFrontFacing: function (direction) {
+            return Triangle.isFrontFacing(this.a, this.b, this.c, direction);
+        },
+
+        intersectsBox: function (box) {
+            return box.intersectsTriangle(this);
+        },
+
+        closestPointToPoint: function (p, target) {
+            if (target === undefined) {
+                console.warn('THREE.Triangle: .closestPointToPoint() target is now required');
+                target = new Vector3();
+            }
+
+            var a = this.a,
+                b = this.b,
+                c = this.c;
+            var v, w;
+
+            // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
+            // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
+            // under the accompanying license; see chapter 5.1.5 for detailed explanation.
+            // basically, we're distinguishing which of the voronoi regions of the triangle
+            // the point lies in with the minimum amount of redundant computation.
+
+            _vab.subVectors(b, a);
+            _vac.subVectors(c, a);
+            _vap.subVectors(p, a);
+            var d1 = _vab.dot(_vap);
+            var d2 = _vac.dot(_vap);
+            if (d1 <= 0 && d2 <= 0) {
+                // vertex region of A; barycentric coords (1, 0, 0)
+                return target.copy(a);
+            }
+
+            _vbp.subVectors(p, b);
+            var d3 = _vab.dot(_vbp);
+            var d4 = _vac.dot(_vbp);
+            if (d3 >= 0 && d4 <= d3) {
+                // vertex region of B; barycentric coords (0, 1, 0)
+                return target.copy(b);
+            }
+
+            var vc = d1 * d4 - d3 * d2;
+            if (vc <= 0 && d1 >= 0 && d3 <= 0) {
+                v = d1 / (d1 - d3);
+                // edge region of AB; barycentric coords (1-v, v, 0)
+                return target.copy(a).addScaledVector(_vab, v);
+            }
+
+            _vcp.subVectors(p, c);
+            var d5 = _vab.dot(_vcp);
+            var d6 = _vac.dot(_vcp);
+            if (d6 >= 0 && d5 <= d6) {
+                // vertex region of C; barycentric coords (0, 0, 1)
+                return target.copy(c);
+            }
+
+            var vb = d5 * d2 - d1 * d6;
+            if (vb <= 0 && d2 >= 0 && d6 <= 0) {
+                w = d2 / (d2 - d6);
+                // edge region of AC; barycentric coords (1-w, 0, w)
+                return target.copy(a).addScaledVector(_vac, w);
+            }
+
+            var va = d3 * d6 - d5 * d4;
+            if (va <= 0 && d4 - d3 >= 0 && d5 - d6 >= 0) {
+                _vbc.subVectors(c, b);
+                w = (d4 - d3) / (d4 - d3 + (d5 - d6));
+                // edge region of BC; barycentric coords (0, 1-w, w)
+                return target.copy(b).addScaledVector(_vbc, w); // edge region of BC
+            }
+
+            // face region
+            var denom = 1 / (va + vb + vc);
+            // u = va * denom
+            v = vb * denom;
+            w = vc * denom;
+
+            return target.copy(a).addScaledVector(_vab, v).addScaledVector(_vac, w);
+        },
+
+        equals: function (triangle) {
+            return triangle.a.equals(this.a) && triangle.b.equals(this.b) && triangle.c.equals(this.c);
+        },
+    });
+
+    /**
+     * @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,
+    };
+
+    var _hslA = { h: 0, s: 0, l: 0 };
+    var _hslB = { h: 0, s: 0, l: 0 };
+
+    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);
+    }
+
+    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;
+    }
+
+    function SRGBToLinear(c) {
+        return c < 0.04045 ? c * 0.0773993808 : Math.pow(c * 0.9478672986 + 0.0521327014, 2.4);
+    }
+
+    function LinearToSRGB(c) {
+        return c < 0.0031308 ? c * 12.92 : 1.055 * Math.pow(c, 0.41666) - 0.055;
+    }
+
+    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 (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) {
+                return this.setColorName(style);
+            }
+
+            return this;
+        },
+
+        setColorName: function (style) {
+            // color keywords
+            var hex = _colorKeywords[style];
+
+            if (hex !== undefined) {
+                // red
+                this.setHex(hex);
+            } else {
+                // unknown color
+                console.warn('THREE.Color: Unknown color ' + style);
+            }
+
+            return this;
+        },
+
+        clone: function () {
+            return new this.constructor(this.r, this.g, this.b);
+        },
+
+        copy: function (color) {
+            this.r = color.r;
+            this.g = color.g;
+            this.b = color.b;
+
+            return this;
+        },
+
+        copyGammaToLinear: function (color, gammaFactor) {
+            if (gammaFactor === undefined) {
+                gammaFactor = 2.0;
+            }
+
+            this.r = Math.pow(color.r, gammaFactor);
+            this.g = Math.pow(color.g, gammaFactor);
+            this.b = Math.pow(color.b, gammaFactor);
+
+            return this;
+        },
+
+        copyLinearToGamma: function (color, gammaFactor) {
+            if (gammaFactor === undefined) {
+                gammaFactor = 2.0;
+            }
+
+            var safeInverse = gammaFactor > 0 ? 1.0 / gammaFactor : 1.0;
+
+            this.r = Math.pow(color.r, safeInverse);
+            this.g = Math.pow(color.g, safeInverse);
+            this.b = Math.pow(color.b, safeInverse);
+
+            return this;
+        },
+
+        convertGammaToLinear: function (gammaFactor) {
+            this.copyGammaToLinear(this, gammaFactor);
+
+            return this;
+        },
+
+        convertLinearToGamma: function (gammaFactor) {
+            this.copyLinearToGamma(this, gammaFactor);
+
+            return this;
+        },
+
+        copySRGBToLinear: function (color) {
+            this.r = SRGBToLinear(color.r);
+            this.g = SRGBToLinear(color.g);
+            this.b = SRGBToLinear(color.b);
+
+            return this;
+        },
+
+        copyLinearToSRGB: function (color) {
+            this.r = LinearToSRGB(color.r);
+            this.g = LinearToSRGB(color.g);
+            this.b = LinearToSRGB(color.b);
+
+            return this;
+        },
+
+        convertSRGBToLinear: function () {
+            this.copySRGBToLinear(this);
+
+            return this;
+        },
+
+        convertLinearToSRGB: function () {
+            this.copyLinearToSRGB(this);
+
+            return this;
+        },
+
+        getHex: function () {
+            return ((this.r * 255) << 16) ^ ((this.g * 255) << 8) ^ ((this.b * 255) << 0);
+        },
+
+        getHexString: function () {
+            return ('000000' + this.getHex().toString(16)).slice(-6);
+        },
+
+        getHSL: function (target) {
+            // h,s,l ranges are in 0.0 - 1.0
+
+            if (target === undefined) {
+                console.warn('THREE.Color: .getHSL() target is now required');
+                target = { h: 0, s: 0, l: 0 };
+            }
+
+            var r = this.r,
+                g = this.g,
+                b = this.b;
+
+            var max = Math.max(r, g, b);
+            var min = Math.min(r, g, b);
+
+            var hue, saturation;
+            var lightness = (min + max) / 2.0;
+
+            if (min === max) {
+                hue = 0;
+                saturation = 0;
+            } else {
+                var delta = max - min;
+
+                saturation = lightness <= 0.5 ? delta / (max + min) : delta / (2 - max - min);
+
+                switch (max) {
+                    case r:
+                        hue = (g - b) / delta + (g < b ? 6 : 0);
+                        break;
+                    case g:
+                        hue = (b - r) / delta + 2;
+                        break;
+                    case b:
+                        hue = (r - g) / delta + 4;
+                        break;
+                }
+
+                hue /= 6;
+            }
+
+            target.h = hue;
+            target.s = saturation;
+            target.l = lightness;
+
+            return target;
+        },
+
+        getStyle: function () {
+            return 'rgb(' + ((this.r * 255) | 0) + ',' + ((this.g * 255) | 0) + ',' + ((this.b * 255) | 0) + ')';
+        },
+
+        offsetHSL: function (h, s, l) {
+            this.getHSL(_hslA);
+
+            _hslA.h += h;
+            _hslA.s += s;
+            _hslA.l += l;
+
+            this.setHSL(_hslA.h, _hslA.s, _hslA.l);
+
+            return this;
+        },
+
+        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;
+        },
+
+        lerpHSL: function (color, alpha) {
+            this.getHSL(_hslA);
+            color.getHSL(_hslB);
+
+            var h = _Math.lerp(_hslA.h, _hslB.h, alpha);
+            var s = _Math.lerp(_hslA.s, _hslB.s, alpha);
+            var l = _Math.lerp(_hslA.l, _hslB.l, alpha);
+
+            this.setHSL(h, s, l);
+
+            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();
+        },
+    });
+
+    Color.NAMES = _colorKeywords;
+
+    /**
+     * @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 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.blending = NormalBlending;
+        this.side = FrontSide;
+        this.flatShading = false;
+        this.vertexTangents = 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.stencilWriteMask = 0xff;
+        this.stencilFunc = AlwaysStencilFunc;
+        this.stencilRef = 0;
+        this.stencilFuncMask = 0xff;
+        this.stencilFail = KeepStencilOp;
+        this.stencilZFail = KeepStencilOp;
+        this.stencilZPass = KeepStencilOp;
+        this.stencilWrite = false;
+
+        this.clippingPlanes = null;
+        this.clipIntersection = false;
+        this.clipShadows = false;
+
+        this.shadowSide = null;
+
+        this.colorWrite = true;
+
+        this.precision = null; // override the renderer's default precision for this material
+
+        this.polygonOffset = false;
+        this.polygonOffsetFactor = 0;
+        this.polygonOffsetUnits = 0;
+
+        this.dithering = false;
+
+        this.alphaTest = 0;
+        this.premultipliedAlpha = false;
+
+        this.visible = true;
+
+        this.toneMapped = true;
+
+        this.userData = {};
+
+        this.version = 0;
+    }
+
+    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 {
+                    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.sheen && this.sheen.isColor) {
+                data.sheen = this.sheen.getHex();
+            }
+            if (this.emissive && this.emissive.isColor) {
+                data.emissive = this.emissive.getHex();
+            }
+            if (this.emissiveIntensity && this.emissiveIntensity !== 1) {
+                data.emissiveIntensity = this.emissiveIntensity;
+            }
+
+            if (this.specular && this.specular.isColor) {
+                data.specular = this.specular.getHex();
+            }
+            if (this.shininess !== undefined) {
+                data.shininess = this.shininess;
+            }
+            if (this.clearcoat !== undefined) {
+                data.clearcoat = this.clearcoat;
+            }
+            if (this.clearcoatRoughness !== undefined) {
+                data.clearcoatRoughness = this.clearcoatRoughness;
+            }
+
+            if (this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture) {
+                data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON(meta).uuid;
+                data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
+            }
+
+            if (this.map && this.map.isTexture) {
+                data.map = this.map.toJSON(meta).uuid;
+            }
+            if (this.matcap && this.matcap.isTexture) {
+                data.matcap = this.matcap.toJSON(meta).uuid;
+            }
+            if (this.alphaMap && this.alphaMap.isTexture) {
+                data.alphaMap = this.alphaMap.toJSON(meta).uuid;
+            }
+            if (this.lightMap && this.lightMap.isTexture) {
+                data.lightMap = this.lightMap.toJSON(meta).uuid;
+            }
+
+            if (this.aoMap && this.aoMap.isTexture) {
+                data.aoMap = this.aoMap.toJSON(meta).uuid;
+                data.aoMapIntensity = this.aoMapIntensity;
+            }
+
+            if (this.bumpMap && this.bumpMap.isTexture) {
+                data.bumpMap = this.bumpMap.toJSON(meta).uuid;
+                data.bumpScale = this.bumpScale;
+            }
+
+            if (this.normalMap && this.normalMap.isTexture) {
+                data.normalMap = this.normalMap.toJSON(meta).uuid;
+                data.normalMapType = this.normalMapType;
+                data.normalScale = this.normalScale.toArray();
+            }
+
+            if (this.displacementMap && this.displacementMap.isTexture) {
+                data.displacementMap = this.displacementMap.toJSON(meta).uuid;
+                data.displacementScale = this.displacementScale;
+                data.displacementBias = this.displacementBias;
+            }
+
+            if (this.roughnessMap && this.roughnessMap.isTexture) {
+                data.roughnessMap = this.roughnessMap.toJSON(meta).uuid;
+            }
+            if (this.metalnessMap && this.metalnessMap.isTexture) {
+                data.metalnessMap = this.metalnessMap.toJSON(meta).uuid;
+            }
+
+            if (this.emissiveMap && this.emissiveMap.isTexture) {
+                data.emissiveMap = this.emissiveMap.toJSON(meta).uuid;
+            }
+            if (this.specularMap && this.specularMap.isTexture) {
+                data.specularMap = this.specularMap.toJSON(meta).uuid;
+            }
+
+            if (this.envMap && this.envMap.isTexture) {
+                data.envMap = this.envMap.toJSON(meta).uuid;
+                data.reflectivity = this.reflectivity; // Scale behind envMap
+                data.refractionRatio = this.refractionRatio;
+
+                if (this.combine !== undefined) {
+                    data.combine = this.combine;
+                }
+                if (this.envMapIntensity !== undefined) {
+                    data.envMapIntensity = this.envMapIntensity;
+                }
+            }
+
+            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;
+
+            data.stencilWrite = this.stencilWrite;
+            data.stencilWriteMask = this.stencilWriteMask;
+            data.stencilFunc = this.stencilFunc;
+            data.stencilRef = this.stencilRef;
+            data.stencilFuncMask = this.stencilFuncMask;
+            data.stencilFail = this.stencilFail;
+            data.stencilZFail = this.stencilZFail;
+            data.stencilZPass = this.stencilZPass;
+
+            // rotation (SpriteMaterial)
+            if (this.rotation && this.rotation !== 0) {
+                data.rotation = this.rotation;
+            }
+
+            if (this.polygonOffset === true) {
+                data.polygonOffset = true;
+            }
+            if (this.polygonOffsetFactor !== 0) {
+                data.polygonOffsetFactor = this.polygonOffsetFactor;
+            }
+            if (this.polygonOffsetUnits !== 0) {
+                data.polygonOffsetUnits = this.polygonOffsetUnits;
+            }
+
+            if (this.linewidth && this.linewidth !== 1) {
+                data.linewidth = this.linewidth;
+            }
+            if (this.dashSize !== undefined) {
+                data.dashSize = this.dashSize;
+            }
+            if (this.gapSize !== undefined) {
+                data.gapSize = this.gapSize;
+            }
+            if (this.scale !== undefined) {
+                data.scale = this.scale;
+            }
+
+            if (this.dithering === true) {
+                data.dithering = true;
+            }
+
+            if (this.alphaTest > 0) {
+                data.alphaTest = this.alphaTest;
+            }
+            if (this.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.morphNormals === true) {
+                data.morphNormals = true;
+            }
+            if (this.skinning === true) {
+                data.skinning = true;
+            }
+
+            if (this.visible === false) {
+                data.visible = false;
+            }
+
+            if (this.toneMapped === false) {
+                data.toneMapped = false;
+            }
+
+            if (JSON.stringify(this.userData) !== '{}') {
+                data.userData = this.userData;
+            }
+
+            // TODO: Copied from Object3D.toJSON
+
+            function extractFromCache(cache) {
+                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.blending = source.blending;
+            this.side = source.side;
+            this.flatShading = source.flatShading;
+            this.vertexTangents = source.vertexTangents;
+            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.stencilWriteMask = source.stencilWriteMask;
+            this.stencilFunc = source.stencilFunc;
+            this.stencilRef = source.stencilRef;
+            this.stencilFuncMask = source.stencilFuncMask;
+            this.stencilFail = source.stencilFail;
+            this.stencilZFail = source.stencilZFail;
+            this.stencilZPass = source.stencilZPass;
+            this.stencilWrite = source.stencilWrite;
+
+            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.clipIntersection = source.clipIntersection;
+            this.clipShadows = source.clipShadows;
+
+            this.shadowSide = source.shadowSide;
+
+            this.colorWrite = source.colorWrite;
+
+            this.precision = source.precision;
+
+            this.polygonOffset = source.polygonOffset;
+            this.polygonOffsetFactor = source.polygonOffsetFactor;
+            this.polygonOffsetUnits = source.polygonOffsetUnits;
+
+            this.dithering = source.dithering;
+
+            this.alphaTest = source.alphaTest;
+            this.premultipliedAlpha = source.premultipliedAlpha;
+
+            this.visible = source.visible;
+
+            this.toneMapped = source.toneMapped;
+
+            this.userData = JSON.parse(JSON.stringify(source.userData));
+
+            return this;
+        },
+
+        dispose: function () {
+            this.dispatchEvent({ type: 'dispose' });
+        },
+    });
+
+    Object.defineProperty(Material.prototype, 'needsUpdate', {
+        set: function (value) {
+            if (value === true) {
+                this.version++;
+            }
+        },
+    });
+
+    /**
+     * @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.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 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.usage = StaticDrawUsage;
+        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 () {},
+
+        setUsage: function (value) {
+            this.usage = 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.usage = source.usage;
+
+            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);
+        },
+
+        toJSON: function () {
+            return {
+                itemSize: this.itemSize,
+                type: this.array.constructor.name,
+                array: Array.prototype.slice.call(this.array),
+                normalized: this.normalized,
+            };
+        },
+    });
+
+    //
+
+    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] = {
+                        name: morphTargets[i].name,
+                        data: [],
+                    };
+                }
+
+                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] = {
+                        name: morphNormals[i].name,
+                        data: [],
+                    };
+                }
+
+                this.morphTargets.normal = morphTargetsNormal;
+            }
+
+            // skins
+
+            var skinIndices = geometry.skinIndices;
+            var skinWeights = geometry.skinWeights;
+
+            var hasSkinIndices = skinIndices.length === vertices.length;
+            var hasSkinWeights = skinWeights.length === vertices.length;
+
+            //
+
+            if (vertices.length > 0 && faces.length === 0) {
+                console.error('THREE.DirectGeometry: Faceless geometries are not supported.');
+            }
+
+            for (var i = 0; i < faces.length; i++) {
+                var face = faces[i];
+
+                this.vertices.push(vertices[face.a], vertices[face.b], vertices[face.c]);
+
+                var vertexNormals = face.vertexNormals;
+
+                if (vertexNormals.length === 3) {
+                    this.normals.push(vertexNormals[0], vertexNormals[1], vertexNormals[2]);
+                } else {
+                    var normal = face.normal;
+
+                    this.normals.push(normal, normal, normal);
+                }
+
+                var vertexColors = face.vertexColors;
+
+                if (vertexColors.length === 3) {
+                    this.colors.push(vertexColors[0], vertexColors[1], vertexColors[2]);
+                } else {
+                    var color = face.color;
+
+                    this.colors.push(color, color, color);
+                }
+
+                if (hasFaceVertexUv === true) {
+                    var vertexUvs = faceVertexUvs[0][i];
+
+                    if (vertexUvs !== undefined) {
+                        this.uvs.push(vertexUvs[0], vertexUvs[1], vertexUvs[2]);
+                    } else {
+                        console.warn('THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i);
+
+                        this.uvs.push(new Vector2(), new Vector2(), new Vector2());
+                    }
+                }
+
+                if (hasFaceVertexUv2 === true) {
+                    var vertexUvs = faceVertexUvs[1][i];
+
+                    if (vertexUvs !== undefined) {
+                        this.uvs2.push(vertexUvs[0], vertexUvs[1], vertexUvs[2]);
+                    } else {
+                        console.warn('THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i);
+
+                        this.uvs2.push(new Vector2(), new Vector2(), new Vector2());
+                    }
+                }
+
+                // morphs
+
+                for (var j = 0; j < morphTargetsLength; j++) {
+                    var morphTarget = morphTargets[j].vertices;
+
+                    morphTargetsPosition[j].data.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].data.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;
+
+            if (geometry.boundingSphere !== null) {
+                this.boundingSphere = geometry.boundingSphere.clone();
+            }
+
+            if (geometry.boundingBox !== null) {
+                this.boundingBox = geometry.boundingBox.clone();
+            }
+
+            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
+
+    var _m1$2 = new Matrix4();
+    var _obj = new Object3D();
+    var _offset = new Vector3();
+    var _box$2 = new Box3();
+    var _boxMorphTargets = new Box3();
+    var _vector$4 = new Vector3();
+
+    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.morphTargetsRelative = false;
+
+        this.groups = [];
+
+        this.boundingBox = null;
+        this.boundingSphere = null;
+
+        this.drawRange = { start: 0, count: Infinity };
+
+        this.userData = {};
+    }
+
+    BufferGeometry.prototype = Object.assign(Object.create(EventDispatcher.prototype), {
+        constructor: BufferGeometry,
+
+        isBufferGeometry: true,
+
+        getIndex: function () {
+            return this.index;
+        },
+
+        setIndex: function (index) {
+            if (Array.isArray(index)) {
+                this.index = new (arrayMax(index) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute)(index, 1);
+            } else {
+                this.index = index;
+            }
+        },
+
+        getAttribute: function (name) {
+            return this.attributes[name];
+        },
+
+        setAttribute: function (name, attribute) {
+            this.attributes[name] = attribute;
+
+            return this;
+        },
+
+        deleteAttribute: 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;
+            }
+
+            var tangent = this.attributes.tangent;
+
+            if (tangent !== undefined) {
+                var normalMatrix = new Matrix3().getNormalMatrix(matrix);
+
+                // Tangent is vec4, but the '.w' component is a sign value (+1/-1).
+                normalMatrix.applyToBufferAttribute(tangent);
+                tangent.needsUpdate = true;
+            }
+
+            if (this.boundingBox !== null) {
+                this.computeBoundingBox();
+            }
+
+            if (this.boundingSphere !== null) {
+                this.computeBoundingSphere();
+            }
+
+            return this;
+        },
+
+        rotateX: function (angle) {
+            // rotate geometry around world x-axis
+
+            _m1$2.makeRotationX(angle);
+
+            this.applyMatrix(_m1$2);
+
+            return this;
+        },
+
+        rotateY: function (angle) {
+            // rotate geometry around world y-axis
+
+            _m1$2.makeRotationY(angle);
+
+            this.applyMatrix(_m1$2);
+
+            return this;
+        },
+
+        rotateZ: function (angle) {
+            // rotate geometry around world z-axis
+
+            _m1$2.makeRotationZ(angle);
+
+            this.applyMatrix(_m1$2);
+
+            return this;
+        },
+
+        translate: function (x, y, z) {
+            // translate geometry
+
+            _m1$2.makeTranslation(x, y, z);
+
+            this.applyMatrix(_m1$2);
+
+            return this;
+        },
+
+        scale: function (x, y, z) {
+            // scale geometry
+
+            _m1$2.makeScale(x, y, z);
+
+            this.applyMatrix(_m1$2);
+
+            return this;
+        },
+
+        lookAt: function (vector) {
+            _obj.lookAt(vector);
+
+            _obj.updateMatrix();
+
+            this.applyMatrix(_obj.matrix);
+
+            return this;
+        },
+
+        center: function () {
+            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.setAttribute('position', positions.copyVector3sArray(geometry.vertices));
+                this.setAttribute('color', colors.copyColorsArray(geometry.colors));
+
+                if (geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length) {
+                    var lineDistances = new Float32BufferAttribute(geometry.lineDistances.length, 1);
+
+                    this.setAttribute('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.setAttribute('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.setAttribute('position', new BufferAttribute(positions, 3).copyVector3sArray(geometry.vertices));
+
+            if (geometry.normals.length > 0) {
+                var normals = new Float32Array(geometry.normals.length * 3);
+                this.setAttribute('normal', new BufferAttribute(normals, 3).copyVector3sArray(geometry.normals));
+            }
+
+            if (geometry.colors.length > 0) {
+                var colors = new Float32Array(geometry.colors.length * 3);
+                this.setAttribute('color', new BufferAttribute(colors, 3).copyColorsArray(geometry.colors));
+            }
+
+            if (geometry.uvs.length > 0) {
+                var uvs = new Float32Array(geometry.uvs.length * 2);
+                this.setAttribute('uv', new BufferAttribute(uvs, 2).copyVector2sArray(geometry.uvs));
+            }
+
+            if (geometry.uvs2.length > 0) {
+                var uvs2 = new Float32Array(geometry.uvs2.length * 2);
+                this.setAttribute('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.data.length * 3, 3);
+                    attribute.name = morphTarget.name;
+
+                    array.push(attribute.copyVector3sArray(morphTarget.data));
+                }
+
+                this.morphAttributes[name] = array;
+            }
+
+            // skinning
+
+            if (geometry.skinIndices.length > 0) {
+                var skinIndices = new Float32BufferAttribute(geometry.skinIndices.length * 4, 4);
+                this.setAttribute('skinIndex', skinIndices.copyVector4sArray(geometry.skinIndices));
+            }
+
+            if (geometry.skinWeights.length > 0) {
+                var skinWeights = new Float32BufferAttribute(geometry.skinWeights.length * 4, 4);
+                this.setAttribute('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;
+            var morphAttributesPosition = this.morphAttributes.position;
+
+            if (position !== undefined) {
+                this.boundingBox.setFromBufferAttribute(position);
+
+                // process morph attributes if present
+
+                if (morphAttributesPosition) {
+                    for (var i = 0, il = morphAttributesPosition.length; i < il; i++) {
+                        var morphAttribute = morphAttributesPosition[i];
+                        _box$2.setFromBufferAttribute(morphAttribute);
+
+                        if (this.morphTargetsRelative) {
+                            _vector$4.addVectors(this.boundingBox.min, _box$2.min);
+                            this.boundingBox.expandByPoint(_vector$4);
+
+                            _vector$4.addVectors(this.boundingBox.max, _box$2.max);
+                            this.boundingBox.expandByPoint(_vector$4);
+                        } else {
+                            this.boundingBox.expandByPoint(_box$2.min);
+                            this.boundingBox.expandByPoint(_box$2.max);
+                        }
+                    }
+                }
+            } 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 () {
+            if (this.boundingSphere === null) {
+                this.boundingSphere = new Sphere();
+            }
+
+            var position = this.attributes.position;
+            var morphAttributesPosition = this.morphAttributes.position;
+
+            if (position) {
+                // first, find the center of the bounding sphere
+
+                var center = this.boundingSphere.center;
+
+                _box$2.setFromBufferAttribute(position);
+
+                // process morph attributes if present
+
+                if (morphAttributesPosition) {
+                    for (var i = 0, il = morphAttributesPosition.length; i < il; i++) {
+                        var morphAttribute = morphAttributesPosition[i];
+                        _boxMorphTargets.setFromBufferAttribute(morphAttribute);
+
+                        if (this.morphTargetsRelative) {
+                            _vector$4.addVectors(_box$2.min, _boxMorphTargets.min);
+                            _box$2.expandByPoint(_vector$4);
+
+                            _vector$4.addVectors(_box$2.max, _boxMorphTargets.max);
+                            _box$2.expandByPoint(_vector$4);
+                        } else {
+                            _box$2.expandByPoint(_boxMorphTargets.min);
+                            _box$2.expandByPoint(_boxMorphTargets.max);
+                        }
+                    }
+                }
+
+                _box$2.getCenter(center);
+
+                // second, try to find a boundingSphere with a radius smaller than the
+                // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
+
+                var maxRadiusSq = 0;
+
+                for (var i = 0, il = position.count; i < il; i++) {
+                    _vector$4.fromBufferAttribute(position, i);
+
+                    maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$4));
+                }
+
+                // process morph attributes if present
+
+                if (morphAttributesPosition) {
+                    for (var i = 0, il = morphAttributesPosition.length; i < il; i++) {
+                        var morphAttribute = morphAttributesPosition[i];
+                        var morphTargetsRelative = this.morphTargetsRelative;
+
+                        for (var j = 0, jl = morphAttribute.count; j < jl; j++) {
+                            _vector$4.fromBufferAttribute(morphAttribute, j);
+
+                            if (morphTargetsRelative) {
+                                _offset.fromBufferAttribute(position, j);
+                                _vector$4.add(_offset);
+                            }
+
+                            maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$4));
+                        }
+                    }
+                }
+
+                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;
+
+            if (attributes.position) {
+                var positions = attributes.position.array;
+
+                if (attributes.normal === undefined) {
+                    this.setAttribute('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;
+
+                    for (var i = 0, il = index.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 attributeOffset = attribute2.itemSize * offset;
+                var length = Math.min(attributeArray2.length, attributeArray1.length - attributeOffset);
+
+                for (var i = 0, j = attributeOffset; i < length; i++, j++) {
+                    attributeArray1[j] = attributeArray2[i];
+                }
+            }
+
+            return this;
+        },
+
+        normalizeNormals: function () {
+            var normals = this.attributes.normal;
+
+            for (var i = 0, il = normals.count; i < il; i++) {
+                _vector$4.x = normals.getX(i);
+                _vector$4.y = normals.getY(i);
+                _vector$4.z = normals.getZ(i);
+
+                _vector$4.normalize();
+
+                normals.setXYZ(i, _vector$4.x, _vector$4.y, _vector$4.z);
+            }
+        },
+
+        toNonIndexed: function () {
+            function convertBufferAttribute(attribute, indices) {
+                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++];
+                    }
+                }
+
+                return new BufferAttribute(array2, itemSize);
+            }
+
+            //
+
+            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;
+
+            // attributes
+
+            for (var name in attributes) {
+                var attribute = attributes[name];
+
+                var newAttribute = convertBufferAttribute(attribute, indices);
+
+                geometry2.setAttribute(name, newAttribute);
+            }
+
+            // morph attributes
+
+            var morphAttributes = this.morphAttributes;
+
+            for (name in morphAttributes) {
+                var morphArray = [];
+                var morphAttribute = morphAttributes[name]; // morphAttribute: array of Float32BufferAttributes
+
+                for (var i = 0, il = morphAttribute.length; i < il; i++) {
+                    var attribute = morphAttribute[i];
+
+                    var newAttribute = convertBufferAttribute(attribute, indices);
+
+                    morphArray.push(newAttribute);
+                }
+
+                geometry2.morphAttributes[name] = morphArray;
+            }
+
+            geometry2.morphTargetsRelative = this.morphTargetsRelative;
+
+            // groups
+
+            var groups = this.groups;
+
+            for (var i = 0, l = groups.length; i < l; i++) {
+                var group = groups[i];
+                geometry2.addGroup(group.start, group.count, group.materialIndex);
+            }
+
+            return geometry2;
+        },
+
+        toJSON: function () {
+            var data = {
+                metadata: {
+                    version: 4.5,
+                    type: 'BufferGeometry',
+                    generator: 'BufferGeometry.toJSON',
+                },
+            };
+
+            // standard BufferGeometry serialization
+
+            data.uuid = this.uuid;
+            data.type = this.type;
+            if (this.name !== '') {
+                data.name = this.name;
+            }
+            if (Object.keys(this.userData).length > 0) {
+                data.userData = this.userData;
+            }
+
+            if (this.parameters !== undefined) {
+                var parameters = this.parameters;
+
+                for (var key in parameters) {
+                    if (parameters[key] !== undefined) {
+                        data[key] = parameters[key];
+                    }
+                }
+
+                return data;
+            }
+
+            data.data = { attributes: {} };
+
+            var index = this.index;
+
+            if (index !== null) {
+                data.data.index = {
+                    type: index.array.constructor.name,
+                    array: Array.prototype.slice.call(index.array),
+                };
+            }
+
+            var attributes = this.attributes;
+
+            for (var key in attributes) {
+                var attribute = attributes[key];
+
+                var attributeData = attribute.toJSON();
+
+                if (attribute.name !== '') {
+                    attributeData.name = attribute.name;
+                }
+
+                data.data.attributes[key] = attributeData;
+            }
+
+            var morphAttributes = {};
+            var hasMorphAttributes = false;
+
+            for (var key in this.morphAttributes) {
+                var attributeArray = this.morphAttributes[key];
+
+                var array = [];
+
+                for (var i = 0, il = attributeArray.length; i < il; i++) {
+                    var attribute = attributeArray[i];
+
+                    var attributeData = attribute.toJSON();
+
+                    if (attribute.name !== '') {
+                        attributeData.name = attribute.name;
+                    }
+
+                    array.push(attributeData);
+                }
+
+                if (array.length > 0) {
+                    morphAttributes[key] = array;
+
+                    hasMorphAttributes = true;
+                }
+            }
+
+            if (hasMorphAttributes) {
+                data.data.morphAttributes = morphAttributes;
+                data.data.morphTargetsRelative = this.morphTargetsRelative;
+            }
+
+            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.setAttribute(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;
+            }
+
+            this.morphTargetsRelative = source.morphTargetsRelative;
+
+            // groups
+
+            var groups = source.groups;
+
+            for (i = 0, l = groups.length; i < l; i++) {
+                var group = groups[i];
+                this.addGroup(group.start, group.count, group.materialIndex);
+            }
+
+            // bounding box
+
+            var boundingBox = source.boundingBox;
+
+            if (boundingBox !== null) {
+                this.boundingBox = boundingBox.clone();
+            }
+
+            // bounding sphere
+
+            var boundingSphere = source.boundingSphere;
+
+            if (boundingSphere !== null) {
+                this.boundingSphere = boundingSphere.clone();
+            }
+
+            // draw range
+
+            this.drawRange.start = source.drawRange.start;
+            this.drawRange.count = source.drawRange.count;
+
+            // user data
+
+            this.userData = source.userData;
+
+            return this;
+        },
+
+        dispose: function () {
+            this.dispatchEvent({ type: 'dispose' });
+        },
+    });
+
+    /**
+     * @author mrdoob / http://mrdoob.com/
+     * @author alteredq / http://alteredqualia.com/
+     * @author mikael emtinger / http://gomo.se/
+     * @author jonobr1 / http://jonobr1.com/
+     */
+
+    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 _morphA = new Vector3();
+    var _morphB = new Vector3();
+    var _morphC = new Vector3();
+
+    var _uvA = new Vector2();
+    var _uvB = new Vector2();
+    var _uvC = new Vector2();
+
+    var _intersectionPoint = new Vector3();
+    var _intersectionPointWorld = new Vector3();
+
+    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) {
+                    console.error(
+                        'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.'
+                    );
+                }
+            }
+        },
+
+        raycast: function (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;
+                }
+            }
+
+            // check unsupported draw modes
+
+            if (this.drawMode !== TrianglesDrawMode) {
+                console.warn(
+                    'THREE.Mesh: TriangleStripDrawMode and TriangleFanDrawMode are not supported by .raycast().'
+                );
+                return;
+            }
+
+            var intersection;
+
+            if (geometry.isBufferGeometry) {
+                var a, b, c;
+                var index = geometry.index;
+                var position = geometry.attributes.position;
+                var morphPosition = geometry.morphAttributes.position;
+                var morphTargetsRelative = geometry.morphTargetsRelative;
+                var uv = geometry.attributes.uv;
+                var uv2 = geometry.attributes.uv2;
+                var groups = geometry.groups;
+                var drawRange = geometry.drawRange;
+                var i, j, il, jl;
+                var group, groupMaterial;
+                var start, end;
+
+                if (index !== null) {
+                    // indexed buffer geometry
+
+                    if (Array.isArray(material)) {
+                        for (i = 0, il = groups.length; i < il; i++) {
+                            group = groups[i];
+                            groupMaterial = material[group.materialIndex];
+
+                            start = Math.max(group.start, drawRange.start);
+                            end = Math.min(group.start + group.count, drawRange.start + drawRange.count);
+
+                            for (j = start, jl = end; j < jl; j += 3) {
+                                a = index.getX(j);
+                                b = index.getX(j + 1);
+                                c = index.getX(j + 2);
+
+                                intersection = checkBufferGeometryIntersection(
+                                    this,
+                                    groupMaterial,
+                                    raycaster,
+                                    _ray,
+                                    position,
+                                    morphPosition,
+                                    morphTargetsRelative,
+                                    uv,
+                                    uv2,
+                                    a,
+                                    b,
+                                    c
+                                );
+
+                                if (intersection) {
+                                    intersection.faceIndex = Math.floor(j / 3); // triangle number in indexed buffer semantics
+                                    intersection.face.materialIndex = group.materialIndex;
+                                    intersects.push(intersection);
+                                }
+                            }
+                        }
+                    } else {
+                        start = Math.max(0, drawRange.start);
+                        end = Math.min(index.count, drawRange.start + drawRange.count);
+
+                        for (i = start, il = end; i < il; i += 3) {
+                            a = index.getX(i);
+                            b = index.getX(i + 1);
+                            c = index.getX(i + 2);
+
+                            intersection = checkBufferGeometryIntersection(
+                                this,
+                                material,
+                                raycaster,
+                                _ray,
+                                position,
+                                morphPosition,
+                                morphTargetsRelative,
+                                uv,
+                                uv2,
+                                a,
+                                b,
+                                c
+                            );
+
+                            if (intersection) {
+                                intersection.faceIndex = Math.floor(i / 3); // triangle number in indexed buffer semantics
+                                intersects.push(intersection);
+                            }
+                        }
+                    }
+                } else if (position !== undefined) {
+                    // non-indexed buffer geometry
+
+                    if (Array.isArray(material)) {
+                        for (i = 0, il = groups.length; i < il; i++) {
+                            group = groups[i];
+                            groupMaterial = material[group.materialIndex];
+
+                            start = Math.max(group.start, drawRange.start);
+                            end = Math.min(group.start + group.count, drawRange.start + drawRange.count);
+
+                            for (j = start, jl = end; j < jl; j += 3) {
+                                a = j;
+                                b = j + 1;
+                                c = j + 2;
+
+                                intersection = checkBufferGeometryIntersection(
+                                    this,
+                                    groupMaterial,
+                                    raycaster,
+                                    _ray,
+                                    position,
+                                    morphPosition,
+                                    morphTargetsRelative,
+                                    uv,
+                                    uv2,
+                                    a,
+                                    b,
+                                    c
+                                );
+
+                                if (intersection) {
+                                    intersection.faceIndex = Math.floor(j / 3); // triangle number in non-indexed buffer semantics
+                                    intersection.face.materialIndex = group.materialIndex;
+                                    intersects.push(intersection);
+                                }
+                            }
+                        }
+                    } else {
+                        start = Math.max(0, drawRange.start);
+                        end = Math.min(position.count, drawRange.start + drawRange.count);
+
+                        for (i = start, il = end; i < il; i += 3) {
+                            a = i;
+                            b = i + 1;
+                            c = i + 2;
+
+                            intersection = checkBufferGeometryIntersection(
+                                this,
+                                material,
+                                raycaster,
+                                _ray,
+                                position,
+                                morphPosition,
+                                morphTargetsRelative,
+                                uv,
+                                uv2,
+                                a,
+                                b,
+                                c
+                            );
+
+                            if (intersection) {
+                                intersection.faceIndex = Math.floor(i / 3); // triangle number in non-indexed buffer semantics
+                                intersects.push(intersection);
+                            }
+                        }
+                    }
+                }
+            } else if (geometry.isGeometry) {
+                var fvA, fvB, fvC;
+                var isMultiMaterial = Array.isArray(material);
+
+                var vertices = geometry.vertices;
+                var faces = geometry.faces;
+                var uvs;
+
+                var faceVertexUvs = geometry.faceVertexUvs[0];
+                if (faceVertexUvs.length > 0) {
+                    uvs = faceVertexUvs;
+                }
+
+                for (var f = 0, fl = faces.length; f < fl; f++) {
+                    var face = faces[f];
+                    var faceMaterial = isMultiMaterial ? material[face.materialIndex] : material;
+
+                    if (faceMaterial === undefined) {
+                        continue;
+                    }
+
+                    fvA = vertices[face.a];
+                    fvB = vertices[face.b];
+                    fvC = vertices[face.c];
+
+                    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 = Triangle.getUV(
+                                _intersectionPoint,
+                                fvA,
+                                fvB,
+                                fvC,
+                                _uvA,
+                                _uvB,
+                                _uvC,
+                                new Vector2()
+                            );
+                        }
+
+                        intersection.face = face;
+                        intersection.faceIndex = f;
+                        intersects.push(intersection);
+                    }
+                }
+            }
+        },
+
+        clone: function () {
+            return new this.constructor(this.geometry, this.material).copy(this);
+        },
+    });
+
+    function checkIntersection(object, material, raycaster, ray, pA, pB, pC, point) {
+        var intersect;
+
+        if (material.side === BackSide) {
+            intersect = ray.intersectTriangle(pC, pB, pA, true, point);
+        } else {
+            intersect = ray.intersectTriangle(pA, pB, pC, material.side !== DoubleSide, point);
+        }
+
+        if (intersect === null) {
+            return null;
+        }
+
+        _intersectionPointWorld.copy(point);
+        _intersectionPointWorld.applyMatrix4(object.matrixWorld);
+
+        var distance = raycaster.ray.origin.distanceTo(_intersectionPointWorld);
+
+        if (distance < raycaster.near || distance > raycaster.far) {
+            return null;
+        }
+
+        return {
+            distance: distance,
+            point: _intersectionPointWorld.clone(),
+            object: object,
+        };
+    }
+
+    function checkBufferGeometryIntersection(
+        object,
+        material,
+        raycaster,
+        ray,
+        position,
+        morphPosition,
+        morphTargetsRelative,
+        uv,
+        uv2,
+        a,
+        b,
+        c
+    ) {
+        _vA.fromBufferAttribute(position, a);
+        _vB.fromBufferAttribute(position, b);
+        _vC.fromBufferAttribute(position, c);
+
+        var morphInfluences = object.morphTargetInfluences;
+
+        if (material.morphTargets && morphPosition && morphInfluences) {
+            _morphA.set(0, 0, 0);
+            _morphB.set(0, 0, 0);
+            _morphC.set(0, 0, 0);
+
+            for (var i = 0, il = morphPosition.length; i < il; i++) {
+                var influence = morphInfluences[i];
+                var morphAttribute = morphPosition[i];
+
+                if (influence === 0) {
+                    continue;
+                }
+
+                _tempA.fromBufferAttribute(morphAttribute, a);
+                _tempB.fromBufferAttribute(morphAttribute, b);
+                _tempC.fromBufferAttribute(morphAttribute, c);
+
+                if (morphTargetsRelative) {
+                    _morphA.addScaledVector(_tempA, influence);
+                    _morphB.addScaledVector(_tempB, influence);
+                    _morphC.addScaledVector(_tempC, influence);
+                } else {
+                    _morphA.addScaledVector(_tempA.sub(_vA), influence);
+                    _morphB.addScaledVector(_tempB.sub(_vB), influence);
+                    _morphC.addScaledVector(_tempC.sub(_vC), influence);
+                }
+            }
+
+            _vA.add(_morphA);
+            _vB.add(_morphB);
+            _vC.add(_morphC);
+        }
+
+        var intersection = checkIntersection(object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint);
+
+        if (intersection) {
+            if (uv) {
+                _uvA.fromBufferAttribute(uv, a);
+                _uvB.fromBufferAttribute(uv, b);
+                _uvC.fromBufferAttribute(uv, c);
+
+                intersection.uv = Triangle.getUV(_intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2());
+            }
+
+            if (uv2) {
+                _uvA.fromBufferAttribute(uv2, a);
+                _uvB.fromBufferAttribute(uv2, b);
+                _uvC.fromBufferAttribute(uv2, c);
+
+                intersection.uv2 = Triangle.getUV(_intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2());
+            }
+
+            var face = new Face3(a, b, c);
+            Triangle.getNormal(_vA, _vB, _vC, face.normal);
+
+            intersection.face = face;
+        }
+
+        return intersection;
+    }
+
+    /**
+     * @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
+    var _m1$3 = new Matrix4();
+    var _obj$1 = new Object3D();
+    var _offset$1 = new Vector3();
+
+    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 (angle) {
+            // rotate geometry around world x-axis
+
+            _m1$3.makeRotationX(angle);
+
+            this.applyMatrix(_m1$3);
+
+            return this;
+        },
+
+        rotateY: function (angle) {
+            // rotate geometry around world y-axis
+
+            _m1$3.makeRotationY(angle);
+
+            this.applyMatrix(_m1$3);
+
+            return this;
+        },
+
+        rotateZ: function (angle) {
+            // rotate geometry around world z-axis
+
+            _m1$3.makeRotationZ(angle);
+
+            this.applyMatrix(_m1$3);
+
+            return this;
+        },
+
+        translate: function (x, y, z) {
+            // translate geometry
+
+            _m1$3.makeTranslation(x, y, z);
+
+            this.applyMatrix(_m1$3);
+
+            return this;
+        },
+
+        scale: function (x, y, z) {
+            // scale geometry
+
+            _m1$3.makeScale(x, y, z);
+
+            this.applyMatrix(_m1$3);
+
+            return this;
+        },
+
+        lookAt: function (vector) {
+            _obj$1.lookAt(vector);
+
+            _obj$1.updateMatrix();
+
+            this.applyMatrix(_obj$1.matrix);
+
+            return this;
+        },
+
+        fromBufferGeometry: function (geometry) {
+            var scope = this;
+
+            var indices = geometry.index !== null ? geometry.index.array : undefined;
+            var attributes = geometry.attributes;
+
+            if (attributes.position === undefined) {
+                console.error('THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.');
+                return this;
+            }
+
+            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] = [];
+            }
+
+            for (var i = 0; i < positions.length; i += 3) {
+                scope.vertices.push(new Vector3().fromArray(positions, i));
+
+                if (colors !== undefined) {
+                    scope.colors.push(new Color().fromArray(colors, i));
+                }
+            }
+
+            function addFace(a, b, c, materialIndex) {
+                var vertexColors =
+                    colors === undefined
+                        ? []
+                        : [scope.colors[a].clone(), scope.colors[b].clone(), scope.colors[c].clone()];
+
+                var vertexNormals =
+                    normals === undefined
+                        ? []
+                        : [
+                              new Vector3().fromArray(normals, a * 3),
+                              new Vector3().fromArray(normals, b * 3),
+                              new Vector3().fromArray(normals, c * 3),
+                          ];
+
+                var face = new Face3(a, b, c, vertexNormals, vertexColors, materialIndex);
+
+                scope.faces.push(face);
+
+                if (uvs !== undefined) {
+                    scope.faceVertexUvs[0].push([
+                        new Vector2().fromArray(uvs, a * 2),
+                        new Vector2().fromArray(uvs, b * 2),
+                        new Vector2().fromArray(uvs, c * 2),
+                    ]);
+                }
+
+                if (uvs2 !== undefined) {
+                    scope.faceVertexUvs[1].push([
+                        new Vector2().fromArray(uvs2, a * 2),
+                        new Vector2().fromArray(uvs2, b * 2),
+                        new Vector2().fromArray(uvs2, c * 2),
+                    ]);
+                }
+            }
+
+            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 () {
+            this.computeBoundingBox();
+
+            this.boundingBox.getCenter(_offset$1).negate();
+
+            this.translate(_offset$1.x, _offset$1.y, _offset$1.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,
+                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 (var i = 0, il = geometry.faceVertexUvs.length; i < il; i++) {
+                var faceVertexUvs2 = geometry.faceVertexUvs[i];
+
+                if (this.faceVertexUvs[i] === undefined) {
+                    this.faceVertexUvs[i] = [];
+                }
+
+                for (var j = 0, jl = faceVertexUvs2.length; j < jl; j++) {
+                    var uvs2 = faceVertexUvs2[j],
+                        uvsCopy = [];
+
+                    for (var k = 0, kl = uvs2.length; k < kl; k++) {
+                        uvsCopy.push(uvs2[k].clone());
+                    }
+
+                    this.faceVertexUvs[i].push(uvsCopy);
+                }
+            }
+        },
+
+        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/
+     * @author Mugen87 / https://github.com/Mugen87
+     */
+
+    // BoxGeometry
+
+    var BoxGeometry = /*@__PURE__*/ (function (Geometry) {
+        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();
+        }
+
+        if (Geometry) BoxGeometry.__proto__ = Geometry;
+        BoxGeometry.prototype = Object.create(Geometry && Geometry.prototype);
+        BoxGeometry.prototype.constructor = BoxGeometry;
+
+        return BoxGeometry;
+    })(Geometry);
+
+    // BoxBufferGeometry
+
+    var BoxBufferGeometry = /*@__PURE__*/ (function (BufferGeometry) {
+        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.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+            this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
+            this.setAttribute('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;
+            }
+        }
+
+        if (BufferGeometry) BoxBufferGeometry.__proto__ = BufferGeometry;
+        BoxBufferGeometry.prototype = Object.create(BufferGeometry && BufferGeometry.prototype);
+        BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
+
+        return BoxBufferGeometry;
+    })(BufferGeometry);
+
+    /**
+     * Uniform Utilities
+     */
+
+    function cloneUniforms(src) {
+        var dst = {};
+
+        for (var u in src) {
+            dst[u] = {};
+
+            for (var p in src[u]) {
+                var property = src[u][p];
+
+                if (
+                    property &&
+                    (property.isColor ||
+                        property.isMatrix3 ||
+                        property.isMatrix4 ||
+                        property.isVector2 ||
+                        property.isVector3 ||
+                        property.isVector4 ||
+                        property.isTexture)
+                ) {
+                    dst[u][p] = property.clone();
+                } else if (Array.isArray(property)) {
+                    dst[u][p] = property.slice();
+                } else {
+                    dst[u][p] = property;
+                }
+            }
+        }
+
+        return dst;
+    }
+
+    function mergeUniforms(uniforms) {
+        var merged = {};
+
+        for (var u = 0; u < uniforms.length; u++) {
+            var tmp = cloneUniforms(uniforms[u]);
+
+            for (var p in tmp) {
+                merged[p] = tmp[p];
+            }
+        }
+
+        return merged;
+    }
+
+    // Legacy
+
+    var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
+
+    var default_vertex =
+        'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}';
+
+    var default_fragment = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}';
+
+    /**
+     * @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 = default_vertex;
+        this.fragmentShader = default_fragment;
+
+        this.linewidth = 1;
+
+        this.wireframe = false;
+        this.wireframeLinewidth = 1;
+
+        this.fog = false; // set to use scene fog
+        this.lights = false; // set to use scene lights
+        this.clipping = false; // set to use user-defined clipping planes
+
+        this.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 = cloneUniforms(source.uniforms);
+
+        this.defines = Object.assign({}, source.defines);
+
+        this.wireframe = source.wireframe;
+        this.wireframeLinewidth = source.wireframeLinewidth;
+
+        this.lights = source.lights;
+        this.clipping = source.clipping;
+
+        this.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 = {};
+
+        for (var name in this.uniforms) {
+            var uniform = this.uniforms[name];
+            var value = uniform.value;
+
+            if (value && value.isTexture) {
+                data.uniforms[name] = {
+                    type: 't',
+                    value: value.toJSON(meta).uuid,
+                };
+            } else if (value && value.isColor) {
+                data.uniforms[name] = {
+                    type: 'c',
+                    value: value.getHex(),
+                };
+            } else if (value && value.isVector2) {
+                data.uniforms[name] = {
+                    type: 'v2',
+                    value: value.toArray(),
+                };
+            } else if (value && value.isVector3) {
+                data.uniforms[name] = {
+                    type: 'v3',
+                    value: value.toArray(),
+                };
+            } else if (value && value.isVector4) {
+                data.uniforms[name] = {
+                    type: 'v4',
+                    value: value.toArray(),
+                };
+            } else if (value && value.isMatrix3) {
+                data.uniforms[name] = {
+                    type: 'm3',
+                    value: value.toArray(),
+                };
+            } else if (value && value.isMatrix4) {
+                data.uniforms[name] = {
+                    type: 'm4',
+                    value: value.toArray(),
+                };
+            } else {
+                data.uniforms[name] = {
+                    value: value,
+                };
+
+                // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
+            }
+        }
+
+        if (Object.keys(this.defines).length > 0) {
+            data.defines = this.defines;
+        }
+
+        data.vertexShader = this.vertexShader;
+        data.fragmentShader = this.fragmentShader;
+
+        var extensions = {};
+
+        for (var key in this.extensions) {
+            if (this.extensions[key] === true) {
+                extensions[key] = true;
+            }
+        }
+
+        if (Object.keys(extensions).length > 0) {
+            data.extensions = extensions;
+        }
+
+        return data;
+    };
+
+    /**
+     * @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();
+        this.projectionMatrixInverse = 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);
+            this.projectionMatrixInverse.copy(source.projectionMatrixInverse);
+
+            return this;
+        },
+
+        getWorldDirection: function (target) {
+            if (target === undefined) {
+                console.warn('THREE.Camera: .getWorldDirection() target is now required');
+                target = new Vector3();
+            }
+
+            this.updateMatrixWorld(true);
+
+            var e = this.matrixWorld.elements;
+
+            return target.set(-e[8], -e[9], -e[10]).normalize();
+        },
+
+        updateMatrixWorld: function (force) {
+            Object3D.prototype.updateMatrixWorld.call(this, force);
+
+            this.matrixWorldInverse.getInverse(this.matrixWorld);
+        },
+
+        clone: function () {
+            return new this.constructor().copy(this);
+        },
+    });
+
+    /**
+     * @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.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
+         *   --B--
+         *   camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
+         *   --C--
+         *   camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
+         *   --D--
+         *   camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
+         *   --E--
+         *   camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
+         *   --F--
+         *   camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
+         *
+         *   Note there is no reason monitors have to be the same size or in a grid.
+         */
+        setViewOffset: 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);
+
+            this.projectionMatrixInverse.getInverse(this.projectionMatrix);
+        },
+
+        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;
+        },
+    });
+
+    /**
+     * Camera for rendering cube maps
+     *	- renders scene into axis-aligned cube
+     *
+     * @author alteredq / http://alteredqualia.com/
+     */
+
+    var fov = 90,
+        aspect = 1;
+
+    function CubeCamera(near, far, cubeResolution, options) {
+        Object3D.call(this);
+
+        this.type = 'CubeCamera';
+
+        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);
+
+        options = 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 currentRenderTarget = renderer.getRenderTarget();
+
+            var renderTarget = this.renderTarget;
+            var generateMipmaps = renderTarget.texture.generateMipmaps;
+
+            renderTarget.texture.generateMipmaps = false;
+
+            renderer.setRenderTarget(renderTarget, 0);
+            renderer.render(scene, cameraPX);
+
+            renderer.setRenderTarget(renderTarget, 1);
+            renderer.render(scene, cameraNX);
+
+            renderer.setRenderTarget(renderTarget, 2);
+            renderer.render(scene, cameraPY);
+
+            renderer.setRenderTarget(renderTarget, 3);
+            renderer.render(scene, cameraNY);
+
+            renderer.setRenderTarget(renderTarget, 4);
+            renderer.render(scene, cameraPZ);
+
+            renderTarget.texture.generateMipmaps = generateMipmaps;
+
+            renderer.setRenderTarget(renderTarget, 5);
+            renderer.render(scene, cameraNZ);
+
+            renderer.setRenderTarget(currentRenderTarget);
+        };
+
+        this.clear = function (renderer, color, depth, stencil) {
+            var currentRenderTarget = renderer.getRenderTarget();
+
+            var renderTarget = this.renderTarget;
+
+            for (var i = 0; i < 6; i++) {
+                renderer.setRenderTarget(renderTarget, i);
+
+                renderer.clear(color, depth, stencil);
+            }
+
+            renderer.setRenderTarget(currentRenderTarget);
+        };
+    }
+
+    CubeCamera.prototype = Object.create(Object3D.prototype);
+    CubeCamera.prototype.constructor = CubeCamera;
+
+    /**
+     * @author alteredq / http://alteredqualia.com
+     * @author WestLangley / http://github.com/WestLangley
+     */
+
+    function WebGLRenderTargetCube(width, height, options) {
+        WebGLRenderTarget.call(this, width, height, options);
+    }
+
+    WebGLRenderTargetCube.prototype = Object.create(WebGLRenderTarget.prototype);
+    WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
+
+    WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
+
+    WebGLRenderTargetCube.prototype.fromEquirectangularTexture = function (renderer, texture) {
+        this.texture.type = texture.type;
+        this.texture.format = texture.format;
+        this.texture.encoding = texture.encoding;
+
+        var scene = new Scene();
+
+        var shader = {
+            uniforms: {
+                tEquirect: { value: null },
+            },
+
+            vertexShader: [
+                'varying vec3 vWorldDirection;',
+
+                'vec3 transformDirection( in vec3 dir, in mat4 matrix ) {',
+
+                '	return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );',
+
+                '}',
+
+                'void main() {',
+
+                '	vWorldDirection = transformDirection( position, modelMatrix );',
+
+                '	#include <begin_vertex>',
+                '	#include <project_vertex>',
+
+                '}',
+            ].join('\n'),
+
+            fragmentShader: [
+                'uniform sampler2D tEquirect;',
+
+                'varying vec3 vWorldDirection;',
+
+                '#define RECIPROCAL_PI 0.31830988618',
+                '#define RECIPROCAL_PI2 0.15915494',
+
+                'void main() {',
+
+                '	vec3 direction = normalize( vWorldDirection );',
+
+                '	vec2 sampleUV;',
+
+                '	sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;',
+
+                '	sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;',
+
+                '	gl_FragColor = texture2D( tEquirect, sampleUV );',
+
+                '}',
+            ].join('\n'),
+        };
+
+        var material = new ShaderMaterial({
+            type: 'CubemapFromEquirect',
+
+            uniforms: cloneUniforms(shader.uniforms),
+            vertexShader: shader.vertexShader,
+            fragmentShader: shader.fragmentShader,
+            side: BackSide,
+            blending: NoBlending,
+        });
+
+        material.uniforms.tEquirect.value = texture;
+
+        var mesh = new Mesh(new BoxBufferGeometry(5, 5, 5), material);
+
+        scene.add(mesh);
+
+        var camera = new CubeCamera(1, 10, 1);
+
+        camera.renderTarget = this;
+        camera.renderTarget.texture.name = 'CubeCameraTexture';
+
+        camera.update(renderer, scene);
+
+        mesh.geometry.dispose();
+        mesh.material.dispose();
+
+        return this;
+    };
+
+    /**
+     * @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 || null, width: width || 1, height: height || 1 };
+
+        this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
+        this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
+
+        this.generateMipmaps = false;
+        this.flipY = false;
+        this.unpackAlignment = 1;
+
+        this.needsUpdate = true;
+    }
+
+    DataTexture.prototype = Object.create(Texture.prototype);
+    DataTexture.prototype.constructor = DataTexture;
+
+    DataTexture.prototype.isDataTexture = true;
+
+    /**
+     * @author mrdoob / http://mrdoob.com/
+     * @author alteredq / http://alteredqualia.com/
+     * @author bhouston / http://clara.io
+     */
+
+    var _sphere$1 = new Sphere();
+    var _vector$5 = new Vector3();
+
+    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 (object) {
+            var geometry = object.geometry;
+
+            if (geometry.boundingSphere === null) {
+                geometry.computeBoundingSphere();
+            }
+
+            _sphere$1.copy(geometry.boundingSphere).applyMatrix4(object.matrixWorld);
+
+            return this.intersectsSphere(_sphere$1);
+        },
+
+        intersectsSprite: function (sprite) {
+            _sphere$1.center.set(0, 0, 0);
+            _sphere$1.radius = 0.7071067811865476;
+            _sphere$1.applyMatrix4(sprite.matrixWorld);
+
+            return this.intersectsSphere(_sphere$1);
+        },
+
+        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 (box) {
+            var planes = this.planes;
+
+            for (var i = 0; i < 6; i++) {
+                var plane = planes[i];
+
+                // corner at max distance
+
+                _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
+                _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
+                _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
+
+                if (plane.distanceToPoint(_vector$5) < 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';
+
+    var alphamap_pars_fragment = '#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif';
+
+    var alphatest_fragment = '#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif';
+
+    var aomap_fragment =
+        '#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif';
+
+    var aomap_pars_fragment = '#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif';
+
+    var begin_vertex = 'vec3 transformed = vec3( position );';
+
+    var beginnormal_vertex =
+        'vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif';
+
+    var bsdfs =
+        'vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\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\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\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}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\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 vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat 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 vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\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#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha  = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif';
+
+    var bumpmap_pars_fragment =
+        '#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif';
+
+    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';
+
+    var clipping_planes_pars_fragment =
+        '#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif';
+
+    var clipping_planes_pars_vertex =
+        '#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif';
+
+    var clipping_planes_vertex =
+        '#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif';
+
+    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';
+
+    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#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\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}\nbool isPerspectiveMatrix( mat4 m ) {\n  return m[ 2 ][ 3 ] == - 1.0;\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( sampler2D envMap, 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';
+
+    var defaultnormal_vertex =
+        'vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\ttransformedNormal = mat3( instanceMatrix ) * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = normalMatrix * objectTangent;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif';
+
+    var displacementmap_pars_vertex =
+        '#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif';
+
+    var displacementmap_vertex =
+        '#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif';
+
+    var emissivemap_fragment =
+        '#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif';
+
+    var emissivemap_pars_fragment = '#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif';
+
+    var encodings_fragment = 'gl_FragColor = linearToOutputTexel( gl_FragColor );';
+
+    var encodings_pars_fragment =
+        '\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = 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 = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}';
+
+    var envmap_fragment =
+        '#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t}  else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#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';
+
+    var envmap_common_pars_fragment =
+        '#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif';
+
+    var envmap_pars_fragment =
+        '#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif';
+
+    var envmap_pars_vertex =
+        '#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif';
+
+    var envmap_vertex =
+        '#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) { \n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif';
+
+    var fog_vertex = '#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif';
+
+    var fog_pars_vertex = '#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif';
+
+    var fog_fragment =
+        '#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\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';
+
+    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';
+
+    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';
+
+    var lightmap_fragment =
+        '#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif';
+
+    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 = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\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\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif';
+
+    var lights_pars_begin =
+        'uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\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';
+
+    var envmap_physical_pars_fragment =
+        '#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 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( envMap, 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 roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t  vec3 reflectVec = reflect( -viewDir, normal );\n\t\t  reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t  vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, 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( envMap, queryReflectVec, roughness );\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';
+
+    var lights_phong_fragment =
+        'BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;';
+
+    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)';
+
+    var lights_physical_fragment =
+        'PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = saturate( clearcoat );\tmaterial.clearcoatRoughness = clamp( clearcoatRoughness, 0.04, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif';
+
+    var lights_physical_pars_fragment =
+        'struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#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#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}';
+
+    var lights_fragment_begin =
+        '\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\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#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( pointLight.shadow, directLight.visible, receiveShadow ) ) ? 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#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( spotLight.shadow, directLight.visible, receiveShadow ) ) ? 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#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( directionalLight.shadow, directLight.visible, receiveShadow ) ) ? 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 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\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';
+
+    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( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif';
+
+    var lights_fragment_end =
+        '#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif';
+
+    var logdepthbuf_fragment =
+        '#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif';
+
+    var logdepthbuf_pars_fragment =
+        '#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif';
+
+    var logdepthbuf_pars_vertex =
+        '#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif';
+
+    var logdepthbuf_vertex =
+        '#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif';
+
+    var map_fragment =
+        '#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif';
+
+    var map_pars_fragment = '#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif';
+
+    var map_particle_fragment =
+        '#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif';
+
+    var map_particle_pars_fragment =
+        '#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif';
+
+    var metalnessmap_fragment =
+        'float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif';
+
+    var metalnessmap_pars_fragment = '#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif';
+
+    var morphnormal_vertex =
+        '#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif';
+
+    var morphtarget_pars_vertex =
+        '#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\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 *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif';
+
+    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\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;';
+
+    var normal_fragment_maps =
+        '#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif';
+
+    var normalmap_pars_fragment =
+        '#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\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 );\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\tmat3 tsn = mat3( S, T, N );\n\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif';
+
+    var clearcoat_normal_fragment_begin = '#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif';
+
+    var clearcoat_normal_fragment_maps =
+        '#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\n\t#endif\n#endif';
+
+    var clearcoat_normalmap_pars_fragment =
+        '#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif';
+
+    var packing =
+        'vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256.,  256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpack2HalfToRGBA( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}';
+
+    var premultiplied_alpha_fragment = '#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif';
+
+    var project_vertex =
+        'vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;';
+
+    var dithering_fragment = '#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif';
+
+    var dithering_pars_fragment =
+        '#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif';
+
+    var roughnessmap_fragment =
+        'float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif';
+
+    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_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpack2HalfToRGBA( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat 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 ) + 0.5 ) * texelSize;\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\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat 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#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif';
+
+    var shadowmap_pars_vertex =
+        '#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif';
+
+    var shadowmap_vertex =
+        '#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif';
+
+    var shadowmask_pars_fragment =
+        'float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= all( bvec2( directionalLight.shadow, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= all( bvec2( spotLight.shadow, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= all( bvec2( pointLight.shadow, receiveShadow ) ) ? 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}';
+
+    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 highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif';
+
+    var skinning_vertex =
+        '#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif';
+
+    var skinnormal_vertex =
+        '#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix  = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif';
+
+    var 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\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif';
+
+    var tonemapping_pars_fragment =
+        '#ifndef saturate\n#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}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}';
+
+    var uv_pars_fragment = '#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif';
+
+    var uv_pars_vertex =
+        '#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif';
+
+    var uv_vertex = '#ifdef USE_UV\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 = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif';
+
+    var background_frag =
+        'uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}';
+
+    var background_vert =
+        'varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}';
+
+    var cube_frag =
+        'uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}';
+
+    var cube_vert =
+        'varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}';
+
+    var 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}';
+
+    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}';
+
+    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}';
+
+    var distanceRGBA_vert =
+        '#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}';
+
+    var equirect_frag =
+        'uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\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\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}';
+
+    var equirect_vert =
+        'varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}';
+
+    var 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}';
+
+    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}';
+
+    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_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\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}';
+
+    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}';
+
+    var meshlambert_frag =
+        'uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_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}';
+
+    var meshlambert_vert =
+        '#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}';
+
+    var meshmatcap_frag =
+        '#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\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}';
+
+    var meshmatcap_vert =
+        '#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_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 <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\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\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}';
+
+    var meshphong_frag =
+        '#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}';
+
+    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}';
+
+    var meshphysical_frag =
+        '#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\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 <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_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 <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\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}';
+
+    var meshphysical_vert =
+        '#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\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\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\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}';
+
+    var normal_frag =
+        '#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}';
+
+    var normal_vert =
+        '#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\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 <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}';
+
+    var points_frag =
+        'uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}';
+
+    var points_vert =
+        'uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}';
+
+    var 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}';
+
+    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}';
+
+    var sprite_frag =
+        'uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}';
+
+    var sprite_vert =
+        'uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}';
+
+    var 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_common_pars_fragment: envmap_common_pars_fragment,
+        envmap_pars_fragment: envmap_pars_fragment,
+        envmap_pars_vertex: envmap_pars_vertex,
+        envmap_physical_pars_fragment: envmap_physical_pars_fragment,
+        envmap_vertex: envmap_vertex,
+        fog_vertex: fog_vertex,
+        fog_pars_vertex: fog_pars_vertex,
+        fog_fragment: fog_fragment,
+        fog_pars_fragment: fog_pars_fragment,
+        gradientmap_pars_fragment: gradientmap_pars_fragment,
+        lightmap_fragment: lightmap_fragment,
+        lightmap_pars_fragment: lightmap_pars_fragment,
+        lights_lambert_vertex: lights_lambert_vertex,
+        lights_pars_begin: lights_pars_begin,
+        lights_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,
+        clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
+        clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
+        clearcoat_normalmap_pars_fragment: clearcoat_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,
+
+        background_frag: background_frag,
+        background_vert: background_vert,
+        cube_frag: cube_frag,
+        cube_vert: cube_vert,
+        depth_frag: depth_frag,
+        depth_vert: depth_vert,
+        distanceRGBA_frag: distanceRGBA_frag,
+        distanceRGBA_vert: distanceRGBA_vert,
+        equirect_frag: equirect_frag,
+        equirect_vert: equirect_vert,
+        linedashed_frag: linedashed_frag,
+        linedashed_vert: linedashed_vert,
+        meshbasic_frag: meshbasic_frag,
+        meshbasic_vert: meshbasic_vert,
+        meshlambert_frag: meshlambert_frag,
+        meshlambert_vert: meshlambert_vert,
+        meshmatcap_frag: meshmatcap_frag,
+        meshmatcap_vert: meshmatcap_vert,
+        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,
+        sprite_frag: sprite_frag,
+        sprite_vert: sprite_vert,
+    };
+
+    /**
+     * 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: [] },
+
+            lightProbe: { 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 },
+            alphaMap: { value: null },
+            uvTransform: { value: new Matrix3() },
+        },
+
+        sprite: {
+            diffuse: { value: new Color(0xeeeeee) },
+            opacity: { value: 1.0 },
+            center: { value: new Vector2(0.5, 0.5) },
+            rotation: { value: 0.0 },
+            map: { value: null },
+            alphaMap: { 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: mergeUniforms([
+                UniformsLib.common,
+                UniformsLib.specularmap,
+                UniformsLib.envmap,
+                UniformsLib.aomap,
+                UniformsLib.lightmap,
+                UniformsLib.fog,
+            ]),
+
+            vertexShader: ShaderChunk.meshbasic_vert,
+            fragmentShader: ShaderChunk.meshbasic_frag,
+        },
+
+        lambert: {
+            uniforms: mergeUniforms([
+                UniformsLib.common,
+                UniformsLib.specularmap,
+                UniformsLib.envmap,
+                UniformsLib.aomap,
+                UniformsLib.lightmap,
+                UniformsLib.emissivemap,
+                UniformsLib.fog,
+                UniformsLib.lights,
+                {
+                    emissive: { value: new Color(0x000000) },
+                },
+            ]),
+
+            vertexShader: ShaderChunk.meshlambert_vert,
+            fragmentShader: ShaderChunk.meshlambert_frag,
+        },
+
+        phong: {
+            uniforms: mergeUniforms([
+                UniformsLib.common,
+                UniformsLib.specularmap,
+                UniformsLib.envmap,
+                UniformsLib.aomap,
+                UniformsLib.lightmap,
+                UniformsLib.emissivemap,
+                UniformsLib.bumpmap,
+                UniformsLib.normalmap,
+                UniformsLib.displacementmap,
+                UniformsLib.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: mergeUniforms([
+                UniformsLib.common,
+                UniformsLib.envmap,
+                UniformsLib.aomap,
+                UniformsLib.lightmap,
+                UniformsLib.emissivemap,
+                UniformsLib.bumpmap,
+                UniformsLib.normalmap,
+                UniformsLib.displacementmap,
+                UniformsLib.roughnessmap,
+                UniformsLib.metalnessmap,
+                UniformsLib.fog,
+                UniformsLib.lights,
+                {
+                    emissive: { value: new Color(0x000000) },
+                    roughness: { value: 0.5 },
+                    metalness: { value: 0.5 },
+                    envMapIntensity: { value: 1 }, // temporary
+                },
+            ]),
+
+            vertexShader: ShaderChunk.meshphysical_vert,
+            fragmentShader: ShaderChunk.meshphysical_frag,
+        },
+
+        matcap: {
+            uniforms: mergeUniforms([
+                UniformsLib.common,
+                UniformsLib.bumpmap,
+                UniformsLib.normalmap,
+                UniformsLib.displacementmap,
+                UniformsLib.fog,
+                {
+                    matcap: { value: null },
+                },
+            ]),
+
+            vertexShader: ShaderChunk.meshmatcap_vert,
+            fragmentShader: ShaderChunk.meshmatcap_frag,
+        },
+
+        points: {
+            uniforms: mergeUniforms([UniformsLib.points, UniformsLib.fog]),
+
+            vertexShader: ShaderChunk.points_vert,
+            fragmentShader: ShaderChunk.points_frag,
+        },
+
+        dashed: {
+            uniforms: mergeUniforms([
+                UniformsLib.common,
+                UniformsLib.fog,
+                {
+                    scale: { value: 1 },
+                    dashSize: { value: 1 },
+                    totalSize: { value: 2 },
+                },
+            ]),
+
+            vertexShader: ShaderChunk.linedashed_vert,
+            fragmentShader: ShaderChunk.linedashed_frag,
+        },
+
+        depth: {
+            uniforms: mergeUniforms([UniformsLib.common, UniformsLib.displacementmap]),
+
+            vertexShader: ShaderChunk.depth_vert,
+            fragmentShader: ShaderChunk.depth_frag,
+        },
+
+        normal: {
+            uniforms: mergeUniforms([
+                UniformsLib.common,
+                UniformsLib.bumpmap,
+                UniformsLib.normalmap,
+                UniformsLib.displacementmap,
+                {
+                    opacity: { value: 1.0 },
+                },
+            ]),
+
+            vertexShader: ShaderChunk.normal_vert,
+            fragmentShader: ShaderChunk.normal_frag,
+        },
+
+        sprite: {
+            uniforms: mergeUniforms([UniformsLib.sprite, UniformsLib.fog]),
+
+            vertexShader: ShaderChunk.sprite_vert,
+            fragmentShader: ShaderChunk.sprite_frag,
+        },
+
+        background: {
+            uniforms: {
+                uvTransform: { value: new Matrix3() },
+                t2D: { value: null },
+            },
+
+            vertexShader: ShaderChunk.background_vert,
+            fragmentShader: ShaderChunk.background_frag,
+        },
+        /* -------------------------------------------------------------------------
+		//	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: mergeUniforms([
+                UniformsLib.common,
+                UniformsLib.displacementmap,
+                {
+                    referencePosition: { value: new Vector3() },
+                    nearDistance: { value: 1 },
+                    farDistance: { value: 1000 },
+                },
+            ]),
+
+            vertexShader: ShaderChunk.distanceRGBA_vert,
+            fragmentShader: ShaderChunk.distanceRGBA_frag,
+        },
+
+        shadow: {
+            uniforms: mergeUniforms([
+                UniformsLib.lights,
+                UniformsLib.fog,
+                {
+                    color: { value: new Color(0x00000) },
+                    opacity: { value: 1.0 },
+                },
+            ]),
+
+            vertexShader: ShaderChunk.shadow_vert,
+            fragmentShader: ShaderChunk.shadow_frag,
+        },
+    };
+
+    ShaderLib.physical = {
+        uniforms: mergeUniforms([
+            ShaderLib.standard.uniforms,
+            {
+                transparency: { value: 0 },
+                clearcoat: { value: 0 },
+                clearcoatRoughness: { value: 0 },
+                sheen: { value: new Color(0x000000) },
+                clearcoatNormalScale: { value: new Vector2(1, 1) },
+                clearcoatNormalMap: { value: null },
+            },
+        ]),
+
+        vertexShader: ShaderChunk.meshphysical_vert,
+        fragmentShader: ShaderChunk.meshphysical_frag,
+    };
+
+    /**
+     * @author mrdoob / http://mrdoob.com/
+     */
+
+    function WebGLAnimation() {
+        var context = null;
+        var isAnimating = false;
+        var animationLoop = null;
+
+        function onAnimationFrame(time, frame) {
+            if (isAnimating === false) {
+                return;
+            }
+
+            animationLoop(time, frame);
+
+            context.requestAnimationFrame(onAnimationFrame);
+        }
+
+        return {
+            start: function () {
+                if (isAnimating === true) {
+                    return;
+                }
+                if (animationLoop === null) {
+                    return;
+                }
+
+                context.requestAnimationFrame(onAnimationFrame);
+
+                isAnimating = true;
+            },
+
+            stop: function () {
+                isAnimating = false;
+            },
+
+            setAnimationLoop: function (callback) {
+                animationLoop = callback;
+            },
+
+            setContext: function (value) {
+                context = value;
+            },
+        };
+    }
+
+    /**
+     * @author mrdoob / http://mrdoob.com/
+     */
+
+    function WebGLAttributes(gl) {
+        var buffers = new WeakMap();
+
+        function createBuffer(attribute, bufferType) {
+            var array = attribute.array;
+            var usage = attribute.usage;
+
+            var buffer = gl.createBuffer();
+
+            gl.bindBuffer(bufferType, buffer);
+            gl.bufferData(bufferType, array, usage);
+
+            attribute.onUploadCallback();
+
+            var type = 5126;
+
+            if (array instanceof Float32Array) {
+                type = 5126;
+            } else if (array instanceof Float64Array) {
+                console.warn('THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.');
+            } else if (array instanceof Uint16Array) {
+                type = 5123;
+            } else if (array instanceof Int16Array) {
+                type = 5122;
+            } else if (array instanceof Uint32Array) {
+                type = 5125;
+            } else if (array instanceof Int32Array) {
+                type = 5124;
+            } else if (array instanceof Int8Array) {
+                type = 5120;
+            } else if (array instanceof Uint8Array) {
+                type = 5121;
+            }
+
+            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 (updateRange.count === -1) {
+                // Not using update ranges
+
+                gl.bufferSubData(bufferType, 0, array);
+            } 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 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.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+        this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
+        this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
+    }
+
+    PlaneBufferGeometry.prototype = Object.create(BufferGeometry.prototype);
+    PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
+
+    /**
+     * @author mrdoob / http://mrdoob.com/
+     */
+
+    function WebGLBackground(renderer, state, objects, premultipliedAlpha) {
+        var clearColor = new Color(0x000000);
+        var clearAlpha = 0;
+
+        var planeMesh;
+        var boxMesh;
+        // Store the current background texture and its `version`
+        // so we can recompile the material accordingly.
+        var currentBackground = null;
+        var currentBackgroundVersion = 0;
+
+        function render(renderList, scene, camera, forceClear) {
+            var background = scene.background;
+
+            // Ignore background in AR
+            // TODO: Reconsider this.
+
+            var vr = renderer.vr;
+            var session = vr.getSession && vr.getSession();
+
+            if (session && session.environmentBlendMode === 'additive') {
+                background = null;
+            }
+
+            if (background === null) {
+                setClear(clearColor, clearAlpha);
+                currentBackground = null;
+                currentBackgroundVersion = 0;
+            } else if (background && background.isColor) {
+                setClear(background, 1);
+                forceClear = true;
+                currentBackground = null;
+                currentBackgroundVersion = 0;
+            }
+
+            if (renderer.autoClear || forceClear) {
+                renderer.clear(renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil);
+            }
+
+            if (background && (background.isCubeTexture || background.isWebGLRenderTargetCube)) {
+                if (boxMesh === undefined) {
+                    boxMesh = new Mesh(
+                        new BoxBufferGeometry(1, 1, 1),
+                        new ShaderMaterial({
+                            type: 'BackgroundCubeMaterial',
+                            uniforms: cloneUniforms(ShaderLib.cube.uniforms),
+                            vertexShader: ShaderLib.cube.vertexShader,
+                            fragmentShader: ShaderLib.cube.fragmentShader,
+                            side: BackSide,
+                            depthTest: false,
+                            depthWrite: false,
+                            fog: false,
+                        })
+                    );
+
+                    boxMesh.geometry.deleteAttribute('normal');
+                    boxMesh.geometry.deleteAttribute('uv');
+
+                    boxMesh.onBeforeRender = function (renderer, scene, camera) {
+                        this.matrixWorld.copyPosition(camera.matrixWorld);
+                    };
+
+                    // enable code injection for non-built-in material
+                    Object.defineProperty(boxMesh.material, 'map', {
+                        get: function () {
+                            return this.uniforms.tCube.value;
+                        },
+                    });
+
+                    objects.update(boxMesh);
+                }
+
+                var texture = background.isWebGLRenderTargetCube ? background.texture : background;
+                boxMesh.material.uniforms.tCube.value = texture;
+                boxMesh.material.uniforms.tFlip.value = background.isWebGLRenderTargetCube ? 1 : -1;
+
+                if (currentBackground !== background || currentBackgroundVersion !== texture.version) {
+                    boxMesh.material.needsUpdate = true;
+
+                    currentBackground = background;
+                    currentBackgroundVersion = texture.version;
+                }
+
+                // push to the pre-sorted opaque render list
+                renderList.unshift(boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null);
+            } else if (background && background.isTexture) {
+                if (planeMesh === undefined) {
+                    planeMesh = new Mesh(
+                        new PlaneBufferGeometry(2, 2),
+                        new ShaderMaterial({
+                            type: 'BackgroundMaterial',
+                            uniforms: cloneUniforms(ShaderLib.background.uniforms),
+                            vertexShader: ShaderLib.background.vertexShader,
+                            fragmentShader: ShaderLib.background.fragmentShader,
+                            side: FrontSide,
+                            depthTest: false,
+                            depthWrite: false,
+                            fog: false,
+                        })
+                    );
+
+                    planeMesh.geometry.deleteAttribute('normal');
+
+                    // enable code injection for non-built-in material
+                    Object.defineProperty(planeMesh.material, 'map', {
+                        get: function () {
+                            return this.uniforms.t2D.value;
+                        },
+                    });
+
+                    objects.update(planeMesh);
+                }
+
+                planeMesh.material.uniforms.t2D.value = background;
+
+                if (background.matrixAutoUpdate === true) {
+                    background.updateMatrix();
+                }
+
+                planeMesh.material.uniforms.uvTransform.value.copy(background.matrix);
+
+                if (currentBackground !== background || currentBackgroundVersion !== background.version) {
+                    planeMesh.material.needsUpdate = true;
+
+                    currentBackground = background;
+                    currentBackgroundVersion = background.version;
+                }
+
+                // push to the pre-sorted opaque render list
+                renderList.unshift(planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, 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, capabilities) {
+        var isWebGL2 = capabilities.isWebGL2;
+
+        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, primcount) {
+            if (primcount === 0) {
+                return;
+            }
+
+            var extension, methodName;
+
+            if (isWebGL2) {
+                extension = gl;
+                methodName = 'drawArraysInstanced';
+            } else {
+                extension = extensions.get('ANGLE_instanced_arrays');
+                methodName = 'drawArraysInstancedANGLE';
+
+                if (extension === null) {
+                    console.error(
+                        'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.'
+                    );
+                    return;
+                }
+            }
+
+            extension[methodName](mode, start, count, primcount);
+
+            info.update(count, mode, primcount);
+        }
+
+        //
+
+        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(35633, 36338).precision > 0 &&
+                    gl.getShaderPrecisionFormat(35632, 36338).precision > 0
+                ) {
+                    return 'highp';
+                }
+
+                precision = 'mediump';
+            }
+
+            if (precision === 'mediump') {
+                if (
+                    gl.getShaderPrecisionFormat(35633, 36337).precision > 0 &&
+                    gl.getShaderPrecisionFormat(35632, 36337).precision > 0
+                ) {
+                    return 'mediump';
+                }
+            }
+
+            return 'lowp';
+        }
+
+        /* eslint-disable no-undef */
+        var isWebGL2 =
+            (typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext) ||
+            (typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext);
+        /* eslint-enable no-undef */
+
+        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(34930);
+        var maxVertexTextures = gl.getParameter(35660);
+        var maxTextureSize = gl.getParameter(3379);
+        var maxCubemapSize = gl.getParameter(34076);
+
+        var maxAttributes = gl.getParameter(34921);
+        var maxVertexUniforms = gl.getParameter(36347);
+        var maxVaryings = gl.getParameter(36348);
+        var maxFragmentUniforms = gl.getParameter(36349);
+
+        var vertexTextures = maxVertexTextures > 0;
+        var floatFragmentTextures = isWebGL2 || !!extensions.get('OES_texture_float');
+        var floatVertexTextures = vertexTextures && floatFragmentTextures;
+
+        var maxSamples = isWebGL2 ? gl.getParameter(36183) : 0;
+
+        return {
+            isWebGL2: isWebGL2,
+
+            getMaxAnisotropy: getMaxAnisotropy,
+            getMaxPrecision: getMaxPrecision,
+
+            precision: precision,
+            logarithmicDepthBuffer: logarithmicDepthBuffer,
+
+            maxTextures: maxTextures,
+            maxVertexTextures: maxVertexTextures,
+            maxTextureSize: maxTextureSize,
+            maxCubemapSize: maxCubemapSize,
+
+            maxAttributes: maxAttributes,
+            maxVertexUniforms: maxVertexUniforms,
+            maxVaryings: maxVaryings,
+            maxFragmentUniforms: maxFragmentUniforms,
+
+            vertexTextures: vertexTextures,
+            floatFragmentTextures: floatFragmentTextures,
+            floatVertexTextures: floatVertexTextures,
+
+            maxSamples: maxSamples,
+        };
+    }
+
+    /**
+     * @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 = new WeakMap();
+        var wireframeAttributes = new WeakMap();
+
+        function onGeometryDispose(event) {
+            var geometry = event.target;
+            var buffergeometry = geometries.get(geometry);
+
+            if (buffergeometry.index !== null) {
+                attributes.remove(buffergeometry.index);
+            }
+
+            for (var name in buffergeometry.attributes) {
+                attributes.remove(buffergeometry.attributes[name]);
+            }
+
+            geometry.removeEventListener('dispose', onGeometryDispose);
+
+            geometries.delete(geometry);
+
+            var attribute = wireframeAttributes.get(buffergeometry);
+
+            if (attribute) {
+                attributes.remove(attribute);
+                wireframeAttributes.delete(buffergeometry);
+            }
+
+            //
+
+            info.memory.geometries--;
+        }
+
+        function get(object, geometry) {
+            var buffergeometry = geometries.get(geometry);
+
+            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.set(geometry, buffergeometry);
+
+            info.memory.geometries++;
+
+            return buffergeometry;
+        }
+
+        function update(geometry) {
+            var index = geometry.index;
+            var geometryAttributes = geometry.attributes;
+
+            if (index !== null) {
+                attributes.update(index, 34963);
+            }
+
+            for (var name in geometryAttributes) {
+                attributes.update(geometryAttributes[name], 34962);
+            }
+
+            // 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], 34962);
+                }
+            }
+        }
+
+        function updateWireframeAttribute(geometry) {
+            var indices = [];
+
+            var geometryIndex = geometry.index;
+            var geometryPosition = geometry.attributes.position;
+            var version = 0;
+
+            if (geometryIndex !== null) {
+                var array = geometryIndex.array;
+                version = geometryIndex.version;
+
+                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 = geometryPosition.array;
+                version = geometryPosition.version;
+
+                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);
+                }
+            }
+
+            var attribute = new (arrayMax(indices) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute)(indices, 1);
+            attribute.version = version;
+
+            attributes.update(attribute, 34963);
+
+            //
+
+            var previousAttribute = wireframeAttributes.get(geometry);
+
+            if (previousAttribute) {
+                attributes.remove(previousAttribute);
+            }
+
+            //
+
+            wireframeAttributes.set(geometry, attribute);
+        }
+
+        function getWireframeAttribute(geometry) {
+            var currentAttribute = wireframeAttributes.get(geometry);
+
+            if (currentAttribute) {
+                var geometryIndex = geometry.index;
+
+                if (geometryIndex !== null) {
+                    // if the attribute is obsolete, create a new one
+
+                    if (currentAttribute.version < geometryIndex.version) {
+                        updateWireframeAttribute(geometry);
+                    }
+                }
+            } else {
+                updateWireframeAttribute(geometry);
+            }
+
+            return wireframeAttributes.get(geometry);
+        }
+
+        return {
+            get: get,
+            update: update,
+
+            getWireframeAttribute: getWireframeAttribute,
+        };
+    }
+
+    /**
+     * @author mrdoob / http://mrdoob.com/
+     */
+
+    function WebGLIndexedBufferRenderer(gl, extensions, info, capabilities) {
+        var isWebGL2 = capabilities.isWebGL2;
+
+        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, primcount) {
+            if (primcount === 0) {
+                return;
+            }
+
+            var extension, methodName;
+
+            if (isWebGL2) {
+                extension = gl;
+                methodName = 'drawElementsInstanced';
+            } else {
+                extension = extensions.get('ANGLE_instanced_arrays');
+                methodName = 'drawElementsInstancedANGLE';
+
+                if (extension === null) {
+                    console.error(
+                        'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.'
+                    );
+                    return;
+                }
+            }
+
+            extension[methodName](mode, count, type, start * bytesPerElement, primcount);
+
+            info.update(count, mode, primcount);
+        }
+
+        //
+
+        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 4:
+                    render.triangles += instanceCount * (count / 3);
+                    break;
+
+                case 5:
+                case 6:
+                    render.triangles += instanceCount * (count - 2);
+                    break;
+
+                case 1:
+                    render.lines += instanceCount * (count / 2);
+                    break;
+
+                case 3:
+                    render.lines += instanceCount * (count - 1);
+                    break;
+
+                case 2:
+                    render.lines += instanceCount * count;
+                    break;
+
+                case 0:
+                    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.deleteAttribute('morphTarget' + i);
+                    }
+                    if (morphNormals) {
+                        geometry.deleteAttribute('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
+
+            var morphInfluencesSum = 0;
+
+            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.setAttribute('morphTarget' + i, morphTargets[index]);
+                        }
+                        if (morphNormals) {
+                            geometry.setAttribute('morphNormal' + i, morphNormals[index]);
+                        }
+
+                        morphInfluences[i] = value;
+                        morphInfluencesSum += value;
+                        continue;
+                    }
+                }
+
+                morphInfluences[i] = 0;
+            }
+
+            // GLSL shader uses formula baseinfluence * base + sum(target * influence)
+            // This allows us to switch between absolute morphs and relative morphs without changing shader code
+            // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
+            var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
+
+            program.getUniforms().setValue(gl, 'morphTargetBaseInfluence', morphBaseInfluence);
+            program.getUniforms().setValue(gl, 'morphTargetInfluences', morphInfluences);
+        }
+
+        return {
+            update: update,
+        };
+    }
+
+    /**
+     * @author mrdoob / http://mrdoob.com/
+     */
+
+    function WebGLObjects(gl, geometries, attributes, 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;
+            }
+
+            if (object.isInstancedMesh) {
+                attributes.update(object.instanceMatrix, 34962);
+            }
+
+            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;
+        format = format !== undefined ? format : RGBFormat;
+
+        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 Takahiro https://github.com/takahirox
+     */
+
+    function DataTexture2DArray(data, width, height, depth) {
+        Texture.call(this, null);
+
+        this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
+
+        this.magFilter = NearestFilter;
+        this.minFilter = NearestFilter;
+
+        this.wrapR = ClampToEdgeWrapping;
+
+        this.generateMipmaps = false;
+        this.flipY = false;
+
+        this.needsUpdate = true;
+    }
+
+    DataTexture2DArray.prototype = Object.create(Texture.prototype);
+    DataTexture2DArray.prototype.constructor = DataTexture2DArray;
+    DataTexture2DArray.prototype.isDataTexture2DArray = true;
+
+    /**
+     * @author Artur Trzesiok
+     */
+
+    function DataTexture3D(data, width, height, depth) {
+        // We're going to add .setXXX() methods for setting properties later.
+        // Users can still set in DataTexture3D directly.
+        //
+        //	var texture = new THREE.DataTexture3D( data, width, height, depth );
+        // 	texture.anisotropy = 16;
+        //
+        // See #14839
+
+        Texture.call(this, null);
+
+        this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
+
+        this.magFilter = NearestFilter;
+        this.minFilter = NearestFilter;
+
+        this.wrapR = ClampToEdgeWrapping;
+
+        this.generateMipmaps = false;
+        this.flipY = false;
+
+        this.needsUpdate = true;
+    }
+
+    DataTexture3D.prototype = Object.create(Texture.prototype);
+    DataTexture3D.prototype.constructor = DataTexture3D;
+    DataTexture3D.prototype.isDataTexture3D = true;
+
+    /**
+     * @author tschw
+     * @author Mugen87 / https://github.com/Mugen87
+     * @author mrdoob / http://mrdoob.com/
+     *
+     * Uniforms of a program.
+     * Those form a tree structure with a special top-level container for the root,
+     * which you get by calling 'new WebGLUniforms( gl, program )'.
+     *
+     *
+     * Properties of inner nodes including the top-level container:
+     *
+     * .seq - array of nested uniforms
+     * .map - nested uniforms by name
+     *
+     *
+     * Methods of all nodes except the top-level container:
+     *
+     * .setValue( gl, value, [textures] )
+     *
+     * 		uploads a uniform value(s)
+     *  	the 'textures' parameter is needed for sampler uniforms
+     *
+     *
+     * Static methods of the top-level container (textures factorizations):
+     *
+     * .upload( gl, seq, values, textures )
+     *
+     * 		sets uniforms in 'seq' to 'values[id].value'
+     *
+     * .seqWithValue( seq, values ) : filteredSeq
+     *
+     * 		filters 'seq' entries with corresponding entry in values
+     *
+     *
+     * Methods of the top-level container (textures factorizations):
+     *
+     * .setValue( gl, name, value, textures )
+     *
+     * 		sets uniform with  name 'name' to 'value'
+     *
+     * .setOptional( gl, obj, prop )
+     *
+     * 		like .set for an optional property of the object
+     *
+     */
+
+    var emptyTexture = new Texture();
+    var emptyTexture2dArray = new DataTexture2DArray();
+    var emptyTexture3d = new DataTexture3D();
+    var emptyCubeTexture = new CubeTexture();
+
+    // --- Utilities ---
+
+    // Array Caches (provide typed arrays for temporary by size)
+
+    var arrayCacheF32 = [];
+    var arrayCacheI32 = [];
+
+    // Float32Array caches used for uploading Matrix uniforms
+
+    var mat4array = new Float32Array(16);
+    var mat3array = new Float32Array(9);
+    var mat2array = new Float32Array(4);
+
+    // Flattening for arrays of vectors and matrices
+
+    function flatten(array, nBlocks, blockSize) {
+        var firstElem = array[0];
+
+        if (firstElem <= 0 || firstElem > 0) {
+            return array;
+        }
+        // unoptimized: ! isNaN( firstElem )
+        // see http://jacksondunstan.com/articles/983
+
+        var n = nBlocks * blockSize,
+            r = arrayCacheF32[n];
+
+        if (r === undefined) {
+            r = new Float32Array(n);
+            arrayCacheF32[n] = r;
+        }
+
+        if (nBlocks !== 0) {
+            firstElem.toArray(r, 0);
+
+            for (var i = 1, offset = 0; i !== nBlocks; ++i) {
+                offset += blockSize;
+                array[i].toArray(r, offset);
+            }
+        }
+
+        return r;
+    }
+
+    function arraysEqual(a, b) {
+        if (a.length !== b.length) {
+            return false;
+        }
+
+        for (var i = 0, l = a.length; i < l; i++) {
+            if (a[i] !== b[i]) {
+                return false;
+            }
+        }
+
+        return true;
+    }
+
+    function copyArray(a, b) {
+        for (var i = 0, l = b.length; i < l; i++) {
+            a[i] = b[i];
+        }
+    }
+
+    // Texture unit allocation
+
+    function allocTexUnits(textures, n) {
+        var r = arrayCacheI32[n];
+
+        if (r === undefined) {
+            r = new Int32Array(n);
+            arrayCacheI32[n] = r;
+        }
+
+        for (var i = 0; i !== n; ++i) {
+            r[i] = textures.allocateTextureUnit();
+        }
+
+        return r;
+    }
+
+    // --- Setters ---
+
+    // Note: Defining these methods externally, because they come in a bunch
+    // and this way their names minify.
+
+    // Single scalar
+
+    function setValueV1f(gl, v) {
+        var cache = this.cache;
+
+        if (cache[0] === v) {
+            return;
+        }
+
+        gl.uniform1f(this.addr, v);
+
+        cache[0] = v;
+    }
+
+    // Single float vector (from flat array or THREE.VectorN)
+
+    function setValueV2f(gl, v) {
+        var cache = this.cache;
+
+        if (v.x !== undefined) {
+            if (cache[0] !== v.x || cache[1] !== v.y) {
+                gl.uniform2f(this.addr, v.x, v.y);
+
+                cache[0] = v.x;
+                cache[1] = v.y;
+            }
+        } else {
+            if (arraysEqual(cache, v)) {
+                return;
+            }
+
+            gl.uniform2fv(this.addr, v);
+
+            copyArray(cache, v);
+        }
+    }
+
+    function setValueV3f(gl, v) {
+        var cache = this.cache;
+
+        if (v.x !== undefined) {
+            if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z) {
+                gl.uniform3f(this.addr, v.x, v.y, v.z);
+
+                cache[0] = v.x;
+                cache[1] = v.y;
+                cache[2] = v.z;
+            }
+        } else if (v.r !== undefined) {
+            if (cache[0] !== v.r || cache[1] !== v.g || cache[2] !== v.b) {
+                gl.uniform3f(this.addr, v.r, v.g, v.b);
+
+                cache[0] = v.r;
+                cache[1] = v.g;
+                cache[2] = v.b;
+            }
+        } else {
+            if (arraysEqual(cache, v)) {
+                return;
+            }
+
+            gl.uniform3fv(this.addr, v);
+
+            copyArray(cache, v);
+        }
+    }
+
+    function setValueV4f(gl, v) {
+        var cache = this.cache;
+
+        if (v.x !== undefined) {
+            if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z || cache[3] !== v.w) {
+                gl.uniform4f(this.addr, v.x, v.y, v.z, v.w);
+
+                cache[0] = v.x;
+                cache[1] = v.y;
+                cache[2] = v.z;
+                cache[3] = v.w;
+            }
+        } else {
+            if (arraysEqual(cache, v)) {
+                return;
+            }
+
+            gl.uniform4fv(this.addr, v);
+
+            copyArray(cache, v);
+        }
+    }
+
+    // Single matrix (from flat array or MatrixN)
+
+    function setValueM2(gl, v) {
+        var cache = this.cache;
+        var elements = v.elements;
+
+        if (elements === undefined) {
+            if (arraysEqual(cache, v)) {
+                return;
+            }
+
+            gl.uniformMatrix2fv(this.addr, false, v);
+
+            copyArray(cache, v);
+        } else {
+            if (arraysEqual(cache, elements)) {
+                return;
+            }
+
+            mat2array.set(elements);
+
+            gl.uniformMatrix2fv(this.addr, false, mat2array);
+
+            copyArray(cache, elements);
+        }
+    }
+
+    function setValueM3(gl, v) {
+        var cache = this.cache;
+        var elements = v.elements;
+
+        if (elements === undefined) {
+            if (arraysEqual(cache, v)) {
+                return;
+            }
+
+            gl.uniformMatrix3fv(this.addr, false, v);
+
+            copyArray(cache, v);
+        } else {
+            if (arraysEqual(cache, elements)) {
+                return;
+            }
+
+            mat3array.set(elements);
+
+            gl.uniformMatrix3fv(this.addr, false, mat3array);
+
+            copyArray(cache, elements);
+        }
+    }
+
+    function setValueM4(gl, v) {
+        var cache = this.cache;
+        var elements = v.elements;
+
+        if (elements === undefined) {
+            if (arraysEqual(cache, v)) {
+                return;
+            }
+
+            gl.uniformMatrix4fv(this.addr, false, v);
+
+            copyArray(cache, v);
+        } else {
+            if (arraysEqual(cache, elements)) {
+                return;
+            }
+
+            mat4array.set(elements);
+
+            gl.uniformMatrix4fv(this.addr, false, mat4array);
+
+            copyArray(cache, elements);
+        }
+    }
+
+    // Single texture (2D / Cube)
+
+    function setValueT1(gl, v, textures) {
+        var cache = this.cache;
+        var unit = textures.allocateTextureUnit();
+
+        if (cache[0] !== unit) {
+            gl.uniform1i(this.addr, unit);
+            cache[0] = unit;
+        }
+
+        textures.safeSetTexture2D(v || emptyTexture, unit);
+    }
+
+    function setValueT2DArray1(gl, v, textures) {
+        var cache = this.cache;
+        var unit = textures.allocateTextureUnit();
+
+        if (cache[0] !== unit) {
+            gl.uniform1i(this.addr, unit);
+            cache[0] = unit;
+        }
+
+        textures.setTexture2DArray(v || emptyTexture2dArray, unit);
+    }
+
+    function setValueT3D1(gl, v, textures) {
+        var cache = this.cache;
+        var unit = textures.allocateTextureUnit();
+
+        if (cache[0] !== unit) {
+            gl.uniform1i(this.addr, unit);
+            cache[0] = unit;
+        }
+
+        textures.setTexture3D(v || emptyTexture3d, unit);
+    }
+
+    function setValueT6(gl, v, textures) {
+        var cache = this.cache;
+        var unit = textures.allocateTextureUnit();
+
+        if (cache[0] !== unit) {
+            gl.uniform1i(this.addr, unit);
+            cache[0] = unit;
+        }
+
+        textures.safeSetTextureCube(v || emptyCubeTexture, unit);
+    }
+
+    // Integer / Boolean vectors or arrays thereof (always flat arrays)
+
+    function setValueV1i(gl, v) {
+        var cache = this.cache;
+
+        if (cache[0] === v) {
+            return;
+        }
+
+        gl.uniform1i(this.addr, v);
+
+        cache[0] = v;
+    }
+
+    function setValueV2i(gl, v) {
+        var cache = this.cache;
+
+        if (arraysEqual(cache, v)) {
+            return;
+        }
+
+        gl.uniform2iv(this.addr, v);
+
+        copyArray(cache, v);
+    }
+
+    function setValueV3i(gl, v) {
+        var cache = this.cache;
+
+        if (arraysEqual(cache, v)) {
+            return;
+        }
+
+        gl.uniform3iv(this.addr, v);
+
+        copyArray(cache, v);
+    }
+
+    function setValueV4i(gl, v) {
+        var cache = this.cache;
+
+        if (arraysEqual(cache, v)) {
+            return;
+        }
+
+        gl.uniform4iv(this.addr, v);
+
+        copyArray(cache, v);
+    }
+
+    // Helper to pick the right setter for the singular case
+
+    function getSingularSetter(type) {
+        switch (type) {
+            case 0x1406:
+                return setValueV1f; // FLOAT
+            case 0x8b50:
+                return setValueV2f; // _VEC2
+            case 0x8b51:
+                return setValueV3f; // _VEC3
+            case 0x8b52:
+                return setValueV4f; // _VEC4
+
+            case 0x8b5a:
+                return setValueM2; // _MAT2
+            case 0x8b5b:
+                return setValueM3; // _MAT3
+            case 0x8b5c:
+                return setValueM4; // _MAT4
+
+            case 0x8b5e:
+            case 0x8d66:
+                return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
+            case 0x8b5f:
+                return setValueT3D1; // SAMPLER_3D
+            case 0x8b60:
+                return setValueT6; // SAMPLER_CUBE
+            case 0x8dc1:
+                return setValueT2DArray1; // SAMPLER_2D_ARRAY
+
+            case 0x1404:
+            case 0x8b56:
+                return setValueV1i; // INT, BOOL
+            case 0x8b53:
+            case 0x8b57:
+                return setValueV2i; // _VEC2
+            case 0x8b54:
+            case 0x8b58:
+                return setValueV3i; // _VEC3
+            case 0x8b55:
+            case 0x8b59:
+                return setValueV4i; // _VEC4
+        }
+    }
+
+    // Array of scalars
+    function setValueV1fArray(gl, v) {
+        gl.uniform1fv(this.addr, v);
+    }
+
+    // Integer / Boolean vectors or arrays thereof (always flat arrays)
+    function setValueV1iArray(gl, v) {
+        gl.uniform1iv(this.addr, v);
+    }
+
+    function setValueV2iArray(gl, v) {
+        gl.uniform2iv(this.addr, v);
+    }
+
+    function setValueV3iArray(gl, v) {
+        gl.uniform3iv(this.addr, v);
+    }
+
+    function setValueV4iArray(gl, v) {
+        gl.uniform4iv(this.addr, v);
+    }
+
+    // Array of vectors (flat or from THREE classes)
+
+    function setValueV2fArray(gl, v) {
+        var data = flatten(v, this.size, 2);
+
+        gl.uniform2fv(this.addr, data);
+    }
+
+    function setValueV3fArray(gl, v) {
+        var data = flatten(v, this.size, 3);
+
+        gl.uniform3fv(this.addr, data);
+    }
+
+    function setValueV4fArray(gl, v) {
+        var data = flatten(v, this.size, 4);
+
+        gl.uniform4fv(this.addr, data);
+    }
+
+    // Array of matrices (flat or from THREE clases)
+
+    function setValueM2Array(gl, v) {
+        var data = flatten(v, this.size, 4);
+
+        gl.uniformMatrix2fv(this.addr, false, data);
+    }
+
+    function setValueM3Array(gl, v) {
+        var data = flatten(v, this.size, 9);
+
+        gl.uniformMatrix3fv(this.addr, false, data);
+    }
+
+    function setValueM4Array(gl, v) {
+        var data = flatten(v, this.size, 16);
+
+        gl.uniformMatrix4fv(this.addr, false, data);
+    }
+
+    // Array of textures (2D / Cube)
+
+    function setValueT1Array(gl, v, textures) {
+        var n = v.length;
+
+        var units = allocTexUnits(textures, n);
+
+        gl.uniform1iv(this.addr, units);
+
+        for (var i = 0; i !== n; ++i) {
+            textures.safeSetTexture2D(v[i] || emptyTexture, units[i]);
+        }
+    }
+
+    function setValueT6Array(gl, v, textures) {
+        var n = v.length;
+
+        var units = allocTexUnits(textures, n);
+
+        gl.uniform1iv(this.addr, units);
+
+        for (var i = 0; i !== n; ++i) {
+            textures.safeSetTextureCube(v[i] || emptyCubeTexture, units[i]);
+        }
+    }
+
+    // Helper to pick the right setter for a pure (bottom-level) array
+
+    function getPureArraySetter(type) {
+        switch (type) {
+            case 0x1406:
+                return setValueV1fArray; // FLOAT
+            case 0x8b50:
+                return setValueV2fArray; // _VEC2
+            case 0x8b51:
+                return setValueV3fArray; // _VEC3
+            case 0x8b52:
+                return setValueV4fArray; // _VEC4
+
+            case 0x8b5a:
+                return setValueM2Array; // _MAT2
+            case 0x8b5b:
+                return setValueM3Array; // _MAT3
+            case 0x8b5c:
+                return setValueM4Array; // _MAT4
+
+            case 0x8b5e:
+                return setValueT1Array; // SAMPLER_2D
+            case 0x8b60:
+                return setValueT6Array; // SAMPLER_CUBE
+
+            case 0x1404:
+            case 0x8b56:
+                return setValueV1iArray; // INT, BOOL
+            case 0x8b53:
+            case 0x8b57:
+                return setValueV2iArray; // _VEC2
+            case 0x8b54:
+            case 0x8b58:
+                return setValueV3iArray; // _VEC3
+            case 0x8b55:
+            case 0x8b59:
+                return setValueV4iArray; // _VEC4
+        }
+    }
+
+    // --- Uniform Classes ---
+
+    function SingleUniform(id, activeInfo, addr) {
+        this.id = id;
+        this.addr = addr;
+        this.cache = [];
+        this.setValue = getSingularSetter(activeInfo.type);
+
+        // this.path = activeInfo.name; // DEBUG
+    }
+
+    function PureArrayUniform(id, activeInfo, addr) {
+        this.id = id;
+        this.addr = addr;
+        this.cache = [];
+        this.size = activeInfo.size;
+        this.setValue = getPureArraySetter(activeInfo.type);
+
+        // this.path = activeInfo.name; // DEBUG
+    }
+
+    PureArrayUniform.prototype.updateCache = function (data) {
+        var cache = this.cache;
+
+        if (data instanceof Float32Array && cache.length !== data.length) {
+            this.cache = new Float32Array(data.length);
+        }
+
+        copyArray(cache, data);
+    };
+
+    function StructuredUniform(id) {
+        this.id = id;
+
+        this.seq = [];
+        this.map = {};
+    }
+
+    StructuredUniform.prototype.setValue = function (gl, value, textures) {
+        var seq = this.seq;
+
+        for (var i = 0, n = seq.length; i !== n; ++i) {
+            var u = seq[i];
+            u.setValue(gl, value[u.id], textures);
+        }
+    };
+
+    // --- Top-level ---
+
+    // Parser - builds up the property tree from the path strings
+
+    var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
+
+    // extracts
+    // 	- the identifier (member name or array index)
+    //  - followed by an optional right bracket (found when array index)
+    //  - followed by an optional left bracket or dot (type of subscript)
+    //
+    // Note: These portions can be read in a non-overlapping fashion and
+    // allow straightforward parsing of the hierarchy that WebGL encodes
+    // in the uniform names.
+
+    function addUniform(container, uniformObject) {
+        container.seq.push(uniformObject);
+        container.map[uniformObject.id] = uniformObject;
+    }
+
+    function parseUniform(activeInfo, addr, container) {
+        var path = activeInfo.name,
+            pathLength = path.length;
+
+        // reset RegExp object, because of the early exit of a previous run
+        RePathPart.lastIndex = 0;
+
+        while (true) {
+            var match = RePathPart.exec(path),
+                matchEnd = RePathPart.lastIndex,
+                id = match[1],
+                idIsIndex = match[2] === ']',
+                subscript = match[3];
+
+            if (idIsIndex) {
+                id = id | 0;
+            } // convert to integer
+
+            if (subscript === undefined || (subscript === '[' && matchEnd + 2 === pathLength)) {
+                // bare name or "pure" bottom-level array "[0]" suffix
+
+                addUniform(
+                    container,
+                    subscript === undefined
+                        ? new SingleUniform(id, activeInfo, addr)
+                        : new PureArrayUniform(id, activeInfo, addr)
+                );
+
+                break;
+            } else {
+                // step into inner node / create it in case it doesn't exist
+
+                var map = container.map,
+                    next = map[id];
+
+                if (next === undefined) {
+                    next = new StructuredUniform(id);
+                    addUniform(container, next);
+                }
+
+                container = next;
+            }
+        }
+    }
+
+    // Root Container
+
+    function WebGLUniforms(gl, program) {
+        this.seq = [];
+        this.map = {};
+
+        var n = gl.getProgramParameter(program, 35718);
+
+        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, textures) {
+        var u = this.map[name];
+
+        if (u !== undefined) {
+            u.setValue(gl, value, textures);
+        }
+    };
+
+    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, textures) {
+        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, textures);
+            }
+        }
+    };
+
+    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 WebGLShader(gl, type, string) {
+        var shader = gl.createShader(type);
+
+        gl.shaderSource(shader, string);
+        gl.compileShader(shader);
+
+        return shader;
+    }
+
+    /**
+     * @author mrdoob / http://mrdoob.com/
+     */
+
+    var programIdCount = 0;
+
+    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 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 ) )'];
+            case LogLuvEncoding:
+                return ['LogLuv', '( value )'];
+            default:
+                throw new Error('unsupported encoding: ' + encoding);
+        }
+    }
+
+    function getShaderErrors(gl, shader, type) {
+        var status = gl.getShaderParameter(shader, 35713);
+        var log = gl.getShaderInfoLog(shader).trim();
+
+        if (status && log === '') {
+            return '';
+        }
+
+        // --enable-privileged-webgl-extension
+        // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
+
+        var source = gl.getShaderSource(shader);
+
+        return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers(source);
+    }
+
+    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;
+
+            case ACESFilmicToneMapping:
+                toneMappingName = 'ACESFilmic';
+                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.tangentSpaceNormalMap ||
+            parameters.clearcoatNormalMap ||
+            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, 35721);
+
+        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)
+            .replace(/NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows)
+            .replace(/NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows)
+            .replace(/NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows);
+    }
+
+    function replaceClippingPlaneNums(string, parameters) {
+        return string
+            .replace(/NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes)
+            .replace(/UNION_CLIPPING_PLANES/g, parameters.numClippingPlanes - parameters.numClipIntersection);
+    }
+
+    // Resolve Includes
+
+    var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
+
+    function resolveIncludes(string) {
+        return string.replace(includePattern, includeReplacer);
+    }
+
+    function includeReplacer(match, include) {
+        var string = ShaderChunk[include];
+
+        if (string === undefined) {
+            throw new Error('Can not resolve #include <' + include + '>');
+        }
+
+        return resolveIncludes(string);
+    }
+
+    // Unroll Loops
+
+    var loopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
+
+    function unrollLoops(string) {
+        return string.replace(loopPattern, loopReplacer);
+    }
+
+    function loopReplacer(match, start, end, snippet) {
+        var string = '';
+
+        for (var i = parseInt(start); i < parseInt(end); i++) {
+            string += snippet.replace(/\[ i \]/g, '[ ' + i + ' ]').replace(/UNROLLED_LOOP_INDEX/g, i);
+        }
+
+        return string;
+    }
+
+    //
+
+    function generatePrecision(parameters) {
+        var precisionstring =
+            'precision ' + parameters.precision + ' float;\nprecision ' + parameters.precision + ' int;';
+
+        if (parameters.precision === 'highp') {
+            precisionstring += '\n#define HIGH_PRECISION';
+        } else if (parameters.precision === 'mediump') {
+            precisionstring += '\n#define MEDIUM_PRECISION';
+        } else if (parameters.precision === 'lowp') {
+            precisionstring += '\n#define LOW_PRECISION';
+        }
+
+        return precisionstring;
+    }
+
+    function generateShadowMapTypeDefine(parameters) {
+        var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
+
+        if (parameters.shadowMapType === PCFShadowMap) {
+            shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
+        } else if (parameters.shadowMapType === PCFSoftShadowMap) {
+            shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
+        } else if (parameters.shadowMapType === VSMShadowMap) {
+            shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
+        }
+
+        return shadowMapTypeDefine;
+    }
+
+    function generateEnvMapTypeDefine(parameters) {
+        var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
+
+        if (parameters.envMap) {
+            switch (parameters.envMapMode) {
+                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;
+            }
+        }
+
+        return envMapTypeDefine;
+    }
+
+    function generateEnvMapModeDefine(parameters) {
+        var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
+
+        if (parameters.envMap) {
+            switch (parameters.envMapMode) {
+                case CubeRefractionMapping:
+                case EquirectangularRefractionMapping:
+                    envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
+                    break;
+            }
+        }
+
+        return envMapModeDefine;
+    }
+
+    function generateEnvMapBlendingDefine(parameters) {
+        var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
+
+        if (parameters.envMap) {
+            switch (parameters.combine) {
+                case MultiplyOperation:
+                    envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
+                    break;
+
+                case MixOperation:
+                    envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
+                    break;
+
+                case AddOperation:
+                    envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
+                    break;
+            }
+        }
+
+        return envMapBlendingDefine;
+    }
+
+    function WebGLProgram(renderer, extensions, cacheKey, material, shader, parameters) {
+        var gl = renderer.getContext();
+
+        var defines = material.defines;
+
+        var vertexShader = shader.vertexShader;
+        var fragmentShader = shader.fragmentShader;
+        var shadowMapTypeDefine = generateShadowMapTypeDefine(parameters);
+        var envMapTypeDefine = generateEnvMapTypeDefine(parameters);
+        var envMapModeDefine = generateEnvMapModeDefine(parameters);
+        var envMapBlendingDefine = generateEnvMapBlendingDefine(parameters);
+
+        var gammaFactorDefine = renderer.gammaFactor > 0 ? renderer.gammaFactor : 1.0;
+
+        var customExtensions = parameters.isWebGL2
+            ? ''
+            : generateExtensions(material.extensions, parameters, extensions);
+
+        var customDefines = generateDefines(defines);
+
+        var program = gl.createProgram();
+
+        var prefixVertex, prefixFragment;
+
+        var numMultiviewViews = parameters.numMultiviewViews;
+
+        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 = [
+                generatePrecision(parameters),
+
+                '#define SHADER_NAME ' + shader.name,
+
+                customDefines,
+
+                parameters.instancing ? '#define USE_INSTANCING' : '',
+                parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
+
+                '#define GAMMA_FACTOR ' + gammaFactorDefine,
+
+                '#define MAX_BONES ' + parameters.maxBones,
+                parameters.useFog && parameters.fog ? '#define USE_FOG' : '',
+                parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '',
+
+                parameters.map ? '#define USE_MAP' : '',
+                parameters.envMap ? '#define USE_ENVMAP' : '',
+                parameters.envMap ? '#define ' + envMapModeDefine : '',
+                parameters.lightMap ? '#define USE_LIGHTMAP' : '',
+                parameters.aoMap ? '#define USE_AOMAP' : '',
+                parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
+                parameters.bumpMap ? '#define USE_BUMPMAP' : '',
+                parameters.normalMap ? '#define USE_NORMALMAP' : '',
+                parameters.normalMap && parameters.objectSpaceNormalMap ? '#define OBJECTSPACE_NORMALMAP' : '',
+                parameters.normalMap && parameters.tangentSpaceNormalMap ? '#define TANGENTSPACE_NORMALMAP' : '',
+
+                parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_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.vertexTangents ? '#define USE_TANGENT' : '',
+                parameters.vertexColors ? '#define USE_COLOR' : '',
+                parameters.vertexUvs ? '#define USE_UV' : '',
+                parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
+
+                parameters.flatShading ? '#define FLAT_SHADED' : '',
+
+                parameters.skinning ? '#define USE_SKINNING' : '',
+                parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
+
+                parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
+                parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
+                parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
+                parameters.flipSided ? '#define FLIP_SIDED' : '',
+
+                parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
+                parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
+
+                parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
+
+                parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
+                parameters.logarithmicDepthBuffer && (parameters.isWebGL2 || 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;',
+                'uniform bool isOrthographic;',
+
+                '#ifdef USE_INSTANCING',
+
+                ' attribute mat4 instanceMatrix;',
+
+                '#endif',
+
+                'attribute vec3 position;',
+                'attribute vec3 normal;',
+                'attribute vec2 uv;',
+
+                '#ifdef USE_TANGENT',
+
+                '	attribute vec4 tangent;',
+
+                '#endif',
+
+                '#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,
+
+                generatePrecision(parameters),
+
+                '#define SHADER_NAME ' + shader.name,
+
+                customDefines,
+
+                parameters.alphaTest
+                    ? '#define ALPHATEST ' + parameters.alphaTest + (parameters.alphaTest % 1 ? '' : '.0')
+                    : '', // add '.0' if integer
+
+                '#define GAMMA_FACTOR ' + gammaFactorDefine,
+
+                parameters.useFog && parameters.fog ? '#define USE_FOG' : '',
+                parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '',
+
+                parameters.map ? '#define USE_MAP' : '',
+                parameters.matcap ? '#define USE_MATCAP' : '',
+                parameters.envMap ? '#define USE_ENVMAP' : '',
+                parameters.envMap ? '#define ' + envMapTypeDefine : '',
+                parameters.envMap ? '#define ' + envMapModeDefine : '',
+                parameters.envMap ? '#define ' + envMapBlendingDefine : '',
+                parameters.lightMap ? '#define USE_LIGHTMAP' : '',
+                parameters.aoMap ? '#define USE_AOMAP' : '',
+                parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
+                parameters.bumpMap ? '#define USE_BUMPMAP' : '',
+                parameters.normalMap ? '#define USE_NORMALMAP' : '',
+                parameters.normalMap && parameters.objectSpaceNormalMap ? '#define OBJECTSPACE_NORMALMAP' : '',
+                parameters.normalMap && parameters.tangentSpaceNormalMap ? '#define TANGENTSPACE_NORMALMAP' : '',
+                parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
+                parameters.specularMap ? '#define USE_SPECULARMAP' : '',
+                parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
+                parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
+                parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
+
+                parameters.sheen ? '#define USE_SHEEN' : '',
+
+                parameters.vertexTangents ? '#define USE_TANGENT' : '',
+                parameters.vertexColors ? '#define USE_COLOR' : '',
+                parameters.vertexUvs ? '#define USE_UV' : '',
+                parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
+
+                parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
+
+                parameters.flatShading ? '#define FLAT_SHADED' : '',
+
+                parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
+                parameters.flipSided ? '#define FLIP_SIDED' : '',
+
+                parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
+                parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
+
+                parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
+
+                parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
+
+                parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
+                parameters.logarithmicDepthBuffer && (parameters.isWebGL2 || extensions.get('EXT_frag_depth'))
+                    ? '#define USE_LOGDEPTHBUF_EXT'
+                    : '',
+
+                ((material.extensions ? material.extensions.shaderTextureLOD : false) || parameters.envMap) &&
+                (parameters.isWebGL2 || extensions.get('EXT_shader_texture_lod'))
+                    ? '#define TEXTURE_LOD_EXT'
+                    : '',
+
+                'uniform mat4 viewMatrix;',
+                'uniform vec3 cameraPosition;',
+                'uniform bool isOrthographic;',
+
+                parameters.toneMapping !== NoToneMapping ? '#define TONE_MAPPING' : '',
+                parameters.toneMapping !== NoToneMapping ? ShaderChunk['tonemapping_pars_fragment'] : '', // this code is required here because it is used by the toneMapping() function defined below
+                parameters.toneMapping !== NoToneMapping
+                    ? getToneMappingFunction('toneMapping', parameters.toneMapping)
+                    : '',
+
+                parameters.dithering ? '#define DITHERING' : '',
+
+                parameters.outputEncoding ||
+                parameters.mapEncoding ||
+                parameters.matcapEncoding ||
+                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.matcapEncoding
+                    ? getTexelDecodingFunction('matcapTexelToLinear', parameters.matcapEncoding)
+                    : '',
+                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 = resolveIncludes(vertexShader);
+        vertexShader = replaceLightNums(vertexShader, parameters);
+        vertexShader = replaceClippingPlaneNums(vertexShader, parameters);
+
+        fragmentShader = resolveIncludes(fragmentShader);
+        fragmentShader = replaceLightNums(fragmentShader, parameters);
+        fragmentShader = replaceClippingPlaneNums(fragmentShader, parameters);
+
+        vertexShader = unrollLoops(vertexShader);
+        fragmentShader = unrollLoops(fragmentShader);
+
+        if (parameters.isWebGL2 && !material.isRawShaderMaterial) {
+            var isGLSL3ShaderMaterial = false;
+
+            var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
+
+            if (
+                material.isShaderMaterial &&
+                vertexShader.match(versionRegex) !== null &&
+                fragmentShader.match(versionRegex) !== null
+            ) {
+                isGLSL3ShaderMaterial = true;
+
+                vertexShader = vertexShader.replace(versionRegex, '');
+                fragmentShader = fragmentShader.replace(versionRegex, '');
+            }
+
+            // GLSL 3.0 conversion
+
+            prefixVertex =
+                ['#version 300 es\n', '#define attribute in', '#define varying out', '#define texture2D texture'].join(
+                    '\n'
+                ) +
+                '\n' +
+                prefixVertex;
+
+            prefixFragment =
+                [
+                    '#version 300 es\n',
+                    '#define varying in',
+                    isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
+                    isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
+                    '#define gl_FragDepthEXT gl_FragDepth',
+                    '#define texture2D texture',
+                    '#define textureCube texture',
+                    '#define texture2DProj textureProj',
+                    '#define texture2DLodEXT textureLod',
+                    '#define texture2DProjLodEXT textureProjLod',
+                    '#define textureCubeLodEXT textureLod',
+                    '#define texture2DGradEXT textureGrad',
+                    '#define texture2DProjGradEXT textureProjGrad',
+                    '#define textureCubeGradEXT textureGrad',
+                ].join('\n') +
+                '\n' +
+                prefixFragment;
+
+            // Multiview
+
+            if (numMultiviewViews > 0) {
+                prefixVertex = prefixVertex.replace(
+                    '#version 300 es\n',
+                    [
+                        '#version 300 es\n',
+                        '#extension GL_OVR_multiview2 : require',
+                        'layout(num_views = ' + numMultiviewViews + ') in;',
+                        '#define VIEW_ID gl_ViewID_OVR',
+                    ].join('\n')
+                );
+
+                prefixVertex = prefixVertex.replace(
+                    [
+                        'uniform mat4 modelViewMatrix;',
+                        'uniform mat4 projectionMatrix;',
+                        'uniform mat4 viewMatrix;',
+                        'uniform mat3 normalMatrix;',
+                    ].join('\n'),
+                    [
+                        'uniform mat4 modelViewMatrices[' + numMultiviewViews + '];',
+                        'uniform mat4 projectionMatrices[' + numMultiviewViews + '];',
+                        'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
+                        'uniform mat3 normalMatrices[' + numMultiviewViews + '];',
+
+                        '#define modelViewMatrix modelViewMatrices[VIEW_ID]',
+                        '#define projectionMatrix projectionMatrices[VIEW_ID]',
+                        '#define viewMatrix viewMatrices[VIEW_ID]',
+                        '#define normalMatrix normalMatrices[VIEW_ID]',
+                    ].join('\n')
+                );
+
+                prefixFragment = prefixFragment.replace(
+                    '#version 300 es\n',
+                    [
+                        '#version 300 es\n',
+                        '#extension GL_OVR_multiview2 : require',
+                        '#define VIEW_ID gl_ViewID_OVR',
+                    ].join('\n')
+                );
+
+                prefixFragment = prefixFragment.replace(
+                    'uniform mat4 viewMatrix;',
+                    [
+                        'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
+                        '#define viewMatrix viewMatrices[VIEW_ID]',
+                    ].join('\n')
+                );
+            }
+        }
+
+        var vertexGlsl = prefixVertex + vertexShader;
+        var fragmentGlsl = prefixFragment + fragmentShader;
+
+        // console.log( '*VERTEX*', vertexGlsl );
+        // console.log( '*FRAGMENT*', fragmentGlsl );
+
+        var glVertexShader = WebGLShader(gl, 35633, vertexGlsl);
+        var glFragmentShader = WebGLShader(gl, 35632, 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);
+
+        // check for link errors
+        if (renderer.debug.checkShaderErrors) {
+            var programLog = gl.getProgramInfoLog(program).trim();
+            var vertexLog = gl.getShaderInfoLog(glVertexShader).trim();
+            var fragmentLog = gl.getShaderInfoLog(glFragmentShader).trim();
+
+            var runnable = true;
+            var haveDiagnostics = true;
+
+            if (gl.getProgramParameter(program, 35714) === false) {
+                runnable = false;
+
+                var vertexErrors = getShaderErrors(gl, glVertexShader, 'vertex');
+                var fragmentErrors = getShaderErrors(gl, glFragmentShader, 'fragment');
+
+                console.error(
+                    'THREE.WebGLProgram: shader error: ',
+                    gl.getError(),
+                    '35715',
+                    gl.getProgramParameter(program, 35715),
+                    'gl.getProgramInfoLog',
+                    programLog,
+                    vertexErrors,
+                    fragmentErrors
+                );
+            } 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);
+            }
+
+            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;
+        };
+
+        //
+
+        this.name = shader.name;
+        this.id = programIdCount++;
+        this.cacheKey = cacheKey;
+        this.usedTimes = 1;
+        this.program = program;
+        this.vertexShader = glVertexShader;
+        this.fragmentShader = glFragmentShader;
+        this.numMultiviewViews = numMultiviewViews;
+
+        return this;
+    }
+
+    /**
+     * @author mrdoob / http://mrdoob.com/
+     */
+
+    function WebGLPrograms(renderer, extensions, capabilities) {
+        var programs = [];
+
+        var isWebGL2 = capabilities.isWebGL2;
+        var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
+        var floatVertexTextures = capabilities.floatVertexTextures;
+        var precision = capabilities.precision;
+        var maxVertexUniforms = capabilities.maxVertexUniforms;
+        var vertexTextures = capabilities.vertexTextures;
+
+        var shaderIDs = {
+            MeshDepthMaterial: 'depth',
+            MeshDistanceMaterial: 'distanceRGBA',
+            MeshNormalMaterial: 'normal',
+            MeshBasicMaterial: 'basic',
+            MeshLambertMaterial: 'lambert',
+            MeshPhongMaterial: 'phong',
+            MeshToonMaterial: 'phong',
+            MeshStandardMaterial: 'physical',
+            MeshPhysicalMaterial: 'physical',
+            MeshMatcapMaterial: 'matcap',
+            LineBasicMaterial: 'basic',
+            LineDashedMaterial: 'dashed',
+            PointsMaterial: 'points',
+            ShadowMaterial: 'shadow',
+            SpriteMaterial: 'sprite',
+        };
+
+        var parameterNames = [
+            'precision',
+            'isWebGL2',
+            'supportsVertexTextures',
+            'outputEncoding',
+            'instancing',
+            'numMultiviewViews',
+            'map',
+            'mapEncoding',
+            'matcap',
+            'matcapEncoding',
+            'envMap',
+            'envMapMode',
+            'envMapEncoding',
+            'envMapCubeUV',
+            'lightMap',
+            'aoMap',
+            'emissiveMap',
+            'emissiveMapEncoding',
+            'bumpMap',
+            'normalMap',
+            'objectSpaceNormalMap',
+            'tangentSpaceNormalMap',
+            'clearcoatNormalMap',
+            'displacementMap',
+            'specularMap',
+            'roughnessMap',
+            'metalnessMap',
+            'gradientMap',
+            'alphaMap',
+            'combine',
+            'vertexColors',
+            'vertexTangents',
+            'vertexUvs',
+            'uvsVertexOnly',
+            'fog',
+            'useFog',
+            'fogExp2',
+            'flatShading',
+            'sizeAttenuation',
+            'logarithmicDepthBuffer',
+            'skinning',
+            'maxBones',
+            'useVertexTexture',
+            'morphTargets',
+            'morphNormals',
+            'maxMorphTargets',
+            'maxMorphNormals',
+            'premultipliedAlpha',
+            'numDirLights',
+            'numPointLights',
+            'numSpotLights',
+            'numHemiLights',
+            'numRectAreaLights',
+            'numDirLightShadows',
+            'numPointLightShadows',
+            'numSpotLightShadows',
+            'shadowMapEnabled',
+            'shadowMapType',
+            'toneMapping',
+            'physicallyCorrectLights',
+            'alphaTest',
+            'doubleSided',
+            'flipSided',
+            'numClippingPlanes',
+            'numClipIntersection',
+            'depthPacking',
+            'dithering',
+            'sheen',
+        ];
+
+        function allocateBones(object) {
+            var skeleton = object.skeleton;
+            var bones = skeleton.bones;
+
+            if (floatVertexTextures) {
+                return 1024;
+            } else {
+                // default for when object is not specified
+                // ( for example when prebuilding shader to be used with multiple objects )
+                //
+                //  - leave some extra space for other uniforms
+                //  - limit here is ANGLE's 254 max uniform vectors
+                //    (up to 54 should be safe)
+
+                var nVertexUniforms = 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;
+
+            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 numMultiviewViews =
+                currentRenderTarget && currentRenderTarget.isWebGLMultiviewRenderTarget
+                    ? currentRenderTarget.numViews
+                    : 0;
+
+            var parameters = {
+                isWebGL2: isWebGL2,
+
+                shaderID: shaderID,
+
+                precision: precision,
+
+                instancing: object.isInstancedMesh === true,
+
+                supportsVertexTextures: vertexTextures,
+                numMultiviewViews: numMultiviewViews,
+                outputEncoding: getTextureEncodingFromMap(
+                    !currentRenderTarget ? null : currentRenderTarget.texture,
+                    renderer.gammaOutput
+                ),
+                map: !!material.map,
+                mapEncoding: getTextureEncodingFromMap(material.map, renderer.gammaInput),
+                matcap: !!material.matcap,
+                matcapEncoding: getTextureEncodingFromMap(material.matcap, renderer.gammaInput),
+                envMap: !!material.envMap,
+                envMapMode: material.envMap && material.envMap.mapping,
+                envMapEncoding: getTextureEncodingFromMap(material.envMap, renderer.gammaInput),
+                envMapCubeUV:
+                    !!material.envMap &&
+                    (material.envMap.mapping === CubeUVReflectionMapping ||
+                        material.envMap.mapping === CubeUVRefractionMapping),
+                lightMap: !!material.lightMap,
+                aoMap: !!material.aoMap,
+                emissiveMap: !!material.emissiveMap,
+                emissiveMapEncoding: getTextureEncodingFromMap(material.emissiveMap, renderer.gammaInput),
+                bumpMap: !!material.bumpMap,
+                normalMap: !!material.normalMap,
+                objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
+                tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
+                clearcoatNormalMap: !!material.clearcoatNormalMap,
+                displacementMap: !!material.displacementMap,
+                roughnessMap: !!material.roughnessMap,
+                metalnessMap: !!material.metalnessMap,
+                specularMap: !!material.specularMap,
+                alphaMap: !!material.alphaMap,
+
+                gradientMap: !!material.gradientMap,
+
+                sheen: !!material.sheen,
+
+                combine: material.combine,
+
+                vertexTangents: material.normalMap && material.vertexTangents,
+                vertexColors: material.vertexColors,
+                vertexUvs:
+                    !!material.map ||
+                    !!material.bumpMap ||
+                    !!material.normalMap ||
+                    !!material.specularMap ||
+                    !!material.alphaMap ||
+                    !!material.emissiveMap ||
+                    !!material.roughnessMap ||
+                    !!material.metalnessMap ||
+                    !!material.clearcoatNormalMap ||
+                    !!material.displacementMap,
+                uvsVertexOnly:
+                    !(
+                        !!material.map ||
+                        !!material.bumpMap ||
+                        !!material.normalMap ||
+                        !!material.specularMap ||
+                        !!material.alphaMap ||
+                        !!material.emissiveMap ||
+                        !!material.roughnessMap ||
+                        !!material.metalnessMap ||
+                        !!material.clearcoatNormalMap
+                    ) && !!material.displacementMap,
+
+                fog: !!fog,
+                useFog: material.fog,
+                fogExp2: fog && fog.isFogExp2,
+
+                flatShading: material.flatShading,
+
+                sizeAttenuation: material.sizeAttenuation,
+                logarithmicDepthBuffer: logarithmicDepthBuffer,
+
+                skinning: material.skinning && maxBones > 0,
+                maxBones: maxBones,
+                useVertexTexture: 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,
+
+                numDirLightShadows: lights.directionalShadowMap.length,
+                numPointLightShadows: lights.pointShadowMap.length,
+                numSpotLightShadows: lights.spotShadowMap.length,
+
+                numClippingPlanes: nClipPlanes,
+                numClipIntersection: nClipIntersection,
+
+                dithering: material.dithering,
+
+                shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
+                shadowMapType: renderer.shadowMap.type,
+
+                toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
+                physicallyCorrectLights: renderer.physicallyCorrectLights,
+
+                premultipliedAlpha: material.premultipliedAlpha,
+
+                alphaTest: material.alphaTest,
+                doubleSided: material.side === DoubleSide,
+                flipSided: material.side === BackSide,
+
+                depthPacking: material.depthPacking !== undefined ? material.depthPacking : false,
+            };
+
+            return parameters;
+        };
+
+        this.getProgramCacheKey = 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);
+
+            array.push(renderer.gammaFactor);
+
+            return array.join();
+        };
+
+        this.acquireProgram = function (material, shader, parameters, cacheKey) {
+            var program;
+
+            // Check if code has been already compiled
+            for (var p = 0, pl = programs.length; p < pl; p++) {
+                var preexistingProgram = programs[p];
+
+                if (preexistingProgram.cacheKey === cacheKey) {
+                    program = preexistingProgram;
+                    ++program.usedTimes;
+
+                    break;
+                }
+            }
+
+            if (program === undefined) {
+                program = new WebGLProgram(renderer, extensions, cacheKey, 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.groupOrder !== b.groupOrder) {
+            return a.groupOrder - b.groupOrder;
+        } else if (a.renderOrder !== b.renderOrder) {
+            return a.renderOrder - b.renderOrder;
+        } else if (a.program !== b.program) {
+            return a.program.id - b.program.id;
+        } else if (a.material.id !== b.material.id) {
+            return a.material.id - b.material.id;
+        } else if (a.z !== b.z) {
+            return a.z - b.z;
+        } else {
+            return a.id - b.id;
+        }
+    }
+
+    function reversePainterSortStable(a, b) {
+        if (a.groupOrder !== b.groupOrder) {
+            return a.groupOrder - b.groupOrder;
+        } else if (a.renderOrder !== b.renderOrder) {
+            return a.renderOrder - b.renderOrder;
+        } else if (a.z !== b.z) {
+            return b.z - a.z;
+        } else {
+            return a.id - b.id;
+        }
+    }
+
+    function WebGLRenderList() {
+        var renderItems = [];
+        var renderItemsIndex = 0;
+
+        var opaque = [];
+        var transparent = [];
+
+        var defaultProgram = { id: -1 };
+
+        function init() {
+            renderItemsIndex = 0;
+
+            opaque.length = 0;
+            transparent.length = 0;
+        }
+
+        function getNextRenderItem(object, geometry, material, groupOrder, z, group) {
+            var renderItem = renderItems[renderItemsIndex];
+
+            if (renderItem === undefined) {
+                renderItem = {
+                    id: object.id,
+                    object: object,
+                    geometry: geometry,
+                    material: material,
+                    program: material.program || defaultProgram,
+                    groupOrder: groupOrder,
+                    renderOrder: object.renderOrder,
+                    z: z,
+                    group: group,
+                };
+
+                renderItems[renderItemsIndex] = renderItem;
+            } else {
+                renderItem.id = object.id;
+                renderItem.object = object;
+                renderItem.geometry = geometry;
+                renderItem.material = material;
+                renderItem.program = material.program || defaultProgram;
+                renderItem.groupOrder = groupOrder;
+                renderItem.renderOrder = object.renderOrder;
+                renderItem.z = z;
+                renderItem.group = group;
+            }
+
+            renderItemsIndex++;
+
+            return renderItem;
+        }
+
+        function push(object, geometry, material, groupOrder, z, group) {
+            var renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group);
+
+            (material.transparent === true ? transparent : opaque).push(renderItem);
+        }
+
+        function unshift(object, geometry, material, groupOrder, z, group) {
+            var renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group);
+
+            (material.transparent === true ? transparent : opaque).unshift(renderItem);
+        }
+
+        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,
+            unshift: unshift,
+
+            sort: sort,
+        };
+    }
+
+    function WebGLRenderLists() {
+        var lists = new WeakMap();
+
+        function onSceneDispose(event) {
+            var scene = event.target;
+
+            scene.removeEventListener('dispose', onSceneDispose);
+
+            lists.delete(scene);
+        }
+
+        function get(scene, camera) {
+            var cameras = lists.get(scene);
+            var list;
+            if (cameras === undefined) {
+                list = new WebGLRenderList();
+                lists.set(scene, new WeakMap());
+                lists.get(scene).set(camera, list);
+
+                scene.addEventListener('dispose', onSceneDispose);
+            } else {
+                list = cameras.get(camera);
+                if (list === undefined) {
+                    list = new WebGLRenderList();
+                    cameras.set(camera, list);
+                }
+            }
+
+            return list;
+        }
+
+        function dispose() {
+            lists = new WeakMap();
+        }
+
+        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 nextVersion = 0;
+
+    function shadowCastingLightsFirst(lightA, lightB) {
+        return (lightB.castShadow ? 1 : 0) - (lightA.castShadow ? 1 : 0);
+    }
+
+    function WebGLLights() {
+        var cache = new UniformsCache();
+
+        var state = {
+            version: 0,
+
+            hash: {
+                directionalLength: -1,
+                pointLength: -1,
+                spotLength: -1,
+                rectAreaLength: -1,
+                hemiLength: -1,
+
+                numDirectionalShadows: -1,
+                numPointShadows: -1,
+                numSpotShadows: -1,
+            },
+
+            ambient: [0, 0, 0],
+            probe: [],
+            directional: [],
+            directionalShadowMap: [],
+            directionalShadowMatrix: [],
+            spot: [],
+            spotShadowMap: [],
+            spotShadowMatrix: [],
+            rectArea: [],
+            point: [],
+            pointShadowMap: [],
+            pointShadowMatrix: [],
+            hemi: [],
+
+            numDirectionalShadows: -1,
+            numPointShadows: -1,
+            numSpotShadows: -1,
+        };
+
+        for (var i = 0; i < 9; i++) {
+            state.probe.push(new Vector3());
+        }
+
+        var vector3 = new Vector3();
+        var matrix4 = new Matrix4();
+        var matrix42 = new Matrix4();
+
+        function setup(lights, shadows, camera) {
+            var r = 0,
+                g = 0,
+                b = 0;
+
+            for (var i = 0; i < 9; i++) {
+                state.probe[i].set(0, 0, 0);
+            }
+
+            var directionalLength = 0;
+            var pointLength = 0;
+            var spotLength = 0;
+            var rectAreaLength = 0;
+            var hemiLength = 0;
+
+            var numDirectionalShadows = 0;
+            var numPointShadows = 0;
+            var numSpotShadows = 0;
+
+            var viewMatrix = camera.matrixWorldInverse;
+
+            lights.sort(shadowCastingLightsFirst);
+
+            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.isLightProbe) {
+                    for (var j = 0; j < 9; j++) {
+                        state.probe[j].addScaledVector(light.sh.coefficients[j], 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;
+
+                        numDirectionalShadows++;
+                    }
+
+                    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.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;
+
+                        numSpotShadows++;
+                    }
+
+                    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.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;
+
+                        numPointShadows++;
+                    }
+
+                    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;
+
+            var hash = state.hash;
+
+            if (
+                hash.directionalLength !== directionalLength ||
+                hash.pointLength !== pointLength ||
+                hash.spotLength !== spotLength ||
+                hash.rectAreaLength !== rectAreaLength ||
+                hash.hemiLength !== hemiLength ||
+                hash.numDirectionalShadows !== numDirectionalShadows ||
+                hash.numPointShadows !== numPointShadows ||
+                hash.numSpotShadows !== numSpotShadows
+            ) {
+                state.directional.length = directionalLength;
+                state.spot.length = spotLength;
+                state.rectArea.length = rectAreaLength;
+                state.point.length = pointLength;
+                state.hemi.length = hemiLength;
+
+                state.directionalShadowMap.length = numDirectionalShadows;
+                state.pointShadowMap.length = numPointShadows;
+                state.spotShadowMap.length = numSpotShadows;
+                state.directionalShadowMatrix.length = numDirectionalShadows;
+                state.pointShadowMatrix.length = numPointShadows;
+                state.spotShadowMatrix.length = numSpotShadows;
+
+                hash.directionalLength = directionalLength;
+                hash.pointLength = pointLength;
+                hash.spotLength = spotLength;
+                hash.rectAreaLength = rectAreaLength;
+                hash.hemiLength = hemiLength;
+
+                hash.numDirectionalShadows = numDirectionalShadows;
+                hash.numPointShadows = numPointShadows;
+                hash.numSpotShadows = numSpotShadows;
+
+                state.version = nextVersion++;
+            }
+        }
+
+        return {
+            setup: setup,
+            state: state,
+        };
+    }
+
+    /**
+     * @author Mugen87 / https://github.com/Mugen87
+     */
+
+    function WebGLRenderState() {
+        var lights = new WebGLLights();
+
+        var lightsArray = [];
+        var shadowsArray = [];
+
+        function init() {
+            lightsArray.length = 0;
+            shadowsArray.length = 0;
+        }
+
+        function pushLight(light) {
+            lightsArray.push(light);
+        }
+
+        function pushShadow(shadowLight) {
+            shadowsArray.push(shadowLight);
+        }
+
+        function setupLights(camera) {
+            lights.setup(lightsArray, shadowsArray, camera);
+        }
+
+        var state = {
+            lightsArray: lightsArray,
+            shadowsArray: shadowsArray,
+
+            lights: lights,
+        };
+
+        return {
+            init: init,
+            state: state,
+            setupLights: setupLights,
+
+            pushLight: pushLight,
+            pushShadow: pushShadow,
+        };
+    }
+
+    function WebGLRenderStates() {
+        var renderStates = new WeakMap();
+
+        function onSceneDispose(event) {
+            var scene = event.target;
+
+            scene.removeEventListener('dispose', onSceneDispose);
+
+            renderStates.delete(scene);
+        }
+
+        function get(scene, camera) {
+            var renderState;
+
+            if (renderStates.has(scene) === false) {
+                renderState = new WebGLRenderState();
+                renderStates.set(scene, new WeakMap());
+                renderStates.get(scene).set(camera, renderState);
+
+                scene.addEventListener('dispose', onSceneDispose);
+            } else {
+                if (renderStates.get(scene).has(camera) === false) {
+                    renderState = new WebGLRenderState();
+                    renderStates.get(scene).set(camera, renderState);
+                } else {
+                    renderState = renderStates.get(scene).get(camera);
+                }
+            }
+
+            return renderState;
+        }
+
+        function dispose() {
+            renderStates = new WeakMap();
+        }
+
+        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.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.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;
+    };
+
+    var vsm_frag =
+        'uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n  float mean = 0.0;\n  float squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy  ) / resolution ) );\n  for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n    #ifdef HORIZONAL_PASS\n      vec2 distribution = unpack2HalfToRGBA ( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n      mean += distribution.x;\n      squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n    #else\n      float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0,  i )  * radius ) / resolution ) );\n      mean += depth;\n      squared_mean += depth * depth;\n    #endif\n  }\n  mean = mean * HALF_SAMPLE_RATE;\n  squared_mean = squared_mean * HALF_SAMPLE_RATE;\n  float std_dev = sqrt( squared_mean - mean * mean );\n  gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}';
+
+    var vsm_vert = 'void main() {\n\tgl_Position = vec4( position, 1.0 );\n}';
+
+    /**
+     * @author alteredq / http://alteredqualia.com/
+     * @author mrdoob / http://mrdoob.com/
+     */
+
+    function WebGLShadowMap(_renderer, _objects, maxTextureSize) {
+        var _frustum = new Frustum(),
+            _shadowMapSize = new Vector2(),
+            _viewportSize = new Vector2(),
+            _viewport = new Vector4(),
+            _depthMaterials = [],
+            _distanceMaterials = [],
+            _materialCache = {};
+
+        var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
+
+        var shadowMaterialVertical = new ShaderMaterial({
+            defines: {
+                SAMPLE_RATE: 2.0 / 8.0,
+                HALF_SAMPLE_RATE: 1.0 / 8.0,
+            },
+
+            uniforms: {
+                shadow_pass: { value: null },
+                resolution: { value: new Vector2() },
+                radius: { value: 4.0 },
+            },
+
+            vertexShader: vsm_vert,
+
+            fragmentShader: vsm_frag,
+        });
+
+        var shadowMaterialHorizonal = shadowMaterialVertical.clone();
+        shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
+
+        var fullScreenTri = new BufferGeometry();
+        fullScreenTri.setAttribute(
+            'position',
+            new BufferAttribute(new Float32Array([-1, -1, 0.5, 3, -1, 0.5, -1, 3, 0.5]), 3)
+        );
+
+        var fullScreenMesh = new Mesh(fullScreenTri, shadowMaterialVertical);
+
+        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;
+            }
+
+            var currentRenderTarget = _renderer.getRenderTarget();
+            var activeCubeFace = _renderer.getActiveCubeFace();
+            var activeMipmapLevel = _renderer.getActiveMipmapLevel();
+
+            var _state = _renderer.state;
+
+            // Set GL state for depth map.
+            _state.setBlending(NoBlending);
+            _state.buffers.color.setClear(1, 1, 1, 1);
+            _state.buffers.depth.setTest(true);
+            _state.setScissorTest(false);
+
+            // render depth map
+
+            for (var i = 0, il = lights.length; i < il; i++) {
+                var light = lights[i];
+                var shadow = light.shadow;
+
+                if (shadow === undefined) {
+                    console.warn('THREE.WebGLShadowMap:', light, 'has no shadow.');
+                    continue;
+                }
+
+                _shadowMapSize.copy(shadow.mapSize);
+
+                var shadowFrameExtents = shadow.getFrameExtents();
+
+                _shadowMapSize.multiply(shadowFrameExtents);
+
+                _viewportSize.copy(shadow.mapSize);
+
+                if (_shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize) {
+                    console.warn('THREE.WebGLShadowMap:', light, 'has shadow exceeding max texture size, reducing');
+
+                    if (_shadowMapSize.x > maxTextureSize) {
+                        _viewportSize.x = Math.floor(maxTextureSize / shadowFrameExtents.x);
+                        _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
+                        shadow.mapSize.x = _viewportSize.x;
+                    }
+
+                    if (_shadowMapSize.y > maxTextureSize) {
+                        _viewportSize.y = Math.floor(maxTextureSize / shadowFrameExtents.y);
+                        _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
+                        shadow.mapSize.y = _viewportSize.y;
+                    }
+                }
+
+                if (shadow.map === null && !shadow.isPointLightShadow && this.type === VSMShadowMap) {
+                    var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
+
+                    shadow.map = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars);
+                    shadow.map.texture.name = light.name + '.shadowMap';
+
+                    shadow.mapPass = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars);
+
+                    shadow.camera.updateProjectionMatrix();
+                }
+
+                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';
+
+                    shadow.camera.updateProjectionMatrix();
+                }
+
+                _renderer.setRenderTarget(shadow.map);
+                _renderer.clear();
+
+                var viewportCount = shadow.getViewportCount();
+
+                for (var vp = 0; vp < viewportCount; vp++) {
+                    var viewport = shadow.getViewport(vp);
+
+                    _viewport.set(
+                        _viewportSize.x * viewport.x,
+                        _viewportSize.y * viewport.y,
+                        _viewportSize.x * viewport.z,
+                        _viewportSize.y * viewport.w
+                    );
+
+                    _state.viewport(_viewport);
+
+                    shadow.updateMatrices(light, vp);
+
+                    _frustum = shadow.getFrustum();
+
+                    renderObject(scene, camera, shadow.camera, light, this.type);
+                }
+
+                // do blur pass for VSM
+
+                if (!shadow.isPointLightShadow && this.type === VSMShadowMap) {
+                    VSMPass(shadow, camera);
+                }
+            }
+
+            scope.needsUpdate = false;
+
+            _renderer.setRenderTarget(currentRenderTarget, activeCubeFace, activeMipmapLevel);
+        };
+
+        function VSMPass(shadow, camera) {
+            var geometry = _objects.update(fullScreenMesh);
+
+            // vertical pass
+
+            shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
+            shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
+            shadowMaterialVertical.uniforms.radius.value = shadow.radius;
+            _renderer.setRenderTarget(shadow.mapPass);
+            _renderer.clear();
+            _renderer.renderBufferDirect(camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null);
+
+            // horizonal pass
+
+            shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
+            shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
+            shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
+            _renderer.setRenderTarget(shadow.map);
+            _renderer.clear();
+            _renderer.renderBufferDirect(camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null);
+        }
+
+        function getDepthMaterialVariant(useMorphing, useSkinning, useInstancing) {
+            var index = (useMorphing << 0) | (useSkinning << 1) | (useInstancing << 2);
+
+            var material = _depthMaterials[index];
+
+            if (material === undefined) {
+                material = new MeshDepthMaterial({
+                    depthPacking: RGBADepthPacking,
+
+                    morphTargets: useMorphing,
+                    skinning: useSkinning,
+                });
+
+                _depthMaterials[index] = material;
+            }
+
+            return material;
+        }
+
+        function getDistanceMaterialVariant(useMorphing, useSkinning, useInstancing) {
+            var index = (useMorphing << 0) | (useSkinning << 1) | (useInstancing << 2);
+
+            var material = _distanceMaterials[index];
+
+            if (material === undefined) {
+                material = new MeshDistanceMaterial({
+                    morphTargets: useMorphing,
+                    skinning: useSkinning,
+                });
+
+                _distanceMaterials[index] = material;
+            }
+
+            return material;
+        }
+
+        function getDepthMaterial(object, material, light, shadowCameraNear, shadowCameraFar, type) {
+            var geometry = object.geometry;
+
+            var result = null;
+
+            var getMaterialVariant = getDepthMaterialVariant;
+            var customMaterial = object.customDepthMaterial;
+
+            if (light.isPointLight === true) {
+                getMaterialVariant = getDistanceMaterialVariant;
+                customMaterial = object.customDistanceMaterial;
+            }
+
+            if (customMaterial === undefined) {
+                var useMorphing = false;
+
+                if (material.morphTargets === true) {
+                    if (geometry.isBufferGeometry === true) {
+                        useMorphing =
+                            geometry.morphAttributes &&
+                            geometry.morphAttributes.position &&
+                            geometry.morphAttributes.position.length > 0;
+                    } else if (geometry.isGeometry === true) {
+                        useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
+                    }
+                }
+
+                var useSkinning = false;
+
+                if (object.isSkinnedMesh === true) {
+                    if (material.skinning === true) {
+                        useSkinning = true;
+                    } else {
+                        console.warn(
+                            'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:',
+                            object
+                        );
+                    }
+                }
+
+                var useInstancing = object.isInstancedMesh === true;
+
+                result = getMaterialVariant(useMorphing, useSkinning, useInstancing);
+            } 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;
+
+            if (type === VSMShadowMap) {
+                result.side = material.shadowSide !== null ? material.shadowSide : material.side;
+            } else {
+                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 (light.isPointLight === true && result.isMeshDistanceMaterial === true) {
+                result.referencePosition.setFromMatrixPosition(light.matrixWorld);
+                result.nearDistance = shadowCameraNear;
+                result.farDistance = shadowCameraFar;
+            }
+
+            return result;
+        }
+
+        function renderObject(object, camera, shadowCamera, light, type) {
+            if (object.visible === false) {
+                return;
+            }
+
+            var visible = object.layers.test(camera.layers);
+
+            if (visible && (object.isMesh || object.isLine || object.isPoints)) {
+                if (
+                    (object.castShadow || (object.receiveShadow && type === VSMShadowMap)) &&
+                    (!object.frustumCulled || _frustum.intersectsObject(object))
+                ) {
+                    object.modelViewMatrix.multiplyMatrices(shadowCamera.matrixWorldInverse, object.matrixWorld);
+
+                    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,
+                                    light,
+                                    shadowCamera.near,
+                                    shadowCamera.far,
+                                    type
+                                );
+
+                                _renderer.renderBufferDirect(
+                                    shadowCamera,
+                                    null,
+                                    geometry,
+                                    depthMaterial,
+                                    object,
+                                    group
+                                );
+                            }
+                        }
+                    } else if (material.visible) {
+                        var depthMaterial = getDepthMaterial(
+                            object,
+                            material,
+                            light,
+                            shadowCamera.near,
+                            shadowCamera.far,
+                            type
+                        );
+
+                        _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, light, type);
+            }
+        }
+    }
+
+    /**
+     * @author mrdoob / http://mrdoob.com/
+     */
+
+    function WebGLState(gl, extensions, capabilities) {
+        var isWebGL2 = capabilities.isWebGL2;
+
+        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(2929);
+                    } else {
+                        disable(2929);
+                    }
+                },
+
+                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(512);
+                                    break;
+
+                                case AlwaysDepth:
+                                    gl.depthFunc(519);
+                                    break;
+
+                                case LessDepth:
+                                    gl.depthFunc(513);
+                                    break;
+
+                                case LessEqualDepth:
+                                    gl.depthFunc(515);
+                                    break;
+
+                                case EqualDepth:
+                                    gl.depthFunc(514);
+                                    break;
+
+                                case GreaterEqualDepth:
+                                    gl.depthFunc(518);
+                                    break;
+
+                                case GreaterDepth:
+                                    gl.depthFunc(516);
+                                    break;
+
+                                case NotEqualDepth:
+                                    gl.depthFunc(517);
+                                    break;
+
+                                default:
+                                    gl.depthFunc(515);
+                            }
+                        } else {
+                            gl.depthFunc(515);
+                        }
+
+                        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 (!locked) {
+                        if (stencilTest) {
+                            enable(2960);
+                        } else {
+                            disable(2960);
+                        }
+                    }
+                },
+
+                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(34921);
+        var newAttributes = new Uint8Array(maxVertexAttributes);
+        var enabledAttributes = new Uint8Array(maxVertexAttributes);
+        var attributeDivisors = new Uint8Array(maxVertexAttributes);
+
+        var enabledCapabilities = {};
+
+        var currentProgram = null;
+
+        var currentBlendingEnabled = 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(35661);
+
+        var lineWidthAvailable = false;
+        var version = 0;
+        var glVersion = gl.getParameter(7938);
+
+        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, 10241, 9728);
+            gl.texParameteri(type, 10240, 9728);
+
+            for (var i = 0; i < count; i++) {
+                gl.texImage2D(target + i, 0, 6408, 1, 1, 0, 6408, 5121, data);
+            }
+
+            return texture;
+        }
+
+        var emptyTextures = {};
+        emptyTextures[3553] = createTexture(3553, 3553, 1);
+        emptyTextures[34067] = createTexture(34067, 34069, 6);
+
+        // init
+
+        colorBuffer.setClear(0, 0, 0, 1);
+        depthBuffer.setClear(1);
+        stencilBuffer.setClear(0);
+
+        enable(2929);
+        depthBuffer.setFunc(LessEqualDepth);
+
+        setFlipSided(false);
+        setCullFace(CullFaceBack);
+        enable(2884);
+
+        setBlending(NoBlending);
+
+        //
+
+        function initAttributes() {
+            for (var i = 0, l = newAttributes.length; i < l; i++) {
+                newAttributes[i] = 0;
+            }
+        }
+
+        function enableAttribute(attribute) {
+            enableAttributeAndDivisor(attribute, 0);
+        }
+
+        function enableAttributeAndDivisor(attribute, meshPerAttribute) {
+            newAttributes[attribute] = 1;
+
+            if (enabledAttributes[attribute] === 0) {
+                gl.enableVertexAttribArray(attribute);
+                enabledAttributes[attribute] = 1;
+            }
+
+            if (attributeDivisors[attribute] !== meshPerAttribute) {
+                var extension = isWebGL2 ? gl : extensions.get('ANGLE_instanced_arrays');
+
+                extension[isWebGL2 ? 'vertexAttribDivisor' : '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 (enabledCapabilities[id] !== true) {
+                gl.enable(id);
+                enabledCapabilities[id] = true;
+            }
+        }
+
+        function disable(id) {
+            if (enabledCapabilities[id] !== false) {
+                gl.disable(id);
+                enabledCapabilities[id] = false;
+            }
+        }
+
+        function useProgram(program) {
+            if (currentProgram !== program) {
+                gl.useProgram(program);
+
+                currentProgram = program;
+
+                return true;
+            }
+
+            return false;
+        }
+
+        var equationToGL = {};
+        equationToGL[AddEquation] = 32774;
+        equationToGL[SubtractEquation] = 32778;
+        equationToGL[ReverseSubtractEquation] = 32779;
+
+        if (isWebGL2) {
+            equationToGL[MinEquation] = 32775;
+            equationToGL[MaxEquation] = 32776;
+        } else {
+            var extension = extensions.get('EXT_blend_minmax');
+
+            if (extension !== null) {
+                equationToGL[MinEquation] = extension.MIN_EXT;
+                equationToGL[MaxEquation] = extension.MAX_EXT;
+            }
+        }
+
+        var factorToGL = {};
+        factorToGL[ZeroFactor] = 0;
+        factorToGL[OneFactor] = 1;
+        factorToGL[SrcColorFactor] = 768;
+        factorToGL[SrcAlphaFactor] = 770;
+        factorToGL[SrcAlphaSaturateFactor] = 776;
+        factorToGL[DstColorFactor] = 774;
+        factorToGL[DstAlphaFactor] = 772;
+        factorToGL[OneMinusSrcColorFactor] = 769;
+        factorToGL[OneMinusSrcAlphaFactor] = 771;
+        factorToGL[OneMinusDstColorFactor] = 775;
+        factorToGL[OneMinusDstAlphaFactor] = 773;
+
+        function setBlending(
+            blending,
+            blendEquation,
+            blendSrc,
+            blendDst,
+            blendEquationAlpha,
+            blendSrcAlpha,
+            blendDstAlpha,
+            premultipliedAlpha
+        ) {
+            if (blending === NoBlending) {
+                if (currentBlendingEnabled) {
+                    disable(3042);
+                    currentBlendingEnabled = false;
+                }
+
+                return;
+            }
+
+            if (!currentBlendingEnabled) {
+                enable(3042);
+                currentBlendingEnabled = true;
+            }
+
+            if (blending !== CustomBlending) {
+                if (blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha) {
+                    if (currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation) {
+                        gl.blendEquation(32774);
+
+                        currentBlendEquation = AddEquation;
+                        currentBlendEquationAlpha = AddEquation;
+                    }
+
+                    if (premultipliedAlpha) {
+                        switch (blending) {
+                            case NormalBlending:
+                                gl.blendFuncSeparate(1, 771, 1, 771);
+                                break;
+
+                            case AdditiveBlending:
+                                gl.blendFunc(1, 1);
+                                break;
+
+                            case SubtractiveBlending:
+                                gl.blendFuncSeparate(0, 0, 769, 771);
+                                break;
+
+                            case MultiplyBlending:
+                                gl.blendFuncSeparate(0, 768, 0, 770);
+                                break;
+
+                            default:
+                                console.error('THREE.WebGLState: Invalid blending: ', blending);
+                                break;
+                        }
+                    } else {
+                        switch (blending) {
+                            case NormalBlending:
+                                gl.blendFuncSeparate(770, 771, 1, 771);
+                                break;
+
+                            case AdditiveBlending:
+                                gl.blendFunc(770, 1);
+                                break;
+
+                            case SubtractiveBlending:
+                                gl.blendFunc(0, 769);
+                                break;
+
+                            case MultiplyBlending:
+                                gl.blendFunc(0, 768);
+                                break;
+
+                            default:
+                                console.error('THREE.WebGLState: Invalid blending: ', blending);
+                                break;
+                        }
+                    }
+
+                    currentBlendSrc = null;
+                    currentBlendDst = null;
+                    currentBlendSrcAlpha = null;
+                    currentBlendDstAlpha = null;
+
+                    currentBlending = blending;
+                    currentPremultipledAlpha = premultipliedAlpha;
+                }
+
+                return;
+            }
+
+            // custom blending
+
+            blendEquationAlpha = blendEquationAlpha || blendEquation;
+            blendSrcAlpha = blendSrcAlpha || blendSrc;
+            blendDstAlpha = blendDstAlpha || blendDst;
+
+            if (blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha) {
+                gl.blendEquationSeparate(equationToGL[blendEquation], equationToGL[blendEquationAlpha]);
+
+                currentBlendEquation = blendEquation;
+                currentBlendEquationAlpha = blendEquationAlpha;
+            }
+
+            if (
+                blendSrc !== currentBlendSrc ||
+                blendDst !== currentBlendDst ||
+                blendSrcAlpha !== currentBlendSrcAlpha ||
+                blendDstAlpha !== currentBlendDstAlpha
+            ) {
+                gl.blendFuncSeparate(
+                    factorToGL[blendSrc],
+                    factorToGL[blendDst],
+                    factorToGL[blendSrcAlpha],
+                    factorToGL[blendDstAlpha]
+                );
+
+                currentBlendSrc = blendSrc;
+                currentBlendDst = blendDst;
+                currentBlendSrcAlpha = blendSrcAlpha;
+                currentBlendDstAlpha = blendDstAlpha;
+            }
+
+            currentBlending = blending;
+            currentPremultipledAlpha = null;
+        }
+
+        function setMaterial(material, frontFaceCW) {
+            material.side === DoubleSide ? disable(2884) : enable(2884);
+
+            var flipSided = material.side === BackSide;
+            if (frontFaceCW) {
+                flipSided = !flipSided;
+            }
+
+            setFlipSided(flipSided);
+
+            material.blending === NormalBlending && material.transparent === false
+                ? setBlending(NoBlending)
+                : setBlending(
+                      material.blending,
+                      material.blendEquation,
+                      material.blendSrc,
+                      material.blendDst,
+                      material.blendEquationAlpha,
+                      material.blendSrcAlpha,
+                      material.blendDstAlpha,
+                      material.premultipliedAlpha
+                  );
+
+            depthBuffer.setFunc(material.depthFunc);
+            depthBuffer.setTest(material.depthTest);
+            depthBuffer.setMask(material.depthWrite);
+            colorBuffer.setMask(material.colorWrite);
+
+            var stencilWrite = material.stencilWrite;
+            stencilBuffer.setTest(stencilWrite);
+            if (stencilWrite) {
+                stencilBuffer.setMask(material.stencilWriteMask);
+                stencilBuffer.setFunc(material.stencilFunc, material.stencilRef, material.stencilFuncMask);
+                stencilBuffer.setOp(material.stencilFail, material.stencilZFail, material.stencilZPass);
+            }
+
+            setPolygonOffset(material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits);
+        }
+
+        //
+
+        function setFlipSided(flipSided) {
+            if (currentFlipSided !== flipSided) {
+                if (flipSided) {
+                    gl.frontFace(2304);
+                } else {
+                    gl.frontFace(2305);
+                }
+
+                currentFlipSided = flipSided;
+            }
+        }
+
+        function setCullFace(cullFace) {
+            if (cullFace !== CullFaceNone) {
+                enable(2884);
+
+                if (cullFace !== currentCullFace) {
+                    if (cullFace === CullFaceBack) {
+                        gl.cullFace(1029);
+                    } else if (cullFace === CullFaceFront) {
+                        gl.cullFace(1028);
+                    } else {
+                        gl.cullFace(1032);
+                    }
+                }
+            } else {
+                disable(2884);
+            }
+
+            currentCullFace = cullFace;
+        }
+
+        function setLineWidth(width) {
+            if (width !== currentLineWidth) {
+                if (lineWidthAvailable) {
+                    gl.lineWidth(width);
+                }
+
+                currentLineWidth = width;
+            }
+        }
+
+        function setPolygonOffset(polygonOffset, factor, units) {
+            if (polygonOffset) {
+                enable(32823);
+
+                if (currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units) {
+                    gl.polygonOffset(factor, units);
+
+                    currentPolygonOffsetFactor = factor;
+                    currentPolygonOffsetUnits = units;
+                }
+            } else {
+                disable(32823);
+            }
+        }
+
+        function setScissorTest(scissorTest) {
+            if (scissorTest) {
+                enable(3089);
+            } else {
+                disable(3089);
+            }
+        }
+
+        // texture
+
+        function activeTexture(webglSlot) {
+            if (webglSlot === undefined) {
+                webglSlot = 33984 + 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 unbindTexture() {
+            var boundTexture = currentBoundTextures[currentTextureSlot];
+
+            if (boundTexture !== undefined && boundTexture.type !== undefined) {
+                gl.bindTexture(boundTexture.type, null);
+
+                boundTexture.type = undefined;
+                boundTexture.texture = undefined;
+            }
+        }
+
+        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 texImage3D() {
+            try {
+                gl.texImage3D.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;
+                }
+            }
+
+            enabledCapabilities = {};
+
+            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,
+
+            useProgram: useProgram,
+
+            setBlending: setBlending,
+            setMaterial: setMaterial,
+
+            setFlipSided: setFlipSided,
+            setCullFace: setCullFace,
+
+            setLineWidth: setLineWidth,
+            setPolygonOffset: setPolygonOffset,
+
+            setScissorTest: setScissorTest,
+
+            activeTexture: activeTexture,
+            bindTexture: bindTexture,
+            unbindTexture: unbindTexture,
+            compressedTexImage2D: compressedTexImage2D,
+            texImage2D: texImage2D,
+            texImage3D: texImage3D,
+
+            scissor: scissor,
+            viewport: viewport,
+
+            reset: reset,
+        };
+    }
+
+    /**
+     * @author mrdoob / http://mrdoob.com/
+     */
+
+    function WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info) {
+        var isWebGL2 = capabilities.isWebGL2;
+        var maxTextures = capabilities.maxTextures;
+        var maxCubemapSize = capabilities.maxCubemapSize;
+        var maxTextureSize = capabilities.maxTextureSize;
+        var maxSamples = capabilities.maxSamples;
+
+        var _videoTextures = new WeakMap();
+        var _canvas;
+
+        // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
+        // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
+
+        var useOffscreenCanvas =
+            typeof OffscreenCanvas !== 'undefined' && new OffscreenCanvas(1, 1).getContext('2d') !== null;
+
+        function createCanvas(width, height) {
+            // Use OffscreenCanvas when available. Specially needed in web workers
+
+            return useOffscreenCanvas
+                ? new OffscreenCanvas(width, height)
+                : document.createElementNS('http://www.w3.org/1999/xhtml', 'canvas');
+        }
+
+        function resizeImage(image, needsPowerOfTwo, needsNewCanvas, maxSize) {
+            var scale = 1;
+
+            // handle case if texture exceeds max size
+
+            if (image.width > maxSize || image.height > maxSize) {
+                scale = maxSize / Math.max(image.width, image.height);
+            }
+
+            // only perform resize if necessary
+
+            if (scale < 1 || needsPowerOfTwo === true) {
+                // only perform resize for certain image types
+
+                if (
+                    (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement) ||
+                    (typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement) ||
+                    (typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap)
+                ) {
+                    var floor = needsPowerOfTwo ? _Math.floorPowerOfTwo : Math.floor;
+
+                    var width = floor(scale * image.width);
+                    var height = floor(scale * image.height);
+
+                    if (_canvas === undefined) {
+                        _canvas = createCanvas(width, height);
+                    }
+
+                    // cube textures can't reuse the same canvas
+
+                    var canvas = needsNewCanvas ? createCanvas(width, height) : _canvas;
+
+                    canvas.width = width;
+                    canvas.height = height;
+
+                    var context = canvas.getContext('2d');
+                    context.drawImage(image, 0, 0, width, height);
+
+                    console.warn(
+                        'THREE.WebGLRenderer: Texture has been resized from (' +
+                            image.width +
+                            'x' +
+                            image.height +
+                            ') to (' +
+                            width +
+                            'x' +
+                            height +
+                            ').'
+                    );
+
+                    return canvas;
+                } else {
+                    if ('data' in image) {
+                        console.warn(
+                            'THREE.WebGLRenderer: Image in DataTexture is too big (' +
+                                image.width +
+                                'x' +
+                                image.height +
+                                ').'
+                        );
+                    }
+
+                    return image;
+                }
+            }
+
+            return image;
+        }
+
+        function isPowerOfTwo(image) {
+            return _Math.isPowerOfTwo(image.width) && _Math.isPowerOfTwo(image.height);
+        }
+
+        function textureNeedsPowerOfTwo(texture) {
+            if (isWebGL2) {
+                return false;
+            }
+
+            return (
+                texture.wrapS !== ClampToEdgeWrapping ||
+                texture.wrapT !== ClampToEdgeWrapping ||
+                (texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter)
+            );
+        }
+
+        function textureNeedsGenerateMipmaps(texture, supportsMips) {
+            return (
+                texture.generateMipmaps &&
+                supportsMips &&
+                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;
+        }
+
+        function getInternalFormat(glFormat, glType) {
+            if (isWebGL2 === false) {
+                return glFormat;
+            }
+
+            var internalFormat = glFormat;
+
+            if (glFormat === 6403) {
+                if (glType === 5126) {
+                    internalFormat = 33326;
+                }
+                if (glType === 5131) {
+                    internalFormat = 33325;
+                }
+                if (glType === 5121) {
+                    internalFormat = 33321;
+                }
+            }
+
+            if (glFormat === 6407) {
+                if (glType === 5126) {
+                    internalFormat = 34837;
+                }
+                if (glType === 5131) {
+                    internalFormat = 34843;
+                }
+                if (glType === 5121) {
+                    internalFormat = 32849;
+                }
+            }
+
+            if (glFormat === 6408) {
+                if (glType === 5126) {
+                    internalFormat = 34836;
+                }
+                if (glType === 5131) {
+                    internalFormat = 34842;
+                }
+                if (glType === 5121) {
+                    internalFormat = 32856;
+                }
+            }
+
+            if (
+                internalFormat === 33325 ||
+                internalFormat === 33326 ||
+                internalFormat === 34842 ||
+                internalFormat === 34836
+            ) {
+                extensions.get('EXT_color_buffer_float');
+            } else if (internalFormat === 34843 || internalFormat === 34837) {
+                console.warn(
+                    'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.'
+                );
+            }
+
+            return internalFormat;
+        }
+
+        // Fallback filters for non-power-of-2 textures
+
+        function filterFallback(f) {
+            if (f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter) {
+                return 9728;
+            }
+
+            return 9729;
+        }
+
+        //
+
+        function onTextureDispose(event) {
+            var texture = event.target;
+
+            texture.removeEventListener('dispose', onTextureDispose);
+
+            deallocateTexture(texture);
+
+            if (texture.isVideoTexture) {
+                _videoTextures.delete(texture);
+            }
+
+            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 (textureProperties.__webglInit === undefined) {
+                return;
+            }
+
+            _gl.deleteTexture(textureProperties.__webglTexture);
+
+            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);
+                }
+            }
+
+            if (renderTarget.isWebGLMultiviewRenderTarget) {
+                _gl.deleteTexture(renderTargetProperties.__webglColorTexture);
+                _gl.deleteTexture(renderTargetProperties.__webglDepthStencilTexture);
+
+                info.memory.textures -= 2;
+
+                for (var i = 0, il = renderTargetProperties.__webglViewFramebuffers.length; i < il; i++) {
+                    _gl.deleteFramebuffer(renderTargetProperties.__webglViewFramebuffers[i]);
+                }
+            }
+
+            properties.remove(renderTarget.texture);
+            properties.remove(renderTarget);
+        }
+
+        //
+
+        var textureUnits = 0;
+
+        function resetTextureUnits() {
+            textureUnits = 0;
+        }
+
+        function allocateTextureUnit() {
+            var textureUnit = textureUnits;
+
+            if (textureUnit >= maxTextures) {
+                console.warn(
+                    'THREE.WebGLTextures: Trying to use ' +
+                        textureUnit +
+                        ' texture units while this GPU supports only ' +
+                        maxTextures
+                );
+            }
+
+            textureUnits += 1;
+
+            return textureUnit;
+        }
+
+        //
+
+        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');
+                } else if (image.complete === false) {
+                    console.warn('THREE.WebGLRenderer: Texture marked for update but image is incomplete');
+                } else {
+                    uploadTexture(textureProperties, texture, slot);
+                    return;
+                }
+            }
+
+            state.activeTexture(33984 + slot);
+            state.bindTexture(3553, textureProperties.__webglTexture);
+        }
+
+        function setTexture2DArray(texture, slot) {
+            var textureProperties = properties.get(texture);
+
+            if (texture.version > 0 && textureProperties.__version !== texture.version) {
+                uploadTexture(textureProperties, texture, slot);
+                return;
+            }
+
+            state.activeTexture(33984 + slot);
+            state.bindTexture(35866, textureProperties.__webglTexture);
+        }
+
+        function setTexture3D(texture, slot) {
+            var textureProperties = properties.get(texture);
+
+            if (texture.version > 0 && textureProperties.__version !== texture.version) {
+                uploadTexture(textureProperties, texture, slot);
+                return;
+            }
+
+            state.activeTexture(33984 + slot);
+            state.bindTexture(32879, textureProperties.__webglTexture);
+        }
+
+        function setTextureCube(texture, slot) {
+            if (texture.image.length !== 6) {
+                return;
+            }
+
+            var textureProperties = properties.get(texture);
+
+            if (texture.version > 0 && textureProperties.__version !== texture.version) {
+                initTexture(textureProperties, texture);
+
+                state.activeTexture(33984 + slot);
+                state.bindTexture(34067, textureProperties.__webglTexture);
+
+                _gl.pixelStorei(37440, 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] = resizeImage(texture.image[i], false, true, maxCubemapSize);
+                    } else {
+                        cubeImage[i] = isDataTexture ? texture.image[i].image : texture.image[i];
+                    }
+                }
+
+                var image = cubeImage[0],
+                    supportsMips = isPowerOfTwo(image) || isWebGL2,
+                    glFormat = utils.convert(texture.format),
+                    glType = utils.convert(texture.type),
+                    glInternalFormat = getInternalFormat(glFormat, glType);
+
+                setTextureParameters(34067, texture, supportsMips);
+
+                var mipmaps;
+
+                if (isCompressed) {
+                    for (var i = 0; i < 6; i++) {
+                        mipmaps = cubeImage[i].mipmaps;
+
+                        for (var j = 0; j < mipmaps.length; j++) {
+                            var mipmap = mipmaps[j];
+
+                            if (texture.format !== RGBAFormat && texture.format !== RGBFormat) {
+                                if (glFormat !== null) {
+                                    state.compressedTexImage2D(
+                                        34069 + i,
+                                        j,
+                                        glInternalFormat,
+                                        mipmap.width,
+                                        mipmap.height,
+                                        0,
+                                        mipmap.data
+                                    );
+                                } else {
+                                    console.warn(
+                                        'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()'
+                                    );
+                                }
+                            } else {
+                                state.texImage2D(
+                                    34069 + i,
+                                    j,
+                                    glInternalFormat,
+                                    mipmap.width,
+                                    mipmap.height,
+                                    0,
+                                    glFormat,
+                                    glType,
+                                    mipmap.data
+                                );
+                            }
+                        }
+                    }
+
+                    textureProperties.__maxMipLevel = mipmaps.length - 1;
+                } else {
+                    mipmaps = texture.mipmaps;
+
+                    for (var i = 0; i < 6; i++) {
+                        if (isDataTexture) {
+                            state.texImage2D(
+                                34069 + i,
+                                0,
+                                glInternalFormat,
+                                cubeImage[i].width,
+                                cubeImage[i].height,
+                                0,
+                                glFormat,
+                                glType,
+                                cubeImage[i].data
+                            );
+
+                            for (var j = 0; j < mipmaps.length; j++) {
+                                var mipmap = mipmaps[j];
+                                var mipmapImage = mipmap.image[i].image;
+
+                                state.texImage2D(
+                                    34069 + i,
+                                    j + 1,
+                                    glInternalFormat,
+                                    mipmapImage.width,
+                                    mipmapImage.height,
+                                    0,
+                                    glFormat,
+                                    glType,
+                                    mipmapImage.data
+                                );
+                            }
+                        } else {
+                            state.texImage2D(34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[i]);
+
+                            for (var j = 0; j < mipmaps.length; j++) {
+                                var mipmap = mipmaps[j];
+
+                                state.texImage2D(34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[i]);
+                            }
+                        }
+                    }
+
+                    textureProperties.__maxMipLevel = mipmaps.length;
+                }
+
+                if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
+                    // We assume images for cube map have the same size.
+                    generateMipmap(34067, texture, image.width, image.height);
+                }
+
+                textureProperties.__version = texture.version;
+
+                if (texture.onUpdate) {
+                    texture.onUpdate(texture);
+                }
+            } else {
+                state.activeTexture(33984 + slot);
+                state.bindTexture(34067, textureProperties.__webglTexture);
+            }
+        }
+
+        function setTextureCubeDynamic(texture, slot) {
+            state.activeTexture(33984 + slot);
+            state.bindTexture(34067, properties.get(texture).__webglTexture);
+        }
+
+        var wrappingToGL = {};
+        wrappingToGL[RepeatWrapping] = 10497;
+        wrappingToGL[ClampToEdgeWrapping] = 33071;
+        wrappingToGL[MirroredRepeatWrapping] = 33648;
+
+        var filterToGL = {};
+        filterToGL[NearestFilter] = 9728;
+        filterToGL[NearestMipmapNearestFilter] = 9984;
+        filterToGL[NearestMipmapLinearFilter] = 9986;
+        filterToGL[LinearFilter] = 9729;
+        filterToGL[LinearMipmapNearestFilter] = 9985;
+        filterToGL[LinearMipmapLinearFilter] = 9987;
+
+        function setTextureParameters(textureType, texture, supportsMips) {
+            if (supportsMips) {
+                _gl.texParameteri(textureType, 10242, wrappingToGL[texture.wrapS]);
+                _gl.texParameteri(textureType, 10243, wrappingToGL[texture.wrapT]);
+
+                if (textureType === 32879 || textureType === 35866) {
+                    _gl.texParameteri(textureType, 32882, wrappingToGL[texture.wrapR]);
+                }
+
+                _gl.texParameteri(textureType, 10240, filterToGL[texture.magFilter]);
+                _gl.texParameteri(textureType, 10241, filterToGL[texture.minFilter]);
+            } else {
+                _gl.texParameteri(textureType, 10242, 33071);
+                _gl.texParameteri(textureType, 10243, 33071);
+
+                if (textureType === 32879 || textureType === 35866) {
+                    _gl.texParameteri(textureType, 32882, 33071);
+                }
+
+                if (texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping) {
+                    console.warn(
+                        'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.'
+                    );
+                }
+
+                _gl.texParameteri(textureType, 10240, filterFallback(texture.magFilter));
+                _gl.texParameteri(textureType, 10241, 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.'
+                    );
+                }
+            }
+
+            var 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 &&
+                    (isWebGL2 || 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 initTexture(textureProperties, texture) {
+            if (textureProperties.__webglInit === undefined) {
+                textureProperties.__webglInit = true;
+
+                texture.addEventListener('dispose', onTextureDispose);
+
+                textureProperties.__webglTexture = _gl.createTexture();
+
+                info.memory.textures++;
+            }
+        }
+
+        function uploadTexture(textureProperties, texture, slot) {
+            var textureType = 3553;
+
+            if (texture.isDataTexture2DArray) {
+                textureType = 35866;
+            }
+            if (texture.isDataTexture3D) {
+                textureType = 32879;
+            }
+
+            initTexture(textureProperties, texture);
+
+            state.activeTexture(33984 + slot);
+            state.bindTexture(textureType, textureProperties.__webglTexture);
+
+            _gl.pixelStorei(37440, texture.flipY);
+            _gl.pixelStorei(37441, texture.premultiplyAlpha);
+            _gl.pixelStorei(3317, texture.unpackAlignment);
+
+            var needsPowerOfTwo = textureNeedsPowerOfTwo(texture) && isPowerOfTwo(texture.image) === false;
+            var image = resizeImage(texture.image, needsPowerOfTwo, false, maxTextureSize);
+
+            var supportsMips = isPowerOfTwo(image) || isWebGL2,
+                glFormat = utils.convert(texture.format),
+                glType = utils.convert(texture.type),
+                glInternalFormat = getInternalFormat(glFormat, glType);
+
+            setTextureParameters(textureType, texture, supportsMips);
+
+            var mipmap,
+                mipmaps = texture.mipmaps;
+
+            if (texture.isDepthTexture) {
+                // populate depth texture with dummy data
+
+                glInternalFormat = 6402;
+
+                if (texture.type === FloatType) {
+                    if (isWebGL2 === false) {
+                        throw new Error('Float Depth Texture only supported in WebGL2.0');
+                    }
+                    glInternalFormat = 36012;
+                } else if (isWebGL2) {
+                    // WebGL 2.0 requires signed internalformat for glTexImage2D
+                    glInternalFormat = 33189;
+                }
+
+                if (texture.format === DepthFormat && glInternalFormat === 6402) {
+                    // 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) {
+                    glInternalFormat = 34041;
+
+                    // 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(3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null);
+            } else if (texture.isDataTexture) {
+                // use manually created mipmaps if available
+                // if there are no manual mipmaps
+                // set 0 level mipmap and then use GL to generate other mipmap levels
+
+                if (mipmaps.length > 0 && supportsMips) {
+                    for (var i = 0, il = mipmaps.length; i < il; i++) {
+                        mipmap = mipmaps[i];
+                        state.texImage2D(
+                            3553,
+                            i,
+                            glInternalFormat,
+                            mipmap.width,
+                            mipmap.height,
+                            0,
+                            glFormat,
+                            glType,
+                            mipmap.data
+                        );
+                    }
+
+                    texture.generateMipmaps = false;
+                    textureProperties.__maxMipLevel = mipmaps.length - 1;
+                } else {
+                    state.texImage2D(
+                        3553,
+                        0,
+                        glInternalFormat,
+                        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 (glFormat !== null) {
+                            state.compressedTexImage2D(
+                                3553,
+                                i,
+                                glInternalFormat,
+                                mipmap.width,
+                                mipmap.height,
+                                0,
+                                mipmap.data
+                            );
+                        } else {
+                            console.warn(
+                                'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()'
+                            );
+                        }
+                    } else {
+                        state.texImage2D(
+                            3553,
+                            i,
+                            glInternalFormat,
+                            mipmap.width,
+                            mipmap.height,
+                            0,
+                            glFormat,
+                            glType,
+                            mipmap.data
+                        );
+                    }
+                }
+
+                textureProperties.__maxMipLevel = mipmaps.length - 1;
+            } else if (texture.isDataTexture2DArray) {
+                state.texImage3D(
+                    35866,
+                    0,
+                    glInternalFormat,
+                    image.width,
+                    image.height,
+                    image.depth,
+                    0,
+                    glFormat,
+                    glType,
+                    image.data
+                );
+                textureProperties.__maxMipLevel = 0;
+            } else if (texture.isDataTexture3D) {
+                state.texImage3D(
+                    32879,
+                    0,
+                    glInternalFormat,
+                    image.width,
+                    image.height,
+                    image.depth,
+                    0,
+                    glFormat,
+                    glType,
+                    image.data
+                );
+                textureProperties.__maxMipLevel = 0;
+            } else {
+                // regular Texture (image, video, canvas)
+
+                // use manually created mipmaps if available
+                // if there are no manual mipmaps
+                // set 0 level mipmap and then use GL to generate other mipmap levels
+
+                if (mipmaps.length > 0 && supportsMips) {
+                    for (var i = 0, il = mipmaps.length; i < il; i++) {
+                        mipmap = mipmaps[i];
+                        state.texImage2D(3553, i, glInternalFormat, glFormat, glType, mipmap);
+                    }
+
+                    texture.generateMipmaps = false;
+                    textureProperties.__maxMipLevel = mipmaps.length - 1;
+                } else {
+                    state.texImage2D(3553, 0, glInternalFormat, glFormat, glType, image);
+                    textureProperties.__maxMipLevel = 0;
+                }
+            }
+
+            if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
+                generateMipmap(3553, 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);
+            var glInternalFormat = getInternalFormat(glFormat, glType);
+            state.texImage2D(
+                textureTarget,
+                0,
+                glInternalFormat,
+                renderTarget.width,
+                renderTarget.height,
+                0,
+                glFormat,
+                glType,
+                null
+            );
+            _gl.bindFramebuffer(36160, framebuffer);
+            _gl.framebufferTexture2D(
+                36160,
+                attachment,
+                textureTarget,
+                properties.get(renderTarget.texture).__webglTexture,
+                0
+            );
+            _gl.bindFramebuffer(36160, null);
+        }
+
+        // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
+        function setupRenderBufferStorage(renderbuffer, renderTarget, isMultisample) {
+            _gl.bindRenderbuffer(36161, renderbuffer);
+
+            if (renderTarget.depthBuffer && !renderTarget.stencilBuffer) {
+                if (isMultisample) {
+                    var samples = getRenderTargetSamples(renderTarget);
+
+                    _gl.renderbufferStorageMultisample(36161, samples, 33189, renderTarget.width, renderTarget.height);
+                } else {
+                    _gl.renderbufferStorage(36161, 33189, renderTarget.width, renderTarget.height);
+                }
+
+                _gl.framebufferRenderbuffer(36160, 36096, 36161, renderbuffer);
+            } else if (renderTarget.depthBuffer && renderTarget.stencilBuffer) {
+                if (isMultisample) {
+                    var samples = getRenderTargetSamples(renderTarget);
+
+                    _gl.renderbufferStorageMultisample(36161, samples, 35056, renderTarget.width, renderTarget.height);
+                } else {
+                    _gl.renderbufferStorage(36161, 34041, renderTarget.width, renderTarget.height);
+                }
+
+                _gl.framebufferRenderbuffer(36160, 33306, 36161, renderbuffer);
+            } else {
+                var glFormat = utils.convert(renderTarget.texture.format);
+                var glType = utils.convert(renderTarget.texture.type);
+                var glInternalFormat = getInternalFormat(glFormat, glType);
+
+                if (isMultisample) {
+                    var samples = getRenderTargetSamples(renderTarget);
+
+                    _gl.renderbufferStorageMultisample(
+                        36161,
+                        samples,
+                        glInternalFormat,
+                        renderTarget.width,
+                        renderTarget.height
+                    );
+                } else {
+                    _gl.renderbufferStorage(36161, glInternalFormat, renderTarget.width, renderTarget.height);
+                }
+            }
+
+            _gl.bindRenderbuffer(36161, 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(36160, 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(36160, 36096, 3553, webglDepthTexture, 0);
+            } else if (renderTarget.depthTexture.format === DepthStencilFormat) {
+                _gl.framebufferTexture2D(36160, 33306, 3553, 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(36160, renderTargetProperties.__webglFramebuffer[i]);
+                        renderTargetProperties.__webglDepthbuffer[i] = _gl.createRenderbuffer();
+                        setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer[i], renderTarget);
+                    }
+                } else {
+                    _gl.bindFramebuffer(36160, renderTargetProperties.__webglFramebuffer);
+                    renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
+                    setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer, renderTarget);
+                }
+            }
+
+            _gl.bindFramebuffer(36160, 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 isMultisample = renderTarget.isWebGLMultisampleRenderTarget === true;
+            var isMultiview = renderTarget.isWebGLMultiviewRenderTarget === true;
+            var supportsMips = isPowerOfTwo(renderTarget) || isWebGL2;
+
+            // Setup framebuffer
+
+            if (isCube) {
+                renderTargetProperties.__webglFramebuffer = [];
+
+                for (var i = 0; i < 6; i++) {
+                    renderTargetProperties.__webglFramebuffer[i] = _gl.createFramebuffer();
+                }
+            } else {
+                renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
+
+                if (isMultisample) {
+                    if (isWebGL2) {
+                        renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
+                        renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
+
+                        _gl.bindRenderbuffer(36161, renderTargetProperties.__webglColorRenderbuffer);
+                        var glFormat = utils.convert(renderTarget.texture.format);
+                        var glType = utils.convert(renderTarget.texture.type);
+                        var glInternalFormat = getInternalFormat(glFormat, glType);
+                        var samples = getRenderTargetSamples(renderTarget);
+                        _gl.renderbufferStorageMultisample(
+                            36161,
+                            samples,
+                            glInternalFormat,
+                            renderTarget.width,
+                            renderTarget.height
+                        );
+
+                        _gl.bindFramebuffer(36160, renderTargetProperties.__webglMultisampledFramebuffer);
+                        _gl.framebufferRenderbuffer(
+                            36160,
+                            36064,
+                            36161,
+                            renderTargetProperties.__webglColorRenderbuffer
+                        );
+                        _gl.bindRenderbuffer(36161, null);
+
+                        if (renderTarget.depthBuffer) {
+                            renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
+                            setupRenderBufferStorage(
+                                renderTargetProperties.__webglDepthRenderbuffer,
+                                renderTarget,
+                                true
+                            );
+                        }
+
+                        _gl.bindFramebuffer(36160, null);
+                    } else {
+                        console.warn('THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.');
+                    }
+                } else if (isMultiview) {
+                    var width = renderTarget.width;
+                    var height = renderTarget.height;
+                    var numViews = renderTarget.numViews;
+
+                    _gl.bindFramebuffer(36160, renderTargetProperties.__webglFramebuffer);
+
+                    var ext = extensions.get('OVR_multiview2');
+
+                    info.memory.textures += 2;
+
+                    var colorTexture = _gl.createTexture();
+                    _gl.bindTexture(35866, colorTexture);
+                    _gl.texParameteri(35866, 10240, 9728);
+                    _gl.texParameteri(35866, 10241, 9728);
+                    _gl.texImage3D(35866, 0, 32856, width, height, numViews, 0, 6408, 5121, null);
+                    ext.framebufferTextureMultiviewOVR(36160, 36064, colorTexture, 0, 0, numViews);
+
+                    var depthStencilTexture = _gl.createTexture();
+                    _gl.bindTexture(35866, depthStencilTexture);
+                    _gl.texParameteri(35866, 10240, 9728);
+                    _gl.texParameteri(35866, 10241, 9728);
+                    _gl.texImage3D(35866, 0, 35056, width, height, numViews, 0, 34041, 34042, null);
+                    ext.framebufferTextureMultiviewOVR(36160, 33306, depthStencilTexture, 0, 0, numViews);
+
+                    var viewFramebuffers = new Array(numViews);
+                    for (var i = 0; i < numViews; ++i) {
+                        viewFramebuffers[i] = _gl.createFramebuffer();
+                        _gl.bindFramebuffer(36160, viewFramebuffers[i]);
+                        _gl.framebufferTextureLayer(36160, 36064, colorTexture, 0, i);
+                    }
+
+                    renderTargetProperties.__webglColorTexture = colorTexture;
+                    renderTargetProperties.__webglDepthStencilTexture = depthStencilTexture;
+                    renderTargetProperties.__webglViewFramebuffers = viewFramebuffers;
+
+                    _gl.bindFramebuffer(36160, null);
+                    _gl.bindTexture(35866, null);
+                }
+            }
+
+            // Setup color buffer
+
+            if (isCube) {
+                state.bindTexture(34067, textureProperties.__webglTexture);
+                setTextureParameters(34067, renderTarget.texture, supportsMips);
+
+                for (var i = 0; i < 6; i++) {
+                    setupFrameBufferTexture(
+                        renderTargetProperties.__webglFramebuffer[i],
+                        renderTarget,
+                        36064,
+                        34069 + i
+                    );
+                }
+
+                if (textureNeedsGenerateMipmaps(renderTarget.texture, supportsMips)) {
+                    generateMipmap(34067, renderTarget.texture, renderTarget.width, renderTarget.height);
+                }
+
+                state.bindTexture(34067, null);
+            } else if (!isMultiview) {
+                state.bindTexture(3553, textureProperties.__webglTexture);
+                setTextureParameters(3553, renderTarget.texture, supportsMips);
+                setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553);
+
+                if (textureNeedsGenerateMipmaps(renderTarget.texture, supportsMips)) {
+                    generateMipmap(3553, renderTarget.texture, renderTarget.width, renderTarget.height);
+                }
+
+                state.bindTexture(3553, null);
+            }
+
+            // Setup depth and stencil buffers
+
+            if (renderTarget.depthBuffer) {
+                setupDepthRenderbuffer(renderTarget);
+            }
+        }
+
+        function updateRenderTargetMipmap(renderTarget) {
+            var texture = renderTarget.texture;
+            var supportsMips = isPowerOfTwo(renderTarget) || isWebGL2;
+
+            if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
+                var target = renderTarget.isWebGLRenderTargetCube ? 34067 : 3553;
+                var webglTexture = properties.get(texture).__webglTexture;
+
+                state.bindTexture(target, webglTexture);
+                generateMipmap(target, texture, renderTarget.width, renderTarget.height);
+                state.bindTexture(target, null);
+            }
+        }
+
+        function updateMultisampleRenderTarget(renderTarget) {
+            if (renderTarget.isWebGLMultisampleRenderTarget) {
+                if (isWebGL2) {
+                    var renderTargetProperties = properties.get(renderTarget);
+
+                    _gl.bindFramebuffer(36008, renderTargetProperties.__webglMultisampledFramebuffer);
+                    _gl.bindFramebuffer(36009, renderTargetProperties.__webglFramebuffer);
+
+                    var width = renderTarget.width;
+                    var height = renderTarget.height;
+                    var mask = 16384;
+
+                    if (renderTarget.depthBuffer) {
+                        mask |= 256;
+                    }
+                    if (renderTarget.stencilBuffer) {
+                        mask |= 1024;
+                    }
+
+                    _gl.blitFramebuffer(0, 0, width, height, 0, 0, width, height, mask, 9728);
+                } else {
+                    console.warn('THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.');
+                }
+            }
+        }
+
+        function getRenderTargetSamples(renderTarget) {
+            return isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget
+                ? Math.min(maxSamples, renderTarget.samples)
+                : 0;
+        }
+
+        function updateVideoTexture(texture) {
+            var frame = info.render.frame;
+
+            // Check the last frame we updated the VideoTexture
+
+            if (_videoTextures.get(texture) !== frame) {
+                _videoTextures.set(texture, frame);
+                texture.update();
+            }
+        }
+
+        // backwards compatibility
+
+        var warnedTexture2D = false;
+        var warnedTextureCube = false;
+
+        function safeSetTexture2D(texture, slot) {
+            if (texture && texture.isWebGLRenderTarget) {
+                if (warnedTexture2D === false) {
+                    console.warn(
+                        "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead."
+                    );
+                    warnedTexture2D = true;
+                }
+
+                texture = texture.texture;
+            }
+
+            setTexture2D(texture, slot);
+        }
+
+        function safeSetTextureCube(texture, slot) {
+            if (texture && texture.isWebGLRenderTargetCube) {
+                if (warnedTextureCube === false) {
+                    console.warn(
+                        "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead."
+                    );
+                    warnedTextureCube = 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
+                setTextureCube(texture, slot);
+            } else {
+                // assumed: texture property of THREE.WebGLRenderTargetCube
+                setTextureCubeDynamic(texture, slot);
+            }
+        }
+
+        //
+
+        this.allocateTextureUnit = allocateTextureUnit;
+        this.resetTextureUnits = resetTextureUnits;
+
+        this.setTexture2D = setTexture2D;
+        this.setTexture2DArray = setTexture2DArray;
+        this.setTexture3D = setTexture3D;
+        this.setTextureCube = setTextureCube;
+        this.setTextureCubeDynamic = setTextureCubeDynamic;
+        this.setupRenderTarget = setupRenderTarget;
+        this.updateRenderTargetMipmap = updateRenderTargetMipmap;
+        this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
+
+        this.safeSetTexture2D = safeSetTexture2D;
+        this.safeSetTextureCube = safeSetTextureCube;
+    }
+
+    /**
+     * @author thespite / http://www.twitter.com/thespite
+     */
+
+    function WebGLUtils(gl, extensions, capabilities) {
+        var isWebGL2 = capabilities.isWebGL2;
+
+        function convert(p) {
+            var extension;
+
+            if (p === UnsignedByteType) {
+                return 5121;
+            }
+            if (p === UnsignedShort4444Type) {
+                return 32819;
+            }
+            if (p === UnsignedShort5551Type) {
+                return 32820;
+            }
+            if (p === UnsignedShort565Type) {
+                return 33635;
+            }
+
+            if (p === ByteType) {
+                return 5120;
+            }
+            if (p === ShortType) {
+                return 5122;
+            }
+            if (p === UnsignedShortType) {
+                return 5123;
+            }
+            if (p === IntType) {
+                return 5124;
+            }
+            if (p === UnsignedIntType) {
+                return 5125;
+            }
+            if (p === FloatType) {
+                return 5126;
+            }
+
+            if (p === HalfFloatType) {
+                if (isWebGL2) {
+                    return 5131;
+                }
+
+                extension = extensions.get('OES_texture_half_float');
+
+                if (extension !== null) {
+                    return extension.HALF_FLOAT_OES;
+                } else {
+                    return null;
+                }
+            }
+
+            if (p === AlphaFormat) {
+                return 6406;
+            }
+            if (p === RGBFormat) {
+                return 6407;
+            }
+            if (p === RGBAFormat) {
+                return 6408;
+            }
+            if (p === LuminanceFormat) {
+                return 6409;
+            }
+            if (p === LuminanceAlphaFormat) {
+                return 6410;
+            }
+            if (p === DepthFormat) {
+                return 6402;
+            }
+            if (p === DepthStencilFormat) {
+                return 34041;
+            }
+            if (p === RedFormat) {
+                return 6403;
+            }
+
+            if (
+                p === RGB_S3TC_DXT1_Format ||
+                p === RGBA_S3TC_DXT1_Format ||
+                p === RGBA_S3TC_DXT3_Format ||
+                p === RGBA_S3TC_DXT5_Format
+            ) {
+                extension = extensions.get('WEBGL_compressed_texture_s3tc');
+
+                if (extension !== null) {
+                    if (p === RGB_S3TC_DXT1_Format) {
+                        return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
+                    }
+                    if (p === RGBA_S3TC_DXT1_Format) {
+                        return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
+                    }
+                    if (p === RGBA_S3TC_DXT3_Format) {
+                        return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
+                    }
+                    if (p === RGBA_S3TC_DXT5_Format) {
+                        return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
+                    }
+                } else {
+                    return null;
+                }
+            }
+
+            if (
+                p === RGB_PVRTC_4BPPV1_Format ||
+                p === RGB_PVRTC_2BPPV1_Format ||
+                p === RGBA_PVRTC_4BPPV1_Format ||
+                p === RGBA_PVRTC_2BPPV1_Format
+            ) {
+                extension = extensions.get('WEBGL_compressed_texture_pvrtc');
+
+                if (extension !== null) {
+                    if (p === RGB_PVRTC_4BPPV1_Format) {
+                        return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
+                    }
+                    if (p === RGB_PVRTC_2BPPV1_Format) {
+                        return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
+                    }
+                    if (p === RGBA_PVRTC_4BPPV1_Format) {
+                        return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
+                    }
+                    if (p === RGBA_PVRTC_2BPPV1_Format) {
+                        return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
+                    }
+                } else {
+                    return null;
+                }
+            }
+
+            if (p === RGB_ETC1_Format) {
+                extension = extensions.get('WEBGL_compressed_texture_etc1');
+
+                if (extension !== null) {
+                    return extension.COMPRESSED_RGB_ETC1_WEBGL;
+                } else {
+                    return null;
+                }
+            }
+
+            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) {
+                    // TODO Complete?
+
+                    return p;
+                } else {
+                    return null;
+                }
+            }
+
+            if (p === UnsignedInt248Type) {
+                if (isWebGL2) {
+                    return 34042;
+                }
+
+                extension = extensions.get('WEBGL_depth_texture');
+
+                if (extension !== null) {
+                    return extension.UNSIGNED_INT_24_8_WEBGL;
+                } else {
+                    return null;
+                }
+            }
+        }
+
+        return { convert: convert };
+    }
+
+    /**
+     * @author fernandojsg / http://fernandojsg.com
+     * @author Takahiro https://github.com/takahirox
+     */
+
+    function WebGLMultiviewRenderTarget(width, height, numViews, options) {
+        WebGLRenderTarget.call(this, width, height, options);
+
+        this.depthBuffer = false;
+        this.stencilBuffer = false;
+
+        this.numViews = numViews;
+    }
+
+    WebGLMultiviewRenderTarget.prototype = Object.assign(Object.create(WebGLRenderTarget.prototype), {
+        constructor: WebGLMultiviewRenderTarget,
+
+        isWebGLMultiviewRenderTarget: true,
+
+        copy: function (source) {
+            WebGLRenderTarget.prototype.copy.call(this, source);
+
+            this.numViews = source.numViews;
+
+            return this;
+        },
+
+        setNumViews: function (numViews) {
+            if (this.numViews !== numViews) {
+                this.numViews = numViews;
+                this.dispose();
+            }
+
+            return this;
+        },
+    });
+
+    /**
+     * @author fernandojsg / http://fernandojsg.com
+     * @author Takahiro https://github.com/takahirox
+     */
+
+    function WebGLMultiview(renderer, gl) {
+        var DEFAULT_NUMVIEWS = 2;
+
+        var extensions = renderer.extensions;
+        var properties = renderer.properties;
+
+        var renderTarget, currentRenderTarget;
+        var mat3, mat4, cameraArray, renderSize;
+
+        var available;
+        var maxNumViews = 0;
+
+        //
+
+        function isAvailable() {
+            if (available === undefined) {
+                var extension = extensions.get('OVR_multiview2');
+
+                available = extension !== null && gl.getContextAttributes().antialias === false;
+
+                if (available) {
+                    maxNumViews = gl.getParameter(extension.MAX_VIEWS_OVR);
+                    renderTarget = new WebGLMultiviewRenderTarget(0, 0, DEFAULT_NUMVIEWS);
+
+                    renderSize = new Vector2();
+                    mat4 = [];
+                    mat3 = [];
+                    cameraArray = [];
+
+                    for (var i = 0; i < maxNumViews; i++) {
+                        mat4[i] = new Matrix4();
+                        mat3[i] = new Matrix3();
+                    }
+                }
+            }
+
+            return available;
+        }
+
+        function getCameraArray(camera) {
+            if (camera.isArrayCamera) {
+                return camera.cameras;
+            }
+
+            cameraArray[0] = camera;
+
+            return cameraArray;
+        }
+
+        function updateCameraProjectionMatricesUniform(camera, uniforms) {
+            var cameras = getCameraArray(camera);
+
+            for (var i = 0; i < cameras.length; i++) {
+                mat4[i].copy(cameras[i].projectionMatrix);
+            }
+
+            uniforms.setValue(gl, 'projectionMatrices', mat4);
+        }
+
+        function updateCameraViewMatricesUniform(camera, uniforms) {
+            var cameras = getCameraArray(camera);
+
+            for (var i = 0; i < cameras.length; i++) {
+                mat4[i].copy(cameras[i].matrixWorldInverse);
+            }
+
+            uniforms.setValue(gl, 'viewMatrices', mat4);
+        }
+
+        function updateObjectMatricesUniforms(object, camera, uniforms) {
+            var cameras = getCameraArray(camera);
+
+            for (var i = 0; i < cameras.length; i++) {
+                mat4[i].multiplyMatrices(cameras[i].matrixWorldInverse, object.matrixWorld);
+                mat3[i].getNormalMatrix(mat4[i]);
+            }
+
+            uniforms.setValue(gl, 'modelViewMatrices', mat4);
+            uniforms.setValue(gl, 'normalMatrices', mat3);
+        }
+
+        function isMultiviewCompatible(camera) {
+            if (camera.isArrayCamera === undefined) {
+                return true;
+            }
+
+            var cameras = camera.cameras;
+
+            if (cameras.length > maxNumViews) {
+                return false;
+            }
+
+            for (var i = 1, il = cameras.length; i < il; i++) {
+                if (
+                    cameras[0].viewport.z !== cameras[i].viewport.z ||
+                    cameras[0].viewport.w !== cameras[i].viewport.w
+                ) {
+                    return false;
+                }
+            }
+
+            return true;
+        }
+
+        function resizeRenderTarget(camera) {
+            if (currentRenderTarget) {
+                renderSize.set(currentRenderTarget.width, currentRenderTarget.height);
+            } else {
+                renderer.getDrawingBufferSize(renderSize);
+            }
+
+            if (camera.isArrayCamera) {
+                var viewport = camera.cameras[0].viewport;
+
+                renderTarget.setSize(viewport.z, viewport.w);
+                renderTarget.setNumViews(camera.cameras.length);
+            } else {
+                renderTarget.setSize(renderSize.x, renderSize.y);
+                renderTarget.setNumViews(DEFAULT_NUMVIEWS);
+            }
+        }
+
+        function attachCamera(camera) {
+            if (isMultiviewCompatible(camera) === false) {
+                return;
+            }
+
+            currentRenderTarget = renderer.getRenderTarget();
+            resizeRenderTarget(camera);
+            renderer.setRenderTarget(renderTarget);
+        }
+
+        function detachCamera(camera) {
+            if (renderTarget !== renderer.getRenderTarget()) {
+                return;
+            }
+
+            renderer.setRenderTarget(currentRenderTarget);
+
+            flush(camera);
+        }
+
+        function flush(camera) {
+            var srcRenderTarget = renderTarget;
+            var numViews = srcRenderTarget.numViews;
+
+            var srcFramebuffers = properties.get(srcRenderTarget).__webglViewFramebuffers;
+
+            var viewWidth = srcRenderTarget.width;
+            var viewHeight = srcRenderTarget.height;
+
+            if (camera.isArrayCamera) {
+                for (var i = 0; i < numViews; i++) {
+                    var viewport = camera.cameras[i].viewport;
+
+                    var x1 = viewport.x;
+                    var y1 = viewport.y;
+                    var x2 = x1 + viewport.z;
+                    var y2 = y1 + viewport.w;
+
+                    gl.bindFramebuffer(36008, srcFramebuffers[i]);
+                    gl.blitFramebuffer(0, 0, viewWidth, viewHeight, x1, y1, x2, y2, 16384, 9728);
+                }
+            } else {
+                gl.bindFramebuffer(36008, srcFramebuffers[0]);
+                gl.blitFramebuffer(0, 0, viewWidth, viewHeight, 0, 0, renderSize.x, renderSize.y, 16384, 9728);
+            }
+        }
+
+        this.isAvailable = isAvailable;
+        this.attachCamera = attachCamera;
+        this.detachCamera = detachCamera;
+        this.updateCameraProjectionMatricesUniform = updateCameraProjectionMatricesUniform;
+        this.updateCameraViewMatricesUniform = updateCameraViewMatricesUniform;
+        this.updateObjectMatricesUniforms = updateObjectMatricesUniforms;
+    }
+
+    /**
+     * @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 ArrayCamera(array) {
+        PerspectiveCamera.call(this);
+
+        this.cameras = array || [];
+    }
+
+    ArrayCamera.prototype = Object.assign(Object.create(PerspectiveCamera.prototype), {
+        constructor: ArrayCamera,
+
+        isArrayCamera: true,
+    });
+
+    /**
+     * @author jsantell / https://www.jsantell.com/
+     * @author mrdoob / http://mrdoob.com/
+     */
+
+    var cameraLPos = new Vector3();
+    var cameraRPos = new Vector3();
+
+    /**
+     * Assumes 2 cameras that are parallel and share an X-axis, and that
+     * the cameras' projection and world matrices have already been set.
+     * And that near and far planes are identical for both cameras.
+     * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
+     */
+    function setProjectionFromUnion(camera, cameraL, cameraR) {
+        cameraLPos.setFromMatrixPosition(cameraL.matrixWorld);
+        cameraRPos.setFromMatrixPosition(cameraR.matrixWorld);
+
+        var ipd = cameraLPos.distanceTo(cameraRPos);
+
+        var projL = cameraL.projectionMatrix.elements;
+        var projR = cameraR.projectionMatrix.elements;
+
+        // VR systems will have identical far and near planes, and
+        // most likely identical top and bottom frustum extents.
+        // Use the left camera for these values.
+        var near = projL[14] / (projL[10] - 1);
+        var far = projL[14] / (projL[10] + 1);
+        var topFov = (projL[9] + 1) / projL[5];
+        var bottomFov = (projL[9] - 1) / projL[5];
+
+        var leftFov = (projL[8] - 1) / projL[0];
+        var rightFov = (projR[8] + 1) / projR[0];
+        var left = near * leftFov;
+        var right = near * rightFov;
+
+        // Calculate the new camera's position offset from the
+        // left camera. xOffset should be roughly half `ipd`.
+        var zOffset = ipd / (-leftFov + rightFov);
+        var xOffset = zOffset * -leftFov;
+
+        // TODO: Better way to apply this offset?
+        cameraL.matrixWorld.decompose(camera.position, camera.quaternion, camera.scale);
+        camera.translateX(xOffset);
+        camera.translateZ(zOffset);
+        camera.matrixWorld.compose(camera.position, camera.quaternion, camera.scale);
+        camera.matrixWorldInverse.getInverse(camera.matrixWorld);
+
+        // Find the union of the frustum values of the cameras and scale
+        // the values so that the near plane's position does not change in world space,
+        // although must now be relative to the new union camera.
+        var near2 = near + zOffset;
+        var far2 = far + zOffset;
+        var left2 = left - xOffset;
+        var right2 = right + (ipd - xOffset);
+        var top2 = ((topFov * far) / far2) * near2;
+        var bottom2 = ((bottomFov * far) / far2) * near2;
+
+        camera.projectionMatrix.makePerspective(left2, right2, top2, bottom2, near2, far2);
+    }
+
+    /**
+     * @author mrdoob / http://mrdoob.com/
+     */
+
+    function WebVRManager(renderer) {
+        var renderWidth, renderHeight;
+        var scope = this;
+
+        var device = null;
+        var frameData = null;
+
+        var controllers = [];
+        var standingMatrix = new Matrix4();
+        var standingMatrixInverse = new Matrix4();
+
+        var framebufferScaleFactor = 1.0;
+
+        var referenceSpaceType = 'local-floor';
+
+        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 tempCamera = new PerspectiveCamera();
+
+        var cameraL = new PerspectiveCamera();
+        cameraL.viewport = new Vector4();
+        cameraL.layers.enable(1);
+
+        var cameraR = new PerspectiveCamera();
+        cameraR.viewport = new Vector4();
+        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 = new Vector2(),
+            currentPixelRatio;
+
+        function onVRDisplayPresentChange() {
+            if (isPresenting()) {
+                var eyeParameters = device.getEyeParameters('left');
+                renderWidth = 2 * eyeParameters.renderWidth * framebufferScaleFactor;
+                renderHeight = eyeParameters.renderHeight * framebufferScaleFactor;
+
+                currentPixelRatio = renderer.getPixelRatio();
+                renderer.getSize(currentSize);
+
+                renderer.setDrawingBufferSize(renderWidth, renderHeight, 1);
+
+                cameraL.viewport.set(0, 0, renderWidth / 2, renderHeight);
+                cameraR.viewport.set(renderWidth / 2, 0, renderWidth / 2, renderHeight);
+
+                animation.start();
+
+                scope.dispatchEvent({ type: 'sessionstart' });
+            } else {
+                if (scope.enabled) {
+                    renderer.setDrawingBufferSize(currentSize.width, currentSize.height, currentPixelRatio);
+                }
+
+                animation.stop();
+
+                scope.dispatchEvent({ type: 'sessionend' });
+            }
+        }
+
+        //
+
+        var triggers = [];
+        var grips = [];
+
+        function findGamepad(id) {
+            var gamepads = navigator.getGamepads && navigator.getGamepads();
+
+            for (var i = 0, l = gamepads.length; i < l; i++) {
+                var gamepad = gamepads[i];
+
+                if (
+                    gamepad &&
+                    (gamepad.id === 'Daydream Controller' ||
+                        gamepad.id === 'Gear VR Controller' ||
+                        gamepad.id === 'Oculus Go Controller' ||
+                        gamepad.id === 'OpenVR Gamepad' ||
+                        gamepad.id.startsWith('Oculus Touch') ||
+                        gamepad.id.startsWith('HTC Vive Focus') ||
+                        gamepad.id.startsWith('Spatial Controller'))
+                ) {
+                    var hand = gamepad.hand;
+
+                    if (id === 0 && (hand === '' || hand === 'right')) {
+                        return gamepad;
+                    }
+                    if (id === 1 && hand === 'left') {
+                        return gamepad;
+                    }
+                }
+            }
+        }
+
+        function updateControllers() {
+            for (var i = 0; i < controllers.length; i++) {
+                var controller = controllers[i];
+
+                var gamepad = findGamepad(i);
+
+                if (gamepad !== undefined && gamepad.pose !== undefined) {
+                    if (gamepad.pose === null) {
+                        return;
+                    }
+
+                    // Pose
+
+                    var pose = gamepad.pose;
+
+                    if (pose.hasPosition === false) {
+                        controller.position.set(0.2, -0.6, -0.05);
+                    }
+
+                    if (pose.position !== null) {
+                        controller.position.fromArray(pose.position);
+                    }
+                    if (pose.orientation !== null) {
+                        controller.quaternion.fromArray(pose.orientation);
+                    }
+                    controller.matrix.compose(controller.position, controller.quaternion, controller.scale);
+                    controller.matrix.premultiply(standingMatrix);
+                    controller.matrix.decompose(controller.position, controller.quaternion, controller.scale);
+                    controller.matrixWorldNeedsUpdate = true;
+                    controller.visible = true;
+
+                    // Trigger
+
+                    var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;
+
+                    if (triggers[i] === undefined) {
+                        triggers[i] = false;
+                    }
+
+                    if (triggers[i] !== gamepad.buttons[buttonId].pressed) {
+                        triggers[i] = gamepad.buttons[buttonId].pressed;
+
+                        if (triggers[i] === true) {
+                            controller.dispatchEvent({ type: 'selectstart' });
+                        } else {
+                            controller.dispatchEvent({ type: 'selectend' });
+                            controller.dispatchEvent({ type: 'select' });
+                        }
+                    }
+
+                    // Grip
+                    buttonId = 2;
+
+                    if (grips[i] === undefined) {
+                        grips[i] = false;
+                    }
+
+                    // Skip if the grip button doesn't exist on this controller
+                    if (gamepad.buttons[buttonId] !== undefined) {
+                        if (grips[i] !== gamepad.buttons[buttonId].pressed) {
+                            grips[i] = gamepad.buttons[buttonId].pressed;
+
+                            if (grips[i] === true) {
+                                controller.dispatchEvent({ type: 'squeezestart' });
+                            } else {
+                                controller.dispatchEvent({ type: 'squeezeend' });
+                                controller.dispatchEvent({ type: 'squeeze' });
+                            }
+                        }
+                    }
+                } else {
+                    controller.visible = false;
+                }
+            }
+        }
+
+        function updateViewportFromBounds(viewport, bounds) {
+            if (bounds !== null && bounds.length === 4) {
+                viewport.set(
+                    bounds[0] * renderWidth,
+                    bounds[1] * renderHeight,
+                    bounds[2] * renderWidth,
+                    bounds[3] * renderHeight
+                );
+            }
+        }
+
+        //
+
+        this.enabled = false;
+
+        this.getController = function (id) {
+            var controller = controllers[id];
+
+            if (controller === undefined) {
+                controller = new Group();
+                controller.matrixAutoUpdate = false;
+                controller.visible = false;
+
+                controllers[id] = controller;
+            }
+
+            return controller;
+        };
+
+        this.getDevice = function () {
+            return device;
+        };
+
+        this.setDevice = function (value) {
+            if (value !== undefined) {
+                device = value;
+            }
+
+            animation.setContext(value);
+        };
+
+        this.setFramebufferScaleFactor = function (value) {
+            framebufferScaleFactor = value;
+        };
+
+        this.setReferenceSpaceType = function (value) {
+            referenceSpaceType = value;
+        };
+
+        this.getCamera = function (camera) {
+            var userHeight = referenceSpaceType === 'local-floor' ? 1.6 : 0;
+
+            device.depthNear = camera.near;
+            device.depthFar = camera.far;
+
+            device.getFrameData(frameData);
+
+            //
+
+            if (referenceSpaceType === 'local-floor') {
+                var stageParameters = device.stageParameters;
+
+                if (stageParameters) {
+                    standingMatrix.fromArray(stageParameters.sittingToStandingTransform);
+                } else {
+                    standingMatrix.makeTranslation(0, userHeight, 0);
+                }
+            }
+
+            var pose = frameData.pose;
+
+            tempCamera.matrix.copy(standingMatrix);
+            tempCamera.matrix.decompose(tempCamera.position, tempCamera.quaternion, tempCamera.scale);
+
+            if (pose.orientation !== null) {
+                tempQuaternion.fromArray(pose.orientation);
+                tempCamera.quaternion.multiply(tempQuaternion);
+            }
+
+            if (pose.position !== null) {
+                tempQuaternion.setFromRotationMatrix(standingMatrix);
+                tempPosition.fromArray(pose.position);
+                tempPosition.applyQuaternion(tempQuaternion);
+                tempCamera.position.add(tempPosition);
+            }
+
+            tempCamera.updateMatrixWorld();
+
+            //
+
+            camera.matrixWorld.copy(tempCamera.matrixWorld);
+
+            var children = camera.children;
+
+            for (var i = 0, l = children.length; i < l; i++) {
+                children[i].updateMatrixWorld(true);
+            }
+
+            //
+
+            cameraL.near = camera.near;
+            cameraR.near = camera.near;
+
+            cameraL.far = camera.far;
+            cameraR.far = camera.far;
+
+            cameraL.matrixWorldInverse.fromArray(frameData.leftViewMatrix);
+            cameraR.matrixWorldInverse.fromArray(frameData.rightViewMatrix);
+
+            // TODO (mrdoob) Double check this code
+
+            standingMatrixInverse.getInverse(standingMatrix);
+
+            if (referenceSpaceType === 'local-floor') {
+                cameraL.matrixWorldInverse.multiply(standingMatrixInverse);
+                cameraR.matrixWorldInverse.multiply(standingMatrixInverse);
+            }
+
+            var parent = camera.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);
+
+            setProjectionFromUnion(cameraVR, cameraL, cameraR);
+
+            //
+
+            var layers = device.getLayers();
+
+            if (layers.length) {
+                var layer = layers[0];
+
+                updateViewportFromBounds(cameraL.viewport, layer.leftBounds);
+                updateViewportFromBounds(cameraR.viewport, layer.rightBounds);
+            }
+
+            updateControllers();
+
+            return cameraVR;
+        };
+
+        this.getStandingMatrix = function () {
+            return standingMatrix;
+        };
+
+        this.isPresenting = isPresenting;
+
+        // Animation Loop
+
+        var animation = new WebGLAnimation();
+
+        this.setAnimationLoop = function (callback) {
+            animation.setAnimationLoop(callback);
+
+            if (isPresenting()) {
+                animation.start();
+            }
+        };
+
+        this.submitFrame = function () {
+            if (isPresenting()) {
+                device.submitFrame();
+            }
+        };
+
+        this.dispose = function () {
+            if (typeof window !== 'undefined') {
+                window.removeEventListener('vrdisplaypresentchange', onVRDisplayPresentChange);
+            }
+        };
+
+        // DEPRECATED
+
+        this.setFrameOfReferenceType = function () {
+            console.warn('THREE.WebVRManager: setFrameOfReferenceType() has been deprecated.');
+        };
+    }
+
+    Object.assign(WebVRManager.prototype, EventDispatcher.prototype);
+
+    /**
+     * @author mrdoob / http://mrdoob.com/
+     */
+
+    function WebXRManager(renderer, gl) {
+        var scope = this;
+
+        var session = null;
+
+        // var framebufferScaleFactor = 1.0;
+
+        var referenceSpace = null;
+        var referenceSpaceType = 'local-floor';
+
+        var pose = null;
+
+        var controllers = [];
+        var sortedInputSources = [];
+
+        function isPresenting() {
+            return session !== null && referenceSpace !== null;
+        }
+
+        //
+
+        var cameraL = new PerspectiveCamera();
+        cameraL.layers.enable(1);
+        cameraL.viewport = new Vector4();
+
+        var cameraR = new PerspectiveCamera();
+        cameraR.layers.enable(2);
+        cameraR.viewport = new Vector4();
+
+        var cameraVR = new ArrayCamera([cameraL, cameraR]);
+        cameraVR.layers.enable(1);
+        cameraVR.layers.enable(2);
+
+        //
+
+        this.enabled = false;
+
+        this.getController = function (id) {
+            var controller = controllers[id];
+
+            if (controller === undefined) {
+                controller = new Group();
+                controller.matrixAutoUpdate = false;
+                controller.visible = false;
+
+                controllers[id] = controller;
+            }
+
+            return controller;
+        };
+
+        //
+
+        function onSessionEvent(event) {
+            for (var i = 0; i < controllers.length; i++) {
+                if (sortedInputSources[i] === event.inputSource) {
+                    controllers[i].dispatchEvent({ type: event.type });
+                }
+            }
+        }
+
+        function onSessionEnd() {
+            renderer.setFramebuffer(null);
+            renderer.setRenderTarget(renderer.getRenderTarget()); // Hack #15830
+            animation.stop();
+
+            scope.dispatchEvent({ type: 'sessionend' });
+        }
+
+        function onRequestReferenceSpace(value) {
+            referenceSpace = value;
+
+            animation.setContext(session);
+            animation.start();
+
+            scope.dispatchEvent({ type: 'sessionstart' });
+        }
+
+        this.setFramebufferScaleFactor = function (/* value */) {
+            // framebufferScaleFactor = value;
+        };
+
+        this.setReferenceSpaceType = function (value) {
+            referenceSpaceType = value;
+        };
+
+        this.getSession = function () {
+            return session;
+        };
+
+        this.setSession = function (value) {
+            session = value;
+
+            if (session !== null) {
+                session.addEventListener('select', onSessionEvent);
+                session.addEventListener('selectstart', onSessionEvent);
+                session.addEventListener('selectend', onSessionEvent);
+                session.addEventListener('squeeze', onSessionEvent);
+                session.addEventListener('squeezestart', onSessionEvent);
+                session.addEventListener('squeezeend', onSessionEvent);
+                session.addEventListener('end', onSessionEnd);
+
+                // eslint-disable-next-line no-undef
+                session.updateRenderState({ baseLayer: new XRWebGLLayer(session, gl) });
+
+                session.requestReferenceSpace(referenceSpaceType).then(onRequestReferenceSpace);
+
+                //
+
+                session.addEventListener('inputsourceschange', updateInputSources);
+
+                updateInputSources();
+            }
+        };
+
+        function updateInputSources() {
+            for (var i = 0; i < controllers.length; i++) {
+                sortedInputSources[i] = findInputSource(i);
+            }
+        }
+
+        function findInputSource(id) {
+            var inputSources = session.inputSources;
+
+            for (var i = 0; i < inputSources.length; i++) {
+                var inputSource = inputSources[i];
+                var handedness = inputSource.handedness;
+
+                if (id === 0 && (handedness === 'none' || handedness === 'right')) {
+                    return inputSource;
+                }
+                if (id === 1 && handedness === 'left') {
+                    return inputSource;
+                }
+            }
+        }
+
+        //
+
+        function updateCamera(camera, parent) {
+            if (parent === null) {
+                camera.matrixWorld.copy(camera.matrix);
+            } else {
+                camera.matrixWorld.multiplyMatrices(parent.matrixWorld, camera.matrix);
+            }
+
+            camera.matrixWorldInverse.getInverse(camera.matrixWorld);
+        }
+
+        this.getCamera = function (camera) {
+            var parent = camera.parent;
+            var cameras = cameraVR.cameras;
+
+            updateCamera(cameraVR, parent);
+
+            for (var i = 0; i < cameras.length; i++) {
+                updateCamera(cameras[i], parent);
+            }
+
+            // update camera and its children
+
+            camera.matrixWorld.copy(cameraVR.matrixWorld);
+
+            var children = camera.children;
+
+            for (var i = 0, l = children.length; i < l; i++) {
+                children[i].updateMatrixWorld(true);
+            }
+
+            setProjectionFromUnion(cameraVR, cameraL, cameraR);
+
+            return cameraVR;
+        };
+
+        this.isPresenting = isPresenting;
+
+        // Animation Loop
+
+        var onAnimationFrameCallback = null;
+
+        function onAnimationFrame(time, frame) {
+            pose = frame.getViewerPose(referenceSpace);
+
+            if (pose !== null) {
+                var views = pose.views;
+                var baseLayer = session.renderState.baseLayer;
+
+                renderer.setFramebuffer(baseLayer.framebuffer);
+
+                for (var i = 0; i < views.length; i++) {
+                    var view = views[i];
+                    var viewport = baseLayer.getViewport(view);
+                    var viewMatrix = view.transform.inverse.matrix;
+
+                    var camera = cameraVR.cameras[i];
+                    camera.matrix.fromArray(viewMatrix).getInverse(camera.matrix);
+                    camera.projectionMatrix.fromArray(view.projectionMatrix);
+                    camera.viewport.set(viewport.x, viewport.y, viewport.width, viewport.height);
+
+                    if (i === 0) {
+                        cameraVR.matrix.copy(camera.matrix);
+                    }
+                }
+            }
+
+            //
+
+            for (var i = 0; i < controllers.length; i++) {
+                var controller = controllers[i];
+
+                var inputSource = sortedInputSources[i];
+
+                if (inputSource) {
+                    var inputPose = frame.getPose(inputSource.targetRaySpace, referenceSpace);
+
+                    if (inputPose !== null) {
+                        controller.matrix.fromArray(inputPose.transform.matrix);
+                        controller.matrix.decompose(controller.position, controller.rotation, controller.scale);
+                        controller.visible = true;
+
+                        continue;
+                    }
+                }
+
+                controller.visible = false;
+            }
+
+            if (onAnimationFrameCallback) {
+                onAnimationFrameCallback(time);
+            }
+        }
+
+        var animation = new WebGLAnimation();
+        animation.setAnimationLoop(onAnimationFrame);
+
+        this.setAnimationLoop = function (callback) {
+            onAnimationFrameCallback = callback;
+        };
+
+        this.dispose = function () {};
+
+        // DEPRECATED
+
+        this.getStandingMatrix = function () {
+            console.warn('THREE.WebXRManager: getStandingMatrix() is no longer needed.');
+            return new Matrix4();
+        };
+
+        this.getDevice = function () {
+            console.warn('THREE.WebXRManager: getDevice() has been deprecated.');
+        };
+
+        this.setDevice = function () {
+            console.warn('THREE.WebXRManager: setDevice() has been deprecated.');
+        };
+
+        this.setFrameOfReferenceType = function () {
+            console.warn('THREE.WebXRManager: setFrameOfReferenceType() has been deprecated.');
+        };
+
+        this.submitFrame = function () {};
+    }
+
+    Object.assign(WebXRManager.prototype, EventDispatcher.prototype);
+
+    /**
+     * @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) {
+        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',
+            _failIfMajorPerformanceCaveat =
+                parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
+
+        var currentRenderList = null;
+        var currentRenderState = null;
+
+        // public properties
+
+        this.domElement = _canvas;
+
+        // Debug configuration container
+        this.debug = {
+            /**
+             * Enables error checking and reporting when shader programs are being compiled
+             * @type {boolean}
+             */
+            checkShaderErrors: true,
+        };
+
+        // clearing
+
+        this.autoClear = true;
+        this.autoClearColor = true;
+        this.autoClearDepth = true;
+        this.autoClearStencil = true;
+
+        // scene graph
+
+        this.sortObjects = true;
+
+        // user-defined clipping
+
+        this.clippingPlanes = [];
+        this.localClippingEnabled = false;
+
+        // physically based shading
+
+        this.gammaFactor = 2.0; // for backwards compatibility
+        this.gammaInput = false;
+        this.gammaOutput = false;
+
+        // physical lights
+
+        this.physicallyCorrectLights = false;
+
+        // tone mapping
+
+        this.toneMapping = LinearToneMapping;
+        this.toneMappingExposure = 1.0;
+        this.toneMappingWhitePoint = 1.0;
+
+        // morphs
+
+        this.maxMorphTargets = 8;
+        this.maxMorphNormals = 4;
+
+        // internal properties
+
+        var _this = this,
+            _isContextLost = false,
+            // internal state cache
+
+            _framebuffer = null,
+            _currentActiveCubeFace = 0,
+            _currentActiveMipmapLevel = 0,
+            _currentRenderTarget = null,
+            _currentFramebuffer = null,
+            _currentMaterialId = -1,
+            // geometry and program caching
+
+            _currentGeometryProgram = {
+                geometry: null,
+                program: null,
+                wireframe: false,
+            },
+            _currentCamera = null,
+            _currentArrayCamera = null,
+            _currentViewport = new Vector4(),
+            _currentScissor = new Vector4(),
+            _currentScissorTest = null,
+            //
+
+            _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,
+                failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
+                xrCompatible: true,
+            };
+
+            // 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);
+            throw error;
+        }
+
+        var extensions, capabilities, state, info;
+        var properties, textures, attributes, geometries, objects;
+        var programCache, renderLists, renderStates;
+
+        var background, morphtargets, bufferRenderer, indexedBufferRenderer;
+
+        var utils;
+
+        function initGLContext() {
+            extensions = new WebGLExtensions(_gl);
+
+            capabilities = new WebGLCapabilities(_gl, extensions, parameters);
+
+            if (capabilities.isWebGL2 === false) {
+                extensions.get('WEBGL_depth_texture');
+                extensions.get('OES_texture_float');
+                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');
+            }
+
+            extensions.get('OES_texture_float_linear');
+
+            utils = new WebGLUtils(_gl, extensions, capabilities);
+
+            state = new WebGLState(_gl, extensions, capabilities);
+            state.scissor(_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor());
+            state.viewport(_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor());
+
+            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(_gl, geometries, attributes, info);
+            morphtargets = new WebGLMorphtargets(_gl);
+            programCache = new WebGLPrograms(_this, extensions, capabilities);
+            renderLists = new WebGLRenderLists();
+            renderStates = new WebGLRenderStates();
+
+            background = new WebGLBackground(_this, state, objects, _premultipliedAlpha);
+
+            bufferRenderer = new WebGLBufferRenderer(_gl, extensions, info, capabilities);
+            indexedBufferRenderer = new WebGLIndexedBufferRenderer(_gl, extensions, info, capabilities);
+
+            info.programs = programCache.programs;
+
+            _this.capabilities = capabilities;
+            _this.extensions = extensions;
+            _this.properties = properties;
+            _this.renderLists = renderLists;
+            _this.state = state;
+            _this.info = info;
+        }
+
+        initGLContext();
+
+        // vr
+
+        var vr =
+            typeof navigator !== 'undefined' && 'xr' in navigator
+                ? new WebXRManager(_this, _gl)
+                : new WebVRManager(_this);
+
+        this.vr = vr;
+
+        // Multiview
+
+        var multiview = new WebGLMultiview(_this, _gl);
+
+        // 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 (target) {
+            if (target === undefined) {
+                console.warn('WebGLRenderer: .getsize() now requires a Vector2 as an argument');
+
+                target = new Vector2();
+            }
+
+            return target.set(_width, _height);
+        };
+
+        this.setSize = function (width, height, updateStyle) {
+            if (vr.isPresenting()) {
+                console.warn("THREE.WebGLRenderer: Can't change size while VR device is presenting.");
+                return;
+            }
+
+            _width = width;
+            _height = height;
+
+            _canvas.width = Math.floor(width * _pixelRatio);
+            _canvas.height = Math.floor(height * _pixelRatio);
+
+            if (updateStyle !== false) {
+                _canvas.style.width = width + 'px';
+                _canvas.style.height = height + 'px';
+            }
+
+            this.setViewport(0, 0, width, height);
+        };
+
+        this.getDrawingBufferSize = function (target) {
+            if (target === undefined) {
+                console.warn('WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument');
+
+                target = new Vector2();
+            }
+
+            return target.set(_width * _pixelRatio, _height * _pixelRatio).floor();
+        };
+
+        this.setDrawingBufferSize = function (width, height, pixelRatio) {
+            _width = width;
+            _height = height;
+
+            _pixelRatio = pixelRatio;
+
+            _canvas.width = Math.floor(width * pixelRatio);
+            _canvas.height = Math.floor(height * pixelRatio);
+
+            this.setViewport(0, 0, width, height);
+        };
+
+        this.getCurrentViewport = function (target) {
+            if (target === undefined) {
+                console.warn('WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument');
+
+                target = new Vector4();
+            }
+
+            return target.copy(_currentViewport);
+        };
+
+        this.getViewport = function (target) {
+            return target.copy(_viewport);
+        };
+
+        this.setViewport = function (x, y, width, height) {
+            if (x.isVector4) {
+                _viewport.set(x.x, x.y, x.z, x.w);
+            } else {
+                _viewport.set(x, y, width, height);
+            }
+
+            state.viewport(_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor());
+        };
+
+        this.getScissor = function (target) {
+            return target.copy(_scissor);
+        };
+
+        this.setScissor = function (x, y, width, height) {
+            if (x.isVector4) {
+                _scissor.set(x.x, x.y, x.z, x.w);
+            } else {
+                _scissor.set(x, y, width, height);
+            }
+
+            state.scissor(_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor());
+        };
+
+        this.getScissorTest = function () {
+            return _scissorTest;
+        };
+
+        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 |= 16384;
+            }
+            if (depth === undefined || depth) {
+                bits |= 256;
+            }
+            if (stencil === undefined || stencil) {
+                bits |= 1024;
+            }
+
+            _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.dispose = function () {
+            _canvas.removeEventListener('webglcontextlost', onContextLost, false);
+            _canvas.removeEventListener('webglcontextrestored', onContextRestore, false);
+
+            renderLists.dispose();
+            renderStates.dispose();
+            properties.dispose();
+            objects.dispose();
+
+            vr.dispose();
+
+            animation.stop();
+        };
+
+        // Events
+
+        function onContextLost(event) {
+            event.preventDefault();
+
+            console.log('THREE.WebGLRenderer: Context Lost.');
+
+            _isContextLost = true;
+        }
+
+        function onContextRestore(/* event */) {
+            console.log('THREE.WebGLRenderer: Context Restored.');
+
+            _isContextLost = false;
+
+            initGLContext();
+        }
+
+        function onMaterialDispose(event) {
+            var material = event.target;
+
+            material.removeEventListener('dispose', onMaterialDispose);
+
+            deallocateMaterial(material);
+        }
+
+        // Buffer deallocation
+
+        function deallocateMaterial(material) {
+            releaseMaterialProgramReference(material);
+
+            properties.remove(material);
+        }
+
+        function releaseMaterialProgramReference(material) {
+            var programInfo = properties.get(material).program;
+
+            material.program = undefined;
+
+            if (programInfo !== undefined) {
+                programCache.releaseProgram(programInfo);
+            }
+        }
+
+        // Buffer rendering
+
+        function renderObjectImmediate(object, program) {
+            object.render(function (object) {
+                _this.renderBufferImmediate(object, program);
+            });
+        }
+
+        this.renderBufferImmediate = function (object, program) {
+            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(34962, buffers.position);
+                _gl.bufferData(34962, object.positionArray, 35048);
+
+                state.enableAttribute(programAttributes.position);
+                _gl.vertexAttribPointer(programAttributes.position, 3, 5126, false, 0, 0);
+            }
+
+            if (object.hasNormals) {
+                _gl.bindBuffer(34962, buffers.normal);
+                _gl.bufferData(34962, object.normalArray, 35048);
+
+                state.enableAttribute(programAttributes.normal);
+                _gl.vertexAttribPointer(programAttributes.normal, 3, 5126, false, 0, 0);
+            }
+
+            if (object.hasUvs) {
+                _gl.bindBuffer(34962, buffers.uv);
+                _gl.bufferData(34962, object.uvArray, 35048);
+
+                state.enableAttribute(programAttributes.uv);
+                _gl.vertexAttribPointer(programAttributes.uv, 2, 5126, false, 0, 0);
+            }
+
+            if (object.hasColors) {
+                _gl.bindBuffer(34962, buffers.color);
+                _gl.bufferData(34962, object.colorArray, 35048);
+
+                state.enableAttribute(programAttributes.color);
+                _gl.vertexAttribPointer(programAttributes.color, 3, 5126, false, 0, 0);
+            }
+
+            state.disableUnusedAttributes();
+
+            _gl.drawArrays(4, 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 updateBuffers = false;
+
+            if (
+                _currentGeometryProgram.geometry !== geometry.id ||
+                _currentGeometryProgram.program !== program.id ||
+                _currentGeometryProgram.wireframe !== (material.wireframe === true)
+            ) {
+                _currentGeometryProgram.geometry = geometry.id;
+                _currentGeometryProgram.program = program.id;
+                _currentGeometryProgram.wireframe = material.wireframe === true;
+                updateBuffers = true;
+            }
+
+            if (object.morphTargetInfluences) {
+                morphtargets.update(object, geometry, material, program);
+
+                updateBuffers = true;
+            }
+
+            //
+
+            var index = geometry.index;
+            var position = geometry.attributes.position;
+
+            //
+
+            if (index !== null && index.count === 0) {
+                return;
+            }
+            if (position === undefined || position.count === 0) {
+                return;
+            }
+
+            //
+
+            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(object, geometry, material, program);
+
+                if (index !== null) {
+                    _gl.bindBuffer(34963, 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(1);
+                } else {
+                    switch (object.drawMode) {
+                        case TrianglesDrawMode:
+                            renderer.setMode(4);
+                            break;
+
+                        case TriangleStripDrawMode:
+                            renderer.setMode(5);
+                            break;
+
+                        case TriangleFanDrawMode:
+                            renderer.setMode(6);
+                            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(1);
+                } else if (object.isLineLoop) {
+                    renderer.setMode(2);
+                } else {
+                    renderer.setMode(3);
+                }
+            } else if (object.isPoints) {
+                renderer.setMode(0);
+            } else if (object.isSprite) {
+                renderer.setMode(4);
+            }
+
+            if (object.isInstancedMesh) {
+                renderer.renderInstances(geometry, drawStart, drawCount, object.count);
+            } else if (geometry.isInstancedBufferGeometry) {
+                renderer.renderInstances(geometry, drawStart, drawCount, geometry.maxInstancedCount);
+            } else {
+                renderer.render(drawStart, drawCount);
+            }
+        };
+
+        function setupVertexAttributes(object, geometry, material, program) {
+            if (capabilities.isWebGL2 === false && (object.isInstancedMesh || geometry.isInstancedBufferGeometry)) {
+                if (extensions.get('ANGLE_instanced_arrays') === null) {
+                    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(34962, 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(34962, buffer);
+                            _gl.vertexAttribPointer(programAttribute, size, type, normalized, 0, 0);
+                        }
+                    } else if (name === 'instanceMatrix') {
+                        var attribute = attributes.get(object.instanceMatrix);
+
+                        // TODO Attribute may not be available on context restore
+
+                        if (attribute === undefined) {
+                            continue;
+                        }
+
+                        var buffer = attribute.buffer;
+                        var type = attribute.type;
+
+                        state.enableAttributeAndDivisor(programAttribute + 0, 1);
+                        state.enableAttributeAndDivisor(programAttribute + 1, 1);
+                        state.enableAttributeAndDivisor(programAttribute + 2, 1);
+                        state.enableAttributeAndDivisor(programAttribute + 3, 1);
+
+                        _gl.bindBuffer(34962, buffer);
+
+                        _gl.vertexAttribPointer(programAttribute + 0, 4, type, false, 64, 0);
+                        _gl.vertexAttribPointer(programAttribute + 1, 4, type, false, 64, 16);
+                        _gl.vertexAttribPointer(programAttribute + 2, 4, type, false, 64, 32);
+                        _gl.vertexAttribPointer(programAttribute + 3, 4, type, false, 64, 48);
+                    } else if (materialDefaultAttributeValues !== undefined) {
+                        var value = materialDefaultAttributeValues[name];
+
+                        if (value !== undefined) {
+                            switch (value.length) {
+                                case 2:
+                                    _gl.vertexAttrib2fv(programAttribute, value);
+                                    break;
+
+                                case 3:
+                                    _gl.vertexAttrib3fv(programAttribute, value);
+                                    break;
+
+                                case 4:
+                                    _gl.vertexAttrib4fv(programAttribute, value);
+                                    break;
+
+                                default:
+                                    _gl.vertexAttrib1fv(programAttribute, value);
+                            }
+                        }
+                    }
+                }
+            }
+
+            state.disableUnusedAttributes();
+        }
+
+        // Compile
+
+        this.compile = function (scene, camera) {
+            currentRenderState = renderStates.get(scene, camera);
+            currentRenderState.init();
+
+            scene.traverse(function (object) {
+                if (object.isLight) {
+                    currentRenderState.pushLight(object);
+
+                    if (object.castShadow) {
+                        currentRenderState.pushShadow(object);
+                    }
+                }
+            });
+
+            currentRenderState.setupLights(camera);
+
+            scene.traverse(function (object) {
+                if (object.material) {
+                    if (Array.isArray(object.material)) {
+                        for (var i = 0; i < object.material.length; i++) {
+                            initMaterial(object.material[i], scene.fog, object);
+                        }
+                    } else {
+                        initMaterial(object.material, scene.fog, object);
+                    }
+                }
+            });
+        };
+
+        // Animation Loop
+
+        var onAnimationFrameCallback = null;
+
+        function onAnimationFrame(time) {
+            if (vr.isPresenting()) {
+                return;
+            }
+            if (onAnimationFrameCallback) {
+                onAnimationFrameCallback(time);
+            }
+        }
+
+        var animation = new WebGLAnimation();
+        animation.setAnimationLoop(onAnimationFrame);
+
+        if (typeof window !== 'undefined') {
+            animation.setContext(window);
+        }
+
+        this.setAnimationLoop = function (callback) {
+            onAnimationFrameCallback = callback;
+            vr.setAnimationLoop(callback);
+
+            animation.start();
+        };
+
+        // Rendering
+
+        this.render = function (scene, camera) {
+            var renderTarget, forceClear;
+
+            if (arguments[2] !== undefined) {
+                console.warn(
+                    'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.'
+                );
+                renderTarget = arguments[2];
+            }
+
+            if (arguments[3] !== undefined) {
+                console.warn(
+                    'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.'
+                );
+                forceClear = arguments[3];
+            }
+
+            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.geometry = null;
+            _currentGeometryProgram.program = null;
+            _currentGeometryProgram.wireframe = false;
+            _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 && vr.isPresenting()) {
+                camera = vr.getCamera(camera);
+            }
+
+            //
+
+            currentRenderState = renderStates.get(scene, camera);
+            currentRenderState.init();
+
+            scene.onBeforeRender(_this, scene, camera, renderTarget || _currentRenderTarget);
+
+            _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, 0, _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) {
+                this.setRenderTarget(renderTarget);
+            }
+
+            if (vr.enabled && multiview.isAvailable()) {
+                multiview.attachCamera(camera);
+            }
+
+            //
+
+            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);
+                }
+            }
+
+            //
+
+            scene.onAfterRender(_this, scene, camera);
+
+            //
+
+            if (_currentRenderTarget !== null) {
+                // Generate mipmap if we're using any kind of mipmap filtering
+
+                textures.updateRenderTargetMipmap(_currentRenderTarget);
+
+                // resolve multisample renderbuffers to a single-sample texture if necessary
+
+                textures.updateMultisampleRenderTarget(_currentRenderTarget);
+            }
+
+            // 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);
+
+            if (vr.enabled) {
+                if (multiview.isAvailable()) {
+                    multiview.detachCamera(camera);
+                }
+
+                vr.submitFrame();
+            }
+
+            // _gl.finish();
+
+            currentRenderList = null;
+            currentRenderState = null;
+        };
+
+        function projectObject(object, camera, groupOrder, sortObjects) {
+            if (object.visible === false) {
+                return;
+            }
+
+            var visible = object.layers.test(camera.layers);
+
+            if (visible) {
+                if (object.isGroup) {
+                    groupOrder = object.renderOrder;
+                } else if (object.isLOD) {
+                    if (object.autoUpdate === true) {
+                        object.update(camera);
+                    }
+                } else if (object.isLight) {
+                    currentRenderState.pushLight(object);
+
+                    if (object.castShadow) {
+                        currentRenderState.pushShadow(object);
+                    }
+                } else if (object.isSprite) {
+                    if (!object.frustumCulled || _frustum.intersectsSprite(object)) {
+                        if (sortObjects) {
+                            _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix);
+                        }
+
+                        var geometry = objects.update(object);
+                        var material = object.material;
+
+                        if (material.visible) {
+                            currentRenderList.push(object, geometry, material, groupOrder, _vector3.z, null);
+                        }
+                    }
+                } else if (object.isImmediateRenderObject) {
+                    if (sortObjects) {
+                        _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix);
+                    }
+
+                    currentRenderList.push(object, null, object.material, groupOrder, _vector3.z, null);
+                } else if (object.isMesh || object.isLine || object.isPoints) {
+                    if (object.isSkinnedMesh) {
+                        // update skeleton only once in a frame
+
+                        if (object.skeleton.frame !== info.render.frame) {
+                            object.skeleton.update();
+                            object.skeleton.frame = info.render.frame;
+                        }
+                    }
+
+                    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,
+                                        groupOrder,
+                                        _vector3.z,
+                                        group
+                                    );
+                                }
+                            }
+                        } else if (material.visible) {
+                            currentRenderList.push(object, geometry, material, groupOrder, _vector3.z, null);
+                        }
+                    }
+                }
+            }
+
+            var children = object.children;
+
+            for (var i = 0, l = children.length; i < l; i++) {
+                projectObject(children[i], camera, groupOrder, 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;
+
+                    if (vr.enabled && multiview.isAvailable()) {
+                        renderObject(object, scene, camera, geometry, material, group);
+                    } else {
+                        var cameras = camera.cameras;
+
+                        for (var j = 0, jl = cameras.length; j < jl; j++) {
+                            var camera2 = cameras[j];
+
+                            if (object.layers.test(camera2.layers)) {
+                                state.viewport(_currentViewport.copy(camera2.viewport));
+
+                                currentRenderState.setupLights(camera2);
+
+                                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) {
+                state.setMaterial(material);
+
+                var program = setProgram(camera, scene.fog, material, object);
+
+                _currentGeometryProgram.geometry = null;
+                _currentGeometryProgram.program = null;
+                _currentGeometryProgram.wireframe = false;
+
+                renderObjectImmediate(object, program);
+            } 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 lightsStateVersion = lights.state.version;
+
+            var parameters = programCache.getParameters(
+                material,
+                lights.state,
+                shadowsArray,
+                fog,
+                _clipping.numPlanes,
+                _clipping.numIntersection,
+                object
+            );
+
+            var programCacheKey = programCache.getProgramCacheKey(material, parameters);
+
+            var program = materialProperties.program;
+            var programChange = true;
+
+            if (program === undefined) {
+                // new material
+                material.addEventListener('dispose', onMaterialDispose);
+            } else if (program.cacheKey !== programCacheKey) {
+                // changed glsl or parameters
+                releaseMaterialProgramReference(material);
+            } else if (materialProperties.lightsStateVersion !== lightsStateVersion) {
+                materialProperties.lightsStateVersion = lightsStateVersion;
+
+                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: cloneUniforms(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);
+
+                // Computing cache key again as onBeforeCompile may have changed the shaders
+                programCacheKey = programCache.getProgramCacheKey(material, parameters);
+
+                program = programCache.acquireProgram(material, materialProperties.shader, parameters, programCacheKey);
+
+                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.needsLights = materialNeedsLights(material);
+            materialProperties.lightsStateVersion = lightsStateVersion;
+
+            if (materialProperties.needsLights) {
+                // wire up the material to this renderer's lighting state
+
+                uniforms.ambientLightColor.value = lights.state.ambient;
+                uniforms.lightProbe.value = lights.state.probe;
+                uniforms.directionalLights.value = lights.state.directional;
+                uniforms.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) {
+            textures.resetTextureUnits();
+
+            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.version === materialProperties.__version) {
+                if (materialProperties.program === undefined) {
+                    material.needsUpdate = true;
+                } else if (material.fog && materialProperties.fog !== fog) {
+                    material.needsUpdate = true;
+                } else if (
+                    materialProperties.needsLights &&
+                    materialProperties.lightsStateVersion !== lights.state.version
+                ) {
+                    material.needsUpdate = true;
+                } else if (
+                    materialProperties.numClippingPlanes !== undefined &&
+                    (materialProperties.numClippingPlanes !== _clipping.numPlanes ||
+                        materialProperties.numIntersection !== _clipping.numIntersection)
+                ) {
+                    material.needsUpdate = true;
+                }
+            }
+
+            if (material.version !== materialProperties.__version) {
+                initMaterial(material, fog, object);
+                materialProperties.__version = material.version;
+            }
+
+            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 || _currentCamera !== camera) {
+                if (program.numMultiviewViews > 0) {
+                    multiview.updateCameraProjectionMatricesUniform(camera, p_uniforms);
+                } else {
+                    p_uniforms.setValue(_gl, 'projectionMatrix', camera.projectionMatrix);
+                }
+
+                if (capabilities.logarithmicDepthBuffer) {
+                    p_uniforms.setValue(_gl, 'logDepthBufFC', 2.0 / (Math.log(camera.far + 1.0) / Math.LN2));
+                }
+
+                if (_currentCamera !== camera) {
+                    _currentCamera = camera;
+
+                    // lighting uniforms depend on the camera so enforce an update
+                    // now, in case this material supports lights - or later, when
+                    // the next material that does gets activated:
+
+                    refreshMaterial = true; // set to true on material change
+                    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
+                ) {
+                    p_uniforms.setValue(_gl, 'isOrthographic', camera.isOrthographicCamera === true);
+                }
+
+                if (
+                    material.isMeshPhongMaterial ||
+                    material.isMeshLambertMaterial ||
+                    material.isMeshBasicMaterial ||
+                    material.isMeshStandardMaterial ||
+                    material.isShaderMaterial ||
+                    material.skinning
+                ) {
+                    if (program.numMultiviewViews > 0) {
+                        multiview.updateCameraViewMatricesUniform(camera, p_uniforms);
+                    } else {
+                        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);
+
+                            skeleton.boneMatrices = boneMatrices;
+                            skeleton.boneTexture = boneTexture;
+                            skeleton.boneTextureSize = size;
+                        }
+
+                        p_uniforms.setValue(_gl, 'boneTexture', skeleton.boneTexture, textures);
+                        p_uniforms.setValue(_gl, 'boneTextureSize', skeleton.boneTextureSize);
+                    } else {
+                        p_uniforms.setOptional(_gl, skeleton, 'boneMatrices');
+                    }
+                }
+            }
+
+            if (refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow) {
+                materialProperties.receiveShadow = object.receiveShadow;
+                p_uniforms.setValue(_gl, 'receiveShadow', object.receiveShadow);
+            }
+
+            if (refreshMaterial) {
+                p_uniforms.setValue(_gl, 'toneMappingExposure', _this.toneMappingExposure);
+                p_uniforms.setValue(_gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint);
+
+                if (materialProperties.needsLights) {
+                    // the current material requires lighting info
+
+                    // note: all lighting uniforms are always set correctly
+                    // they simply reference the renderer's state for their
+                    // values
+                    //
+                    // use the current material's .needsUpdate flags to set
+                    // the GL state when required
+
+                    markUniformsLightsNeedsUpdate(m_uniforms, refreshLights);
+                }
+
+                // refresh uniforms common to several materials
+
+                if (fog && material.fog) {
+                    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.isMeshMatcapMaterial) {
+                    refreshUniformsCommon(m_uniforms, material);
+
+                    refreshUniformsMatcap(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.isSpriteMaterial) {
+                    refreshUniformsSprites(m_uniforms, material);
+                } else if (material.isShadowMaterial) {
+                    m_uniforms.color.value.copy(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, textures);
+
+                if (material.isShaderMaterial) {
+                    material.uniformsNeedUpdate = false; // #15581
+                }
+            }
+
+            if (material.isShaderMaterial && material.uniformsNeedUpdate === true) {
+                WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, textures);
+                material.uniformsNeedUpdate = false;
+            }
+
+            if (material.isSpriteMaterial) {
+                p_uniforms.setValue(_gl, 'center', object.center);
+            }
+
+            // common matrices
+
+            if (program.numMultiviewViews > 0) {
+                multiview.updateObjectMatricesUniforms(object, camera, p_uniforms);
+            } else {
+                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.copy(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.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.copy(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.copy(material.color);
+            uniforms.opacity.value = material.opacity;
+            uniforms.size.value = material.size * _pixelRatio;
+            uniforms.scale.value = _height * 0.5;
+
+            if (material.map) {
+                uniforms.map.value = material.map;
+            }
+
+            if (material.alphaMap) {
+                uniforms.alphaMap.value = material.alphaMap;
+            }
+
+            // uv repeat and offset setting priorities
+            // 1. color map
+            // 2. alpha map
+
+            var uvScaleMap;
+
+            if (material.map) {
+                uvScaleMap = material.map;
+            } else if (material.alphaMap) {
+                uvScaleMap = material.alphaMap;
+            }
+
+            if (uvScaleMap !== undefined) {
+                if (uvScaleMap.matrixAutoUpdate === true) {
+                    uvScaleMap.updateMatrix();
+                }
+
+                uniforms.uvTransform.value.copy(uvScaleMap.matrix);
+            }
+        }
+
+        function refreshUniformsSprites(uniforms, material) {
+            uniforms.diffuse.value.copy(material.color);
+            uniforms.opacity.value = material.opacity;
+            uniforms.rotation.value = material.rotation;
+
+            if (material.map) {
+                uniforms.map.value = material.map;
+            }
+
+            if (material.alphaMap) {
+                uniforms.alphaMap.value = material.alphaMap;
+            }
+
+            // uv repeat and offset setting priorities
+            // 1. color map
+            // 2. alpha map
+
+            var uvScaleMap;
+
+            if (material.map) {
+                uvScaleMap = material.map;
+            } else if (material.alphaMap) {
+                uvScaleMap = material.alphaMap;
+            }
+
+            if (uvScaleMap !== undefined) {
+                if (uvScaleMap.matrixAutoUpdate === true) {
+                    uvScaleMap.updateMatrix();
+                }
+
+                uniforms.uvTransform.value.copy(uvScaleMap.matrix);
+            }
+        }
+
+        function refreshUniformsFog(uniforms, fog) {
+            uniforms.fogColor.value.copy(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.copy(material.specular);
+            uniforms.shininess.value = Math.max(material.shininess, 1e-4); // to prevent pow( 0.0, 0.0 )
+
+            if (material.emissiveMap) {
+                uniforms.emissiveMap.value = material.emissiveMap;
+            }
+
+            if (material.bumpMap) {
+                uniforms.bumpMap.value = material.bumpMap;
+                uniforms.bumpScale.value = material.bumpScale;
+                if (material.side === BackSide) {
+                    uniforms.bumpScale.value *= -1;
+                }
+            }
+
+            if (material.normalMap) {
+                uniforms.normalMap.value = material.normalMap;
+                uniforms.normalScale.value.copy(material.normalScale);
+                if (material.side === BackSide) {
+                    uniforms.normalScale.value.negate();
+                }
+            }
+
+            if (material.displacementMap) {
+                uniforms.displacementMap.value = material.displacementMap;
+                uniforms.displacementScale.value = material.displacementScale;
+                uniforms.displacementBias.value = material.displacementBias;
+            }
+        }
+
+        function refreshUniformsToon(uniforms, material) {
+            refreshUniformsPhong(uniforms, material);
+
+            if (material.gradientMap) {
+                uniforms.gradientMap.value = material.gradientMap;
+            }
+        }
+
+        function refreshUniformsStandard(uniforms, material) {
+            uniforms.roughness.value = material.roughness;
+            uniforms.metalness.value = material.metalness;
+
+            if (material.roughnessMap) {
+                uniforms.roughnessMap.value = material.roughnessMap;
+            }
+
+            if (material.metalnessMap) {
+                uniforms.metalnessMap.value = material.metalnessMap;
+            }
+
+            if (material.emissiveMap) {
+                uniforms.emissiveMap.value = material.emissiveMap;
+            }
+
+            if (material.bumpMap) {
+                uniforms.bumpMap.value = material.bumpMap;
+                uniforms.bumpScale.value = material.bumpScale;
+                if (material.side === BackSide) {
+                    uniforms.bumpScale.value *= -1;
+                }
+            }
+
+            if (material.normalMap) {
+                uniforms.normalMap.value = material.normalMap;
+                uniforms.normalScale.value.copy(material.normalScale);
+                if (material.side === BackSide) {
+                    uniforms.normalScale.value.negate();
+                }
+            }
+
+            if (material.displacementMap) {
+                uniforms.displacementMap.value = material.displacementMap;
+                uniforms.displacementScale.value = material.displacementScale;
+                uniforms.displacementBias.value = material.displacementBias;
+            }
+
+            if (material.envMap) {
+                //uniforms.envMap.value = material.envMap; // part of uniforms common
+                uniforms.envMapIntensity.value = material.envMapIntensity;
+            }
+        }
+
+        function refreshUniformsPhysical(uniforms, material) {
+            refreshUniformsStandard(uniforms, material);
+
+            uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
+
+            uniforms.clearcoat.value = material.clearcoat;
+            uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
+            if (material.sheen) {
+                uniforms.sheen.value.copy(material.sheen);
+            }
+
+            if (material.clearcoatNormalMap) {
+                uniforms.clearcoatNormalScale.value.copy(material.clearcoatNormalScale);
+                uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
+
+                if (material.side === BackSide) {
+                    uniforms.clearcoatNormalScale.value.negate();
+                }
+            }
+
+            uniforms.transparency.value = material.transparency;
+        }
+
+        function refreshUniformsMatcap(uniforms, material) {
+            if (material.matcap) {
+                uniforms.matcap.value = material.matcap;
+            }
+
+            if (material.bumpMap) {
+                uniforms.bumpMap.value = material.bumpMap;
+                uniforms.bumpScale.value = material.bumpScale;
+                if (material.side === BackSide) {
+                    uniforms.bumpScale.value *= -1;
+                }
+            }
+
+            if (material.normalMap) {
+                uniforms.normalMap.value = material.normalMap;
+                uniforms.normalScale.value.copy(material.normalScale);
+                if (material.side === BackSide) {
+                    uniforms.normalScale.value.negate();
+                }
+            }
+
+            if (material.displacementMap) {
+                uniforms.displacementMap.value = material.displacementMap;
+                uniforms.displacementScale.value = material.displacementScale;
+                uniforms.displacementBias.value = material.displacementBias;
+            }
+        }
+
+        function refreshUniformsDepth(uniforms, material) {
+            if (material.displacementMap) {
+                uniforms.displacementMap.value = material.displacementMap;
+                uniforms.displacementScale.value = material.displacementScale;
+                uniforms.displacementBias.value = material.displacementBias;
+            }
+        }
+
+        function refreshUniformsDistance(uniforms, material) {
+            if (material.displacementMap) {
+                uniforms.displacementMap.value = material.displacementMap;
+                uniforms.displacementScale.value = material.displacementScale;
+                uniforms.displacementBias.value = material.displacementBias;
+            }
+
+            uniforms.referencePosition.value.copy(material.referencePosition);
+            uniforms.nearDistance.value = material.nearDistance;
+            uniforms.farDistance.value = material.farDistance;
+        }
+
+        function refreshUniformsNormal(uniforms, material) {
+            if (material.bumpMap) {
+                uniforms.bumpMap.value = material.bumpMap;
+                uniforms.bumpScale.value = material.bumpScale;
+                if (material.side === BackSide) {
+                    uniforms.bumpScale.value *= -1;
+                }
+            }
+
+            if (material.normalMap) {
+                uniforms.normalMap.value = material.normalMap;
+                uniforms.normalScale.value.copy(material.normalScale);
+                if (material.side === BackSide) {
+                    uniforms.normalScale.value.negate();
+                }
+            }
+
+            if (material.displacementMap) {
+                uniforms.displacementMap.value = material.displacementMap;
+                uniforms.displacementScale.value = material.displacementScale;
+                uniforms.displacementBias.value = material.displacementBias;
+            }
+        }
+
+        // If uniforms are marked as clean, they don't need to be loaded to the GPU.
+
+        function markUniformsLightsNeedsUpdate(uniforms, value) {
+            uniforms.ambientLightColor.needsUpdate = value;
+            uniforms.lightProbe.needsUpdate = value;
+
+            uniforms.directionalLights.needsUpdate = value;
+            uniforms.pointLights.needsUpdate = value;
+            uniforms.spotLights.needsUpdate = value;
+            uniforms.rectAreaLights.needsUpdate = value;
+            uniforms.hemisphereLights.needsUpdate = value;
+        }
+
+        function materialNeedsLights(material) {
+            return (
+                material.isMeshLambertMaterial ||
+                material.isMeshPhongMaterial ||
+                material.isMeshStandardMaterial ||
+                material.isShadowMaterial ||
+                (material.isShaderMaterial && material.lights === true)
+            );
+        }
+
+        //
+        this.setFramebuffer = function (value) {
+            if (_framebuffer !== value && _currentRenderTarget === null) {
+                _gl.bindFramebuffer(36160, value);
+            }
+
+            _framebuffer = value;
+        };
+
+        this.getActiveCubeFace = function () {
+            return _currentActiveCubeFace;
+        };
+
+        this.getActiveMipmapLevel = function () {
+            return _currentActiveMipmapLevel;
+        };
+
+        this.getRenderTarget = function () {
+            return _currentRenderTarget;
+        };
+
+        this.setRenderTarget = function (renderTarget, activeCubeFace, activeMipmapLevel) {
+            _currentRenderTarget = renderTarget;
+            _currentActiveCubeFace = activeCubeFace;
+            _currentActiveMipmapLevel = activeMipmapLevel;
+
+            if (renderTarget && properties.get(renderTarget).__webglFramebuffer === undefined) {
+                textures.setupRenderTarget(renderTarget);
+            }
+
+            var framebuffer = _framebuffer;
+            var isCube = false;
+
+            if (renderTarget) {
+                var __webglFramebuffer = properties.get(renderTarget).__webglFramebuffer;
+
+                if (renderTarget.isWebGLRenderTargetCube) {
+                    framebuffer = __webglFramebuffer[activeCubeFace || 0];
+                    isCube = true;
+                } else if (renderTarget.isWebGLMultisampleRenderTarget) {
+                    framebuffer = properties.get(renderTarget).__webglMultisampledFramebuffer;
+                } else {
+                    framebuffer = __webglFramebuffer;
+                }
+
+                _currentViewport.copy(renderTarget.viewport);
+                _currentScissor.copy(renderTarget.scissor);
+                _currentScissorTest = renderTarget.scissorTest;
+            } else {
+                _currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor();
+                _currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor();
+                _currentScissorTest = _scissorTest;
+            }
+
+            if (_currentFramebuffer !== framebuffer) {
+                _gl.bindFramebuffer(36160, framebuffer);
+                _currentFramebuffer = framebuffer;
+            }
+
+            state.viewport(_currentViewport);
+            state.scissor(_currentScissor);
+            state.setScissorTest(_currentScissorTest);
+
+            if (isCube) {
+                var textureProperties = properties.get(renderTarget.texture);
+                _gl.framebufferTexture2D(
+                    36160,
+                    36064,
+                    34069 + (activeCubeFace || 0),
+                    textureProperties.__webglTexture,
+                    activeMipmapLevel || 0
+                );
+            }
+        };
+
+        this.readRenderTargetPixels = function (renderTarget, x, y, width, height, buffer, activeCubeFaceIndex) {
+            if (!(renderTarget && renderTarget.isWebGLRenderTarget)) {
+                console.error(
+                    'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.'
+                );
+                return;
+            }
+
+            var framebuffer = properties.get(renderTarget).__webglFramebuffer;
+
+            if (renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined) {
+                framebuffer = framebuffer[activeCubeFaceIndex];
+            }
+
+            if (framebuffer) {
+                var restore = false;
+
+                if (framebuffer !== _currentFramebuffer) {
+                    _gl.bindFramebuffer(36160, framebuffer);
+
+                    restore = true;
+                }
+
+                try {
+                    var texture = renderTarget.texture;
+                    var textureFormat = texture.format;
+                    var textureType = texture.type;
+
+                    if (textureFormat !== RGBAFormat && utils.convert(textureFormat) !== _gl.getParameter(35739)) {
+                        console.error(
+                            'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.'
+                        );
+                        return;
+                    }
+
+                    if (
+                        textureType !== UnsignedByteType &&
+                        utils.convert(textureType) !== _gl.getParameter(35738) && // IE11, Edge and Chrome Mac < 52 (#9513)
+                        !(
+                            textureType === FloatType &&
+                            (capabilities.isWebGL2 ||
+                                extensions.get('OES_texture_float') ||
+                                extensions.get('WEBGL_color_buffer_float'))
+                        ) && // Chrome Mac >= 52 and Firefox
+                        !(
+                            textureType === HalfFloatType &&
+                            (capabilities.isWebGL2
+                                ? extensions.get('EXT_color_buffer_float')
+                                : 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(36160) === 36053) {
+                        // 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(36160, _currentFramebuffer);
+                    }
+                }
+            }
+        };
+
+        this.copyFramebufferToTexture = function (position, texture, level) {
+            if (level === undefined) {
+                level = 0;
+            }
+
+            var levelScale = Math.pow(2, -level);
+            var width = Math.floor(texture.image.width * levelScale);
+            var height = Math.floor(texture.image.height * levelScale);
+            var glFormat = utils.convert(texture.format);
+
+            textures.setTexture2D(texture, 0);
+
+            _gl.copyTexImage2D(3553, level, glFormat, position.x, position.y, width, height, 0);
+
+            state.unbindTexture();
+        };
+
+        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);
+
+            textures.setTexture2D(dstTexture, 0);
+
+            if (srcTexture.isDataTexture) {
+                _gl.texSubImage2D(
+                    3553,
+                    level || 0,
+                    position.x,
+                    position.y,
+                    width,
+                    height,
+                    glFormat,
+                    glType,
+                    srcTexture.image.data
+                );
+            } else {
+                _gl.texSubImage2D(3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image);
+            }
+
+            state.unbindTexture();
+        };
+
+        this.initTexture = function (texture) {
+            textures.setTexture2D(texture, 0);
+
+            state.unbindTexture();
+        };
+
+        if (typeof __THREE_DEVTOOLS__ !== 'undefined') {
+            __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('observe', { detail: this })); // eslint-disable-line no-undef
+        }
+    }
+
+    /**
+     * @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;
+    }
+
+    Object.assign(FogExp2.prototype, {
+        isFogExp2: true,
+
+        clone: function () {
+            return new FogExp2(this.color, this.density);
+        },
+
+        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;
+    }
+
+    Object.assign(Fog.prototype, {
+        isFog: true,
+
+        clone: function () {
+            return new Fog(this.color, this.near, this.far);
+        },
+
+        toJSON: function (/* meta */) {
+            return {
+                type: 'Fog',
+                color: this.color.getHex(),
+                near: this.near,
+                far: this.far,
+            };
+        },
+    });
+
+    /**
+     * @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.usage = StaticDrawUsage;
+        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 () {},
+
+        setUsage: function (value) {
+            this.usage = value;
+
+            return this;
+        },
+
+        copy: function (source) {
+            this.array = new source.array.constructor(source.array);
+            this.count = source.count;
+            this.stride = source.stride;
+            this.usage = source.usage;
+
+            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 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 alteredq / http://alteredqualia.com/
+     *
+     * parameters = {
+     *  color: <hex>,
+     *  map: new THREE.Texture( <Image> ),
+     *  alphaMap: new THREE.Texture( <Image> ),
+     *  rotation: <float>,
+     *  sizeAttenuation: <bool>
+     * }
+     */
+
+    function SpriteMaterial(parameters) {
+        Material.call(this);
+
+        this.type = 'SpriteMaterial';
+
+        this.color = new Color(0xffffff);
+
+        this.map = null;
+
+        this.alphaMap = null;
+
+        this.rotation = 0;
+
+        this.sizeAttenuation = true;
+
+        this.transparent = true;
+
+        this.setValues(parameters);
+    }
+
+    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.alphaMap = source.alphaMap;
+
+        this.rotation = source.rotation;
+
+        this.sizeAttenuation = source.sizeAttenuation;
+
+        return this;
+    };
+
+    /**
+     * @author mikael emtinger / http://gomo.se/
+     * @author alteredq / http://alteredqualia.com/
+     */
+
+    var _geometry;
+
+    var _intersectPoint = new Vector3();
+    var _worldScale = new Vector3();
+    var _mvPosition = new Vector3();
+
+    var _alignedPosition = new Vector2();
+    var _rotatedPosition = new Vector2();
+    var _viewWorldMatrix = new Matrix4();
+
+    var _vA$1 = new Vector3();
+    var _vB$1 = new Vector3();
+    var _vC$1 = new Vector3();
+
+    var _uvA$1 = new Vector2();
+    var _uvB$1 = new Vector2();
+    var _uvC$1 = new Vector2();
+
+    function Sprite(material) {
+        Object3D.call(this);
+
+        this.type = 'Sprite';
+
+        if (_geometry === undefined) {
+            _geometry = new BufferGeometry();
+
+            var float32Array = new Float32Array([
+                -0.5, -0.5, 0, 0, 0, 0.5, -0.5, 0, 1, 0, 0.5, 0.5, 0, 1, 1, -0.5, 0.5, 0, 0, 1,
+            ]);
+
+            var interleavedBuffer = new InterleavedBuffer(float32Array, 5);
+
+            _geometry.setIndex([0, 1, 2, 0, 2, 3]);
+            _geometry.setAttribute('position', new InterleavedBufferAttribute(interleavedBuffer, 3, 0, false));
+            _geometry.setAttribute('uv', new InterleavedBufferAttribute(interleavedBuffer, 2, 3, false));
+        }
+
+        this.geometry = _geometry;
+        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 (raycaster, intersects) {
+            if (raycaster.camera === null) {
+                console.error('THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.');
+            }
+
+            _worldScale.setFromMatrixScale(this.matrixWorld);
+
+            _viewWorldMatrix.copy(raycaster.camera.matrixWorld);
+            this.modelViewMatrix.multiplyMatrices(raycaster.camera.matrixWorldInverse, this.matrixWorld);
+
+            _mvPosition.setFromMatrixPosition(this.modelViewMatrix);
+
+            if (raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false) {
+                _worldScale.multiplyScalar(-_mvPosition.z);
+            }
+
+            var rotation = this.material.rotation;
+            var sin, cos;
+            if (rotation !== 0) {
+                cos = Math.cos(rotation);
+                sin = Math.sin(rotation);
+            }
+
+            var center = this.center;
+
+            transformVertex(_vA$1.set(-0.5, -0.5, 0), _mvPosition, center, _worldScale, sin, cos);
+            transformVertex(_vB$1.set(0.5, -0.5, 0), _mvPosition, center, _worldScale, sin, cos);
+            transformVertex(_vC$1.set(0.5, 0.5, 0), _mvPosition, center, _worldScale, sin, cos);
+
+            _uvA$1.set(0, 0);
+            _uvB$1.set(1, 0);
+            _uvC$1.set(1, 1);
+
+            // check first triangle
+            var intersect = raycaster.ray.intersectTriangle(_vA$1, _vB$1, _vC$1, false, _intersectPoint);
+
+            if (intersect === null) {
+                // check second triangle
+                transformVertex(_vB$1.set(-0.5, 0.5, 0), _mvPosition, center, _worldScale, sin, cos);
+                _uvB$1.set(0, 1);
+
+                intersect = raycaster.ray.intersectTriangle(_vA$1, _vC$1, _vB$1, false, _intersectPoint);
+                if (intersect === null) {
+                    return;
+                }
+            }
+
+            var distance = raycaster.ray.origin.distanceTo(_intersectPoint);
+
+            if (distance < raycaster.near || distance > raycaster.far) {
+                return;
+            }
+
+            intersects.push({
+                distance: distance,
+                point: _intersectPoint.clone(),
+                uv: Triangle.getUV(_intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2()),
+                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;
+        },
+    });
+
+    function transformVertex(vertexPosition, mvPosition, center, scale, sin, cos) {
+        // compute position in camera space
+        _alignedPosition.subVectors(vertexPosition, center).addScalar(0.5).multiply(scale);
+
+        // to check if rotation is not zero
+        if (sin !== undefined) {
+            _rotatedPosition.x = cos * _alignedPosition.x - sin * _alignedPosition.y;
+            _rotatedPosition.y = sin * _alignedPosition.x + cos * _alignedPosition.y;
+        } else {
+            _rotatedPosition.copy(_alignedPosition);
+        }
+
+        vertexPosition.copy(mvPosition);
+        vertexPosition.x += _rotatedPosition.x;
+        vertexPosition.y += _rotatedPosition.y;
+
+        // transform to world space
+        vertexPosition.applyMatrix4(_viewWorldMatrix);
+    }
+
+    /**
+     * @author mikael emtinger / http://gomo.se/
+     * @author alteredq / http://alteredqualia.com/
+     * @author mrdoob / http://mrdoob.com/
+     */
+
+    var _v1$4 = new Vector3();
+    var _v2$2 = new Vector3();
+
+    function LOD() {
+        Object3D.call(this);
+
+        this.type = 'LOD';
+
+        Object.defineProperties(this, {
+            levels: {
+                enumerable: true,
+                value: [],
+            },
+        });
+
+        this.autoUpdate = true;
+    }
+
+    LOD.prototype = Object.assign(Object.create(Object3D.prototype), {
+        constructor: LOD,
+
+        isLOD: true,
+
+        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);
+            }
+
+            this.autoUpdate = source.autoUpdate;
+
+            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);
+
+            return this;
+        },
+
+        getObjectForDistance: function (distance) {
+            var levels = this.levels;
+
+            if (levels.length > 0) {
+                for (var i = 1, l = levels.length; i < l; i++) {
+                    if (distance < levels[i].distance) {
+                        break;
+                    }
+                }
+
+                return levels[i - 1].object;
+            }
+
+            return null;
+        },
+
+        raycast: function (raycaster, intersects) {
+            var levels = this.levels;
+
+            if (levels.length > 0) {
+                _v1$4.setFromMatrixPosition(this.matrixWorld);
+
+                var distance = raycaster.ray.origin.distanceTo(_v1$4);
+
+                this.getObjectForDistance(distance).raycast(raycaster, intersects);
+            }
+        },
+
+        update: function (camera) {
+            var levels = this.levels;
+
+            if (levels.length > 1) {
+                _v1$4.setFromMatrixPosition(camera.matrixWorld);
+                _v2$2.setFromMatrixPosition(this.matrixWorld);
+
+                var distance = _v1$4.distanceTo(_v2$2);
+
+                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);
+
+            if (this.autoUpdate === false) {
+                data.object.autoUpdate = false;
+            }
+
+            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 ikerr / http://verold.com
+     */
+
+    function SkinnedMesh(geometry, material) {
+        if (geometry && geometry.isGeometry) {
+            console.error('THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
+        }
+
+        Mesh.call(this, geometry, material);
+
+        this.type = 'SkinnedMesh';
+
+        this.bindMode = 'attached';
+        this.bindMatrix = new Matrix4();
+        this.bindMatrixInverse = new Matrix4();
+    }
+
+    SkinnedMesh.prototype = Object.assign(Object.create(Mesh.prototype), {
+        constructor: SkinnedMesh,
+
+        isSkinnedMesh: true,
+
+        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 vector = new Vector4();
+
+            var skinWeight = this.geometry.attributes.skinWeight;
+
+            for (var i = 0, l = skinWeight.count; i < l; i++) {
+                vector.x = skinWeight.getX(i);
+                vector.y = skinWeight.getY(i);
+                vector.z = skinWeight.getZ(i);
+                vector.w = skinWeight.getW(i);
+
+                var scale = 1.0 / vector.manhattanLength();
+
+                if (scale !== Infinity) {
+                    vector.multiplyScalar(scale);
+                } else {
+                    vector.set(1, 0, 0, 0); // do something reasonable
+                }
+
+                skinWeight.setXYZW(i, vector.x, vector.y, vector.z, vector.w);
+            }
+        },
+
+        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 mikael emtinger / http://gomo.se/
+     * @author alteredq / http://alteredqualia.com/
+     * @author michael guerrero / http://realitymeltdown.com
+     * @author ikerr / http://verold.com
+     */
+
+    var _offsetMatrix = new Matrix4();
+    var _identityMatrix = new Matrix4();
+
+    function Skeleton(bones, boneInverses) {
+        // copy the bone array
+
+        bones = bones || [];
+
+        this.bones = bones.slice(0);
+        this.boneMatrices = new Float32Array(this.bones.length * 16);
+
+        this.frame = -1;
+
+        // 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 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 mrdoob / http://mrdoob.com/
+     */
+
+    var _instanceLocalMatrix = new Matrix4();
+    var _instanceWorldMatrix = new Matrix4();
+
+    var _instanceIntersects = [];
+
+    var _mesh = new Mesh();
+
+    function InstancedMesh(geometry, material, count) {
+        Mesh.call(this, geometry, material);
+
+        this.instanceMatrix = new BufferAttribute(new Float32Array(count * 16), 16);
+
+        this.count = count;
+    }
+
+    InstancedMesh.prototype = Object.assign(Object.create(Mesh.prototype), {
+        constructor: InstancedMesh,
+
+        isInstancedMesh: true,
+
+        getMatrixAt: function (index, matrix) {
+            matrix.fromArray(this.instanceMatrix.array, index * 16);
+        },
+
+        raycast: function (raycaster, intersects) {
+            var matrixWorld = this.matrixWorld;
+            var raycastTimes = this.count;
+
+            _mesh.geometry = this.geometry;
+            _mesh.material = this.material;
+
+            if (_mesh.material === undefined) {
+                return;
+            }
+
+            for (var instanceId = 0; instanceId < raycastTimes; instanceId++) {
+                // calculate the world matrix for each instance
+
+                this.getMatrixAt(instanceId, _instanceLocalMatrix);
+
+                _instanceWorldMatrix.multiplyMatrices(matrixWorld, _instanceLocalMatrix);
+
+                // the mesh represents this single instance
+
+                _mesh.matrixWorld = _instanceWorldMatrix;
+
+                _mesh.raycast(raycaster, _instanceIntersects);
+
+                // process the result of raycast
+
+                if (_instanceIntersects.length > 0) {
+                    _instanceIntersects[0].instanceId = instanceId;
+                    _instanceIntersects[0].object = this;
+
+                    intersects.push(_instanceIntersects[0]);
+
+                    _instanceIntersects.length = 0;
+                }
+            }
+        },
+
+        setMatrixAt: function (index, matrix) {
+            matrix.toArray(this.instanceMatrix.array, index * 16);
+        },
+
+        updateMorphTargets: function () {},
+    });
+
+    /**
+     * @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.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/
+     */
+
+    var _start = new Vector3();
+    var _end = new Vector3();
+    var _inverseMatrix$1 = new Matrix4();
+    var _ray$1 = new Ray();
+    var _sphere$2 = new Sphere();
+
+    function Line(geometry, material, mode) {
+        if (mode === 1) {
+            console.error(
+                'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.'
+            );
+        }
+
+        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 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.setAttribute('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 (raycaster, intersects) {
+            var precision = raycaster.linePrecision;
+
+            var geometry = this.geometry;
+            var matrixWorld = this.matrixWorld;
+
+            // Checking boundingSphere distance to ray
+
+            if (geometry.boundingSphere === null) {
+                geometry.computeBoundingSphere();
+            }
+
+            _sphere$2.copy(geometry.boundingSphere);
+            _sphere$2.applyMatrix4(matrixWorld);
+            _sphere$2.radius += precision;
+
+            if (raycaster.ray.intersectsSphere(_sphere$2) === false) {
+                return;
+            }
+
+            //
+
+            _inverseMatrix$1.getInverse(matrixWorld);
+            _ray$1.copy(raycaster.ray).applyMatrix4(_inverseMatrix$1);
+
+            var localPrecision = precision / ((this.scale.x + this.scale.y + this.scale.z) / 3);
+            var localPrecisionSq = localPrecision * localPrecision;
+
+            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$1.distanceSqToSegment(vStart, vEnd, interRay, interSegment);
+
+                        if (distSq > localPrecisionSq) {
+                            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$1.distanceSqToSegment(vStart, vEnd, interRay, interSegment);
+
+                        if (distSq > localPrecisionSq) {
+                            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$1.distanceSqToSegment(vertices[i], vertices[i + 1], interRay, interSegment);
+
+                    if (distSq > localPrecisionSq) {
+                        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/
+     */
+
+    var _start$1 = new Vector3();
+    var _end$1 = new Vector3();
+
+    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 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$1.fromBufferAttribute(positionAttribute, i);
+                        _end$1.fromBufferAttribute(positionAttribute, i + 1);
+
+                        lineDistances[i] = i === 0 ? 0 : lineDistances[i - 1];
+                        lineDistances[i + 1] = lineDistances[i] + _start$1.distanceTo(_end$1);
+                    }
+
+                    geometry.setAttribute('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$1.copy(vertices[i]);
+                    _end$1.copy(vertices[i + 1]);
+
+                    lineDistances[i] = i === 0 ? 0 : lineDistances[i - 1];
+                    lineDistances[i + 1] = lineDistances[i] + _start$1.distanceTo(_end$1);
+                }
+            }
+
+            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> ),
+     *  alphaMap: new THREE.Texture( <Image> ),
+     *
+     *  size: <float>,
+     *  sizeAttenuation: <bool>
+     *
+     *  morphTargets: <bool>
+     * }
+     */
+
+    function PointsMaterial(parameters) {
+        Material.call(this);
+
+        this.type = 'PointsMaterial';
+
+        this.color = new Color(0xffffff);
+
+        this.map = null;
+
+        this.alphaMap = null;
+
+        this.size = 1;
+        this.sizeAttenuation = true;
+
+        this.morphTargets = 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.alphaMap = source.alphaMap;
+
+        this.size = source.size;
+        this.sizeAttenuation = source.sizeAttenuation;
+
+        this.morphTargets = source.morphTargets;
+
+        return this;
+    };
+
+    /**
+     * @author alteredq / http://alteredqualia.com/
+     */
+
+    var _inverseMatrix$2 = new Matrix4();
+    var _ray$2 = new Ray();
+    var _sphere$3 = new Sphere();
+    var _position$1 = new Vector3();
+
+    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 });
+
+        this.updateMorphTargets();
+    }
+
+    Points.prototype = Object.assign(Object.create(Object3D.prototype), {
+        constructor: Points,
+
+        isPoints: true,
+
+        raycast: function (raycaster, intersects) {
+            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$3.copy(geometry.boundingSphere);
+            _sphere$3.applyMatrix4(matrixWorld);
+            _sphere$3.radius += threshold;
+
+            if (raycaster.ray.intersectsSphere(_sphere$3) === false) {
+                return;
+            }
+
+            //
+
+            _inverseMatrix$2.getInverse(matrixWorld);
+            _ray$2.copy(raycaster.ray).applyMatrix4(_inverseMatrix$2);
+
+            var localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3);
+            var localThresholdSq = localThreshold * localThreshold;
+
+            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$1.fromArray(positions, a * 3);
+
+                        testPoint(_position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this);
+                    }
+                } else {
+                    for (var i = 0, l = positions.length / 3; i < l; i++) {
+                        _position$1.fromArray(positions, i * 3);
+
+                        testPoint(_position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this);
+                    }
+                }
+            } else {
+                var vertices = geometry.vertices;
+
+                for (var i = 0, l = vertices.length; i < l; i++) {
+                    testPoint(vertices[i], i, localThresholdSq, matrixWorld, raycaster, intersects, 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) {
+                    console.error(
+                        'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.'
+                    );
+                }
+            }
+        },
+
+        clone: function () {
+            return new this.constructor(this.geometry, this.material).copy(this);
+        },
+    });
+
+    function testPoint(point, index, localThresholdSq, matrixWorld, raycaster, intersects, object) {
+        var rayPointDistanceSq = _ray$2.distanceSqToPoint(point);
+
+        if (rayPointDistanceSq < localThresholdSq) {
+            var intersectPoint = new Vector3();
+
+            _ray$2.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,
+                index: index,
+                face: null,
+                object: object,
+            });
+        }
+    }
+
+    /**
+     * @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.format = format !== undefined ? format : RGBFormat;
+
+        this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
+        this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
+
+        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 mrdoob / http://mrdoob.com/
+     */
+
+    function CanvasTexture(canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) {
+        Texture.call(this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);
+
+        this.needsUpdate = true;
+    }
+
+    CanvasTexture.prototype = Object.create(Texture.prototype);
+    CanvasTexture.prototype.constructor = CanvasTexture;
+    CanvasTexture.prototype.isCanvasTexture = true;
+
+    /**
+     * @author 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.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+    }
+
+    WireframeGeometry.prototype = Object.create(BufferGeometry.prototype);
+    WireframeGeometry.prototype.constructor = WireframeGeometry;
+
+    /**
+     * @author zz85 / https://github.com/zz85
+     * @author Mugen87 / https://github.com/Mugen87
+     *
+     * Parametric Surfaces Geometry
+     * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
+     */
+
+    // ParametricGeometry
+
+    function ParametricGeometry(func, slices, stacks) {
+        Geometry.call(this);
+
+        this.type = 'ParametricGeometry';
+
+        this.parameters = {
+            func: func,
+            slices: slices,
+            stacks: stacks,
+        };
+
+        this.fromBufferGeometry(new ParametricBufferGeometry(func, slices, stacks));
+        this.mergeVertices();
+    }
+
+    ParametricGeometry.prototype = Object.create(Geometry.prototype);
+    ParametricGeometry.prototype.constructor = ParametricGeometry;
+
+    // ParametricBufferGeometry
+
+    function ParametricBufferGeometry(func, slices, stacks) {
+        BufferGeometry.call(this);
+
+        this.type = 'ParametricBufferGeometry';
+
+        this.parameters = {
+            func: func,
+            slices: slices,
+            stacks: stacks,
+        };
+
+        // buffers
+
+        var indices = [];
+        var vertices = [];
+        var normals = [];
+        var uvs = [];
+
+        var EPS = 0.00001;
+
+        var normal = new Vector3();
+
+        var p0 = new Vector3(),
+            p1 = new Vector3();
+        var pu = new Vector3(),
+            pv = new Vector3();
+
+        var i, j;
+
+        if (func.length < 3) {
+            console.error('THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.');
+        }
+
+        // generate vertices, normals and uvs
+
+        var sliceCount = slices + 1;
+
+        for (i = 0; i <= stacks; i++) {
+            var v = i / stacks;
+
+            for (j = 0; j <= slices; j++) {
+                var u = j / slices;
+
+                // vertex
+
+                func(u, v, p0);
+                vertices.push(p0.x, p0.y, p0.z);
+
+                // normal
+
+                // approximate tangent vectors via finite differences
+
+                if (u - EPS >= 0) {
+                    func(u - EPS, v, p1);
+                    pu.subVectors(p0, p1);
+                } else {
+                    func(u + EPS, v, p1);
+                    pu.subVectors(p1, p0);
+                }
+
+                if (v - EPS >= 0) {
+                    func(u, v - EPS, p1);
+                    pv.subVectors(p0, p1);
+                } else {
+                    func(u, v + EPS, p1);
+                    pv.subVectors(p1, p0);
+                }
+
+                // cross product of tangent vectors returns surface normal
+
+                normal.crossVectors(pu, pv).normalize();
+                normals.push(normal.x, normal.y, normal.z);
+
+                // uv
+
+                uvs.push(u, v);
+            }
+        }
+
+        // generate indices
+
+        for (i = 0; i < stacks; i++) {
+            for (j = 0; j < slices; j++) {
+                var a = i * sliceCount + j;
+                var b = i * sliceCount + j + 1;
+                var c = (i + 1) * sliceCount + j + 1;
+                var d = (i + 1) * sliceCount + j;
+
+                // faces one and two
+
+                indices.push(a, b, d);
+                indices.push(b, c, d);
+            }
+        }
+
+        // build geometry
+
+        this.setIndex(indices);
+        this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+        this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
+        this.setAttribute('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
+
+        applyRadius(radius);
+
+        // finally, create the uv data
+
+        generateUVs();
+
+        // build non-indexed geometry
+
+        this.setAttribute('position', new Float32BufferAttribute(vertexBuffer, 3));
+        this.setAttribute('normal', new Float32BufferAttribute(vertexBuffer.slice(), 3));
+        this.setAttribute('uv', new Float32BufferAttribute(uvBuffer, 2));
+
+        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 applyRadius(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.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+        this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
+        this.setAttribute('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;
+
+    TubeBufferGeometry.prototype.toJSON = function () {
+        var data = BufferGeometry.prototype.toJSON.call(this);
+
+        data.path = this.parameters.path.toJSON();
+
+        return data;
+    };
+
+    /**
+     * @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.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+        this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
+        this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
+
+        // this function calculates the current position on the torus curve
+
+        function calculatePositionOnCurve(u, p, q, radius, position) {
+            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.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+        this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
+        this.setAttribute('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 (v2.1.5)
+     */
+
+    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 || outerNode.next === outerNode.prev) {
+                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 vertex 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);
+
+        var p = ear.prevZ,
+            n = ear.nextZ;
+
+        // look for points inside the triangle in both directions
+        while (p && p.z >= minZ && n && n.z <= maxZ) {
+            if (
+                p !== ear.prev &&
+                p !== ear.next &&
+                pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
+                area(p.prev, p, p.next) >= 0
+            ) {
+                return false;
+            }
+            p = p.prevZ;
+
+            if (
+                n !== ear.prev &&
+                n !== ear.next &&
+                pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) &&
+                area(n.prev, n, n.next) >= 0
+            ) {
+                return false;
+            }
+            n = n.nextZ;
+        }
+
+        // look for remaining points in decreasing z-order
+        while (p && p.z >= minZ) {
+            if (
+                p !== ear.prev &&
+                p !== ear.next &&
+                pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
+                area(p.prev, p, p.next) >= 0
+            ) {
+                return false;
+            }
+            p = p.prevZ;
+        }
+
+        // look for remaining points in increasing z-order
+        while (n && n.z <= maxZ) {
+            if (
+                n !== ear.prev &&
+                n !== ear.next &&
+                pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) &&
+                area(n.prev, n, n.next) >= 0
+            ) {
+                return false;
+            }
+            n = n.nextZ;
+        }
+
+        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 || (p.x === leftmost.x && p.y < leftmost.y)) {
+                leftmost = p;
+            }
+            p = p.next;
+        } while (p !== start);
+
+        return leftmost;
+    }
+
+    // check if a point lies within a convex triangle
+    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, p2) && equals(q1, 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) {
+        // vertex index in coordinates array
+        this.i = i;
+
+        // vertex coordinates
+        this.x = x;
+        this.y = y;
+
+        // previous and next vertex nodes in a polygon ring
+        this.prev = null;
+        this.next = null;
+
+        // z-order curve value
+        this.z = null;
+
+        // previous and next nodes in z-order
+        this.prevZ = null;
+        this.nextZ = null;
+
+        // indicates whether this is a steiner point
+        this.steiner = false;
+    }
+
+    function signedArea(data, start, end, dim) {
+        var sum = 0;
+        for (var i = start, j = end - dim; i < end; i += dim) {
+            sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
+            j = i;
+        }
+
+        return sum;
+    }
+
+    /**
+     * @author zz85 / http://www.lab4games.net/zz85/blog
+     */
+
+    var ShapeUtils = {
+        // calculate area of the contour polygon
+
+        area: function (contour) {
+            var n = contour.length;
+            var a = 0.0;
+
+            for (var p = n - 1, q = 0; q < n; p = q++) {
+                a += contour[p].x * contour[q].y - contour[q].x * contour[p].y;
+            }
+
+            return a * 0.5;
+        },
+
+        isClockWise: function (pts) {
+            return ShapeUtils.area(pts) < 0;
+        },
+
+        triangulateShape: function (contour, holes) {
+            var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
+            var holeIndices = []; // array of hole indices
+            var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
+
+            removeDupEndPts(contour);
+            addContour(vertices, contour);
+
+            //
+
+            var holeIndex = contour.length;
+
+            holes.forEach(removeDupEndPts);
+
+            for (var i = 0; i < holes.length; i++) {
+                holeIndices.push(holeIndex);
+                holeIndex += holes[i].length;
+                addContour(vertices, holes[i]);
+            }
+
+            //
+
+            var triangles = Earcut.triangulate(vertices, holeIndices);
+
+            //
+
+            for (var i = 0; i < triangles.length; i += 3) {
+                faces.push(triangles.slice(i, i + 3));
+            }
+
+            return faces;
+        },
+    };
+
+    function removeDupEndPts(points) {
+        var l = points.length;
+
+        if (l > 2 && points[l - 1].equals(points[0])) {
+            points.pop();
+        }
+    }
+
+    function addContour(vertices, contour) {
+        for (var i = 0; i < contour.length; i++) {
+            vertices.push(contour[i].x);
+            vertices.push(contour[i].y);
+        }
+    }
+
+    /**
+     * @author zz85 / http://www.lab4games.net/zz85/blog
+     *
+     * Creates extruded geometry from a path shape.
+     *
+     * parameters = {
+     *
+     *  curveSegments: <int>, // number of points on the curves
+     *  steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
+     *  depth: <float>, // Depth to extrude the shape
+     *
+     *  bevelEnabled: <bool>, // turn on bevel
+     *  bevelThickness: <float>, // how deep into the original shape bevel goes
+     *  bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
+     *  bevelOffset: <float>, // how far from shape outline does bevel start
+     *  bevelSegments: <int>, // number of bevel layers
+     *
+     *  extrudePath: <THREE.Curve> // curve to extrude shape along
+     *
+     *  UVGenerator: <Object> // object that provides UV generator functions
+     *
+     * }
+     */
+
+    // ExtrudeGeometry
+
+    function ExtrudeGeometry(shapes, options) {
+        Geometry.call(this);
+
+        this.type = 'ExtrudeGeometry';
+
+        this.parameters = {
+            shapes: shapes,
+            options: options,
+        };
+
+        this.fromBufferGeometry(new ExtrudeBufferGeometry(shapes, options));
+        this.mergeVertices();
+    }
+
+    ExtrudeGeometry.prototype = Object.create(Geometry.prototype);
+    ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
+
+    ExtrudeGeometry.prototype.toJSON = function () {
+        var data = Geometry.prototype.toJSON.call(this);
+
+        var shapes = this.parameters.shapes;
+        var options = this.parameters.options;
+
+        return toJSON(shapes, options, data);
+    };
+
+    // ExtrudeBufferGeometry
+
+    function ExtrudeBufferGeometry(shapes, options) {
+        BufferGeometry.call(this);
+
+        this.type = 'ExtrudeBufferGeometry';
+
+        this.parameters = {
+            shapes: shapes,
+            options: options,
+        };
+
+        shapes = Array.isArray(shapes) ? shapes : [shapes];
+
+        var scope = this;
+
+        var verticesArray = [];
+        var uvArray = [];
+
+        for (var i = 0, l = shapes.length; i < l; i++) {
+            var shape = shapes[i];
+            addShape(shape);
+        }
+
+        // build geometry
+
+        this.setAttribute('position', new Float32BufferAttribute(verticesArray, 3));
+        this.setAttribute('uv', new Float32BufferAttribute(uvArray, 2));
+
+        this.computeVertexNormals();
+
+        // functions
+
+        function addShape(shape) {
+            var placeholder = [];
+
+            // options
+
+            var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
+            var steps = options.steps !== undefined ? options.steps : 1;
+            var depth = options.depth !== undefined ? options.depth : 100;
+
+            var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
+            var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
+            var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
+            var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
+            var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
+
+            var extrudePath = options.extrudePath;
+
+            var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
+
+            // deprecated options
+
+            if (options.amount !== undefined) {
+                console.warn('THREE.ExtrudeBufferGeometry: amount has been renamed to depth.');
+                depth = options.amount;
+            }
+
+            //
+
+            var extrudePts,
+                extrudeByPath = false;
+            var splineTube, binormal, normal, position2;
+
+            if (extrudePath) {
+                extrudePts = extrudePath.getSpacedPoints(steps);
+
+                extrudeByPath = true;
+                bevelEnabled = false; // bevels not supported for path extrusion
+
+                // SETUP TNB variables
+
+                // TODO1 - have a .isClosed in spline?
+
+                splineTube = extrudePath.computeFrenetFrames(steps, false);
+
+                // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
+
+                binormal = new Vector3();
+                normal = new Vector3();
+                position2 = new Vector3();
+            }
+
+            // Safeguards if bevels are not enabled
+
+            if (!bevelEnabled) {
+                bevelSegments = 0;
+                bevelThickness = 0;
+                bevelSize = 0;
+                bevelOffset = 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) + bevelOffset;
+
+                // 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 + bevelOffset;
+
+            // Back facing vertices
+
+            for (i = 0; i < vlen; i++) {
+                vert = bevelEnabled ? scalePt2(vertices[i], verticesMovements[i], bs) : vertices[i];
+
+                if (!extrudeByPath) {
+                    v(vert.x, vert.y, 0);
+                } else {
+                    // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
+
+                    normal.copy(splineTube.normals[0]).multiplyScalar(vert.x);
+                    binormal.copy(splineTube.binormals[0]).multiplyScalar(vert.y);
+
+                    position2.copy(extrudePts[0]).add(normal).add(binormal);
+
+                    v(position2.x, position2.y, position2.z);
+                }
+            }
+
+            // Add stepped vertices...
+            // Including front facing vertices
+
+            var s;
+
+            for (s = 1; s <= steps; s++) {
+                for (i = 0; i < vlen; i++) {
+                    vert = bevelEnabled ? scalePt2(vertices[i], verticesMovements[i], bs) : vertices[i];
+
+                    if (!extrudeByPath) {
+                        v(vert.x, vert.y, (depth / steps) * s);
+                    } else {
+                        // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
+
+                        normal.copy(splineTube.normals[s]).multiplyScalar(vert.x);
+                        binormal.copy(splineTube.binormals[s]).multiplyScalar(vert.y);
+
+                        position2.copy(extrudePts[s]).add(normal).add(binormal);
+
+                        v(position2.x, position2.y, position2.z);
+                    }
+                }
+            }
+
+            // Add bevel segments planes
+
+            //for ( b = 1; b <= bevelSegments; b ++ ) {
+            for (b = bevelSegments - 1; b >= 0; b--) {
+                t = b / bevelSegments;
+                z = bevelThickness * Math.cos((t * Math.PI) / 2);
+                bs = bevelSize * Math.sin((t * Math.PI) / 2) + bevelOffset;
+
+                // contract shape
+
+                for (i = 0, il = contour.length; i < il; i++) {
+                    vert = scalePt2(contour[i], contourMovements[i], bs);
+                    v(vert.x, vert.y, depth + z);
+                }
+
+                // expand holes
+
+                for (h = 0, hl = holes.length; h < hl; h++) {
+                    ahole = holes[h];
+                    oneHoleMovements = holesMovements[h];
+
+                    for (i = 0, il = ahole.length; i < il; i++) {
+                        vert = scalePt2(ahole[i], oneHoleMovements[i], bs);
+
+                        if (!extrudeByPath) {
+                            v(vert.x, vert.y, depth + z);
+                        } else {
+                            v(vert.x, vert.y + extrudePts[steps - 1].y, extrudePts[steps - 1].x + z);
+                        }
+                    }
+                }
+            }
+
+            /* Faces */
+
+            // Top and bottom faces
+
+            buildLidFaces();
+
+            // Sides faces
+
+            buildSideFaces();
+
+            /////  Internal functions
+
+            function buildLidFaces() {
+                var start = verticesArray.length / 3;
+
+                if (bevelEnabled) {
+                    var layer = 0; // steps + 1
+                    var offset = vlen * layer;
+
+                    // Bottom faces
+
+                    for (i = 0; i < flen; i++) {
+                        face = faces[i];
+                        f3(face[2] + offset, face[1] + offset, face[0] + offset);
+                    }
+
+                    layer = steps + bevelSegments * 2;
+                    offset = vlen * layer;
+
+                    // Top faces
+
+                    for (i = 0; i < flen; i++) {
+                        face = faces[i];
+                        f3(face[0] + offset, face[1] + offset, face[2] + offset);
+                    }
+                } else {
+                    // Bottom faces
+
+                    for (i = 0; i < flen; i++) {
+                        face = faces[i];
+                        f3(face[2], face[1], face[0]);
+                    }
+
+                    // Top faces
+
+                    for (i = 0; i < flen; i++) {
+                        face = faces[i];
+                        f3(face[0] + vlen * steps, face[1] + vlen * steps, face[2] + vlen * steps);
+                    }
+                }
+
+                scope.addGroup(start, verticesArray.length / 3 - start, 0);
+            }
+
+            // Create faces for the z-sides of the shape
+
+            function buildSideFaces() {
+                var start = verticesArray.length / 3;
+                var layeroffset = 0;
+                sidewalls(contour, layeroffset);
+                layeroffset += contour.length;
+
+                for (h = 0, hl = holes.length; h < hl; h++) {
+                    ahole = holes[h];
+                    sidewalls(ahole, layeroffset);
+
+                    //, true
+                    layeroffset += ahole.length;
+                }
+
+                scope.addGroup(start, verticesArray.length / 3 - start, 1);
+            }
+
+            function sidewalls(contour, layeroffset) {
+                var j, k;
+                i = contour.length;
+
+                while (--i >= 0) {
+                    j = i;
+                    k = i - 1;
+                    if (k < 0) {
+                        k = contour.length - 1;
+                    }
+
+                    //console.log('b', i,j, i-1, k,vertices.length);
+
+                    var s = 0,
+                        sl = steps + bevelSegments * 2;
+
+                    for (s = 0; s < sl; s++) {
+                        var slen1 = vlen * s;
+                        var slen2 = vlen * (s + 1);
+
+                        var a = layeroffset + j + slen1,
+                            b = layeroffset + k + slen1,
+                            c = layeroffset + k + slen2,
+                            d = layeroffset + j + slen2;
+
+                        f4(a, b, c, d);
+                    }
+                }
+            }
+
+            function v(x, y, z) {
+                placeholder.push(x);
+                placeholder.push(y);
+                placeholder.push(z);
+            }
+
+            function f3(a, b, c) {
+                addVertex(a);
+                addVertex(b);
+                addVertex(c);
+
+                var nextIndex = verticesArray.length / 3;
+                var uvs = uvgen.generateTopUV(scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1);
+
+                addUV(uvs[0]);
+                addUV(uvs[1]);
+                addUV(uvs[2]);
+            }
+
+            function f4(a, b, c, d) {
+                addVertex(a);
+                addVertex(b);
+                addVertex(d);
+
+                addVertex(b);
+                addVertex(c);
+                addVertex(d);
+
+                var nextIndex = verticesArray.length / 3;
+                var uvs = uvgen.generateSideWallUV(
+                    scope,
+                    verticesArray,
+                    nextIndex - 6,
+                    nextIndex - 3,
+                    nextIndex - 2,
+                    nextIndex - 1
+                );
+
+                addUV(uvs[0]);
+                addUV(uvs[1]);
+                addUV(uvs[3]);
+
+                addUV(uvs[1]);
+                addUV(uvs[2]);
+                addUV(uvs[3]);
+            }
+
+            function addVertex(index) {
+                verticesArray.push(placeholder[index * 3 + 0]);
+                verticesArray.push(placeholder[index * 3 + 1]);
+                verticesArray.push(placeholder[index * 3 + 2]);
+            }
+
+            function addUV(vector2) {
+                uvArray.push(vector2.x);
+                uvArray.push(vector2.y);
+            }
+        }
+    }
+
+    ExtrudeBufferGeometry.prototype = Object.create(BufferGeometry.prototype);
+    ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
+
+    ExtrudeBufferGeometry.prototype.toJSON = function () {
+        var data = BufferGeometry.prototype.toJSON.call(this);
+
+        var shapes = this.parameters.shapes;
+        var options = this.parameters.options;
+
+        return toJSON(shapes, options, data);
+    };
+
+    //
+
+    var WorldUVGenerator = {
+        generateTopUV: function (geometry, vertices, indexA, indexB, indexC) {
+            var a_x = vertices[indexA * 3];
+            var a_y = vertices[indexA * 3 + 1];
+            var b_x = vertices[indexB * 3];
+            var b_y = vertices[indexB * 3 + 1];
+            var c_x = vertices[indexC * 3];
+            var c_y = vertices[indexC * 3 + 1];
+
+            return [new Vector2(a_x, a_y), new Vector2(b_x, b_y), new Vector2(c_x, c_y)];
+        },
+
+        generateSideWallUV: function (geometry, vertices, indexA, indexB, indexC, indexD) {
+            var a_x = vertices[indexA * 3];
+            var a_y = vertices[indexA * 3 + 1];
+            var a_z = vertices[indexA * 3 + 2];
+            var b_x = vertices[indexB * 3];
+            var b_y = vertices[indexB * 3 + 1];
+            var b_z = vertices[indexB * 3 + 2];
+            var c_x = vertices[indexC * 3];
+            var c_y = vertices[indexC * 3 + 1];
+            var c_z = vertices[indexC * 3 + 2];
+            var d_x = vertices[indexD * 3];
+            var d_y = vertices[indexD * 3 + 1];
+            var d_z = vertices[indexD * 3 + 2];
+
+            if (Math.abs(a_y - b_y) < 0.01) {
+                return [
+                    new Vector2(a_x, 1 - a_z),
+                    new Vector2(b_x, 1 - b_z),
+                    new Vector2(c_x, 1 - c_z),
+                    new Vector2(d_x, 1 - d_z),
+                ];
+            } else {
+                return [
+                    new Vector2(a_y, 1 - a_z),
+                    new Vector2(b_y, 1 - b_z),
+                    new Vector2(c_y, 1 - c_z),
+                    new Vector2(d_y, 1 - d_z),
+                ];
+            }
+        },
+    };
+
+    function toJSON(shapes, options, data) {
+        //
+
+        data.shapes = [];
+
+        if (Array.isArray(shapes)) {
+            for (var i = 0, l = shapes.length; i < l; i++) {
+                var shape = shapes[i];
+
+                data.shapes.push(shape.uuid);
+            }
+        } else {
+            data.shapes.push(shapes.uuid);
+        }
+
+        //
+
+        if (options.extrudePath !== undefined) {
+            data.options.extrudePath = options.extrudePath.toJSON();
+        }
+
+        return data;
+    }
+
+    /**
+     * @author zz85 / http://www.lab4games.net/zz85/blog
+     * @author alteredq / http://alteredqualia.com/
+     *
+     * Text = 3D Text
+     *
+     * parameters = {
+     *  font: <THREE.Font>, // font
+     *
+     *  size: <float>, // size of the text
+     *  height: <float>, // thickness to extrude text
+     *  curveSegments: <int>, // number of points on the curves
+     *
+     *  bevelEnabled: <bool>, // turn on bevel
+     *  bevelThickness: <float>, // how deep into text bevel goes
+     *  bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
+     *  bevelOffset: <float> // how far from text outline does bevel start
+     * }
+     */
+
+    // TextGeometry
+
+    function TextGeometry(text, parameters) {
+        Geometry.call(this);
+
+        this.type = 'TextGeometry';
+
+        this.parameters = {
+            text: text,
+            parameters: parameters,
+        };
+
+        this.fromBufferGeometry(new TextBufferGeometry(text, parameters));
+        this.mergeVertices();
+    }
+
+    TextGeometry.prototype = Object.create(Geometry.prototype);
+    TextGeometry.prototype.constructor = TextGeometry;
+
+    // TextBufferGeometry
+
+    function TextBufferGeometry(text, parameters) {
+        parameters = parameters || {};
+
+        var font = parameters.font;
+
+        if (!(font && font.isFont)) {
+            console.error('THREE.TextGeometry: font parameter is not an instance of THREE.Font.');
+            return new Geometry();
+        }
+
+        var shapes = font.generateShapes(text, parameters.size);
+
+        // translate parameters to ExtrudeGeometry API
+
+        parameters.depth = parameters.height !== undefined ? parameters.height : 50;
+
+        // defaults
+
+        if (parameters.bevelThickness === undefined) {
+            parameters.bevelThickness = 10;
+        }
+        if (parameters.bevelSize === undefined) {
+            parameters.bevelSize = 8;
+        }
+        if (parameters.bevelEnabled === undefined) {
+            parameters.bevelEnabled = false;
+        }
+
+        ExtrudeBufferGeometry.call(this, shapes, parameters);
+
+        this.type = 'TextBufferGeometry';
+    }
+
+    TextBufferGeometry.prototype = Object.create(ExtrudeBufferGeometry.prototype);
+    TextBufferGeometry.prototype.constructor = TextBufferGeometry;
+
+    /**
+     * @author mrdoob / http://mrdoob.com/
+     * @author benaadams / https://twitter.com/ben_a_adams
+     * @author Mugen87 / https://github.com/Mugen87
+     */
+
+    // SphereGeometry
+
+    function SphereGeometry(radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength) {
+        Geometry.call(this);
+
+        this.type = 'SphereGeometry';
+
+        this.parameters = {
+            radius: radius,
+            widthSegments: widthSegments,
+            heightSegments: heightSegments,
+            phiStart: phiStart,
+            phiLength: phiLength,
+            thetaStart: thetaStart,
+            thetaLength: thetaLength,
+        };
+
+        this.fromBufferGeometry(
+            new SphereBufferGeometry(
+                radius,
+                widthSegments,
+                heightSegments,
+                phiStart,
+                phiLength,
+                thetaStart,
+                thetaLength
+            )
+        );
+        this.mergeVertices();
+    }
+
+    SphereGeometry.prototype = Object.create(Geometry.prototype);
+    SphereGeometry.prototype.constructor = SphereGeometry;
+
+    // SphereBufferGeometry
+
+    function SphereBufferGeometry(radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength) {
+        BufferGeometry.call(this);
+
+        this.type = 'SphereBufferGeometry';
+
+        this.parameters = {
+            radius: radius,
+            widthSegments: widthSegments,
+            heightSegments: heightSegments,
+            phiStart: phiStart,
+            phiLength: phiLength,
+            thetaStart: thetaStart,
+            thetaLength: thetaLength,
+        };
+
+        radius = radius || 1;
+
+        widthSegments = Math.max(3, Math.floor(widthSegments) || 8);
+        heightSegments = Math.max(2, Math.floor(heightSegments) || 6);
+
+        phiStart = phiStart !== undefined ? phiStart : 0;
+        phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
+
+        thetaStart = thetaStart !== undefined ? thetaStart : 0;
+        thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
+
+        var thetaEnd = Math.min(thetaStart + thetaLength, Math.PI);
+
+        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;
+
+            // special case for the poles
+
+            var uOffset = 0;
+
+            if (iy == 0 && thetaStart == 0) {
+                uOffset = 0.5 / widthSegments;
+            } else if (iy == heightSegments && thetaEnd == Math.PI) {
+                uOffset = -0.5 / widthSegments;
+            }
+
+            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.copy(vertex).normalize();
+                normals.push(normal.x, normal.y, normal.z);
+
+                // uv
+
+                uvs.push(u + uOffset, 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.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+        this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
+        this.setAttribute('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.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+        this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
+        this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
+    }
+
+    RingBufferGeometry.prototype = Object.create(BufferGeometry.prototype);
+    RingBufferGeometry.prototype.constructor = RingBufferGeometry;
+
+    /**
+     * @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.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+        this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
+
+        // generate normals
+
+        this.computeVertexNormals();
+
+        // if the geometry is closed, we need to average the normals along the seam.
+        // because the corresponding vertices are identical (but still have different UVs).
+
+        if (phiLength === Math.PI * 2) {
+            var normals = this.attributes.normal.array;
+            var n1 = new Vector3();
+            var n2 = new Vector3();
+            var n = new Vector3();
+
+            // this is the buffer offset for the last line of vertices
+
+            base = segments * points.length * 3;
+
+            for (i = 0, j = 0; i < points.length; i++, j += 3) {
+                // select the normal of the vertex in the first line
+
+                n1.x = normals[j + 0];
+                n1.y = normals[j + 1];
+                n1.z = normals[j + 2];
+
+                // select the normal of the vertex in the last line
+
+                n2.x = normals[base + j + 0];
+                n2.y = normals[base + j + 1];
+                n2.z = normals[base + j + 2];
+
+                // average normals
+
+                n.addVectors(n1, n2).normalize();
+
+                // assign the new values to both normals
+
+                normals[j + 0] = normals[base + j + 0] = n.x;
+                normals[j + 1] = normals[base + j + 1] = n.y;
+                normals[j + 2] = normals[base + j + 2] = n.z;
+            }
+        }
+    }
+
+    LatheBufferGeometry.prototype = Object.create(BufferGeometry.prototype);
+    LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
+
+    /**
+     * @author jonobr1 / http://jonobr1.com
+     * @author Mugen87 / https://github.com/Mugen87
+     */
+
+    // ShapeGeometry
+
+    function ShapeGeometry(shapes, curveSegments) {
+        Geometry.call(this);
+
+        this.type = 'ShapeGeometry';
+
+        if (typeof curveSegments === 'object') {
+            console.warn('THREE.ShapeGeometry: Options parameter has been removed.');
+
+            curveSegments = curveSegments.curveSegments;
+        }
+
+        this.parameters = {
+            shapes: shapes,
+            curveSegments: curveSegments,
+        };
+
+        this.fromBufferGeometry(new ShapeBufferGeometry(shapes, curveSegments));
+        this.mergeVertices();
+    }
+
+    ShapeGeometry.prototype = Object.create(Geometry.prototype);
+    ShapeGeometry.prototype.constructor = ShapeGeometry;
+
+    ShapeGeometry.prototype.toJSON = function () {
+        var data = Geometry.prototype.toJSON.call(this);
+
+        var shapes = this.parameters.shapes;
+
+        return toJSON$1(shapes, data);
+    };
+
+    // ShapeBufferGeometry
+
+    function ShapeBufferGeometry(shapes, curveSegments) {
+        BufferGeometry.call(this);
+
+        this.type = 'ShapeBufferGeometry';
+
+        this.parameters = {
+            shapes: shapes,
+            curveSegments: curveSegments,
+        };
+
+        curveSegments = curveSegments || 12;
+
+        // buffers
+
+        var indices = [];
+        var vertices = [];
+        var normals = [];
+        var uvs = [];
+
+        // helper variables
+
+        var groupStart = 0;
+        var groupCount = 0;
+
+        // allow single and array values for "shapes" parameter
+
+        if (Array.isArray(shapes) === false) {
+            addShape(shapes);
+        } else {
+            for (var i = 0; i < shapes.length; i++) {
+                addShape(shapes[i]);
+
+                this.addGroup(groupStart, groupCount, i); // enables MultiMaterial support
+
+                groupStart += groupCount;
+                groupCount = 0;
+            }
+        }
+
+        // build geometry
+
+        this.setIndex(indices);
+        this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+        this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
+        this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
+
+        // helper functions
+
+        function addShape(shape) {
+            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();
+            }
+
+            for (i = 0, l = shapeHoles.length; i < l; i++) {
+                shapeHole = shapeHoles[i];
+
+                if (ShapeUtils.isClockWise(shapeHole) === true) {
+                    shapeHoles[i] = shapeHole.reverse();
+                }
+            }
+
+            var faces = ShapeUtils.triangulateShape(shapeVertices, shapeHoles);
+
+            // join vertices of inner and outer paths to a single array
+
+            for (i = 0, l = shapeHoles.length; i < l; i++) {
+                shapeHole = shapeHoles[i];
+                shapeVertices = shapeVertices.concat(shapeHole);
+            }
+
+            // vertices, normals, uvs
+
+            for (i = 0, l = shapeVertices.length; i < l; i++) {
+                var vertex = shapeVertices[i];
+
+                vertices.push(vertex.x, vertex.y, 0);
+                normals.push(0, 0, 1);
+                uvs.push(vertex.x, vertex.y); // world uvs
+            }
+
+            // incides
+
+            for (i = 0, l = faces.length; i < l; i++) {
+                var face = faces[i];
+
+                var a = face[0] + indexOffset;
+                var b = face[1] + indexOffset;
+                var c = face[2] + indexOffset;
+
+                indices.push(a, b, c);
+                groupCount += 3;
+            }
+        }
+    }
+
+    ShapeBufferGeometry.prototype = Object.create(BufferGeometry.prototype);
+    ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
+
+    ShapeBufferGeometry.prototype.toJSON = function () {
+        var data = BufferGeometry.prototype.toJSON.call(this);
+
+        var shapes = this.parameters.shapes;
+
+        return toJSON$1(shapes, data);
+    };
+
+    //
+
+    function toJSON$1(shapes, data) {
+        data.shapes = [];
+
+        if (Array.isArray(shapes)) {
+            for (var i = 0, l = shapes.length; i < l; i++) {
+                var shape = shapes[i];
+
+                data.shapes.push(shape.uuid);
+            }
+        } else {
+            data.shapes.push(shapes.uuid);
+        }
+
+        return data;
+    }
+
+    /**
+     * @author WestLangley / http://github.com/WestLangley
+     * @author Mugen87 / https://github.com/Mugen87
+     */
+
+    function EdgesGeometry(geometry, thresholdAngle) {
+        BufferGeometry.call(this);
+
+        this.type = 'EdgesGeometry';
+
+        this.parameters = {
+            thresholdAngle: thresholdAngle,
+        };
+
+        thresholdAngle = thresholdAngle !== undefined ? thresholdAngle : 1;
+
+        // buffer
+
+        var vertices = [];
+
+        // helper variables
+
+        var thresholdDot = Math.cos(_Math.DEG2RAD * thresholdAngle);
+        var edge = [0, 0],
+            edges = {},
+            edge1,
+            edge2;
+        var key,
+            keys = ['a', 'b', 'c'];
+
+        // prepare source geometry
+
+        var geometry2;
+
+        if (geometry.isBufferGeometry) {
+            geometry2 = new Geometry();
+            geometry2.fromBufferGeometry(geometry);
+        } else {
+            geometry2 = geometry.clone();
+        }
+
+        geometry2.mergeVertices();
+        geometry2.computeFaceNormals();
+
+        var sourceVertices = geometry2.vertices;
+        var faces = geometry2.faces;
+
+        // now create a data structure where each entry represents an edge with its adjoining faces
+
+        for (var i = 0, l = faces.length; i < l; i++) {
+            var face = faces[i];
+
+            for (var j = 0; j < 3; j++) {
+                edge1 = face[keys[j]];
+                edge2 = face[keys[(j + 1) % 3]];
+                edge[0] = Math.min(edge1, edge2);
+                edge[1] = Math.max(edge1, edge2);
+
+                key = edge[0] + ',' + edge[1];
+
+                if (edges[key] === undefined) {
+                    edges[key] = { index1: edge[0], index2: edge[1], face1: i, face2: undefined };
+                } else {
+                    edges[key].face2 = i;
+                }
+            }
+        }
+
+        // generate vertices
+
+        for (key in edges) {
+            var e = edges[key];
+
+            // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
+
+            if (e.face2 === undefined || faces[e.face1].normal.dot(faces[e.face2].normal) <= thresholdDot) {
+                var vertex = sourceVertices[e.index1];
+                vertices.push(vertex.x, vertex.y, vertex.z);
+
+                vertex = sourceVertices[e.index2];
+                vertices.push(vertex.x, vertex.y, vertex.z);
+            }
+        }
+
+        // build geometry
+
+        this.setAttribute('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.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+        this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
+        this.setAttribute('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.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+        this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
+        this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
+    }
+
+    CircleBufferGeometry.prototype = Object.create(BufferGeometry.prototype);
+    CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
+
+    var Geometries = /*#__PURE__*/ Object.freeze({
+        __proto__: null,
+        WireframeGeometry: WireframeGeometry,
+        ParametricGeometry: ParametricGeometry,
+        ParametricBufferGeometry: ParametricBufferGeometry,
+        TetrahedronGeometry: TetrahedronGeometry,
+        TetrahedronBufferGeometry: TetrahedronBufferGeometry,
+        OctahedronGeometry: OctahedronGeometry,
+        OctahedronBufferGeometry: OctahedronBufferGeometry,
+        IcosahedronGeometry: IcosahedronGeometry,
+        IcosahedronBufferGeometry: IcosahedronBufferGeometry,
+        DodecahedronGeometry: DodecahedronGeometry,
+        DodecahedronBufferGeometry: DodecahedronBufferGeometry,
+        PolyhedronGeometry: PolyhedronGeometry,
+        PolyhedronBufferGeometry: PolyhedronBufferGeometry,
+        TubeGeometry: TubeGeometry,
+        TubeBufferGeometry: TubeBufferGeometry,
+        TorusKnotGeometry: TorusKnotGeometry,
+        TorusKnotBufferGeometry: TorusKnotBufferGeometry,
+        TorusGeometry: TorusGeometry,
+        TorusBufferGeometry: TorusBufferGeometry,
+        TextGeometry: TextGeometry,
+        TextBufferGeometry: TextBufferGeometry,
+        SphereGeometry: SphereGeometry,
+        SphereBufferGeometry: SphereBufferGeometry,
+        RingGeometry: RingGeometry,
+        RingBufferGeometry: RingBufferGeometry,
+        PlaneGeometry: PlaneGeometry,
+        PlaneBufferGeometry: PlaneBufferGeometry,
+        LatheGeometry: LatheGeometry,
+        LatheBufferGeometry: LatheBufferGeometry,
+        ShapeGeometry: ShapeGeometry,
+        ShapeBufferGeometry: ShapeBufferGeometry,
+        ExtrudeGeometry: ExtrudeGeometry,
+        ExtrudeBufferGeometry: ExtrudeBufferGeometry,
+        EdgesGeometry: EdgesGeometry,
+        ConeGeometry: ConeGeometry,
+        ConeBufferGeometry: ConeBufferGeometry,
+        CylinderGeometry: CylinderGeometry,
+        CylinderBufferGeometry: CylinderBufferGeometry,
+        CircleGeometry: CircleGeometry,
+        CircleBufferGeometry: CircleBufferGeometry,
+        BoxGeometry: BoxGeometry,
+        BoxBufferGeometry: BoxBufferGeometry,
+    });
+
+    /**
+     * @author mrdoob / http://mrdoob.com/
+     *
+     * parameters = {
+     *  color: <THREE.Color>
+     * }
+     */
+
+    function ShadowMaterial(parameters) {
+        Material.call(this);
+
+        this.type = 'ShadowMaterial';
+
+        this.color = new Color(0x000000);
+        this.transparent = true;
+
+        this.setValues(parameters);
+    }
+
+    ShadowMaterial.prototype = Object.create(Material.prototype);
+    ShadowMaterial.prototype.constructor = ShadowMaterial;
+
+    ShadowMaterial.prototype.isShadowMaterial = true;
+
+    ShadowMaterial.prototype.copy = function (source) {
+        Material.prototype.copy.call(this, source);
+
+        this.color.copy(source.color);
+
+        return this;
+    };
+
+    /**
+     * @author mrdoob / http://mrdoob.com/
+     */
+
+    function RawShaderMaterial(parameters) {
+        ShaderMaterial.call(this, parameters);
+
+        this.type = 'RawShaderMaterial';
+    }
+
+    RawShaderMaterial.prototype = Object.create(ShaderMaterial.prototype);
+    RawShaderMaterial.prototype.constructor = RawShaderMaterial;
+
+    RawShaderMaterial.prototype.isRawShaderMaterial = true;
+
+    /**
+     * @author WestLangley / http://github.com/WestLangley
+     *
+     * parameters = {
+     *  color: <hex>,
+     *  roughness: <float>,
+     *  metalness: <float>,
+     *  opacity: <float>,
+     *
+     *  map: new THREE.Texture( <Image> ),
+     *
+     *  lightMap: new THREE.Texture( <Image> ),
+     *  lightMapIntensity: <float>
+     *
+     *  aoMap: new THREE.Texture( <Image> ),
+     *  aoMapIntensity: <float>
+     *
+     *  emissive: <hex>,
+     *  emissiveIntensity: <float>
+     *  emissiveMap: new THREE.Texture( <Image> ),
+     *
+     *  bumpMap: new THREE.Texture( <Image> ),
+     *  bumpScale: <float>,
+     *
+     *  normalMap: new THREE.Texture( <Image> ),
+     *  normalMapType: THREE.TangentSpaceNormalMap,
+     *  normalScale: <Vector2>,
+     *
+     *  displacementMap: new THREE.Texture( <Image> ),
+     *  displacementScale: <float>,
+     *  displacementBias: <float>,
+     *
+     *  roughnessMap: new THREE.Texture( <Image> ),
+     *
+     *  metalnessMap: new THREE.Texture( <Image> ),
+     *
+     *  alphaMap: new THREE.Texture( <Image> ),
+     *
+     *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
+     *  envMapIntensity: <float>
+     *
+     *  refractionRatio: <float>,
+     *
+     *  wireframe: <boolean>,
+     *  wireframeLinewidth: <float>,
+     *
+     *  skinning: <bool>,
+     *  morphTargets: <bool>,
+     *  morphNormals: <bool>
+     * }
+     */
+
+    function MeshStandardMaterial(parameters) {
+        Material.call(this);
+
+        this.defines = { STANDARD: '' };
+
+        this.type = 'MeshStandardMaterial';
+
+        this.color = new Color(0xffffff); // diffuse
+        this.roughness = 0.5;
+        this.metalness = 0.5;
+
+        this.map = null;
+
+        this.lightMap = null;
+        this.lightMapIntensity = 1.0;
+
+        this.aoMap = null;
+        this.aoMapIntensity = 1.0;
+
+        this.emissive = new Color(0x000000);
+        this.emissiveIntensity = 1.0;
+        this.emissiveMap = null;
+
+        this.bumpMap = null;
+        this.bumpScale = 1;
+
+        this.normalMap = null;
+        this.normalMapType = TangentSpaceNormalMap;
+        this.normalScale = new Vector2(1, 1);
+
+        this.displacementMap = null;
+        this.displacementScale = 1;
+        this.displacementBias = 0;
+
+        this.roughnessMap = null;
+
+        this.metalnessMap = null;
+
+        this.alphaMap = null;
+
+        this.envMap = null;
+        this.envMapIntensity = 1.0;
+
+        this.refractionRatio = 0.98;
+
+        this.wireframe = false;
+        this.wireframeLinewidth = 1;
+        this.wireframeLinecap = 'round';
+        this.wireframeLinejoin = 'round';
+
+        this.skinning = false;
+        this.morphTargets = false;
+        this.morphNormals = false;
+
+        this.setValues(parameters);
+    }
+
+    MeshStandardMaterial.prototype = Object.create(Material.prototype);
+    MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
+
+    MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
+
+    MeshStandardMaterial.prototype.copy = function (source) {
+        Material.prototype.copy.call(this, source);
+
+        this.defines = { STANDARD: '' };
+
+        this.color.copy(source.color);
+        this.roughness = source.roughness;
+        this.metalness = source.metalness;
+
+        this.map = source.map;
+
+        this.lightMap = source.lightMap;
+        this.lightMapIntensity = source.lightMapIntensity;
+
+        this.aoMap = source.aoMap;
+        this.aoMapIntensity = source.aoMapIntensity;
+
+        this.emissive.copy(source.emissive);
+        this.emissiveMap = source.emissiveMap;
+        this.emissiveIntensity = source.emissiveIntensity;
+
+        this.bumpMap = source.bumpMap;
+        this.bumpScale = source.bumpScale;
+
+        this.normalMap = source.normalMap;
+        this.normalMapType = source.normalMapType;
+        this.normalScale.copy(source.normalScale);
+
+        this.displacementMap = source.displacementMap;
+        this.displacementScale = source.displacementScale;
+        this.displacementBias = source.displacementBias;
+
+        this.roughnessMap = source.roughnessMap;
+
+        this.metalnessMap = source.metalnessMap;
+
+        this.alphaMap = source.alphaMap;
+
+        this.envMap = source.envMap;
+        this.envMapIntensity = source.envMapIntensity;
+
+        this.refractionRatio = source.refractionRatio;
+
+        this.wireframe = source.wireframe;
+        this.wireframeLinewidth = source.wireframeLinewidth;
+        this.wireframeLinecap = source.wireframeLinecap;
+        this.wireframeLinejoin = source.wireframeLinejoin;
+
+        this.skinning = source.skinning;
+        this.morphTargets = source.morphTargets;
+        this.morphNormals = source.morphNormals;
+
+        return this;
+    };
+
+    /**
+     * @author WestLangley / http://github.com/WestLangley
+     *
+     * parameters = {
+     *  reflectivity: <float>
+     *  clearcoat: <float>
+     *  clearcoatRoughness: <float>
+     *
+     *  sheen: <Color>
+     *
+     *  clearcoatNormalScale: <Vector2>,
+     *  clearcoatNormalMap: new THREE.Texture( <Image> ),
+     * }
+     */
+
+    function MeshPhysicalMaterial(parameters) {
+        MeshStandardMaterial.call(this);
+
+        this.defines = {
+            STANDARD: '',
+            PHYSICAL: '',
+        };
+
+        this.type = 'MeshPhysicalMaterial';
+
+        this.reflectivity = 0.5; // maps to F0 = 0.04
+
+        this.clearcoat = 0.0;
+        this.clearcoatRoughness = 0.0;
+
+        this.sheen = null; // null will disable sheen bsdf
+
+        this.clearcoatNormalScale = new Vector2(1, 1);
+        this.clearcoatNormalMap = null;
+
+        this.transparency = 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 = {
+            STANDARD: '',
+            PHYSICAL: '',
+        };
+
+        this.reflectivity = source.reflectivity;
+
+        this.clearcoat = source.clearcoat;
+        this.clearcoatRoughness = source.clearcoatRoughness;
+
+        if (source.sheen) {
+            this.sheen = (this.sheen || new Color()).copy(source.sheen);
+        } else {
+            this.sheen = null;
+        }
+
+        this.clearcoatNormalMap = source.clearcoatNormalMap;
+        this.clearcoatNormalScale.copy(source.clearcoatNormalScale);
+
+        this.transparency = source.transparency;
+
+        return this;
+    };
+
+    /**
+     * @author mrdoob / http://mrdoob.com/
+     * @author alteredq / http://alteredqualia.com/
+     *
+     * parameters = {
+     *  color: <hex>,
+     *  specular: <hex>,
+     *  shininess: <float>,
+     *  opacity: <float>,
+     *
+     *  map: new THREE.Texture( <Image> ),
+     *
+     *  lightMap: new THREE.Texture( <Image> ),
+     *  lightMapIntensity: <float>
+     *
+     *  aoMap: new THREE.Texture( <Image> ),
+     *  aoMapIntensity: <float>
+     *
+     *  emissive: <hex>,
+     *  emissiveIntensity: <float>
+     *  emissiveMap: new THREE.Texture( <Image> ),
+     *
+     *  bumpMap: new THREE.Texture( <Image> ),
+     *  bumpScale: <float>,
+     *
+     *  normalMap: new THREE.Texture( <Image> ),
+     *  normalMapType: THREE.TangentSpaceNormalMap,
+     *  normalScale: <Vector2>,
+     *
+     *  displacementMap: new THREE.Texture( <Image> ),
+     *  displacementScale: <float>,
+     *  displacementBias: <float>,
+     *
+     *  specularMap: new THREE.Texture( <Image> ),
+     *
+     *  alphaMap: new THREE.Texture( <Image> ),
+     *
+     *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
+     *  combine: THREE.MultiplyOperation,
+     *  reflectivity: <float>,
+     *  refractionRatio: <float>,
+     *
+     *  wireframe: <boolean>,
+     *  wireframeLinewidth: <float>,
+     *
+     *  skinning: <bool>,
+     *  morphTargets: <bool>,
+     *  morphNormals: <bool>
+     * }
+     */
+
+    function MeshPhongMaterial(parameters) {
+        Material.call(this);
+
+        this.type = 'MeshPhongMaterial';
+
+        this.color = new Color(0xffffff); // diffuse
+        this.specular = new Color(0x111111);
+        this.shininess = 30;
+
+        this.map = null;
+
+        this.lightMap = null;
+        this.lightMapIntensity = 1.0;
+
+        this.aoMap = null;
+        this.aoMapIntensity = 1.0;
+
+        this.emissive = new Color(0x000000);
+        this.emissiveIntensity = 1.0;
+        this.emissiveMap = null;
+
+        this.bumpMap = null;
+        this.bumpScale = 1;
+
+        this.normalMap = null;
+        this.normalMapType = TangentSpaceNormalMap;
+        this.normalScale = new Vector2(1, 1);
+
+        this.displacementMap = null;
+        this.displacementScale = 1;
+        this.displacementBias = 0;
+
+        this.specularMap = null;
+
+        this.alphaMap = null;
+
+        this.envMap = null;
+        this.combine = MultiplyOperation;
+        this.reflectivity = 1;
+        this.refractionRatio = 0.98;
+
+        this.wireframe = false;
+        this.wireframeLinewidth = 1;
+        this.wireframeLinecap = 'round';
+        this.wireframeLinejoin = 'round';
+
+        this.skinning = false;
+        this.morphTargets = false;
+        this.morphNormals = false;
+
+        this.setValues(parameters);
+    }
+
+    MeshPhongMaterial.prototype = Object.create(Material.prototype);
+    MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
+
+    MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
+
+    MeshPhongMaterial.prototype.copy = function (source) {
+        Material.prototype.copy.call(this, source);
+
+        this.color.copy(source.color);
+        this.specular.copy(source.specular);
+        this.shininess = source.shininess;
+
+        this.map = source.map;
+
+        this.lightMap = source.lightMap;
+        this.lightMapIntensity = source.lightMapIntensity;
+
+        this.aoMap = source.aoMap;
+        this.aoMapIntensity = source.aoMapIntensity;
+
+        this.emissive.copy(source.emissive);
+        this.emissiveMap = source.emissiveMap;
+        this.emissiveIntensity = source.emissiveIntensity;
+
+        this.bumpMap = source.bumpMap;
+        this.bumpScale = source.bumpScale;
+
+        this.normalMap = source.normalMap;
+        this.normalMapType = source.normalMapType;
+        this.normalScale.copy(source.normalScale);
+
+        this.displacementMap = source.displacementMap;
+        this.displacementScale = source.displacementScale;
+        this.displacementBias = source.displacementBias;
+
+        this.specularMap = source.specularMap;
+
+        this.alphaMap = source.alphaMap;
+
+        this.envMap = source.envMap;
+        this.combine = source.combine;
+        this.reflectivity = source.reflectivity;
+        this.refractionRatio = source.refractionRatio;
+
+        this.wireframe = source.wireframe;
+        this.wireframeLinewidth = source.wireframeLinewidth;
+        this.wireframeLinecap = source.wireframeLinecap;
+        this.wireframeLinejoin = source.wireframeLinejoin;
+
+        this.skinning = source.skinning;
+        this.morphTargets = source.morphTargets;
+        this.morphNormals = source.morphNormals;
+
+        return this;
+    };
+
+    /**
+     * @author takahirox / http://github.com/takahirox
+     *
+     * parameters = {
+     *  gradientMap: new THREE.Texture( <Image> )
+     * }
+     */
+
+    function MeshToonMaterial(parameters) {
+        MeshPhongMaterial.call(this);
+
+        this.defines = { TOON: '' };
+
+        this.type = 'MeshToonMaterial';
+
+        this.gradientMap = null;
+
+        this.setValues(parameters);
+    }
+
+    MeshToonMaterial.prototype = Object.create(MeshPhongMaterial.prototype);
+    MeshToonMaterial.prototype.constructor = MeshToonMaterial;
+
+    MeshToonMaterial.prototype.isMeshToonMaterial = true;
+
+    MeshToonMaterial.prototype.copy = function (source) {
+        MeshPhongMaterial.prototype.copy.call(this, source);
+
+        this.gradientMap = source.gradientMap;
+
+        return this;
+    };
+
+    /**
+     * @author mrdoob / http://mrdoob.com/
+     * @author WestLangley / http://github.com/WestLangley
+     *
+     * parameters = {
+     *  opacity: <float>,
+     *
+     *  bumpMap: new THREE.Texture( <Image> ),
+     *  bumpScale: <float>,
+     *
+     *  normalMap: new THREE.Texture( <Image> ),
+     *  normalMapType: THREE.TangentSpaceNormalMap,
+     *  normalScale: <Vector2>,
+     *
+     *  displacementMap: new THREE.Texture( <Image> ),
+     *  displacementScale: <float>,
+     *  displacementBias: <float>,
+     *
+     *  wireframe: <boolean>,
+     *  wireframeLinewidth: <float>
+     *
+     *  skinning: <bool>,
+     *  morphTargets: <bool>,
+     *  morphNormals: <bool>
+     * }
+     */
+
+    function MeshNormalMaterial(parameters) {
+        Material.call(this);
+
+        this.type = 'MeshNormalMaterial';
+
+        this.bumpMap = null;
+        this.bumpScale = 1;
+
+        this.normalMap = null;
+        this.normalMapType = TangentSpaceNormalMap;
+        this.normalScale = new Vector2(1, 1);
+
+        this.displacementMap = null;
+        this.displacementScale = 1;
+        this.displacementBias = 0;
+
+        this.wireframe = false;
+        this.wireframeLinewidth = 1;
+
+        this.fog = false;
+
+        this.skinning = false;
+        this.morphTargets = false;
+        this.morphNormals = false;
+
+        this.setValues(parameters);
+    }
+
+    MeshNormalMaterial.prototype = Object.create(Material.prototype);
+    MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
+
+    MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
+
+    MeshNormalMaterial.prototype.copy = function (source) {
+        Material.prototype.copy.call(this, source);
+
+        this.bumpMap = source.bumpMap;
+        this.bumpScale = source.bumpScale;
+
+        this.normalMap = source.normalMap;
+        this.normalMapType = source.normalMapType;
+        this.normalScale.copy(source.normalScale);
+
+        this.displacementMap = source.displacementMap;
+        this.displacementScale = source.displacementScale;
+        this.displacementBias = source.displacementBias;
+
+        this.wireframe = source.wireframe;
+        this.wireframeLinewidth = source.wireframeLinewidth;
+
+        this.skinning = source.skinning;
+        this.morphTargets = source.morphTargets;
+        this.morphNormals = source.morphNormals;
+
+        return this;
+    };
+
+    /**
+     * @author mrdoob / http://mrdoob.com/
+     * @author alteredq / http://alteredqualia.com/
+     *
+     * parameters = {
+     *  color: <hex>,
+     *  opacity: <float>,
+     *
+     *  map: new THREE.Texture( <Image> ),
+     *
+     *  lightMap: new THREE.Texture( <Image> ),
+     *  lightMapIntensity: <float>
+     *
+     *  aoMap: new THREE.Texture( <Image> ),
+     *  aoMapIntensity: <float>
+     *
+     *  emissive: <hex>,
+     *  emissiveIntensity: <float>
+     *  emissiveMap: new THREE.Texture( <Image> ),
+     *
+     *  specularMap: new THREE.Texture( <Image> ),
+     *
+     *  alphaMap: new THREE.Texture( <Image> ),
+     *
+     *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
+     *  combine: THREE.Multiply,
+     *  reflectivity: <float>,
+     *  refractionRatio: <float>,
+     *
+     *  wireframe: <boolean>,
+     *  wireframeLinewidth: <float>,
+     *
+     *  skinning: <bool>,
+     *  morphTargets: <bool>,
+     *  morphNormals: <bool>
+     * }
+     */
+
+    function MeshLambertMaterial(parameters) {
+        Material.call(this);
+
+        this.type = 'MeshLambertMaterial';
+
+        this.color = new Color(0xffffff); // diffuse
+
+        this.map = null;
+
+        this.lightMap = null;
+        this.lightMapIntensity = 1.0;
+
+        this.aoMap = null;
+        this.aoMapIntensity = 1.0;
+
+        this.emissive = new Color(0x000000);
+        this.emissiveIntensity = 1.0;
+        this.emissiveMap = null;
+
+        this.specularMap = null;
+
+        this.alphaMap = null;
+
+        this.envMap = null;
+        this.combine = MultiplyOperation;
+        this.reflectivity = 1;
+        this.refractionRatio = 0.98;
+
+        this.wireframe = false;
+        this.wireframeLinewidth = 1;
+        this.wireframeLinecap = 'round';
+        this.wireframeLinejoin = 'round';
+
+        this.skinning = false;
+        this.morphTargets = false;
+        this.morphNormals = false;
+
+        this.setValues(parameters);
+    }
+
+    MeshLambertMaterial.prototype = Object.create(Material.prototype);
+    MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
+
+    MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
+
+    MeshLambertMaterial.prototype.copy = function (source) {
+        Material.prototype.copy.call(this, source);
+
+        this.color.copy(source.color);
+
+        this.map = source.map;
+
+        this.lightMap = source.lightMap;
+        this.lightMapIntensity = source.lightMapIntensity;
+
+        this.aoMap = source.aoMap;
+        this.aoMapIntensity = source.aoMapIntensity;
+
+        this.emissive.copy(source.emissive);
+        this.emissiveMap = source.emissiveMap;
+        this.emissiveIntensity = source.emissiveIntensity;
+
+        this.specularMap = source.specularMap;
+
+        this.alphaMap = source.alphaMap;
+
+        this.envMap = source.envMap;
+        this.combine = source.combine;
+        this.reflectivity = source.reflectivity;
+        this.refractionRatio = source.refractionRatio;
+
+        this.wireframe = source.wireframe;
+        this.wireframeLinewidth = source.wireframeLinewidth;
+        this.wireframeLinecap = source.wireframeLinecap;
+        this.wireframeLinejoin = source.wireframeLinejoin;
+
+        this.skinning = source.skinning;
+        this.morphTargets = source.morphTargets;
+        this.morphNormals = source.morphNormals;
+
+        return this;
+    };
+
+    /**
+     * @author WestLangley / http://github.com/WestLangley
+     *
+     * parameters = {
+     *  color: <hex>,
+     *  opacity: <float>,
+     *
+     *  matcap: new THREE.Texture( <Image> ),
+     *
+     *  map: new THREE.Texture( <Image> ),
+     *
+     *  bumpMap: new THREE.Texture( <Image> ),
+     *  bumpScale: <float>,
+     *
+     *  normalMap: new THREE.Texture( <Image> ),
+     *  normalMapType: THREE.TangentSpaceNormalMap,
+     *  normalScale: <Vector2>,
+     *
+     *  displacementMap: new THREE.Texture( <Image> ),
+     *  displacementScale: <float>,
+     *  displacementBias: <float>,
+     *
+     *  alphaMap: new THREE.Texture( <Image> ),
+     *
+     *  skinning: <bool>,
+     *  morphTargets: <bool>,
+     *  morphNormals: <bool>
+     * }
+     */
+
+    function MeshMatcapMaterial(parameters) {
+        Material.call(this);
+
+        this.defines = { MATCAP: '' };
+
+        this.type = 'MeshMatcapMaterial';
+
+        this.color = new Color(0xffffff); // diffuse
+
+        this.matcap = null;
+
+        this.map = null;
+
+        this.bumpMap = null;
+        this.bumpScale = 1;
+
+        this.normalMap = null;
+        this.normalMapType = TangentSpaceNormalMap;
+        this.normalScale = new Vector2(1, 1);
+
+        this.displacementMap = null;
+        this.displacementScale = 1;
+        this.displacementBias = 0;
+
+        this.alphaMap = null;
+
+        this.skinning = false;
+        this.morphTargets = false;
+        this.morphNormals = false;
+
+        this.setValues(parameters);
+    }
+
+    MeshMatcapMaterial.prototype = Object.create(Material.prototype);
+    MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
+
+    MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
+
+    MeshMatcapMaterial.prototype.copy = function (source) {
+        Material.prototype.copy.call(this, source);
+
+        this.defines = { MATCAP: '' };
+
+        this.color.copy(source.color);
+
+        this.matcap = source.matcap;
+
+        this.map = source.map;
+
+        this.bumpMap = source.bumpMap;
+        this.bumpScale = source.bumpScale;
+
+        this.normalMap = source.normalMap;
+        this.normalMapType = source.normalMapType;
+        this.normalScale.copy(source.normalScale);
+
+        this.displacementMap = source.displacementMap;
+        this.displacementScale = source.displacementScale;
+        this.displacementBias = source.displacementBias;
+
+        this.alphaMap = source.alphaMap;
+
+        this.skinning = source.skinning;
+        this.morphTargets = source.morphTargets;
+        this.morphNormals = source.morphNormals;
+
+        return this;
+    };
+
+    /**
+     * @author alteredq / http://alteredqualia.com/
+     *
+     * parameters = {
+     *  color: <hex>,
+     *  opacity: <float>,
+     *
+     *  linewidth: <float>,
+     *
+     *  scale: <float>,
+     *  dashSize: <float>,
+     *  gapSize: <float>
+     * }
+     */
+
+    function LineDashedMaterial(parameters) {
+        LineBasicMaterial.call(this);
+
+        this.type = 'LineDashedMaterial';
+
+        this.scale = 1;
+        this.dashSize = 3;
+        this.gapSize = 1;
+
+        this.setValues(parameters);
+    }
+
+    LineDashedMaterial.prototype = Object.create(LineBasicMaterial.prototype);
+    LineDashedMaterial.prototype.constructor = LineDashedMaterial;
+
+    LineDashedMaterial.prototype.isLineDashedMaterial = true;
+
+    LineDashedMaterial.prototype.copy = function (source) {
+        LineBasicMaterial.prototype.copy.call(this, source);
+
+        this.scale = source.scale;
+        this.dashSize = source.dashSize;
+        this.gapSize = source.gapSize;
+
+        return this;
+    };
+
+    var Materials = /*#__PURE__*/ Object.freeze({
+        __proto__: null,
+        ShadowMaterial: ShadowMaterial,
+        SpriteMaterial: SpriteMaterial,
+        RawShaderMaterial: RawShaderMaterial,
+        ShaderMaterial: ShaderMaterial,
+        PointsMaterial: PointsMaterial,
+        MeshPhysicalMaterial: MeshPhysicalMaterial,
+        MeshStandardMaterial: MeshStandardMaterial,
+        MeshPhongMaterial: MeshPhongMaterial,
+        MeshToonMaterial: MeshToonMaterial,
+        MeshNormalMaterial: MeshNormalMaterial,
+        MeshLambertMaterial: MeshLambertMaterial,
+        MeshDepthMaterial: MeshDepthMaterial,
+        MeshDistanceMaterial: MeshDistanceMaterial,
+        MeshBasicMaterial: MeshBasicMaterial,
+        MeshMatcapMaterial: MeshMatcapMaterial,
+        LineDashedMaterial: LineDashedMaterial,
+        LineBasicMaterial: LineBasicMaterial,
+        Material: Material,
+    });
+
+    /**
+     * @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);
+            }
+        },
+
+        subclip: function (sourceClip, name, startFrame, endFrame, fps) {
+            fps = fps || 30;
+
+            var clip = sourceClip.clone();
+
+            clip.name = name;
+
+            var tracks = [];
+
+            for (var i = 0; i < clip.tracks.length; ++i) {
+                var track = clip.tracks[i];
+                var valueSize = track.getValueSize();
+
+                var times = [];
+                var values = [];
+
+                for (var j = 0; j < track.times.length; ++j) {
+                    var frame = track.times[j] * fps;
+
+                    if (frame < startFrame || frame >= endFrame) {
+                        continue;
+                    }
+
+                    times.push(track.times[j]);
+
+                    for (var k = 0; k < valueSize; ++k) {
+                        values.push(track.values[j * valueSize + k]);
+                    }
+                }
+
+                if (times.length === 0) {
+                    continue;
+                }
+
+                track.times = AnimationUtils.convertArray(times, track.times.constructor);
+                track.values = AnimationUtils.convertArray(values, track.values.constructor);
+
+                tracks.push(track);
+            }
+
+            clip.tracks = tracks;
+
+            // find minimum .times value across all tracks in the trimmed clip
+
+            var minStartTime = Infinity;
+
+            for (var i = 0; i < clip.tracks.length; ++i) {
+                if (minStartTime > clip.tracks[i].times[0]) {
+                    minStartTime = clip.tracks[i].times[0];
+                }
+            }
+
+            // shift all tracks such that clip begins at t=0
+
+            for (var i = 0; i < clip.tracks.length; ++i) {
+                clip.tracks[i].shift(-1 * minStartTime);
+            }
+
+            clip.resetDuration();
+
+            return clip;
+        },
+    };
+
+    /**
+     * 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_,
+    });
+
+    /**
+     * 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);
+        },
+    });
+
+    /**
+     *
+     * 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);
+    }
+
+    // Static methods
+
+    Object.assign(KeyframeTrack, {
+        // Serialization (in static context, because of constructor invocation
+        // and automatic invocation of .toJSON):
+
+        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;
+        },
+    });
+
+    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;
+            }
+
+            this.createInterpolant = factoryMethod;
+
+            return this;
+        },
+
+        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;
+        },
+
+        clone: function () {
+            var times = AnimationUtils.arraySlice(this.times, 0);
+            var values = AnimationUtils.arraySlice(this.values, 0);
+
+            var TypedKeyframeTrack = this.constructor;
+            var track = new TypedKeyframeTrack(this.name, times, values);
+
+            // Interpolant argument to constructor is not saved, so copy the factory method directly.
+            track.createInterpolant = this.createInterpolant;
+
+            return track;
+        },
+    });
+
+    /**
+     *
+     * 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 )".
+    });
+
+    /**
+     *
+     * 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
+    });
+
+    /**
+     * 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 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 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();
+        }
+    }
+
+    function getTrackTypeForValueTypeName(typeName) {
+        switch (typeName.toLowerCase()) {
+            case 'scalar':
+            case 'double':
+            case 'float':
+            case 'number':
+            case 'integer':
+                return NumberKeyframeTrack;
+
+            case 'vector':
+            case 'vector2':
+            case 'vector3':
+            case 'vector4':
+                return VectorKeyframeTrack;
+
+            case 'color':
+                return ColorKeyframeTrack;
+
+            case 'quaternion':
+                return QuaternionKeyframeTrack;
+
+            case 'bool':
+            case 'boolean':
+                return BooleanKeyframeTrack;
+
+            case 'string':
+                return StringKeyframeTrack;
+        }
+
+        throw new Error('THREE.KeyframeTrack: Unsupported typeName: ' + typeName);
+    }
+
+    function parseKeyframeTrack(json) {
+        if (json.type === undefined) {
+            throw new Error('THREE.KeyframeTrack: track type undefined, can not parse');
+        }
+
+        var trackType = 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);
+        }
+    }
+
+    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(parseKeyframeTrack(jsonTracks[i]).scale(frameTime));
+            }
+
+            return new AnimationClip(json.name, json.duration, tracks);
+        },
+
+        toJSON: function (clip) {
+            var tracks = [],
+                clipTracks = clip.tracks;
+
+            var json = {
+                name: clip.name,
+                duration: clip.duration,
+                tracks: tracks,
+                uuid: clip.uuid,
+            };
+
+            for (var i = 0, n = clipTracks.length; i !== n; ++i) {
+                tracks.push(KeyframeTrack.toJSON(clipTracks[i]));
+            }
+
+            return json;
+        },
+
+        CreateFromMorphTargetSequence: function (name, morphTargetSequence, fps, noLoop) {
+            var numMorphTargets = morphTargetSequence.length;
+            var tracks = [];
+
+            for (var i = 0; i < numMorphTargets; i++) {
+                var times = [];
+                var values = [];
+
+                times.push((i + numMorphTargets - 1) % numMorphTargets, i, (i + 1) % numMorphTargets);
+
+                values.push(0, 1, 0);
+
+                var order = AnimationUtils.getKeyframeOrder(times);
+                times = AnimationUtils.sortedArray(times, 1, order);
+                values = AnimationUtils.sortedArray(values, 1, order);
+
+                // if there is a key at the first frame, duplicate it as the
+                // last frame as well for perfect loop.
+                if (!noLoop && times[0] === 0) {
+                    times.push(numMorphTargets);
+                    values.push(values[0]);
+                }
+
+                tracks.push(
+                    new NumberKeyframeTrack(
+                        '.morphTargetInfluences[' + morphTargetSequence[i].name + ']',
+                        times,
+                        values
+                    ).scale(1.0 / fps)
+                );
+            }
+
+            return new AnimationClip(name, -1, tracks);
+        },
+
+        findByName: function (objectOrClipArray, name) {
+            var clipArray = objectOrClipArray;
+
+            if (!Array.isArray(objectOrClipArray)) {
+                var o = objectOrClipArray;
+                clipArray = (o.geometry && o.geometry.animations) || o.animations;
+            }
+
+            for (var i = 0; i < clipArray.length; i++) {
+                if (clipArray[i].name === name) {
+                    return clipArray[i];
+                }
+            }
+
+            return null;
+        },
+
+        CreateClipsFromMorphTargetSequences: function (morphTargets, fps, noLoop) {
+            var animationToMorphTargets = {};
+
+            // tested with https://regex101.com/ on trick sequences
+            // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
+            var pattern = /^([\w-]*?)([\d]+)$/;
+
+            // sort morph target names into animation groups based
+            // patterns like Walk_001, Walk_002, Run_001, Run_002
+            for (var i = 0, il = morphTargets.length; i < il; i++) {
+                var morphTarget = morphTargets[i];
+                var parts = morphTarget.name.match(pattern);
+
+                if (parts && parts.length > 1) {
+                    var name = parts[1];
+
+                    var animationMorphTargets = animationToMorphTargets[name];
+                    if (!animationMorphTargets) {
+                        animationToMorphTargets[name] = animationMorphTargets = [];
+                    }
+
+                    animationMorphTargets.push(morphTarget);
+                }
+            }
+
+            var clips = [];
+
+            for (var name in animationToMorphTargets) {
+                clips.push(
+                    AnimationClip.CreateFromMorphTargetSequence(name, animationToMorphTargets[name], fps, noLoop)
+                );
+            }
+
+            return clips;
+        },
+
+        // parse the animation.hierarchy format
+        parseAnimation: function (animation, bones) {
+            if (!animation) {
+                console.error('THREE.AnimationClip: No animation in JSONLoader data.');
+                return null;
+            }
+
+            var addNonemptyTrack = function (trackType, trackName, animationKeys, propertyName, destTracks) {
+                // only return track if there are actually keys.
+                if (animationKeys.length !== 0) {
+                    var times = [];
+                    var values = [];
+
+                    AnimationUtils.flattenJSON(animationKeys, times, values, propertyName);
+
+                    // empty keys are filtered out, so check again
+                    if (times.length !== 0) {
+                        destTracks.push(new trackType(trackName, times, values));
+                    }
+                }
+            };
+
+            var tracks = [];
+
+            var clipName = animation.name || 'default';
+            // automatic length determination in AnimationClip.
+            var duration = animation.length || -1;
+            var fps = animation.fps || 30;
+
+            var hierarchyTracks = animation.hierarchy || [];
+
+            for (var h = 0; h < hierarchyTracks.length; h++) {
+                var animationKeys = hierarchyTracks[h].keys;
+
+                // skip empty tracks
+                if (!animationKeys || animationKeys.length === 0) {
+                    continue;
+                }
+
+                // process morph targets
+                if (animationKeys[0].morphTargets) {
+                    // figure out all morph targets used in this track
+                    var morphTargetNames = {};
+
+                    for (var k = 0; k < animationKeys.length; k++) {
+                        if (animationKeys[k].morphTargets) {
+                            for (var m = 0; m < animationKeys[k].morphTargets.length; m++) {
+                                morphTargetNames[animationKeys[k].morphTargets[m]] = -1;
+                            }
+                        }
+                    }
+
+                    // create a track for each morph target with all zero
+                    // morphTargetInfluences except for the keys in which
+                    // the morphTarget is named.
+                    for (var morphTargetName in morphTargetNames) {
+                        var times = [];
+                        var values = [];
+
+                        for (var m = 0; m !== animationKeys[k].morphTargets.length; ++m) {
+                            var animationKey = animationKeys[k];
+
+                            times.push(animationKey.time);
+                            values.push(animationKey.morphTarget === morphTargetName ? 1 : 0);
+                        }
+
+                        tracks.push(
+                            new NumberKeyframeTrack('.morphTargetInfluence[' + morphTargetName + ']', times, values)
+                        );
+                    }
+
+                    duration = morphTargetNames.length * (fps || 1.0);
+                } else {
+                    // ...assume skeletal animation
+
+                    var boneName = '.bones[' + bones[h].name + ']';
+
+                    addNonemptyTrack(VectorKeyframeTrack, boneName + '.position', animationKeys, 'pos', tracks);
+
+                    addNonemptyTrack(QuaternionKeyframeTrack, boneName + '.quaternion', animationKeys, 'rot', tracks);
+
+                    addNonemptyTrack(VectorKeyframeTrack, boneName + '.scale', animationKeys, 'scl', tracks);
+                }
+            }
+
+            if (tracks.length === 0) {
+                return null;
+            }
+
+            var clip = new AnimationClip(clipName, duration, tracks);
+
+            return clip;
+        },
+    });
+
+    Object.assign(AnimationClip.prototype, {
+        resetDuration: function () {
+            var tracks = this.tracks,
+                duration = 0;
+
+            for (var i = 0, n = tracks.length; i !== n; ++i) {
+                var track = this.tracks[i];
+
+                duration = Math.max(duration, track.times[track.times.length - 1]);
+            }
+
+            this.duration = duration;
+
+            return this;
+        },
+
+        trim: function () {
+            for (var i = 0; i < this.tracks.length; i++) {
+                this.tracks[i].trim(0, this.duration);
+            }
+
+            return this;
+        },
+
+        validate: function () {
+            var valid = true;
+
+            for (var i = 0; i < this.tracks.length; i++) {
+                valid = valid && this.tracks[i].validate();
+            }
+
+            return valid;
+        },
+
+        optimize: function () {
+            for (var i = 0; i < this.tracks.length; i++) {
+                this.tracks[i].optimize();
+            }
+
+            return this;
+        },
+
+        clone: function () {
+            var tracks = [];
+
+            for (var i = 0; i < this.tracks.length; i++) {
+                tracks.push(this.tracks[i].clone());
+            }
+
+            return new AnimationClip(this.name, this.duration, tracks);
+        },
+    });
+
+    /**
+     * @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;
+        var handlers = [];
+
+        // Refer to #5689 for the reason why we don't set .onStart
+        // in the constructor
+
+        this.onStart = undefined;
+        this.onLoad = onLoad;
+        this.onProgress = onProgress;
+        this.onError = onError;
+
+        this.itemStart = function (url) {
+            itemsTotal++;
+
+            if (isLoading === false) {
+                if (scope.onStart !== undefined) {
+                    scope.onStart(url, itemsLoaded, itemsTotal);
+                }
+            }
+
+            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;
+        };
+
+        this.addHandler = function (regex, loader) {
+            handlers.push(regex, loader);
+
+            return this;
+        };
+
+        this.removeHandler = function (regex) {
+            var index = handlers.indexOf(regex);
+
+            if (index !== -1) {
+                handlers.splice(index, 2);
+            }
+
+            return this;
+        };
+
+        this.getHandler = function (file) {
+            for (var i = 0, l = handlers.length; i < l; i += 2) {
+                var regex = handlers[i];
+                var loader = handlers[i + 1];
+
+                if (regex.global) {
+                    regex.lastIndex = 0;
+                } // see #17920
+
+                if (regex.test(file)) {
+                    return loader;
+                }
+            }
+
+            return null;
+        };
+    }
+
+    var DefaultLoadingManager = new LoadingManager();
+
+    /**
+     * @author alteredq / http://alteredqualia.com/
+     */
+
+    function Loader(manager) {
+        this.manager = manager !== undefined ? manager : DefaultLoadingManager;
+
+        this.crossOrigin = 'anonymous';
+        this.path = '';
+        this.resourcePath = '';
+    }
+
+    Object.assign(Loader.prototype, {
+        load: function (/* url, onLoad, onProgress, onError */) {},
+
+        parse: function (/* data */) {},
+
+        setCrossOrigin: function (crossOrigin) {
+            this.crossOrigin = crossOrigin;
+            return this;
+        },
+
+        setPath: function (path) {
+            this.path = path;
+            return this;
+        },
+
+        setResourcePath: function (resourcePath) {
+            this.resourcePath = resourcePath;
+            return this;
+        },
+    });
+
+    /**
+     * @author mrdoob / http://mrdoob.com/
+     */
+
+    var loading = {};
+
+    function FileLoader(manager) {
+        Loader.call(this, manager);
+    }
+
+    FileLoader.prototype = Object.assign(Object.create(Loader.prototype), {
+        constructor: FileLoader,
+
+        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 = decodeURIComponent(data);
+
+                if (isBase64) {
+                    data = 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
+                    setTimeout(function () {
+                        if (onLoad) {
+                            onLoad(response);
+                        }
+
+                        scope.manager.itemEnd(url);
+                    }, 0);
+                } catch (error) {
+                    // Wait for next browser tick like standard XMLHttpRequest event dispatching does
+                    setTimeout(function () {
+                        if (onError) {
+                            onError(error);
+                        }
+
+                        scope.manager.itemError(url);
+                        scope.manager.itemEnd(url);
+                    }, 0);
+                }
+            } else {
+                // Initialise array for duplicate requests
+
+                loading[url] = [];
+
+                loading[url].push({
+                    onLoad: onLoad,
+                    onProgress: onProgress,
+                    onError: onError,
+                });
+
+                var request = new XMLHttpRequest();
+
+                request.open('GET', url, true);
+
+                request.addEventListener(
+                    'load',
+                    function (event) {
+                        var response = this.response;
+
+                        var callbacks = loading[url];
+
+                        delete loading[url];
+
+                        if (this.status === 200 || this.status === 0) {
+                            // Some browsers return HTTP Status 0 when using non-http protocol
+                            // e.g. 'file://' or 'data://'. Handle as success.
+
+                            if (this.status === 0) {
+                                console.warn('THREE.FileLoader: HTTP Status 0 received.');
+                            }
+
+                            // Add to cache only on HTTP success, so that we do not cache
+                            // error response bodies as proper responses to requests.
+                            Cache.add(url, response);
+
+                            for (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.itemError(url);
+                            scope.manager.itemEnd(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.itemError(url);
+                        scope.manager.itemEnd(url);
+                    },
+                    false
+                );
+
+                request.addEventListener(
+                    'abort',
+                    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.itemError(url);
+                        scope.manager.itemEnd(url);
+                    },
+                    false
+                );
+
+                if (this.responseType !== undefined) {
+                    request.responseType = this.responseType;
+                }
+                if (this.withCredentials !== undefined) {
+                    request.withCredentials = this.withCredentials;
+                }
+
+                if (request.overrideMimeType) {
+                    request.overrideMimeType(this.mimeType !== undefined ? this.mimeType : 'text/plain');
+                }
+
+                for (var header in this.requestHeader) {
+                    request.setRequestHeader(header, this.requestHeader[header]);
+                }
+
+                request.send(null);
+            }
+
+            scope.manager.itemStart(url);
+
+            return request;
+        },
+
+        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 bhouston / http://clara.io/
+     */
+
+    function AnimationLoader(manager) {
+        Loader.call(this, manager);
+    }
+
+    AnimationLoader.prototype = Object.assign(Object.create(Loader.prototype), {
+        constructor: AnimationLoader,
+
+        load: function (url, onLoad, onProgress, onError) {
+            var scope = this;
+
+            var loader = new FileLoader(scope.manager);
+            loader.setPath(scope.path);
+            loader.load(
+                url,
+                function (text) {
+                    onLoad(scope.parse(JSON.parse(text)));
+                },
+                onProgress,
+                onError
+            );
+        },
+
+        parse: function (json) {
+            var animations = [];
+
+            for (var i = 0; i < json.length; i++) {
+                var clip = AnimationClip.parse(json[i]);
+
+                animations.push(clip);
+            }
+
+            return animations;
+        },
+    });
+
+    /**
+     * @author mrdoob / http://mrdoob.com/
+     *
+     * Abstract Base class to block based textures loader (dds, pvr, ...)
+     *
+     * Sub classes have to implement the parse() method which will be used in load().
+     */
+
+    function CompressedTextureLoader(manager) {
+        Loader.call(this, manager);
+    }
+
+    CompressedTextureLoader.prototype = Object.assign(Object.create(Loader.prototype), {
+        constructor: CompressedTextureLoader,
+
+        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.parse(buffer, true);
+
+                        images[i] = {
+                            width: texDatas.width,
+                            height: texDatas.height,
+                            format: texDatas.format,
+                            mipmaps: texDatas.mipmaps,
+                        };
+
+                        loaded += 1;
+
+                        if (loaded === 6) {
+                            if (texDatas.mipmapCount === 1) {
+                                texture.minFilter = LinearFilter;
+                            }
+
+                            texture.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.parse(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;
+        },
+    });
+
+    /**
+     * @author Nikos M. / https://github.com/foo123/
+     *
+     * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
+     *
+     * Sub classes have to implement the parse() method which will be used in load().
+     */
+
+    function DataTextureLoader(manager) {
+        Loader.call(this, manager);
+    }
+
+    DataTextureLoader.prototype = Object.assign(Object.create(Loader.prototype), {
+        constructor: DataTextureLoader,
+
+        load: function (url, onLoad, onProgress, onError) {
+            var scope = this;
+
+            var texture = new DataTexture();
+
+            var loader = new FileLoader(this.manager);
+            loader.setResponseType('arraybuffer');
+            loader.setPath(this.path);
+            loader.load(
+                url,
+                function (buffer) {
+                    var texData = scope.parse(buffer);
+
+                    if (!texData) {
+                        return;
+                    }
+
+                    if (texData.image !== undefined) {
+                        texture.image = texData.image;
+                    } else if (texData.data !== undefined) {
+                        texture.image.width = texData.width;
+                        texture.image.height = texData.height;
+                        texture.image.data = texData.data;
+                    }
+
+                    texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
+                    texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
+
+                    texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
+                    texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
+
+                    texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
+
+                    if (texData.format !== undefined) {
+                        texture.format = texData.format;
+                    }
+                    if (texData.type !== undefined) {
+                        texture.type = texData.type;
+                    }
+
+                    if (texData.mipmaps !== undefined) {
+                        texture.mipmaps = texData.mipmaps;
+                        texture.minFilter = LinearMipmapLinearFilter; // presumably...
+                    }
+
+                    if (texData.mipmapCount === 1) {
+                        texture.minFilter = LinearFilter;
+                    }
+
+                    texture.needsUpdate = true;
+
+                    if (onLoad) {
+                        onLoad(texture, texData);
+                    }
+                },
+                onProgress,
+                onError
+            );
+
+            return texture;
+        },
+    });
+
+    /**
+     * @author mrdoob / http://mrdoob.com/
+     */
+
+    function ImageLoader(manager) {
+        Loader.call(this, manager);
+    }
+
+    ImageLoader.prototype = Object.assign(Object.create(Loader.prototype), {
+        constructor: ImageLoader,
+
+        load: function (url, onLoad, onProgress, onError) {
+            if (this.path !== undefined) {
+                url = this.path + url;
+            }
+
+            url = this.manager.resolveURL(url);
+
+            var scope = this;
+
+            var cached = Cache.get(url);
+
+            if (cached !== undefined) {
+                scope.manager.itemStart(url);
+
+                setTimeout(function () {
+                    if (onLoad) {
+                        onLoad(cached);
+                    }
+
+                    scope.manager.itemEnd(url);
+                }, 0);
+
+                return cached;
+            }
+
+            var image = document.createElementNS('http://www.w3.org/1999/xhtml', 'img');
+
+            function onImageLoad() {
+                image.removeEventListener('load', onImageLoad, false);
+                image.removeEventListener('error', onImageError, false);
+
+                Cache.add(url, this);
+
+                if (onLoad) {
+                    onLoad(this);
+                }
+
+                scope.manager.itemEnd(url);
+            }
+
+            function onImageError(event) {
+                image.removeEventListener('load', onImageLoad, false);
+                image.removeEventListener('error', onImageError, false);
+
+                if (onError) {
+                    onError(event);
+                }
+
+                scope.manager.itemError(url);
+                scope.manager.itemEnd(url);
+            }
+
+            image.addEventListener('load', onImageLoad, false);
+            image.addEventListener('error', onImageError, false);
+
+            if (url.substr(0, 5) !== 'data:') {
+                if (this.crossOrigin !== undefined) {
+                    image.crossOrigin = this.crossOrigin;
+                }
+            }
+
+            scope.manager.itemStart(url);
+
+            image.src = url;
+
+            return image;
+        },
+    });
+
+    /**
+     * @author mrdoob / http://mrdoob.com/
+     */
+
+    function CubeTextureLoader(manager) {
+        Loader.call(this, manager);
+    }
+
+    CubeTextureLoader.prototype = Object.assign(Object.create(Loader.prototype), {
+        constructor: CubeTextureLoader,
+
+        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;
+        },
+    });
+
+    /**
+     * @author mrdoob / http://mrdoob.com/
+     */
+
+    function TextureLoader(manager) {
+        Loader.call(this, manager);
+    }
+
+    TextureLoader.prototype = Object.assign(Object.create(Loader.prototype), {
+        constructor: TextureLoader,
+
+        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(/\.jpe?g($|\?)/i) > 0 || url.search(/^data\:image\/jpeg/) === 0;
+
+                    texture.format = isJPEG ? RGBFormat : RGBAFormat;
+                    texture.needsUpdate = true;
+
+                    if (onLoad !== undefined) {
+                        onLoad(texture);
+                    }
+                },
+                onProgress,
+                onError
+            );
+
+            return texture;
+        },
+    });
+
+    /**
+     * @author zz85 / http://www.lab4games.net/zz85/blog
+     * Extensible curve object
+     *
+     * Some common of curve methods:
+     * .getPoint( t, optionalTarget ), .getTangent( t )
+     * .getPointAt( u, optionalTarget ), .getTangentAt( u )
+     * .getPoints(), .getSpacedPoints()
+     * .getLength()
+     * .updateArcLengths()
+     *
+     * This following curves inherit from THREE.Curve:
+     *
+     * -- 2D curves --
+     * THREE.ArcCurve
+     * THREE.CubicBezierCurve
+     * THREE.EllipseCurve
+     * THREE.LineCurve
+     * THREE.QuadraticBezierCurve
+     * THREE.SplineCurve
+     *
+     * -- 3D curves --
+     * THREE.CatmullRomCurve3
+     * THREE.CubicBezierCurve3
+     * THREE.LineCurve3
+     * THREE.QuadraticBezierCurve3
+     *
+     * A series of curves can be represented as a THREE.CurvePath.
+     *
+     **/
+
+    /**************************************************************
+     *	Abstract Curve base class
+     **************************************************************/
+
+    function Curve() {
+        this.type = 'Curve';
+
+        this.arcLengthDivisions = 200;
+    }
+
+    Object.assign(Curve.prototype, {
+        // Virtual base class method to overwrite and implement in subclasses
+        //	- t [0 .. 1]
+
+        getPoint: function (/* t, optionalTarget */) {
+            console.warn('THREE.Curve: .getPoint() not implemented.');
+            return null;
+        },
+
+        // Get point at relative position in curve according to arc length
+        // - u [0 .. 1]
+
+        getPointAt: function (u, optionalTarget) {
+            var t = this.getUtoTmapping(u);
+            return this.getPoint(t, optionalTarget);
+        },
+
+        // Get sequence of points using getPoint( t )
+
+        getPoints: function (divisions) {
+            if (divisions === undefined) {
+                divisions = 5;
+            }
+
+            var points = [];
+
+            for (var d = 0; d <= divisions; d++) {
+                points.push(this.getPoint(d / divisions));
+            }
+
+            return points;
+        },
+
+        // Get sequence of points using getPointAt( u )
+
+        getSpacedPoints: function (divisions) {
+            if (divisions === undefined) {
+                divisions = 5;
+            }
+
+            var points = [];
+
+            for (var d = 0; d <= divisions; d++) {
+                points.push(this.getPointAt(d / divisions));
+            }
+
+            return points;
+        },
+
+        // Get total curve arc length
+
+        getLength: function () {
+            var lengths = this.getLengths();
+            return lengths[lengths.length - 1];
+        },
+
+        // Get list of cumulative segment lengths
+
+        getLengths: function (divisions) {
+            if (divisions === undefined) {
+                divisions = this.arcLengthDivisions;
+            }
+
+            if (this.cacheArcLengths && this.cacheArcLengths.length === divisions + 1 && !this.needsUpdate) {
+                return this.cacheArcLengths;
+            }
+
+            this.needsUpdate = false;
+
+            var cache = [];
+            var current,
+                last = this.getPoint(0);
+            var p,
+                sum = 0;
+
+            cache.push(0);
+
+            for (p = 1; p <= divisions; p++) {
+                current = this.getPoint(p / divisions);
+                sum += current.distanceTo(last);
+                cache.push(sum);
+                last = current;
+            }
+
+            this.cacheArcLengths = cache;
+
+            return cache; // { sums: cache, sum: sum }; Sum is in the last element.
+        },
+
+        updateArcLengths: function () {
+            this.needsUpdate = true;
+            this.getLengths();
+        },
+
+        // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
+
+        getUtoTmapping: function (u, distance) {
+            var arcLengths = this.getLengths();
+
+            var i = 0,
+                il = arcLengths.length;
+
+            var targetArcLength; // The targeted u distance value to get
+
+            if (distance) {
+                targetArcLength = distance;
+            } else {
+                targetArcLength = u * arcLengths[il - 1];
+            }
+
+            // binary search for the index with largest value smaller than target u distance
+
+            var low = 0,
+                high = il - 1,
+                comparison;
+
+            while (low <= high) {
+                i = Math.floor(low + (high - low) / 2); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
+
+                comparison = arcLengths[i] - targetArcLength;
+
+                if (comparison < 0) {
+                    low = i + 1;
+                } else if (comparison > 0) {
+                    high = i - 1;
+                } else {
+                    high = i;
+                    break;
+
+                    // DONE
+                }
+            }
+
+            i = high;
+
+            if (arcLengths[i] === targetArcLength) {
+                return i / (il - 1);
+            }
+
+            // we could get finer grain at lengths, or use simple interpolation between two points
+
+            var lengthBefore = arcLengths[i];
+            var lengthAfter = arcLengths[i + 1];
+
+            var segmentLength = lengthAfter - lengthBefore;
+
+            // determine where we are between the 'before' and 'after' points
+
+            var segmentFraction = (targetArcLength - lengthBefore) / segmentLength;
+
+            // add that fractional amount to t
+
+            var t = (i + segmentFraction) / (il - 1);
+
+            return t;
+        },
+
+        // Returns a unit vector tangent at t
+        // In case any sub curve does not implement its tangent derivation,
+        // 2 points a small delta apart will be used to find its gradient
+        // which seems to give a reasonable approximation
+
+        getTangent: function (t) {
+            var delta = 0.0001;
+            var t1 = t - delta;
+            var t2 = t + delta;
+
+            // Capping in case of danger
+
+            if (t1 < 0) {
+                t1 = 0;
+            }
+            if (t2 > 1) {
+                t2 = 1;
+            }
+
+            var pt1 = this.getPoint(t1);
+            var pt2 = this.getPoint(t2);
+
+            var vec = pt2.clone().sub(pt1);
+            return vec.normalize();
+        },
+
+        getTangentAt: function (u) {
+            var t = this.getUtoTmapping(u);
+            return this.getTangent(t);
+        },
+
+        computeFrenetFrames: function (segments, closed) {
+            // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
+
+            var normal = new Vector3();
+
+            var tangents = [];
+            var normals = [];
+            var binormals = [];
+
+            var vec = new Vector3();
+            var mat = new Matrix4();
+
+            var i, u, theta;
+
+            // compute the tangent vectors for each segment on the curve
+
+            for (i = 0; i <= segments; i++) {
+                u = i / segments;
+
+                tangents[i] = this.getTangentAt(u);
+                tangents[i].normalize();
+            }
+
+            // select an initial normal vector perpendicular to the first tangent vector,
+            // and in the direction of the minimum tangent xyz component
+
+            normals[0] = new Vector3();
+            binormals[0] = new Vector3();
+            var min = Number.MAX_VALUE;
+            var tx = Math.abs(tangents[0].x);
+            var ty = Math.abs(tangents[0].y);
+            var tz = Math.abs(tangents[0].z);
+
+            if (tx <= min) {
+                min = tx;
+                normal.set(1, 0, 0);
+            }
+
+            if (ty <= min) {
+                min = ty;
+                normal.set(0, 1, 0);
+            }
+
+            if (tz <= min) {
+                normal.set(0, 0, 1);
+            }
+
+            vec.crossVectors(tangents[0], normal).normalize();
+
+            normals[0].crossVectors(tangents[0], vec);
+            binormals[0].crossVectors(tangents[0], normals[0]);
+
+            // compute the slowly-varying normal and binormal vectors for each segment on the curve
+
+            for (i = 1; i <= segments; i++) {
+                normals[i] = normals[i - 1].clone();
+
+                binormals[i] = binormals[i - 1].clone();
+
+                vec.crossVectors(tangents[i - 1], tangents[i]);
+
+                if (vec.length() > Number.EPSILON) {
+                    vec.normalize();
+
+                    theta = Math.acos(_Math.clamp(tangents[i - 1].dot(tangents[i]), -1, 1)); // clamp for floating pt errors
+
+                    normals[i].applyMatrix4(mat.makeRotationAxis(vec, theta));
+                }
+
+                binormals[i].crossVectors(tangents[i], normals[i]);
+            }
+
+            // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
+
+            if (closed === true) {
+                theta = Math.acos(_Math.clamp(normals[0].dot(normals[segments]), -1, 1));
+                theta /= segments;
+
+                if (tangents[0].dot(vec.crossVectors(normals[0], normals[segments])) > 0) {
+                    theta = -theta;
+                }
+
+                for (i = 1; i <= segments; i++) {
+                    // twist a little...
+                    normals[i].applyMatrix4(mat.makeRotationAxis(tangents[i], theta * i));
+                    binormals[i].crossVectors(tangents[i], normals[i]);
+                }
+            }
+
+            return {
+                tangents: tangents,
+                normals: normals,
+                binormals: binormals,
+            };
+        },
+
+        clone: function () {
+            return new this.constructor().copy(this);
+        },
+
+        copy: function (source) {
+            this.arcLengthDivisions = source.arcLengthDivisions;
+
+            return this;
+        },
+
+        toJSON: function () {
+            var data = {
+                metadata: {
+                    version: 4.5,
+                    type: 'Curve',
+                    generator: 'Curve.toJSON',
+                },
+            };
+
+            data.arcLengthDivisions = this.arcLengthDivisions;
+            data.type = this.type;
+
+            return data;
+        },
+
+        fromJSON: function (json) {
+            this.arcLengthDivisions = json.arcLengthDivisions;
+
+            return this;
+        },
+    });
+
+    function EllipseCurve(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) {
+        Curve.call(this);
+
+        this.type = 'EllipseCurve';
+
+        this.aX = aX || 0;
+        this.aY = aY || 0;
+
+        this.xRadius = xRadius || 1;
+        this.yRadius = yRadius || 1;
+
+        this.aStartAngle = aStartAngle || 0;
+        this.aEndAngle = aEndAngle || 2 * Math.PI;
+
+        this.aClockwise = aClockwise || false;
+
+        this.aRotation = aRotation || 0;
+    }
+
+    EllipseCurve.prototype = Object.create(Curve.prototype);
+    EllipseCurve.prototype.constructor = EllipseCurve;
+
+    EllipseCurve.prototype.isEllipseCurve = true;
+
+    EllipseCurve.prototype.getPoint = function (t, optionalTarget) {
+        var point = optionalTarget || new Vector2();
+
+        var twoPi = Math.PI * 2;
+        var deltaAngle = this.aEndAngle - this.aStartAngle;
+        var samePoints = Math.abs(deltaAngle) < Number.EPSILON;
+
+        // ensures that deltaAngle is 0 .. 2 PI
+        while (deltaAngle < 0) {
+            deltaAngle += twoPi;
+        }
+        while (deltaAngle > twoPi) {
+            deltaAngle -= twoPi;
+        }
+
+        if (deltaAngle < Number.EPSILON) {
+            if (samePoints) {
+                deltaAngle = 0;
+            } else {
+                deltaAngle = twoPi;
+            }
+        }
+
+        if (this.aClockwise === true && !samePoints) {
+            if (deltaAngle === twoPi) {
+                deltaAngle = -twoPi;
+            } else {
+                deltaAngle = deltaAngle - twoPi;
+            }
+        }
+
+        var angle = this.aStartAngle + t * deltaAngle;
+        var x = this.aX + this.xRadius * Math.cos(angle);
+        var y = this.aY + this.yRadius * Math.sin(angle);
+
+        if (this.aRotation !== 0) {
+            var cos = Math.cos(this.aRotation);
+            var sin = Math.sin(this.aRotation);
+
+            var tx = x - this.aX;
+            var ty = y - this.aY;
+
+            // Rotate the point about the center of the ellipse.
+            x = tx * cos - ty * sin + this.aX;
+            y = tx * sin + ty * cos + this.aY;
+        }
+
+        return point.set(x, y);
+    };
+
+    EllipseCurve.prototype.copy = function (source) {
+        Curve.prototype.copy.call(this, source);
+
+        this.aX = source.aX;
+        this.aY = source.aY;
+
+        this.xRadius = source.xRadius;
+        this.yRadius = source.yRadius;
+
+        this.aStartAngle = source.aStartAngle;
+        this.aEndAngle = source.aEndAngle;
+
+        this.aClockwise = source.aClockwise;
+
+        this.aRotation = source.aRotation;
+
+        return this;
+    };
+
+    EllipseCurve.prototype.toJSON = function () {
+        var data = Curve.prototype.toJSON.call(this);
+
+        data.aX = this.aX;
+        data.aY = this.aY;
+
+        data.xRadius = this.xRadius;
+        data.yRadius = this.yRadius;
+
+        data.aStartAngle = this.aStartAngle;
+        data.aEndAngle = this.aEndAngle;
+
+        data.aClockwise = this.aClockwise;
+
+        data.aRotation = this.aRotation;
+
+        return data;
+    };
+
+    EllipseCurve.prototype.fromJSON = function (json) {
+        Curve.prototype.fromJSON.call(this, json);
+
+        this.aX = json.aX;
+        this.aY = json.aY;
+
+        this.xRadius = json.xRadius;
+        this.yRadius = json.yRadius;
+
+        this.aStartAngle = json.aStartAngle;
+        this.aEndAngle = json.aEndAngle;
+
+        this.aClockwise = json.aClockwise;
+
+        this.aRotation = json.aRotation;
+
+        return this;
+    };
+
+    function ArcCurve(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {
+        EllipseCurve.call(this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
+
+        this.type = 'ArcCurve';
+    }
+
+    ArcCurve.prototype = Object.create(EllipseCurve.prototype);
+    ArcCurve.prototype.constructor = ArcCurve;
+
+    ArcCurve.prototype.isArcCurve = true;
+
+    /**
+     * @author zz85 https://github.com/zz85
+     *
+     * Centripetal CatmullRom Curve - which is useful for avoiding
+     * cusps and self-intersections in non-uniform catmull rom curves.
+     * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
+     *
+     * curve.type accepts centripetal(default), chordal and catmullrom
+     * curve.tension is used for catmullrom which defaults to 0.5
+     */
+
+    /*
+	Based on an optimized c++ solution in
+	 - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
+	 - http://ideone.com/NoEbVM
+
+	This CubicPoly class could be used for reusing some variables and calculations,
+	but for three.js curve use, it could be possible inlined and flatten into a single function call
+	which can be placed in CurveUtils.
+	*/
+
+    function CubicPoly() {
+        var c0 = 0,
+            c1 = 0,
+            c2 = 0,
+            c3 = 0;
+
+        /*
+         * Compute coefficients for a cubic polynomial
+         *   p(s) = c0 + c1*s + c2*s^2 + c3*s^3
+         * such that
+         *   p(0) = x0, p(1) = x1
+         *  and
+         *   p'(0) = t0, p'(1) = t1.
+         */
+        function init(x0, x1, t0, t1) {
+            c0 = x0;
+            c1 = t0;
+            c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
+            c3 = 2 * x0 - 2 * x1 + t0 + t1;
+        }
+
+        return {
+            initCatmullRom: function (x0, x1, x2, x3, tension) {
+                init(x1, x2, tension * (x2 - x0), tension * (x3 - x1));
+            },
+
+            initNonuniformCatmullRom: function (x0, x1, x2, x3, dt0, dt1, dt2) {
+                // compute tangents when parameterized in [t1,t2]
+                var t1 = (x1 - x0) / dt0 - (x2 - x0) / (dt0 + dt1) + (x2 - x1) / dt1;
+                var t2 = (x2 - x1) / dt1 - (x3 - x1) / (dt1 + dt2) + (x3 - x2) / dt2;
+
+                // rescale tangents for parametrization in [0,1]
+                t1 *= dt1;
+                t2 *= dt1;
+
+                init(x1, x2, t1, t2);
+            },
+
+            calc: function (t) {
+                var t2 = t * t;
+                var t3 = t2 * t;
+                return c0 + c1 * t + c2 * t2 + c3 * t3;
+            },
+        };
+    }
+
+    //
+
+    var tmp = new Vector3();
+    var px = new CubicPoly(),
+        py = new CubicPoly(),
+        pz = new CubicPoly();
+
+    function CatmullRomCurve3(points, closed, curveType, tension) {
+        Curve.call(this);
+
+        this.type = 'CatmullRomCurve3';
+
+        this.points = points || [];
+        this.closed = closed || false;
+        this.curveType = curveType || 'centripetal';
+        this.tension = tension || 0.5;
+    }
+
+    CatmullRomCurve3.prototype = Object.create(Curve.prototype);
+    CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
+
+    CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
+
+    CatmullRomCurve3.prototype.getPoint = function (t, optionalTarget) {
+        var point = optionalTarget || new Vector3();
+
+        var points = this.points;
+        var l = points.length;
+
+        var p = (l - (this.closed ? 0 : 1)) * t;
+        var intPoint = Math.floor(p);
+        var weight = p - intPoint;
+
+        if (this.closed) {
+            intPoint += intPoint > 0 ? 0 : (Math.floor(Math.abs(intPoint) / l) + 1) * l;
+        } else if (weight === 0 && intPoint === l - 1) {
+            intPoint = l - 2;
+            weight = 1;
+        }
+
+        var p0, p1, p2, p3; // 4 points
+
+        if (this.closed || intPoint > 0) {
+            p0 = points[(intPoint - 1) % l];
+        } else {
+            // extrapolate first point
+            tmp.subVectors(points[0], points[1]).add(points[0]);
+            p0 = tmp;
+        }
+
+        p1 = points[intPoint % l];
+        p2 = points[(intPoint + 1) % l];
+
+        if (this.closed || intPoint + 2 < l) {
+            p3 = points[(intPoint + 2) % l];
+        } else {
+            // extrapolate last point
+            tmp.subVectors(points[l - 1], points[l - 2]).add(points[l - 1]);
+            p3 = tmp;
+        }
+
+        if (this.curveType === 'centripetal' || this.curveType === 'chordal') {
+            // init Centripetal / Chordal Catmull-Rom
+            var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
+            var dt0 = Math.pow(p0.distanceToSquared(p1), pow);
+            var dt1 = Math.pow(p1.distanceToSquared(p2), pow);
+            var dt2 = Math.pow(p2.distanceToSquared(p3), pow);
+
+            // safety check for repeated points
+            if (dt1 < 1e-4) {
+                dt1 = 1.0;
+            }
+            if (dt0 < 1e-4) {
+                dt0 = dt1;
+            }
+            if (dt2 < 1e-4) {
+                dt2 = dt1;
+            }
+
+            px.initNonuniformCatmullRom(p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2);
+            py.initNonuniformCatmullRom(p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2);
+            pz.initNonuniformCatmullRom(p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2);
+        } else if (this.curveType === 'catmullrom') {
+            px.initCatmullRom(p0.x, p1.x, p2.x, p3.x, this.tension);
+            py.initCatmullRom(p0.y, p1.y, p2.y, p3.y, this.tension);
+            pz.initCatmullRom(p0.z, p1.z, p2.z, p3.z, this.tension);
+        }
+
+        point.set(px.calc(weight), py.calc(weight), pz.calc(weight));
+
+        return point;
+    };
+
+    CatmullRomCurve3.prototype.copy = function (source) {
+        Curve.prototype.copy.call(this, source);
+
+        this.points = [];
+
+        for (var i = 0, l = source.points.length; i < l; i++) {
+            var point = source.points[i];
+
+            this.points.push(point.clone());
+        }
+
+        this.closed = source.closed;
+        this.curveType = source.curveType;
+        this.tension = source.tension;
+
+        return this;
+    };
+
+    CatmullRomCurve3.prototype.toJSON = function () {
+        var data = Curve.prototype.toJSON.call(this);
+
+        data.points = [];
+
+        for (var i = 0, l = this.points.length; i < l; i++) {
+            var point = this.points[i];
+            data.points.push(point.toArray());
+        }
+
+        data.closed = this.closed;
+        data.curveType = this.curveType;
+        data.tension = this.tension;
+
+        return data;
+    };
+
+    CatmullRomCurve3.prototype.fromJSON = function (json) {
+        Curve.prototype.fromJSON.call(this, json);
+
+        this.points = [];
+
+        for (var i = 0, l = json.points.length; i < l; i++) {
+            var point = json.points[i];
+            this.points.push(new Vector3().fromArray(point));
+        }
+
+        this.closed = json.closed;
+        this.curveType = json.curveType;
+        this.tension = json.tension;
+
+        return this;
+    };
+
+    /**
+     * @author zz85 / http://www.lab4games.net/zz85/blog
+     *
+     * Bezier Curves formulas obtained from
+     * http://en.wikipedia.org/wiki/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 = /*#__PURE__*/ Object.freeze({
+        __proto__: null,
+        ArcCurve: ArcCurve,
+        CatmullRomCurve3: CatmullRomCurve3,
+        CubicBezierCurve: CubicBezierCurve,
+        CubicBezierCurve3: CubicBezierCurve3,
+        EllipseCurve: EllipseCurve,
+        LineCurve: LineCurve,
+        LineCurve3: LineCurve3,
+        QuadraticBezierCurve: QuadraticBezierCurve,
+        QuadraticBezierCurve3: QuadraticBezierCurve3,
+        SplineCurve: SplineCurve,
+    });
+
+    /**
+     * @author zz85 / http://www.lab4games.net/zz85/blog
+     *
+     **/
+
+    /**************************************************************
+     *	Curved Path - a curve path is simply a array of connected
+     *  curves, but retains the api of a curve
+     **************************************************************/
+
+    function CurvePath() {
+        Curve.call(this);
+
+        this.type = 'CurvePath';
+
+        this.curves = [];
+        this.autoClose = false; // Automatically closes the path
+    }
+
+    CurvePath.prototype = Object.assign(Object.create(Curve.prototype), {
+        constructor: CurvePath,
+
+        add: function (curve) {
+            this.curves.push(curve);
+        },
+
+        closePath: function () {
+            // Add a line curve if start and end of lines are not connected
+            var startPoint = this.curves[0].getPoint(0);
+            var endPoint = this.curves[this.curves.length - 1].getPoint(1);
+
+            if (!startPoint.equals(endPoint)) {
+                this.curves.push(new LineCurve(endPoint, startPoint));
+            }
+        },
+
+        // To get accurate point with reference to
+        // entire path distance at time t,
+        // following has to be done:
+
+        // 1. Length of each sub path have to be known
+        // 2. Locate and identify type of curve
+        // 3. Get t for the curve
+        // 4. Return curve.getPointAt(t')
+
+        getPoint: function (t) {
+            var d = t * this.getLength();
+            var curveLengths = this.getCurveLengths();
+            var i = 0;
+
+            // To think about boundaries points.
+
+            while (i < curveLengths.length) {
+                if (curveLengths[i] >= d) {
+                    var diff = curveLengths[i] - d;
+                    var curve = this.curves[i];
+
+                    var segmentLength = curve.getLength();
+                    var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
+
+                    return curve.getPointAt(u);
+                }
+
+                i++;
+            }
+
+            return null;
+
+            // loop where sum != 0, sum > d , sum+1 <d
+        },
+
+        // We cannot use the default THREE.Curve getPoint() with getLength() because in
+        // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
+        // getPoint() depends on getLength
+
+        getLength: function () {
+            var lens = this.getCurveLengths();
+            return lens[lens.length - 1];
+        },
+
+        // cacheLengths must be recalculated.
+        updateArcLengths: function () {
+            this.needsUpdate = true;
+            this.cacheLengths = null;
+            this.getCurveLengths();
+        },
+
+        // Compute lengths and cache them
+        // We cannot overwrite getLengths() because UtoT mapping uses it.
+
+        getCurveLengths: function () {
+            // We use cache values if curves and cache array are same length
+
+            if (this.cacheLengths && this.cacheLengths.length === this.curves.length) {
+                return this.cacheLengths;
+            }
+
+            // Get length of sub-curve
+            // Push sums into cached array
+
+            var lengths = [],
+                sums = 0;
+
+            for (var i = 0, l = this.curves.length; i < l; i++) {
+                sums += this.curves[i].getLength();
+                lengths.push(sums);
+            }
+
+            this.cacheLengths = lengths;
+
+            return lengths;
+        },
+
+        getSpacedPoints: function (divisions) {
+            if (divisions === undefined) {
+                divisions = 40;
+            }
+
+            var points = [];
+
+            for (var i = 0; i <= divisions; i++) {
+                points.push(this.getPoint(i / divisions));
+            }
+
+            if (this.autoClose) {
+                points.push(points[0]);
+            }
+
+            return points;
+        },
+
+        getPoints: function (divisions) {
+            divisions = divisions || 12;
+
+            var points = [],
+                last;
+
+            for (var i = 0, curves = this.curves; i < curves.length; i++) {
+                var curve = curves[i];
+                var resolution =
+                    curve && curve.isEllipseCurve
+                        ? divisions * 2
+                        : curve && (curve.isLineCurve || curve.isLineCurve3)
+                          ? 1
+                          : curve && curve.isSplineCurve
+                            ? divisions * curve.points.length
+                            : divisions;
+
+                var pts = curve.getPoints(resolution);
+
+                for (var j = 0; j < pts.length; j++) {
+                    var point = pts[j];
+
+                    if (last && last.equals(point)) {
+                        continue;
+                    } // ensures no consecutive points are duplicates
+
+                    points.push(point);
+                    last = point;
+                }
+            }
+
+            if (this.autoClose && points.length > 1 && !points[points.length - 1].equals(points[0])) {
+                points.push(points[0]);
+            }
+
+            return points;
+        },
+
+        copy: function (source) {
+            Curve.prototype.copy.call(this, source);
+
+            this.curves = [];
+
+            for (var i = 0, l = source.curves.length; i < l; i++) {
+                var curve = source.curves[i];
+
+                this.curves.push(curve.clone());
+            }
+
+            this.autoClose = source.autoClose;
+
+            return this;
+        },
+
+        toJSON: function () {
+            var data = Curve.prototype.toJSON.call(this);
+
+            data.autoClose = this.autoClose;
+            data.curves = [];
+
+            for (var i = 0, l = this.curves.length; i < l; i++) {
+                var curve = this.curves[i];
+                data.curves.push(curve.toJSON());
+            }
+
+            return data;
+        },
+
+        fromJSON: function (json) {
+            Curve.prototype.fromJSON.call(this, json);
+
+            this.autoClose = json.autoClose;
+            this.curves = [];
+
+            for (var i = 0, l = json.curves.length; i < l; i++) {
+                var curve = json.curves[i];
+                this.curves.push(new Curves[curve.type]().fromJSON(curve));
+            }
+
+            return this;
+        },
+    });
+
+    /**
+     * @author zz85 / http://www.lab4games.net/zz85/blog
+     * Creates free form 2d path using series of points, lines or curves.
+     **/
+
+    function Path(points) {
+        CurvePath.call(this);
+
+        this.type = 'Path';
+
+        this.currentPoint = new Vector2();
+
+        if (points) {
+            this.setFromPoints(points);
+        }
+    }
+
+    Path.prototype = Object.assign(Object.create(CurvePath.prototype), {
+        constructor: Path,
+
+        setFromPoints: function (points) {
+            this.moveTo(points[0].x, points[0].y);
+
+            for (var i = 1, l = points.length; i < l; i++) {
+                this.lineTo(points[i].x, points[i].y);
+            }
+
+            return this;
+        },
+
+        moveTo: function (x, y) {
+            this.currentPoint.set(x, y); // TODO consider referencing vectors instead of copying?
+
+            return this;
+        },
+
+        lineTo: function (x, y) {
+            var curve = new LineCurve(this.currentPoint.clone(), new Vector2(x, y));
+            this.curves.push(curve);
+
+            this.currentPoint.set(x, y);
+
+            return this;
+        },
+
+        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);
+
+            return this;
+        },
+
+        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);
+
+            return this;
+        },
+
+        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]);
+
+            return this;
+        },
+
+        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);
+
+            return this;
+        },
+
+        absarc: function (aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {
+            this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
+
+            return this;
+        },
+
+        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);
+
+            return this;
+        },
+
+        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);
+
+            return this;
+        },
+
+        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.mapPass = null;
+        this.matrix = new Matrix4();
+
+        this._frustum = new Frustum();
+        this._frameExtents = new Vector2(1, 1);
+
+        this._viewportCount = 1;
+
+        this._viewports = [new Vector4(0, 0, 1, 1)];
+    }
+
+    Object.assign(LightShadow.prototype, {
+        _projScreenMatrix: new Matrix4(),
+
+        _lightPositionWorld: new Vector3(),
+
+        _lookTarget: new Vector3(),
+
+        getViewportCount: function () {
+            return this._viewportCount;
+        },
+
+        getFrustum: function () {
+            return this._frustum;
+        },
+
+        updateMatrices: function (light) {
+            var shadowCamera = this.camera,
+                shadowMatrix = this.matrix,
+                projScreenMatrix = this._projScreenMatrix,
+                lookTarget = this._lookTarget,
+                lightPositionWorld = this._lightPositionWorld;
+
+            lightPositionWorld.setFromMatrixPosition(light.matrixWorld);
+            shadowCamera.position.copy(lightPositionWorld);
+
+            lookTarget.setFromMatrixPosition(light.target.matrixWorld);
+            shadowCamera.lookAt(lookTarget);
+            shadowCamera.updateMatrixWorld();
+
+            projScreenMatrix.multiplyMatrices(shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse);
+            this._frustum.setFromMatrix(projScreenMatrix);
+
+            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);
+        },
+
+        getViewport: function (viewportIndex) {
+            return this._viewports[viewportIndex];
+        },
+
+        getFrameExtents: function () {
+            return this._frameExtents;
+        },
+
+        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,
+
+        updateMatrices: 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();
+            }
+
+            LightShadow.prototype.updateMatrices.call(this, light);
+        },
+    });
+
+    /**
+     * @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;
+        },
+    });
+
+    function PointLightShadow() {
+        LightShadow.call(this, new PerspectiveCamera(90, 1, 0.5, 500));
+
+        this._frameExtents = new Vector2(4, 2);
+
+        this._viewportCount = 6;
+
+        this._viewports = [
+            // These viewports map a cube-map onto a 2D texture with the
+            // following orientation:
+            //
+            //  xzXZ
+            //   y Y
+            //
+            // X - Positive x direction
+            // x - Negative x direction
+            // Y - Positive y direction
+            // y - Negative y direction
+            // Z - Positive z direction
+            // z - Negative z direction
+
+            // positive X
+            new Vector4(2, 1, 1, 1),
+            // negative X
+            new Vector4(0, 1, 1, 1),
+            // positive Z
+            new Vector4(3, 1, 1, 1),
+            // negative Z
+            new Vector4(1, 1, 1, 1),
+            // positive Y
+            new Vector4(3, 0, 1, 1),
+            // negative Y
+            new Vector4(1, 0, 1, 1),
+        ];
+
+        this._cubeDirections = [
+            new Vector3(1, 0, 0),
+            new Vector3(-1, 0, 0),
+            new Vector3(0, 0, 1),
+            new Vector3(0, 0, -1),
+            new Vector3(0, 1, 0),
+            new Vector3(0, -1, 0),
+        ];
+
+        this._cubeUps = [
+            new Vector3(0, 1, 0),
+            new Vector3(0, 1, 0),
+            new Vector3(0, 1, 0),
+            new Vector3(0, 1, 0),
+            new Vector3(0, 0, 1),
+            new Vector3(0, 0, -1),
+        ];
+    }
+
+    PointLightShadow.prototype = Object.assign(Object.create(LightShadow.prototype), {
+        constructor: PointLightShadow,
+
+        isPointLightShadow: true,
+
+        updateMatrices: function (light, viewportIndex) {
+            if (viewportIndex === undefined) {
+                viewportIndex = 0;
+            }
+
+            var camera = this.camera,
+                shadowMatrix = this.matrix,
+                lightPositionWorld = this._lightPositionWorld,
+                lookTarget = this._lookTarget,
+                projScreenMatrix = this._projScreenMatrix;
+
+            lightPositionWorld.setFromMatrixPosition(light.matrixWorld);
+            camera.position.copy(lightPositionWorld);
+
+            lookTarget.copy(camera.position);
+            lookTarget.add(this._cubeDirections[viewportIndex]);
+            camera.up.copy(this._cubeUps[viewportIndex]);
+            camera.lookAt(lookTarget);
+            camera.updateMatrixWorld();
+
+            shadowMatrix.makeTranslation(-lightPositionWorld.x, -lightPositionWorld.y, -lightPositionWorld.z);
+
+            projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
+            this._frustum.setFromMatrix(projScreenMatrix);
+        },
+    });
+
+    /**
+     * @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 PointLightShadow();
+    }
+
+    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 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 !== undefined ? left : -1;
+        this.right = right !== undefined ? right : 1;
+        this.top = top !== undefined ? top : 1;
+        this.bottom = bottom !== undefined ? bottom : -1;
+
+        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);
+
+            this.projectionMatrixInverse.getInverse(this.projectionMatrix);
+        },
+
+        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/
+     */
+
+    function DirectionalLightShadow() {
+        LightShadow.call(this, new OrthographicCamera(-5, 5, 5, -5, 0.5, 500));
+    }
+
+    DirectionalLightShadow.prototype = Object.assign(Object.create(LightShadow.prototype), {
+        constructor: DirectionalLightShadow,
+
+        isDirectionalLightShadow: true,
+
+        updateMatrices: function (light) {
+            LightShadow.prototype.updateMatrices.call(this, light);
+        },
+    });
+
+    /**
+     * @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;
+        },
+    });
+
+    /**
+     * @author mrdoob / http://mrdoob.com/
+     */
+
+    function MaterialLoader(manager) {
+        Loader.call(this, manager);
+
+        this.textures = {};
+    }
+
+    MaterialLoader.prototype = Object.assign(Object.create(Loader.prototype), {
+        constructor: MaterialLoader,
+
+        load: function (url, onLoad, onProgress, onError) {
+            var scope = this;
+
+            var loader = new FileLoader(scope.manager);
+            loader.setPath(scope.path);
+            loader.load(
+                url,
+                function (text) {
+                    onLoad(scope.parse(JSON.parse(text)));
+                },
+                onProgress,
+                onError
+            );
+        },
+
+        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.sheen !== undefined) {
+                material.sheen = new Color().setHex(json.sheen);
+            }
+            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.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.combine !== undefined) {
+                material.combine = json.combine;
+            }
+            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.stencilWrite !== undefined) {
+                material.stencilWrite = json.stencilWrite;
+            }
+            if (json.stencilWriteMask !== undefined) {
+                material.stencilWriteMask = json.stencilWriteMask;
+            }
+            if (json.stencilFunc !== undefined) {
+                material.stencilFunc = json.stencilFunc;
+            }
+            if (json.stencilRef !== undefined) {
+                material.stencilRef = json.stencilRef;
+            }
+            if (json.stencilFuncMask !== undefined) {
+                material.stencilFuncMask = json.stencilFuncMask;
+            }
+            if (json.stencilFail !== undefined) {
+                material.stencilFail = json.stencilFail;
+            }
+            if (json.stencilZFail !== undefined) {
+                material.stencilZFail = json.stencilZFail;
+            }
+            if (json.stencilZPass !== undefined) {
+                material.stencilZPass = json.stencilZPass;
+            }
+
+            if (json.wireframe !== undefined) {
+                material.wireframe = json.wireframe;
+            }
+            if (json.wireframeLinewidth !== undefined) {
+                material.wireframeLinewidth = json.wireframeLinewidth;
+            }
+            if (json.wireframeLinecap !== undefined) {
+                material.wireframeLinecap = json.wireframeLinecap;
+            }
+            if (json.wireframeLinejoin !== undefined) {
+                material.wireframeLinejoin = json.wireframeLinejoin;
+            }
+
+            if (json.rotation !== undefined) {
+                material.rotation = json.rotation;
+            }
+
+            if (json.linewidth !== 1) {
+                material.linewidth = json.linewidth;
+            }
+            if (json.dashSize !== undefined) {
+                material.dashSize = json.dashSize;
+            }
+            if (json.gapSize !== undefined) {
+                material.gapSize = json.gapSize;
+            }
+            if (json.scale !== undefined) {
+                material.scale = json.scale;
+            }
+
+            if (json.polygonOffset !== undefined) {
+                material.polygonOffset = json.polygonOffset;
+            }
+            if (json.polygonOffsetFactor !== undefined) {
+                material.polygonOffsetFactor = json.polygonOffsetFactor;
+            }
+            if (json.polygonOffsetUnits !== undefined) {
+                material.polygonOffsetUnits = json.polygonOffsetUnits;
+            }
+
+            if (json.skinning !== undefined) {
+                material.skinning = json.skinning;
+            }
+            if (json.morphTargets !== undefined) {
+                material.morphTargets = json.morphTargets;
+            }
+            if (json.morphNormals !== undefined) {
+                material.morphNormals = json.morphNormals;
+            }
+            if (json.dithering !== undefined) {
+                material.dithering = json.dithering;
+            }
+
+            if (json.visible !== undefined) {
+                material.visible = json.visible;
+            }
+
+            if (json.toneMapped !== undefined) {
+                material.toneMapped = json.toneMapped;
+            }
+
+            if (json.userData !== undefined) {
+                material.userData = json.userData;
+            }
+
+            // Shader Material
+
+            if (json.uniforms !== undefined) {
+                for (var name in json.uniforms) {
+                    var uniform = json.uniforms[name];
+
+                    material.uniforms[name] = {};
+
+                    switch (uniform.type) {
+                        case 't':
+                            material.uniforms[name].value = getTexture(uniform.value);
+                            break;
+
+                        case 'c':
+                            material.uniforms[name].value = new Color().setHex(uniform.value);
+                            break;
+
+                        case 'v2':
+                            material.uniforms[name].value = new Vector2().fromArray(uniform.value);
+                            break;
+
+                        case 'v3':
+                            material.uniforms[name].value = new Vector3().fromArray(uniform.value);
+                            break;
+
+                        case 'v4':
+                            material.uniforms[name].value = new Vector4().fromArray(uniform.value);
+                            break;
+
+                        case 'm3':
+                            material.uniforms[name].value = new Matrix3().fromArray(uniform.value);
+
+                        case 'm4':
+                            material.uniforms[name].value = new Matrix4().fromArray(uniform.value);
+                            break;
+
+                        default:
+                            material.uniforms[name].value = uniform.value;
+                    }
+                }
+            }
+
+            if (json.defines !== undefined) {
+                material.defines = json.defines;
+            }
+            if (json.vertexShader !== undefined) {
+                material.vertexShader = json.vertexShader;
+            }
+            if (json.fragmentShader !== undefined) {
+                material.fragmentShader = json.fragmentShader;
+            }
+
+            if (json.extensions !== undefined) {
+                for (var key in json.extensions) {
+                    material.extensions[key] = json.extensions[key];
+                }
+            }
+
+            // 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.matcap !== undefined) {
+                material.matcap = getTexture(json.matcap);
+            }
+
+            if (json.alphaMap !== undefined) {
+                material.alphaMap = getTexture(json.alphaMap);
+                material.transparent = true;
+            }
+
+            if (json.bumpMap !== undefined) {
+                material.bumpMap = getTexture(json.bumpMap);
+            }
+            if (json.bumpScale !== undefined) {
+                material.bumpScale = json.bumpScale;
+            }
+
+            if (json.normalMap !== undefined) {
+                material.normalMap = getTexture(json.normalMap);
+            }
+            if (json.normalMapType !== undefined) {
+                material.normalMapType = json.normalMapType;
+            }
+            if (json.normalScale !== undefined) {
+                var normalScale = json.normalScale;
+
+                if (Array.isArray(normalScale) === false) {
+                    // Blender exporter used to export a scalar. See #7459
+
+                    normalScale = [normalScale, normalScale];
+                }
+
+                material.normalScale = new Vector2().fromArray(normalScale);
+            }
+
+            if (json.displacementMap !== undefined) {
+                material.displacementMap = getTexture(json.displacementMap);
+            }
+            if (json.displacementScale !== undefined) {
+                material.displacementScale = json.displacementScale;
+            }
+            if (json.displacementBias !== undefined) {
+                material.displacementBias = json.displacementBias;
+            }
+
+            if (json.roughnessMap !== undefined) {
+                material.roughnessMap = getTexture(json.roughnessMap);
+            }
+            if (json.metalnessMap !== undefined) {
+                material.metalnessMap = getTexture(json.metalnessMap);
+            }
+
+            if (json.emissiveMap !== undefined) {
+                material.emissiveMap = getTexture(json.emissiveMap);
+            }
+            if (json.emissiveIntensity !== undefined) {
+                material.emissiveIntensity = json.emissiveIntensity;
+            }
+
+            if (json.specularMap !== undefined) {
+                material.specularMap = getTexture(json.specularMap);
+            }
+
+            if (json.envMap !== undefined) {
+                material.envMap = getTexture(json.envMap);
+            }
+            if (json.envMapIntensity !== undefined) {
+                material.envMapIntensity = json.envMapIntensity;
+            }
+
+            if (json.reflectivity !== undefined) {
+                material.reflectivity = json.reflectivity;
+            }
+            if (json.refractionRatio !== undefined) {
+                material.refractionRatio = json.refractionRatio;
+            }
+
+            if (json.lightMap !== undefined) {
+                material.lightMap = getTexture(json.lightMap);
+            }
+            if (json.lightMapIntensity !== undefined) {
+                material.lightMapIntensity = json.lightMapIntensity;
+            }
+
+            if (json.aoMap !== undefined) {
+                material.aoMap = getTexture(json.aoMap);
+            }
+            if (json.aoMapIntensity !== undefined) {
+                material.aoMapIntensity = json.aoMapIntensity;
+            }
+
+            if (json.gradientMap !== undefined) {
+                material.gradientMap = getTexture(json.gradientMap);
+            }
+
+            if (json.clearcoatNormalMap !== undefined) {
+                material.clearcoatNormalMap = getTexture(json.clearcoatNormalMap);
+            }
+            if (json.clearcoatNormalScale !== undefined) {
+                material.clearcoatNormalScale = new Vector2().fromArray(json.clearcoatNormalScale);
+            }
+
+            return material;
+        },
+
+        setTextures: function (value) {
+            this.textures = value;
+            return this;
+        },
+    });
+
+    /**
+     * @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]);
+            }
+
+            try {
+                // merges multi-byte utf-8 characters.
+
+                return decodeURIComponent(escape(s));
+            } catch (e) {
+                // see #16358
+
+                return s;
+            }
+        },
+
+        extractUrlBase: function (url) {
+            var index = url.lastIndexOf('/');
+
+            if (index === -1) {
+                return './';
+            }
+
+            return url.substr(0, index + 1);
+        },
+    };
+
+    /**
+     * @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);
+        },
+
+        toJSON: function () {
+            var data = BufferGeometry.prototype.toJSON.call(this);
+
+            data.maxInstancedCount = this.maxInstancedCount;
+
+            data.isInstancedBufferGeometry = true;
+
+            return data;
+        },
+    });
+
+    /**
+     * @author benaadams / https://twitter.com/ben_a_adams
+     */
+
+    function InstancedBufferAttribute(array, itemSize, normalized, meshPerAttribute) {
+        if (typeof normalized === 'number') {
+            meshPerAttribute = normalized;
+
+            normalized = false;
+
+            console.error(
+                'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.'
+            );
+        }
+
+        BufferAttribute.call(this, array, itemSize, normalized);
+
+        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;
+        },
+
+        toJSON: function () {
+            var data = BufferAttribute.prototype.toJSON.call(this);
+
+            data.meshPerAttribute = this.meshPerAttribute;
+
+            data.isInstancedBufferAttribute = true;
+
+            return data;
+        },
+    });
+
+    /**
+     * @author mrdoob / http://mrdoob.com/
+     */
+
+    function BufferGeometryLoader(manager) {
+        Loader.call(this, manager);
+    }
+
+    BufferGeometryLoader.prototype = Object.assign(Object.create(Loader.prototype), {
+        constructor: BufferGeometryLoader,
+
+        load: function (url, onLoad, onProgress, onError) {
+            var scope = this;
+
+            var loader = new FileLoader(scope.manager);
+            loader.setPath(scope.path);
+            loader.load(
+                url,
+                function (text) {
+                    onLoad(scope.parse(JSON.parse(text)));
+                },
+                onProgress,
+                onError
+            );
+        },
+
+        parse: function (json) {
+            var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : 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);
+                var bufferAttributeConstr = attribute.isInstancedBufferAttribute
+                    ? InstancedBufferAttribute
+                    : BufferAttribute;
+                var bufferAttribute = new bufferAttributeConstr(typedArray, attribute.itemSize, attribute.normalized);
+                if (attribute.name !== undefined) {
+                    bufferAttribute.name = attribute.name;
+                }
+                geometry.setAttribute(key, bufferAttribute);
+            }
+
+            var morphAttributes = json.data.morphAttributes;
+
+            if (morphAttributes) {
+                for (var key in morphAttributes) {
+                    var attributeArray = morphAttributes[key];
+
+                    var array = [];
+
+                    for (var i = 0, il = attributeArray.length; i < il; i++) {
+                        var attribute = attributeArray[i];
+                        var typedArray = new TYPED_ARRAYS[attribute.type](attribute.array);
+
+                        var bufferAttribute = new BufferAttribute(typedArray, attribute.itemSize, attribute.normalized);
+                        if (attribute.name !== undefined) {
+                            bufferAttribute.name = attribute.name;
+                        }
+                        array.push(bufferAttribute);
+                    }
+
+                    geometry.morphAttributes[key] = array;
+                }
+            }
+
+            var morphTargetsRelative = json.data.morphTargetsRelative;
+
+            if (morphTargetsRelative) {
+                geometry.morphTargetsRelative = true;
+            }
+
+            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);
+            }
+
+            if (json.name) {
+                geometry.name = json.name;
+            }
+            if (json.userData) {
+                geometry.userData = json.userData;
+            }
+
+            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 mrdoob / http://mrdoob.com/
+     */
+
+    function ObjectLoader(manager) {
+        Loader.call(this, manager);
+    }
+
+    ObjectLoader.prototype = Object.assign(Object.create(Loader.prototype), {
+        constructor: ObjectLoader,
+
+        load: function (url, onLoad, onProgress, onError) {
+            var scope = this;
+
+            var path = this.path === '' ? LoaderUtils.extractUrlBase(url) : this.path;
+            this.resourcePath = this.resourcePath || path;
+
+            var loader = new FileLoader(scope.manager);
+            loader.setPath(this.path);
+            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);
+                        return;
+                    }
+
+                    scope.parse(json, onLoad);
+                },
+                onProgress,
+                onError
+            );
+        },
+
+        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 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 'TubeGeometry':
+                        case 'TubeBufferGeometry':
+                            // This only works for built-in curves (e.g. CatmullRomCurve3).
+                            // User defined curves or instances of CurvePath will not be deserialized.
+                            geometry = new Geometries[data.type](
+                                new Curves[data.path.type]().fromJSON(data.path),
+                                data.tubularSegments,
+                                data.radius,
+                                data.radialSegments,
+                                data.closed
+                            );
+
+                            break;
+
+                        case 'LatheGeometry':
+                        case 'LatheBufferGeometry':
+                            geometry = new Geometries[data.type](
+                                data.points,
+                                data.segments,
+                                data.phiStart,
+                                data.phiLength
+                            );
+
+                            break;
+
+                        case 'PolyhedronGeometry':
+                        case 'PolyhedronBufferGeometry':
+                            geometry = new Geometries[data.type](
+                                data.vertices,
+                                data.indices,
+                                data.radius,
+                                data.details
+                            );
+
+                            break;
+
+                        case 'ShapeGeometry':
+                        case 'ShapeBufferGeometry':
+                            var geometryShapes = [];
+
+                            for (var j = 0, jl = data.shapes.length; j < jl; j++) {
+                                var shape = shapes[data.shapes[j]];
+
+                                geometryShapes.push(shape);
+                            }
+
+                            geometry = new Geometries[data.type](geometryShapes, data.curveSegments);
+
+                            break;
+
+                        case 'ExtrudeGeometry':
+                        case 'ExtrudeBufferGeometry':
+                            var geometryShapes = [];
+
+                            for (var j = 0, jl = data.shapes.length; j < jl; j++) {
+                                var shape = shapes[data.shapes[j]];
+
+                                geometryShapes.push(shape);
+                            }
+
+                            var extrudePath = data.options.extrudePath;
+
+                            if (extrudePath !== undefined) {
+                                data.options.extrudePath = new Curves[extrudePath.type]().fromJSON(extrudePath);
+                            }
+
+                            geometry = new Geometries[data.type](geometryShapes, data.options);
+
+                            break;
+
+                        case 'BufferGeometry':
+                        case 'InstancedBufferGeometry':
+                            geometry = bufferGeometryLoader.parse(data);
+
+                            break;
+
+                        case 'Geometry':
+                            if ('THREE' in window && 'LegacyJSONLoader' in THREE) {
+                                var geometryLoader = new THREE.LegacyJSONLoader();
+                                geometry = geometryLoader.parse(data, this.resourcePath).geometry;
+                            } else {
+                                console.error(
+                                    'THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type "Geometry".'
+                                );
+                            }
+
+                            break;
+
+                        default:
+                            console.warn('THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"');
+
+                            continue;
+                    }
+
+                    geometry.uuid = data.uuid;
+
+                    if (data.name !== undefined) {
+                        geometry.name = data.name;
+                    }
+                    if (geometry.isBufferGeometry === true && data.userData !== undefined) {
+                        geometry.userData = data.userData;
+                    }
+
+                    geometries[data.uuid] = geometry;
+                }
+            }
+
+            return geometries;
+        },
+
+        parseMaterials: function (json, textures) {
+            var cache = {}; // MultiMaterial
+            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++) {
+                            var material = data.materials[j];
+
+                            if (cache[material.uuid] === undefined) {
+                                cache[material.uuid] = loader.parse(material);
+                            }
+
+                            array.push(cache[material.uuid]);
+                        }
+
+                        materials[data.uuid] = array;
+                    } else {
+                        if (cache[data.uuid] === undefined) {
+                            cache[data.uuid] = loader.parse(data);
+                        }
+
+                        materials[data.uuid] = cache[data.uuid];
+                    }
+                }
+            }
+
+            return materials;
+        },
+
+        parseAnimations: function (json) {
+            var animations = [];
+
+            for (var i = 0; i < json.length; i++) {
+                var data = json[i];
+
+                var clip = AnimationClip.parse(data);
+
+                if (data.uuid !== undefined) {
+                    clip.uuid = data.uuid;
+                }
+
+                animations.push(clip);
+            }
+
+            return animations;
+        },
+
+        parseImages: function (json, onLoad) {
+            var scope = this;
+            var images = {};
+
+            function loadImage(url) {
+                scope.manager.itemStart(url);
+
+                return loader.load(
+                    url,
+                    function () {
+                        scope.manager.itemEnd(url);
+                    },
+                    undefined,
+                    function () {
+                        scope.manager.itemError(url);
+                        scope.manager.itemEnd(url);
+                    }
+                );
+            }
+
+            if (json !== undefined && json.length > 0) {
+                var manager = new LoadingManager(onLoad);
+
+                var loader = new ImageLoader(manager);
+                loader.setCrossOrigin(this.crossOrigin);
+
+                for (var i = 0, il = json.length; i < il; i++) {
+                    var image = json[i];
+                    var url = image.url;
+
+                    if (Array.isArray(url)) {
+                        // load array of images e.g CubeTexture
+
+                        images[image.uuid] = [];
+
+                        for (var j = 0, jl = url.length; j < jl; j++) {
+                            var currentUrl = url[j];
+
+                            var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test(currentUrl)
+                                ? currentUrl
+                                : scope.resourcePath + currentUrl;
+
+                            images[image.uuid].push(loadImage(path));
+                        }
+                    } else {
+                        // load single image
+
+                        var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test(image.url)
+                            ? image.url
+                            : scope.resourcePath + image.url;
+
+                        images[image.uuid] = loadImage(path);
+                    }
+                }
+            }
+
+            return images;
+        },
+
+        parseTextures: function (json, images) {
+            function parseConstant(value, type) {
+                if (typeof value === 'number') {
+                    return value;
+                }
+
+                console.warn('THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value);
+
+                return type[value];
+            }
+
+            var textures = {};
+
+            if (json !== undefined) {
+                for (var i = 0, l = json.length; i < l; i++) {
+                    var data = json[i];
+
+                    if (data.image === undefined) {
+                        console.warn('THREE.ObjectLoader: No "image" specified for', data.uuid);
+                    }
+
+                    if (images[data.image] === undefined) {
+                        console.warn('THREE.ObjectLoader: Undefined image', data.image);
+                    }
+
+                    var texture;
+
+                    if (Array.isArray(images[data.image])) {
+                        texture = new CubeTexture(images[data.image]);
+                    } else {
+                        texture = new Texture(images[data.image]);
+                    }
+
+                    texture.needsUpdate = true;
+
+                    texture.uuid = data.uuid;
+
+                    if (data.name !== undefined) {
+                        texture.name = data.name;
+                    }
+
+                    if (data.mapping !== undefined) {
+                        texture.mapping = parseConstant(data.mapping, TEXTURE_MAPPING);
+                    }
+
+                    if (data.offset !== undefined) {
+                        texture.offset.fromArray(data.offset);
+                    }
+                    if (data.repeat !== undefined) {
+                        texture.repeat.fromArray(data.repeat);
+                    }
+                    if (data.center !== undefined) {
+                        texture.center.fromArray(data.center);
+                    }
+                    if (data.rotation !== undefined) {
+                        texture.rotation = data.rotation;
+                    }
+
+                    if (data.wrap !== undefined) {
+                        texture.wrapS = parseConstant(data.wrap[0], TEXTURE_WRAPPING);
+                        texture.wrapT = parseConstant(data.wrap[1], TEXTURE_WRAPPING);
+                    }
+
+                    if (data.format !== undefined) {
+                        texture.format = data.format;
+                    }
+                    if (data.type !== undefined) {
+                        texture.type = data.type;
+                    }
+                    if (data.encoding !== undefined) {
+                        texture.encoding = data.encoding;
+                    }
+
+                    if (data.minFilter !== undefined) {
+                        texture.minFilter = parseConstant(data.minFilter, TEXTURE_FILTER);
+                    }
+                    if (data.magFilter !== undefined) {
+                        texture.magFilter = parseConstant(data.magFilter, TEXTURE_FILTER);
+                    }
+                    if (data.anisotropy !== undefined) {
+                        texture.anisotropy = data.anisotropy;
+                    }
+
+                    if (data.flipY !== undefined) {
+                        texture.flipY = data.flipY;
+                    }
+
+                    if (data.premultiplyAlpha !== undefined) {
+                        texture.premultiplyAlpha = data.premultiplyAlpha;
+                    }
+                    if (data.unpackAlignment !== undefined) {
+                        texture.unpackAlignment = data.unpackAlignment;
+                    }
+
+                    textures[data.uuid] = texture;
+                }
+            }
+
+            return textures;
+        },
+
+        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 'InstancedMesh':
+                    var geometry = getGeometry(data.geometry);
+                    var material = getMaterial(data.material);
+                    var count = data.count;
+                    var instanceMatrix = data.instanceMatrix;
+
+                    object = new InstancedMesh(geometry, material, count);
+                    object.instanceMatrix = new BufferAttribute(new Float32Array(instanceMatrix.array), 16);
+
+                    break;
+
+                case 'LOD':
+                    object = new LOD();
+
+                    break;
+
+                case 'Line':
+                    object = new Line(getGeometry(data.geometry), getMaterial(data.material), data.mode);
+
+                    break;
+
+                case 'LineLoop':
+                    object = new LineLoop(getGeometry(data.geometry), getMaterial(data.material));
+
+                    break;
+
+                case 'LineSegments':
+                    object = new LineSegments(getGeometry(data.geometry), getMaterial(data.material));
+
+                    break;
+
+                case 'PointCloud':
+                case 'Points':
+                    object = new Points(getGeometry(data.geometry), getMaterial(data.material));
+
+                    break;
+
+                case 'Sprite':
+                    object = new Sprite(getMaterial(data.material));
+
+                    break;
+
+                case 'Group':
+                    object = new Group();
+
+                    break;
+
+                default:
+                    object = new Object3D();
+            }
+
+            object.uuid = data.uuid;
+
+            if (data.name !== undefined) {
+                object.name = data.name;
+            }
+
+            if (data.matrix !== undefined) {
+                object.matrix.fromArray(data.matrix);
+
+                if (data.matrixAutoUpdate !== undefined) {
+                    object.matrixAutoUpdate = data.matrixAutoUpdate;
+                }
+                if (object.matrixAutoUpdate) {
+                    object.matrix.decompose(object.position, object.quaternion, object.scale);
+                }
+            } else {
+                if (data.position !== undefined) {
+                    object.position.fromArray(data.position);
+                }
+                if (data.rotation !== undefined) {
+                    object.rotation.fromArray(data.rotation);
+                }
+                if (data.quaternion !== undefined) {
+                    object.quaternion.fromArray(data.quaternion);
+                }
+                if (data.scale !== undefined) {
+                    object.scale.fromArray(data.scale);
+                }
+            }
+
+            if (data.castShadow !== undefined) {
+                object.castShadow = data.castShadow;
+            }
+            if (data.receiveShadow !== undefined) {
+                object.receiveShadow = data.receiveShadow;
+            }
+
+            if (data.shadow) {
+                if (data.shadow.bias !== undefined) {
+                    object.shadow.bias = data.shadow.bias;
+                }
+                if (data.shadow.radius !== undefined) {
+                    object.shadow.radius = data.shadow.radius;
+                }
+                if (data.shadow.mapSize !== undefined) {
+                    object.shadow.mapSize.fromArray(data.shadow.mapSize);
+                }
+                if (data.shadow.camera !== undefined) {
+                    object.shadow.camera = this.parseObject(data.shadow.camera);
+                }
+            }
+
+            if (data.visible !== undefined) {
+                object.visible = data.visible;
+            }
+            if (data.frustumCulled !== undefined) {
+                object.frustumCulled = data.frustumCulled;
+            }
+            if (data.renderOrder !== undefined) {
+                object.renderOrder = data.renderOrder;
+            }
+            if (data.userData !== undefined) {
+                object.userData = data.userData;
+            }
+            if (data.layers !== undefined) {
+                object.layers.mask = data.layers;
+            }
+
+            if (data.drawMode !== undefined) {
+                object.setDrawMode(data.drawMode);
+            }
+
+            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') {
+                if (data.autoUpdate !== undefined) {
+                    object.autoUpdate = data.autoUpdate;
+                }
+
+                var levels = data.levels;
+
+                for (var l = 0; l < levels.length; l++) {
+                    var level = levels[l];
+                    var child = object.getObjectByProperty('uuid', level.object);
+
+                    if (child !== undefined) {
+                        object.addLevel(child, level.distance);
+                    }
+                }
+            }
+
+            return object;
+        },
+    });
+
+    var TEXTURE_MAPPING = {
+        UVMapping: UVMapping,
+        CubeReflectionMapping: CubeReflectionMapping,
+        CubeRefractionMapping: CubeRefractionMapping,
+        EquirectangularReflectionMapping: EquirectangularReflectionMapping,
+        EquirectangularRefractionMapping: EquirectangularRefractionMapping,
+        SphericalReflectionMapping: SphericalReflectionMapping,
+        CubeUVReflectionMapping: CubeUVReflectionMapping,
+        CubeUVRefractionMapping: CubeUVRefractionMapping,
+    };
+
+    var TEXTURE_WRAPPING = {
+        RepeatWrapping: RepeatWrapping,
+        ClampToEdgeWrapping: ClampToEdgeWrapping,
+        MirroredRepeatWrapping: MirroredRepeatWrapping,
+    };
+
+    var TEXTURE_FILTER = {
+        NearestFilter: NearestFilter,
+        NearestMipmapNearestFilter: NearestMipmapNearestFilter,
+        NearestMipmapLinearFilter: NearestMipmapLinearFilter,
+        LinearFilter: LinearFilter,
+        LinearMipmapNearestFilter: LinearMipmapNearestFilter,
+        LinearMipmapLinearFilter: LinearMipmapLinearFilter,
+    };
+
+    /**
+     * @author thespite / http://clicktorelease.com/
+     */
+
+    function ImageBitmapLoader(manager) {
+        if (typeof createImageBitmap === 'undefined') {
+            console.warn('THREE.ImageBitmapLoader: createImageBitmap() not supported.');
+        }
+
+        if (typeof fetch === 'undefined') {
+            console.warn('THREE.ImageBitmapLoader: fetch() not supported.');
+        }
+
+        Loader.call(this, manager);
+
+        this.options = undefined;
+    }
+
+    ImageBitmapLoader.prototype = Object.assign(Object.create(Loader.prototype), {
+        constructor: ImageBitmapLoader,
+
+        setOptions: function setOptions(options) {
+            this.options = options;
+
+            return this;
+        },
+
+        load: function (url, onLoad, onProgress, onError) {
+            if (url === undefined) {
+                url = '';
+            }
+
+            if (this.path !== undefined) {
+                url = this.path + url;
+            }
+
+            url = this.manager.resolveURL(url);
+
+            var scope = this;
+
+            var cached = Cache.get(url);
+
+            if (cached !== undefined) {
+                scope.manager.itemStart(url);
+
+                setTimeout(function () {
+                    if (onLoad) {
+                        onLoad(cached);
+                    }
+
+                    scope.manager.itemEnd(url);
+                }, 0);
+
+                return cached;
+            }
+
+            fetch(url)
+                .then(function (res) {
+                    return res.blob();
+                })
+                .then(function (blob) {
+                    if (scope.options === undefined) {
+                        // Workaround for FireFox. It causes an error if you pass options.
+                        return createImageBitmap(blob);
+                    } else {
+                        return createImageBitmap(blob, scope.options);
+                    }
+                })
+                .then(function (imageBitmap) {
+                    Cache.add(url, imageBitmap);
+
+                    if (onLoad) {
+                        onLoad(imageBitmap);
+                    }
+
+                    scope.manager.itemEnd(url);
+                })
+                .catch(function (e) {
+                    if (onError) {
+                        onError(e);
+                    }
+
+                    scope.manager.itemError(url);
+                    scope.manager.itemEnd(url);
+                });
+
+            scope.manager.itemStart(url);
+        },
+    });
+
+    /**
+     * @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);
+
+            return this;
+        },
+
+        lineTo: function (x, y) {
+            this.currentPath.lineTo(x, y);
+
+            return this;
+        },
+
+        quadraticCurveTo: function (aCPx, aCPy, aX, aY) {
+            this.currentPath.quadraticCurveTo(aCPx, aCPy, aX, aY);
+
+            return this;
+        },
+
+        bezierCurveTo: function (aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) {
+            this.currentPath.bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY);
+
+            return this;
+        },
+
+        splineThru: function (pts) {
+            this.currentPath.splineThru(pts);
+
+            return this;
+        },
+
+        toShapes: function (isCCW, noHoles) {
+            function toShapesNoHoles(inSubpaths) {
+                var shapes = [];
+
+                for (var i = 0, l = inSubpaths.length; i < l; i++) {
+                    var tmpPath = inSubpaths[i];
+
+                    var tmpShape = new Shape();
+                    tmpShape.curves = tmpPath.curves;
+
+                    shapes.push(tmpShape);
+                }
+
+                return shapes;
+            }
+
+            function isPointInsidePolygon(inPt, inPolygon) {
+                var polyLen = inPolygon.length;
+
+                // inPt on polygon contour => immediate success    or
+                // toggling of inside/outside at every single! intersection point of an edge
+                //  with the horizontal line through inPt, left of inPt
+                //  not counting lowerY endpoints of edges and whole edges on that line
+                var inside = false;
+                for (var p = polyLen - 1, q = 0; q < polyLen; p = q++) {
+                    var edgeLowPt = inPolygon[p];
+                    var edgeHighPt = inPolygon[q];
+
+                    var edgeDx = edgeHighPt.x - edgeLowPt.x;
+                    var edgeDy = edgeHighPt.y - edgeLowPt.y;
+
+                    if (Math.abs(edgeDy) > Number.EPSILON) {
+                        // not parallel
+                        if (edgeDy < 0) {
+                            edgeLowPt = inPolygon[q];
+                            edgeDx = -edgeDx;
+                            edgeHighPt = inPolygon[p];
+                            edgeDy = -edgeDy;
+                        }
+                        if (inPt.y < edgeLowPt.y || inPt.y > edgeHighPt.y) {
+                            continue;
+                        }
+
+                        if (inPt.y === edgeLowPt.y) {
+                            if (inPt.x === edgeLowPt.x) {
+                                return true;
+                            } // inPt is on contour ?
+                            // continue;				// no intersection or edgeLowPt => doesn't count !!!
+                        } else {
+                            var perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y);
+                            if (perpEdge === 0) {
+                                return true;
+                            } // inPt is on contour ?
+                            if (perpEdge < 0) {
+                                continue;
+                            }
+                            inside = !inside; // true intersection left of inPt
+                        }
+                    } else {
+                        // parallel or collinear
+                        if (inPt.y !== edgeLowPt.y) {
+                            continue;
+                        } // parallel
+                        // edge lies on the same horizontal line as inPt
+                        if (
+                            (edgeHighPt.x <= inPt.x && inPt.x <= edgeLowPt.x) ||
+                            (edgeLowPt.x <= inPt.x && inPt.x <= edgeHighPt.x)
+                        ) {
+                            return true;
+                        } // inPt: Point on contour !
+                        // continue;
+                    }
+                }
+
+                return inside;
+            }
+
+            var isClockWise = ShapeUtils.isClockWise;
+
+            var subPaths = this.subPaths;
+            if (subPaths.length === 0) {
+                return [];
+            }
+
+            if (noHoles === true) {
+                return toShapesNoHoles(subPaths);
+            }
+
+            var solid,
+                tmpPath,
+                tmpShape,
+                shapes = [];
+
+            if (subPaths.length === 1) {
+                tmpPath = subPaths[0];
+                tmpShape = new Shape();
+                tmpShape.curves = tmpPath.curves;
+                shapes.push(tmpShape);
+                return shapes;
+            }
+
+            var holesFirst = !isClockWise(subPaths[0].getPoints());
+            holesFirst = isCCW ? !holesFirst : holesFirst;
+
+            // console.log("Holes first", holesFirst);
+
+            var betterShapeHoles = [];
+            var newShapes = [];
+            var newShapeHoles = [];
+            var mainIdx = 0;
+            var tmpPoints;
+
+            newShapes[mainIdx] = undefined;
+            newShapeHoles[mainIdx] = [];
+
+            for (var i = 0, l = subPaths.length; i < l; i++) {
+                tmpPath = subPaths[i];
+                tmpPoints = tmpPath.getPoints();
+                solid = isClockWise(tmpPoints);
+                solid = isCCW ? !solid : solid;
+
+                if (solid) {
+                    if (!holesFirst && newShapes[mainIdx]) {
+                        mainIdx++;
+                    }
+
+                    newShapes[mainIdx] = { s: new Shape(), p: tmpPoints };
+                    newShapes[mainIdx].s.curves = tmpPath.curves;
+
+                    if (holesFirst) {
+                        mainIdx++;
+                    }
+                    newShapeHoles[mainIdx] = [];
+
+                    //console.log('cw', i);
+                } else {
+                    newShapeHoles[mainIdx].push({ h: tmpPath, p: tmpPoints[0] });
+
+                    //console.log('ccw', i);
+                }
+            }
+
+            // only Holes? -> probably all Shapes with wrong orientation
+            if (!newShapes[0]) {
+                return toShapesNoHoles(subPaths);
+            }
+
+            if (newShapes.length > 1) {
+                var ambiguous = false;
+                var toChange = [];
+
+                for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++) {
+                    betterShapeHoles[sIdx] = [];
+                }
+
+                for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++) {
+                    var sho = newShapeHoles[sIdx];
+
+                    for (var hIdx = 0; hIdx < sho.length; hIdx++) {
+                        var ho = sho[hIdx];
+                        var hole_unassigned = true;
+
+                        for (var s2Idx = 0; s2Idx < newShapes.length; s2Idx++) {
+                            if (isPointInsidePolygon(ho.p, newShapes[s2Idx].p)) {
+                                if (sIdx !== s2Idx) {
+                                    toChange.push({ froms: sIdx, tos: s2Idx, hole: hIdx });
+                                }
+                                if (hole_unassigned) {
+                                    hole_unassigned = false;
+                                    betterShapeHoles[s2Idx].push(ho);
+                                } else {
+                                    ambiguous = true;
+                                }
+                            }
+                        }
+                        if (hole_unassigned) {
+                            betterShapeHoles[sIdx].push(ho);
+                        }
+                    }
+                }
+                // console.log("ambiguous: ", ambiguous);
+                if (toChange.length > 0) {
+                    // console.log("to change: ", toChange);
+                    if (!ambiguous) {
+                        newShapeHoles = betterShapeHoles;
+                    }
+                }
+            }
+
+            var tmpHoles;
+
+            for (var i = 0, il = newShapes.length; i < il; i++) {
+                tmpShape = newShapes[i].s;
+                shapes.push(tmpShape);
+                tmpHoles = newShapeHoles[i];
+
+                for (var j = 0, jl = tmpHoles.length; j < jl; j++) {
+                    tmpShape.holes.push(tmpHoles[j].h);
+                }
+            }
+
+            //console.log("shape", shapes);
+
+            return shapes;
+        },
+    });
+
+    /**
+     * @author zz85 / http://www.lab4games.net/zz85/blog
+     * @author mrdoob / http://mrdoob.com/
+     */
+
+    function Font(data) {
+        this.type = 'Font';
+
+        this.data = data;
+    }
+
+    Object.assign(Font.prototype, {
+        isFont: true,
+
+        generateShapes: function (text, size) {
+            if (size === undefined) {
+                size = 100;
+            }
+
+            var shapes = [];
+            var paths = createPaths(text, size, this.data);
+
+            for (var p = 0, pl = paths.length; p < pl; p++) {
+                Array.prototype.push.apply(shapes, paths[p].toShapes());
+            }
+
+            return shapes;
+        },
+    });
+
+    function createPaths(text, size, data) {
+        var chars = Array.from ? Array.from(text) : String(text).split(''); // see #13988
+        var scale = size / data.resolution;
+        var line_height = (data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness) * scale;
+
+        var paths = [];
+
+        var offsetX = 0,
+            offsetY = 0;
+
+        for (var i = 0; i < chars.length; i++) {
+            var char = chars[i];
+
+            if (char === '\n') {
+                offsetX = 0;
+                offsetY -= line_height;
+            } else {
+                var ret = createPath(char, scale, offsetX, offsetY, data);
+                offsetX += ret.offsetX;
+                paths.push(ret.path);
+            }
+        }
+
+        return paths;
+    }
+
+    function createPath(char, scale, offsetX, offsetY, data) {
+        var glyph = data.glyphs[char] || data.glyphs['?'];
+
+        if (!glyph) {
+            console.error(
+                'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.'
+            );
+
+            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) {
+        Loader.call(this, manager);
+    }
+
+    FontLoader.prototype = Object.assign(Object.create(Loader.prototype), {
+        constructor: FontLoader,
+
+        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);
+        },
+    });
+
+    /**
+     * @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) {
+        Loader.call(this, manager);
+    }
+
+    AudioLoader.prototype = Object.assign(Object.create(Loader.prototype), {
+        constructor: AudioLoader,
+
+        load: function (url, onLoad, onProgress, onError) {
+            var loader = new FileLoader(this.manager);
+            loader.setResponseType('arraybuffer');
+            loader.setPath(this.path);
+            loader.load(
+                url,
+                function (buffer) {
+                    // Create a copy of the buffer. The `decodeAudioData` method
+                    // detaches the buffer when complete, preventing reuse.
+                    var bufferCopy = buffer.slice(0);
+
+                    var context = AudioContext.getContext();
+                    context.decodeAudioData(bufferCopy, function (audioBuffer) {
+                        onLoad(audioBuffer);
+                    });
+                },
+                onProgress,
+                onError
+            );
+        },
+    });
+
+    /**
+     * @author bhouston / http://clara.io
+     * @author WestLangley / http://github.com/WestLangley
+     *
+     * Primary reference:
+     *   https://graphics.stanford.edu/papers/envmap/envmap.pdf
+     *
+     * Secondary reference:
+     *   https://www.ppsloan.org/publications/StupidSH36.pdf
+     */
+
+    // 3-band SH defined by 9 coefficients
+
+    function SphericalHarmonics3() {
+        this.coefficients = [];
+
+        for (var i = 0; i < 9; i++) {
+            this.coefficients.push(new Vector3());
+        }
+    }
+
+    Object.assign(SphericalHarmonics3.prototype, {
+        isSphericalHarmonics3: true,
+
+        set: function (coefficients) {
+            for (var i = 0; i < 9; i++) {
+                this.coefficients[i].copy(coefficients[i]);
+            }
+
+            return this;
+        },
+
+        zero: function () {
+            for (var i = 0; i < 9; i++) {
+                this.coefficients[i].set(0, 0, 0);
+            }
+
+            return this;
+        },
+
+        // get the radiance in the direction of the normal
+        // target is a Vector3
+        getAt: function (normal, target) {
+            // normal is assumed to be unit length
+
+            var x = normal.x,
+                y = normal.y,
+                z = normal.z;
+
+            var coeff = this.coefficients;
+
+            // band 0
+            target.copy(coeff[0]).multiplyScalar(0.282095);
+
+            // band 1
+            target.addScale(coeff[1], 0.488603 * y);
+            target.addScale(coeff[2], 0.488603 * z);
+            target.addScale(coeff[3], 0.488603 * x);
+
+            // band 2
+            target.addScale(coeff[4], 1.092548 * (x * y));
+            target.addScale(coeff[5], 1.092548 * (y * z));
+            target.addScale(coeff[6], 0.315392 * (3.0 * z * z - 1.0));
+            target.addScale(coeff[7], 1.092548 * (x * z));
+            target.addScale(coeff[8], 0.546274 * (x * x - y * y));
+
+            return target;
+        },
+
+        // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
+        // target is a Vector3
+        // https://graphics.stanford.edu/papers/envmap/envmap.pdf
+        getIrradianceAt: function (normal, target) {
+            // normal is assumed to be unit length
+
+            var x = normal.x,
+                y = normal.y,
+                z = normal.z;
+
+            var coeff = this.coefficients;
+
+            // band 0
+            target.copy(coeff[0]).multiplyScalar(0.886227); // π * 0.282095
+
+            // band 1
+            target.addScale(coeff[1], 2.0 * 0.511664 * y); // ( 2 * π / 3 ) * 0.488603
+            target.addScale(coeff[2], 2.0 * 0.511664 * z);
+            target.addScale(coeff[3], 2.0 * 0.511664 * x);
+
+            // band 2
+            target.addScale(coeff[4], 2.0 * 0.429043 * x * y); // ( π / 4 ) * 1.092548
+            target.addScale(coeff[5], 2.0 * 0.429043 * y * z);
+            target.addScale(coeff[6], 0.743125 * z * z - 0.247708); // ( π / 4 ) * 0.315392 * 3
+            target.addScale(coeff[7], 2.0 * 0.429043 * x * z);
+            target.addScale(coeff[8], 0.429043 * (x * x - y * y)); // ( π / 4 ) * 0.546274
+
+            return target;
+        },
+
+        add: function (sh) {
+            for (var i = 0; i < 9; i++) {
+                this.coefficients[i].add(sh.coefficients[i]);
+            }
+
+            return this;
+        },
+
+        scale: function (s) {
+            for (var i = 0; i < 9; i++) {
+                this.coefficients[i].multiplyScalar(s);
+            }
+
+            return this;
+        },
+
+        lerp: function (sh, alpha) {
+            for (var i = 0; i < 9; i++) {
+                this.coefficients[i].lerp(sh.coefficients[i], alpha);
+            }
+
+            return this;
+        },
+
+        equals: function (sh) {
+            for (var i = 0; i < 9; i++) {
+                if (!this.coefficients[i].equals(sh.coefficients[i])) {
+                    return false;
+                }
+            }
+
+            return true;
+        },
+
+        copy: function (sh) {
+            return this.set(sh.coefficients);
+        },
+
+        clone: function () {
+            return new this.constructor().copy(this);
+        },
+
+        fromArray: function (array, offset) {
+            if (offset === undefined) {
+                offset = 0;
+            }
+
+            var coefficients = this.coefficients;
+
+            for (var i = 0; i < 9; i++) {
+                coefficients[i].fromArray(array, offset + i * 3);
+            }
+
+            return this;
+        },
+
+        toArray: function (array, offset) {
+            if (array === undefined) {
+                array = [];
+            }
+            if (offset === undefined) {
+                offset = 0;
+            }
+
+            var coefficients = this.coefficients;
+
+            for (var i = 0; i < 9; i++) {
+                coefficients[i].toArray(array, offset + i * 3);
+            }
+
+            return array;
+        },
+    });
+
+    Object.assign(SphericalHarmonics3, {
+        // evaluate the basis functions
+        // shBasis is an Array[ 9 ]
+        getBasisAt: function (normal, shBasis) {
+            // normal is assumed to be unit length
+
+            var x = normal.x,
+                y = normal.y,
+                z = normal.z;
+
+            // band 0
+            shBasis[0] = 0.282095;
+
+            // band 1
+            shBasis[1] = 0.488603 * y;
+            shBasis[2] = 0.488603 * z;
+            shBasis[3] = 0.488603 * x;
+
+            // band 2
+            shBasis[4] = 1.092548 * x * y;
+            shBasis[5] = 1.092548 * y * z;
+            shBasis[6] = 0.315392 * (3 * z * z - 1);
+            shBasis[7] = 1.092548 * x * z;
+            shBasis[8] = 0.546274 * (x * x - y * y);
+        },
+    });
+
+    /**
+     * @author WestLangley / http://github.com/WestLangley
+     *
+     * A LightProbe is a source of indirect-diffuse light
+     */
+
+    function LightProbe(sh, intensity) {
+        Light.call(this, undefined, intensity);
+
+        this.sh = sh !== undefined ? sh : new SphericalHarmonics3();
+    }
+
+    LightProbe.prototype = Object.assign(Object.create(Light.prototype), {
+        constructor: LightProbe,
+
+        isLightProbe: true,
+
+        copy: function (source) {
+            Light.prototype.copy.call(this, source);
+
+            this.sh.copy(source.sh);
+            this.intensity = source.intensity;
+
+            return this;
+        },
+
+        toJSON: function (meta) {
+            var data = Light.prototype.toJSON.call(this, meta);
+
+            // data.sh = this.sh.toArray(); // todo
+
+            return data;
+        },
+    });
+
+    /**
+     * @author WestLangley / http://github.com/WestLangley
+     */
+
+    function HemisphereLightProbe(skyColor, groundColor, intensity) {
+        LightProbe.call(this, undefined, intensity);
+
+        var color1 = new Color().set(skyColor);
+        var color2 = new Color().set(groundColor);
+
+        var sky = new Vector3(color1.r, color1.g, color1.b);
+        var ground = new Vector3(color2.r, color2.g, color2.b);
+
+        // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
+        var c0 = Math.sqrt(Math.PI);
+        var c1 = c0 * Math.sqrt(0.75);
+
+        this.sh.coefficients[0].copy(sky).add(ground).multiplyScalar(c0);
+        this.sh.coefficients[1].copy(sky).sub(ground).multiplyScalar(c1);
+    }
+
+    HemisphereLightProbe.prototype = Object.assign(Object.create(LightProbe.prototype), {
+        constructor: HemisphereLightProbe,
+
+        isHemisphereLightProbe: true,
+
+        copy: function (source) {
+            // modifying colors not currently supported
+
+            LightProbe.prototype.copy.call(this, source);
+
+            return this;
+        },
+
+        toJSON: function (meta) {
+            var data = LightProbe.prototype.toJSON.call(this, meta);
+
+            // data.sh = this.sh.toArray(); // todo
+
+            return data;
+        },
+    });
+
+    /**
+     * @author WestLangley / http://github.com/WestLangley
+     */
+
+    function AmbientLightProbe(color, intensity) {
+        LightProbe.call(this, undefined, intensity);
+
+        var color1 = new Color().set(color);
+
+        // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
+        this.sh.coefficients[0].set(color1.r, color1.g, color1.b).multiplyScalar(2 * Math.sqrt(Math.PI));
+    }
+
+    AmbientLightProbe.prototype = Object.assign(Object.create(LightProbe.prototype), {
+        constructor: AmbientLightProbe,
+
+        isAmbientLightProbe: true,
+
+        copy: function (source) {
+            // modifying color not currently supported
+
+            LightProbe.prototype.copy.call(this, source);
+
+            return this;
+        },
+
+        toJSON: function (meta) {
+            var data = LightProbe.prototype.toJSON.call(this, meta);
+
+            // data.sh = this.sh.toArray(); // todo
+
+            return data;
+        },
+    });
+
+    var _eyeRight = new Matrix4();
+    var _eyeLeft = new Matrix4();
+
+    /**
+     * @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;
+
+        this._cache = {
+            focus: null,
+            fov: null,
+            aspect: null,
+            near: null,
+            far: null,
+            zoom: null,
+            eyeSep: null,
+        };
+    }
+
+    Object.assign(StereoCamera.prototype, {
+        update: function (camera) {
+            var cache = this._cache;
+
+            var needsUpdate =
+                cache.focus !== camera.focus ||
+                cache.fov !== camera.fov ||
+                cache.aspect !== camera.aspect * this.aspect ||
+                cache.near !== camera.near ||
+                cache.far !== camera.far ||
+                cache.zoom !== camera.zoom ||
+                cache.eyeSep !== this.eyeSep;
+
+            if (needsUpdate) {
+                cache.focus = camera.focus;
+                cache.fov = camera.fov;
+                cache.aspect = camera.aspect * this.aspect;
+                cache.near = camera.near;
+                cache.far = camera.far;
+                cache.zoom = camera.zoom;
+                cache.eyeSep = this.eyeSep;
+
+                // Off-axis stereoscopic effect based on
+                // http://paulbourke.net/stereographics/stereorender/
+
+                var projectionMatrix = camera.projectionMatrix.clone();
+                var eyeSepHalf = cache.eyeSep / 2;
+                var eyeSepOnProjection = (eyeSepHalf * cache.near) / cache.focus;
+                var ymax = (cache.near * Math.tan(_Math.DEG2RAD * cache.fov * 0.5)) / cache.zoom;
+                var xmin, xmax;
+
+                // translate xOffset
+
+                _eyeLeft.elements[12] = -eyeSepHalf;
+                _eyeRight.elements[12] = eyeSepHalf;
+
+                // for left eye
+
+                xmin = -ymax * cache.aspect + eyeSepOnProjection;
+                xmax = ymax * cache.aspect + eyeSepOnProjection;
+
+                projectionMatrix.elements[0] = (2 * cache.near) / (xmax - xmin);
+                projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin);
+
+                this.cameraL.projectionMatrix.copy(projectionMatrix);
+
+                // for right eye
+
+                xmin = -ymax * cache.aspect - eyeSepOnProjection;
+                xmax = ymax * cache.aspect - eyeSepOnProjection;
+
+                projectionMatrix.elements[0] = (2 * cache.near) / (xmax - xmin);
+                projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin);
+
+                this.cameraR.projectionMatrix.copy(projectionMatrix);
+            }
+
+            this.cameraL.matrixWorld.copy(camera.matrixWorld).multiply(_eyeLeft);
+            this.cameraR.matrixWorld.copy(camera.matrixWorld).multiply(_eyeRight);
+        },
+    });
+
+    /**
+     * @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 mrdoob / http://mrdoob.com/
+     */
+
+    var _position$2 = new Vector3();
+    var _quaternion$3 = new Quaternion();
+    var _scale$1 = new Vector3();
+    var _orientation = new Vector3();
+
+    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;
+
+        this.timeDelta = 0;
+
+        // private
+
+        this._clock = new Clock();
+    }
+
+    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;
+            }
+
+            return this;
+        },
+
+        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);
+
+            return this;
+        },
+
+        getMasterVolume: function () {
+            return this.gain.gain.value;
+        },
+
+        setMasterVolume: function (value) {
+            this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01);
+
+            return this;
+        },
+
+        updateMatrixWorld: function (force) {
+            Object3D.prototype.updateMatrixWorld.call(this, force);
+
+            var listener = this.context.listener;
+            var up = this.up;
+
+            this.timeDelta = this._clock.getDelta();
+
+            this.matrixWorld.decompose(_position$2, _quaternion$3, _scale$1);
+
+            _orientation.set(0, 0, -1).applyQuaternion(_quaternion$3);
+
+            if (listener.positionX) {
+                // code path for Chrome (see #14393)
+
+                var endTime = this.context.currentTime + this.timeDelta;
+
+                listener.positionX.linearRampToValueAtTime(_position$2.x, endTime);
+                listener.positionY.linearRampToValueAtTime(_position$2.y, endTime);
+                listener.positionZ.linearRampToValueAtTime(_position$2.z, endTime);
+                listener.forwardX.linearRampToValueAtTime(_orientation.x, endTime);
+                listener.forwardY.linearRampToValueAtTime(_orientation.y, endTime);
+                listener.forwardZ.linearRampToValueAtTime(_orientation.z, endTime);
+                listener.upX.linearRampToValueAtTime(up.x, endTime);
+                listener.upY.linearRampToValueAtTime(up.y, endTime);
+                listener.upZ.linearRampToValueAtTime(up.z, endTime);
+            } else {
+                listener.setPosition(_position$2.x, _position$2.y, _position$2.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.listener = listener;
+        this.context = listener.context;
+
+        this.gain = this.context.createGain();
+        this.gain.connect(listener.getInput());
+
+        this.autoplay = false;
+
+        this.buffer = null;
+        this.detune = 0;
+        this.loop = false;
+        this.loopStart = 0;
+        this.loopEnd = 0;
+        this.offset = 0;
+        this.duration = undefined;
+        this.playbackRate = 1;
+        this.isPlaying = false;
+        this.hasPlaybackControl = true;
+        this.sourceType = 'empty';
+
+        this._startedAt = 0;
+        this._pausedAt = 0;
+
+        this.filters = [];
+    }
+
+    Audio.prototype = Object.assign(Object.create(Object3D.prototype), {
+        constructor: Audio,
+
+        getOutput: function () {
+            return this.gain;
+        },
+
+        setNodeSource: function (audioNode) {
+            this.hasPlaybackControl = false;
+            this.sourceType = 'audioNode';
+            this.source = audioNode;
+            this.connect();
+
+            return this;
+        },
+
+        setMediaElementSource: function (mediaElement) {
+            this.hasPlaybackControl = false;
+            this.sourceType = 'mediaNode';
+            this.source = this.context.createMediaElementSource(mediaElement);
+            this.connect();
+
+            return this;
+        },
+
+        setMediaStreamSource: function (mediaStream) {
+            this.hasPlaybackControl = false;
+            this.sourceType = 'mediaStreamNode';
+            this.source = this.context.createMediaStreamSource(mediaStream);
+            this.connect();
+
+            return this;
+        },
+
+        setBuffer: function (audioBuffer) {
+            this.buffer = audioBuffer;
+            this.sourceType = 'buffer';
+
+            if (this.autoplay) {
+                this.play();
+            }
+
+            return this;
+        },
+
+        play: function (delay) {
+            if (delay === undefined) {
+                delay = 0;
+            }
+
+            if (this.isPlaying === true) {
+                console.warn('THREE.Audio: Audio is already playing.');
+                return;
+            }
+
+            if (this.hasPlaybackControl === false) {
+                console.warn('THREE.Audio: this Audio has no playback control.');
+                return;
+            }
+
+            this._startedAt = this.context.currentTime + delay;
+
+            var source = this.context.createBufferSource();
+            source.buffer = this.buffer;
+            source.loop = this.loop;
+            source.loopStart = this.loopStart;
+            source.loopEnd = this.loopEnd;
+            source.onended = this.onEnded.bind(this);
+            source.start(this._startedAt, this._pausedAt + this.offset, this.duration);
+
+            this.isPlaying = true;
+
+            this.source = source;
+
+            this.setDetune(this.detune);
+            this.setPlaybackRate(this.playbackRate);
+
+            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._pausedAt = (this.context.currentTime - this._startedAt) * this.playbackRate;
+
+                this.source.stop();
+                this.source.onended = null;
+
+                this.isPlaying = false;
+            }
+
+            return this;
+        },
+
+        stop: function () {
+            if (this.hasPlaybackControl === false) {
+                console.warn('THREE.Audio: this Audio has no playback control.');
+                return;
+            }
+
+            this._pausedAt = 0;
+
+            this.source.stop();
+            this.source.onended = null;
+            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;
+        },
+
+        setDetune: function (value) {
+            this.detune = value;
+
+            if (this.source.detune === undefined) {
+                return;
+            } // only set detune when available
+
+            if (this.isPlaying === true) {
+                this.source.detune.setTargetAtTime(this.detune, this.context.currentTime, 0.01);
+            }
+
+            return this;
+        },
+
+        getDetune: function () {
+            return this.detune;
+        },
+
+        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.setTargetAtTime(this.playbackRate, this.context.currentTime, 0.01);
+            }
+
+            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;
+        },
+
+        setLoopStart: function (value) {
+            this.loopStart = value;
+
+            return this;
+        },
+
+        setLoopEnd: function (value) {
+            this.loopEnd = value;
+
+            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/
+     */
+
+    var _position$3 = new Vector3();
+    var _quaternion$4 = new Quaternion();
+    var _scale$2 = new Vector3();
+    var _orientation$1 = new Vector3();
+
+    function PositionalAudio(listener) {
+        Audio.call(this, listener);
+
+        this.panner = this.context.createPanner();
+        this.panner.panningModel = 'HRTF';
+        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;
+
+            return this;
+        },
+
+        getRolloffFactor: function () {
+            return this.panner.rolloffFactor;
+        },
+
+        setRolloffFactor: function (value) {
+            this.panner.rolloffFactor = value;
+
+            return this;
+        },
+
+        getDistanceModel: function () {
+            return this.panner.distanceModel;
+        },
+
+        setDistanceModel: function (value) {
+            this.panner.distanceModel = value;
+
+            return this;
+        },
+
+        getMaxDistance: function () {
+            return this.panner.maxDistance;
+        },
+
+        setMaxDistance: function (value) {
+            this.panner.maxDistance = value;
+
+            return this;
+        },
+
+        setDirectionalCone: function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
+            this.panner.coneInnerAngle = coneInnerAngle;
+            this.panner.coneOuterAngle = coneOuterAngle;
+            this.panner.coneOuterGain = coneOuterGain;
+
+            return this;
+        },
+
+        updateMatrixWorld: function (force) {
+            Object3D.prototype.updateMatrixWorld.call(this, force);
+
+            if (this.hasPlaybackControl === true && this.isPlaying === false) {
+                return;
+            }
+
+            this.matrixWorld.decompose(_position$3, _quaternion$4, _scale$2);
+
+            _orientation$1.set(0, 0, 1).applyQuaternion(_quaternion$4);
+
+            var panner = this.panner;
+
+            if (panner.positionX) {
+                // code path for Chrome and Firefox (see #14393)
+
+                var endTime = this.context.currentTime + this.listener.timeDelta;
+
+                panner.positionX.linearRampToValueAtTime(_position$3.x, endTime);
+                panner.positionY.linearRampToValueAtTime(_position$3.y, endTime);
+                panner.positionZ.linearRampToValueAtTime(_position$3.z, endTime);
+                panner.orientationX.linearRampToValueAtTime(_orientation$1.x, endTime);
+                panner.orientationY.linearRampToValueAtTime(_orientation$1.y, endTime);
+                panner.orientationZ.linearRampToValueAtTime(_orientation$1.z, endTime);
+            } else {
+                panner.setPosition(_position$3.x, _position$3.y, _position$3.z);
+                panner.setOrientation(_orientation$1.x, _orientation$1.y, _orientation$1.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 = '\\[\\]\\.:\\/';
+    var _reservedRe = new RegExp('[' + _RESERVED_CHARS_RE + ']', 'g');
+
+    // Attempts to allow node names from any language. ES5's `\w` regexp matches
+    // only latin characters, and the unicode \p{L} is not yet supported. So
+    // instead, we exclude reserved characters and match everything else.
+    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'];
+
+    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 (name) {
+            return name.replace(/\s/g, '_').replace(_reservedRe, '');
+        },
+
+        parseTrackName: function (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;
+
+            this.targetObject = targetObject;
+
+            if (targetObject.needsUpdate !== undefined) {
+                // material
+
+                versioning = this.Versioning.NeedsUpdate;
+            } else if (targetObject.matrixWorldNeedsUpdate !== undefined) {
+                // node transform
+
+                versioning = this.Versioning.MatrixWorldNeedsUpdate;
+            }
+
+            // determine how the property gets bound
+            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;
+            var duration = this._clip.duration;
+            var loop = this.loop;
+            var loopCount = this._loopCount;
+
+            var pingPong = loop === LoopPingPong;
+
+            if (deltaTime === 0) {
+                if (loopCount === -1) {
+                    return time;
+                }
+
+                return pingPong && (loopCount & 1) === 1 ? duration - time : time;
+            }
+
+            if (loop === LoopOnce) {
+                if (loopCount === -1) {
+                    // just started
+
+                    this._loopCount = 0;
+                    this._setEndings(true, true, false);
+                }
+
+                handle_stop: {
+                    if (time >= duration) {
+                        time = duration;
+                    } else if (time < 0) {
+                        time = 0;
+                    } else {
+                        this.time = time;
+
+                        break handle_stop;
+                    }
+
+                    if (this.clampWhenFinished) {
+                        this.paused = true;
+                    } else {
+                        this.enabled = false;
+                    }
+
+                    this.time = time;
+
+                    this._mixer.dispatchEvent({
+                        type: 'finished',
+                        action: this,
+                        direction: deltaTime < 0 ? -1 : 1,
+                    });
+                }
+            } else {
+                // repetitive Repeat or PingPong
+
+                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.time = time;
+
+                        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.time = time;
+
+                        this._mixer.dispatchEvent({
+                            type: 'loop',
+                            action: this,
+                            loopDelta: loopDelta,
+                        });
+                    }
+                } else {
+                    this.time = time;
+                }
+
+                if (pingPong && (loopCount & 1) === 1) {
+                    // invert time for the "pong round"
+
+                    return duration - 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];
+
+            if (Object.keys(bindingByName).length === 0) {
+                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;
+        },
+
+        // Allows you to seek to a specific time in an animation.
+        setTime: function (timeInSeconds) {
+            this.time = 0; // Zero out time attribute for AnimationMixer object;
+            for (var i = 0; i < this._actions.length; i++) {
+                this._actions[i].time = 0; // Zero out time attribute for all associated AnimationAction objects.
+            }
+
+            return this.update(timeInSeconds); // Update used to set exact time. Returns "this" AnimationMixer object.
+        },
+
+        // return this mixer's root target object
+        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 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 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.camera = null;
+
+        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();
+                this.camera = camera;
+            } else if (camera && camera.isOrthographicCamera) {
+                this.ray.origin
+                    .set(coords.x, coords.y, (camera.near + camera.far) / (camera.near - camera.far))
+                    .unproject(camera); // set origin in plane of camera
+                this.ray.direction.set(0, 0, -1).transformDirection(camera.matrixWorld);
+                this.camera = camera;
+            } 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 bhouston / http://clara.io
+     * @author WestLangley / http://github.com/WestLangley
+     *
+     * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
+     *
+     * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
+     * The azimuthal angle (theta) is measured from the positive z-axis.
+     */
+
+    function Spherical(radius, phi, theta) {
+        this.radius = radius !== undefined ? radius : 1.0;
+        this.phi = phi !== undefined ? phi : 0; // polar angle
+        this.theta = theta !== undefined ? theta : 0; // azimuthal angle
+
+        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 (v) {
+            return this.setFromCartesianCoords(v.x, v.y, v.z);
+        },
+
+        setFromCartesianCoords: function (x, y, z) {
+            this.radius = Math.sqrt(x * x + y * y + z * z);
+
+            if (this.radius === 0) {
+                this.theta = 0;
+                this.phi = 0;
+            } else {
+                this.theta = Math.atan2(x, z);
+                this.phi = Math.acos(_Math.clamp(y / this.radius, -1, 1));
+            }
+
+            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 (v) {
+            return this.setFromCartesianCoords(v.x, v.y, v.z);
+        },
+
+        setFromCartesianCoords: function (x, y, z) {
+            this.radius = Math.sqrt(x * x + z * z);
+            this.theta = Math.atan2(x, z);
+            this.y = y;
+
+            return this;
+        },
+    });
+
+    /**
+     * @author bhouston / http://clara.io
+     */
+
+    var _vector$6 = new Vector2();
+
+    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 (center, size) {
+            var halfSize = _vector$6.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 (point) {
+            var clampedPoint = _vector$6.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 bhouston / http://clara.io
+     */
+
+    var _startP = new Vector3();
+    var _startEnd = new Vector3();
+
+    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 (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 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
+     */
+
+    var _v1$5 = new Vector3();
+    var _v2$3 = new Vector3();
+    var _normalMatrix$1 = new Matrix3();
+    var _keys = ['a', 'b', 'c'];
+
+    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.setAttribute('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 () {
+        this.object.updateMatrixWorld(true);
+
+        _normalMatrix$1.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$5.copy(vertex).applyMatrix4(matrixWorld);
+
+                    _v2$3.copy(normal).applyMatrix3(_normalMatrix$1).normalize().multiplyScalar(this.size).add(_v1$5);
+
+                    position.setXYZ(idx, _v1$5.x, _v1$5.y, _v1$5.z);
+
+                    idx = idx + 1;
+
+                    position.setXYZ(idx, _v2$3.x, _v2$3.y, _v2$3.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$5.set(objPos.getX(j), objPos.getY(j), objPos.getZ(j)).applyMatrix4(matrixWorld);
+
+                _v2$3.set(objNorm.getX(j), objNorm.getY(j), objNorm.getZ(j));
+
+                _v2$3.applyMatrix3(_normalMatrix$1).normalize().multiplyScalar(this.size).add(_v1$5);
+
+                position.setXYZ(idx, _v1$5.x, _v1$5.y, _v1$5.z);
+
+                idx = idx + 1;
+
+                position.setXYZ(idx, _v2$3.x, _v2$3.y, _v2$3.z);
+
+                idx = idx + 1;
+            }
+        }
+
+        position.needsUpdate = true;
+    };
+
+    /**
+     * @author alteredq / http://alteredqualia.com/
+     * @author mrdoob / http://mrdoob.com/
+     * @author WestLangley / http://github.com/WestLangley
+     */
+
+    var _vector$7 = new Vector3();
+
+    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.setAttribute('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 () {
+        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$7.setFromMatrixPosition(this.light.target.matrixWorld);
+
+        this.cone.lookAt(_vector$7);
+
+        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
+     */
+
+    var _vector$8 = new Vector3();
+    var _boneMatrix = new Matrix4();
+    var _matrixWorldInv = new Matrix4();
+
+    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.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+        geometry.setAttribute('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 (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$8.setFromMatrixPosition(_boneMatrix);
+                position.setXYZ(j, _vector$8.x, _vector$8.y, _vector$8.z);
+
+                _boneMatrix.multiplyMatrices(_matrixWorldInv, bone.parent.matrixWorld);
+                _vector$8.setFromMatrixPosition(_boneMatrix);
+                position.setXYZ(j + 1, _vector$8.x, _vector$8.y, _vector$8.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.IcosahedronBufferGeometry( 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
+     *
+     *  This helper must be added as a child of the light
+     */
+
+    function RectAreaLightHelper(light, color) {
+        this.type = 'RectAreaLightHelper';
+
+        this.light = light;
+
+        this.color = color; // optional hardwired color for the helper
+
+        var positions = [1, 1, 0, -1, 1, 0, -1, -1, 0, 1, -1, 0, 1, 1, 0];
+
+        var geometry = new BufferGeometry();
+        geometry.setAttribute('position', new Float32BufferAttribute(positions, 3));
+        geometry.computeBoundingSphere();
+
+        var material = new LineBasicMaterial({ fog: false });
+
+        Line.call(this, geometry, material);
+
+        //
+
+        var positions2 = [1, 1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0];
+
+        var geometry2 = new BufferGeometry();
+        geometry2.setAttribute('position', new Float32BufferAttribute(positions2, 3));
+        geometry2.computeBoundingSphere();
+
+        this.add(new Mesh(geometry2, new MeshBasicMaterial({ side: BackSide, fog: false })));
+
+        this.update();
+    }
+
+    RectAreaLightHelper.prototype = Object.create(Line.prototype);
+    RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
+
+    RectAreaLightHelper.prototype.update = function () {
+        this.scale.set(0.5 * this.light.width, 0.5 * this.light.height, 1);
+
+        if (this.color !== undefined) {
+            this.material.color.set(this.color);
+            this.children[0].material.color.set(this.color);
+        } else {
+            this.material.color.copy(this.light.color).multiplyScalar(this.light.intensity);
+
+            // prevent hue shift
+            var c = this.material.color;
+            var max = Math.max(c.r, c.g, c.b);
+            if (max > 1) {
+                c.multiplyScalar(1 / max);
+            }
+
+            this.children[0].material.color.copy(this.material.color);
+        }
+    };
+
+    RectAreaLightHelper.prototype.dispose = function () {
+        this.geometry.dispose();
+        this.material.dispose();
+        this.children[0].geometry.dispose();
+        this.children[0].material.dispose();
+    };
+
+    /**
+     * @author alteredq / http://alteredqualia.com/
+     * @author mrdoob / http://mrdoob.com/
+     * @author Mugen87 / https://github.com/Mugen87
+     */
+
+    var _vector$9 = new Vector3();
+    var _color1 = new Color();
+    var _color2 = new Color();
+
+    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.setAttribute('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 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$9.setFromMatrixPosition(this.light.matrixWorld).negate());
+    };
+
+    /**
+     * @author WestLangley / http://github.com/WestLangley
+     */
+
+    function LightProbeHelper(lightProbe, size) {
+        this.lightProbe = lightProbe;
+
+        this.size = size;
+
+        var defines = {};
+        defines['GAMMA_OUTPUT'] = '';
+
+        // material
+        var material = new ShaderMaterial({
+            defines: defines,
+
+            uniforms: {
+                sh: { value: this.lightProbe.sh.coefficients }, // by reference
+
+                intensity: { value: this.lightProbe.intensity },
+            },
+
+            vertexShader: [
+                'varying vec3 vNormal;',
+
+                'void main() {',
+
+                '	vNormal = normalize( normalMatrix * normal );',
+
+                '	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
+
+                '}',
+            ].join('\n'),
+
+            fragmentShader: [
+                '#define RECIPROCAL_PI 0.318309886',
+
+                'vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {',
+
+                '	// matrix is assumed to be orthogonal',
+
+                '	return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );',
+
+                '}',
+
+                'vec3 linearToOutput( in vec3 a ) {',
+
+                '	#ifdef GAMMA_OUTPUT',
+
+                '		return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );',
+
+                '	#else',
+
+                '		return a;',
+
+                '	#endif',
+
+                '}',
+
+                '// source: https://graphics.stanford.edu/papers/envmap/envmap.pdf',
+                'vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {',
+
+                '	// normal is assumed to have unit length',
+
+                '	float x = normal.x, y = normal.y, z = normal.z;',
+
+                '	// band 0',
+                '	vec3 result = shCoefficients[ 0 ] * 0.886227;',
+
+                '	// band 1',
+                '	result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;',
+                '	result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;',
+                '	result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;',
+
+                '	// band 2',
+                '	result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;',
+                '	result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;',
+                '	result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );',
+                '	result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;',
+                '	result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );',
+
+                '	return result;',
+
+                '}',
+
+                'uniform vec3 sh[ 9 ]; // sh coefficients',
+
+                'uniform float intensity; // light probe intensity',
+
+                'varying vec3 vNormal;',
+
+                'void main() {',
+
+                '	vec3 normal = normalize( vNormal );',
+
+                '	vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );',
+
+                '	vec3 irradiance = shGetIrradianceAt( worldNormal, sh );',
+
+                '	vec3 outgoingLight = RECIPROCAL_PI * irradiance * intensity;',
+
+                '	outgoingLight = linearToOutput( outgoingLight );',
+
+                '	gl_FragColor = vec4( outgoingLight, 1.0 );',
+
+                '}',
+            ].join('\n'),
+        });
+
+        var geometry = new SphereBufferGeometry(1, 32, 16);
+
+        Mesh.call(this, geometry, material);
+
+        this.onBeforeRender();
+    }
+
+    LightProbeHelper.prototype = Object.create(Mesh.prototype);
+    LightProbeHelper.prototype.constructor = LightProbeHelper;
+
+    LightProbeHelper.prototype.dispose = function () {
+        this.geometry.dispose();
+        this.material.dispose();
+    };
+
+    LightProbeHelper.prototype.onBeforeRender = function () {
+        this.position.copy(this.lightProbe.position);
+
+        this.scale.set(1, 1, 1).multiplyScalar(this.size);
+
+        this.material.uniforms.intensity.value = this.lightProbe.intensity;
+    };
+
+    /**
+     * @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.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+        geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
+
+        var material = new LineBasicMaterial({ vertexColors: VertexColors });
+
+        LineSegments.call(this, geometry, material);
+    }
+
+    GridHelper.prototype = Object.assign(Object.create(LineSegments.prototype), {
+        constructor: GridHelper,
+
+        copy: function (source) {
+            LineSegments.prototype.copy.call(this, source);
+
+            this.geometry.copy(source.geometry);
+            this.material.copy(source.material);
+
+            return this;
+        },
+
+        clone: function () {
+            return new this.constructor().copy(this);
+        },
+    });
+
+    /**
+     * @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.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+        geometry.setAttribute('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 Mugen87 / http://github.com/Mugen87
+     */
+
+    function PositionalAudioHelper(audio, range, divisionsInnerAngle, divisionsOuterAngle) {
+        this.audio = audio;
+        this.range = range || 1;
+        this.divisionsInnerAngle = divisionsInnerAngle || 16;
+        this.divisionsOuterAngle = divisionsOuterAngle || 2;
+
+        var geometry = new BufferGeometry();
+        var divisions = this.divisionsInnerAngle + this.divisionsOuterAngle * 2;
+        var positions = new Float32Array((divisions * 3 + 3) * 3);
+        geometry.setAttribute('position', new BufferAttribute(positions, 3));
+
+        var materialInnerAngle = new LineBasicMaterial({ color: 0x00ff00 });
+        var materialOuterAngle = new LineBasicMaterial({ color: 0xffff00 });
+
+        Line.call(this, geometry, [materialOuterAngle, materialInnerAngle]);
+
+        this.update();
+    }
+
+    PositionalAudioHelper.prototype = Object.create(Line.prototype);
+    PositionalAudioHelper.prototype.constructor = PositionalAudioHelper;
+
+    PositionalAudioHelper.prototype.update = function () {
+        var audio = this.audio;
+        var range = this.range;
+        var divisionsInnerAngle = this.divisionsInnerAngle;
+        var divisionsOuterAngle = this.divisionsOuterAngle;
+
+        var coneInnerAngle = _Math.degToRad(audio.panner.coneInnerAngle);
+        var coneOuterAngle = _Math.degToRad(audio.panner.coneOuterAngle);
+
+        var halfConeInnerAngle = coneInnerAngle / 2;
+        var halfConeOuterAngle = coneOuterAngle / 2;
+
+        var start = 0;
+        var count = 0;
+        var i, stride;
+
+        var geometry = this.geometry;
+        var positionAttribute = geometry.attributes.position;
+
+        geometry.clearGroups();
+
+        //
+
+        function generateSegment(from, to, divisions, materialIndex) {
+            var step = (to - from) / divisions;
+
+            positionAttribute.setXYZ(start, 0, 0, 0);
+            count++;
+
+            for (i = from; i < to; i += step) {
+                stride = start + count;
+
+                positionAttribute.setXYZ(stride, Math.sin(i) * range, 0, Math.cos(i) * range);
+                positionAttribute.setXYZ(
+                    stride + 1,
+                    Math.sin(Math.min(i + step, to)) * range,
+                    0,
+                    Math.cos(Math.min(i + step, to)) * range
+                );
+                positionAttribute.setXYZ(stride + 2, 0, 0, 0);
+
+                count += 3;
+            }
+
+            geometry.addGroup(start, count, materialIndex);
+
+            start += count;
+            count = 0;
+        }
+
+        //
+
+        generateSegment(-halfConeOuterAngle, -halfConeInnerAngle, divisionsOuterAngle, 0);
+        generateSegment(-halfConeInnerAngle, halfConeInnerAngle, divisionsInnerAngle, 1);
+        generateSegment(halfConeInnerAngle, halfConeOuterAngle, divisionsOuterAngle, 0);
+
+        //
+
+        positionAttribute.needsUpdate = true;
+
+        if (coneInnerAngle === coneOuterAngle) {
+            this.material[0].visible = false;
+        }
+    };
+
+    PositionalAudioHelper.prototype.dispose = function () {
+        this.geometry.dispose();
+        this.material[0].dispose();
+        this.material[1].dispose();
+    };
+
+    /**
+     * @author mrdoob / http://mrdoob.com/
+     * @author WestLangley / http://github.com/WestLangley
+     */
+
+    var _v1$6 = new Vector3();
+    var _v2$4 = new Vector3();
+    var _normalMatrix$2 = new Matrix3();
+
+    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.setAttribute('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 () {
+        this.object.updateMatrixWorld(true);
+
+        _normalMatrix$2.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$6
+                .copy(vertices[face.a])
+                .add(vertices[face.b])
+                .add(vertices[face.c])
+                .divideScalar(3)
+                .applyMatrix4(matrixWorld);
+
+            _v2$4.copy(normal).applyMatrix3(_normalMatrix$2).normalize().multiplyScalar(this.size).add(_v1$6);
+
+            position.setXYZ(idx, _v1$6.x, _v1$6.y, _v1$6.z);
+
+            idx = idx + 1;
+
+            position.setXYZ(idx, _v2$4.x, _v2$4.y, _v2$4.z);
+
+            idx = idx + 1;
+        }
+
+        position.needsUpdate = true;
+    };
+
+    /**
+     * @author alteredq / http://alteredqualia.com/
+     * @author mrdoob / http://mrdoob.com/
+     * @author WestLangley / http://github.com/WestLangley
+     */
+
+    var _v1$7 = new Vector3();
+    var _v2$5 = new Vector3();
+    var _v3$1 = new Vector3();
+
+    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.setAttribute(
+            '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.setAttribute('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 () {
+        _v1$7.setFromMatrixPosition(this.light.matrixWorld);
+        _v2$5.setFromMatrixPosition(this.light.target.matrixWorld);
+        _v3$1.subVectors(_v2$5, _v1$7);
+
+        this.lightPlane.lookAt(_v2$5);
+
+        if (this.color !== undefined) {
+            this.lightPlane.material.color.set(this.color);
+            this.targetLine.material.color.set(this.color);
+        } else {
+            this.lightPlane.material.color.copy(this.light.color);
+            this.targetLine.material.color.copy(this.light.color);
+        }
+
+        this.targetLine.lookAt(_v2$5);
+        this.targetLine.scale.z = _v3$1.length();
+    };
+
+    /**
+     * @author alteredq / http://alteredqualia.com/
+     * @author Mugen87 / https://github.com/Mugen87
+     *
+     *	- shows frustum, line of sight and up of the camera
+     *	- suitable for fast updates
+     * 	- based on frustum visualization in lightgl.js shadowmap example
+     *		http://evanw.github.com/lightgl.js/tests/shadowmap.html
+     */
+
+    var _vector$a = new Vector3();
+    var _camera = new Camera();
+
+    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.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+        geometry.setAttribute('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 = this.geometry;
+        var pointMap = this.pointMap;
+
+        var w = 1,
+            h = 1;
+
+        // we need just camera projection matrix inverse
+        // world matrix must be identity
+
+        _camera.projectionMatrixInverse.copy(this.camera.projectionMatrixInverse);
+
+        // center / target
+
+        setPoint('c', pointMap, geometry, _camera, 0, 0, -1);
+        setPoint('t', pointMap, geometry, _camera, 0, 0, 1);
+
+        // near
+
+        setPoint('n1', pointMap, geometry, _camera, -w, -h, -1);
+        setPoint('n2', pointMap, geometry, _camera, w, -h, -1);
+        setPoint('n3', pointMap, geometry, _camera, -w, h, -1);
+        setPoint('n4', pointMap, geometry, _camera, w, h, -1);
+
+        // far
+
+        setPoint('f1', pointMap, geometry, _camera, -w, -h, 1);
+        setPoint('f2', pointMap, geometry, _camera, w, -h, 1);
+        setPoint('f3', pointMap, geometry, _camera, -w, h, 1);
+        setPoint('f4', pointMap, geometry, _camera, w, h, 1);
+
+        // up
+
+        setPoint('u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, -1);
+        setPoint('u2', pointMap, geometry, _camera, -w * 0.7, h * 1.1, -1);
+        setPoint('u3', pointMap, geometry, _camera, 0, h * 2, -1);
+
+        // cross
+
+        setPoint('cf1', pointMap, geometry, _camera, -w, 0, 1);
+        setPoint('cf2', pointMap, geometry, _camera, w, 0, 1);
+        setPoint('cf3', pointMap, geometry, _camera, 0, -h, 1);
+        setPoint('cf4', pointMap, geometry, _camera, 0, h, 1);
+
+        setPoint('cn1', pointMap, geometry, _camera, -w, 0, -1);
+        setPoint('cn2', pointMap, geometry, _camera, w, 0, -1);
+        setPoint('cn3', pointMap, geometry, _camera, 0, -h, -1);
+        setPoint('cn4', pointMap, geometry, _camera, 0, h, -1);
+
+        geometry.getAttribute('position').needsUpdate = true;
+    };
+
+    function setPoint(point, pointMap, geometry, camera, x, y, z) {
+        _vector$a.set(x, y, z).unproject(camera);
+
+        var points = pointMap[point];
+
+        if (points !== undefined) {
+            var position = geometry.getAttribute('position');
+
+            for (var i = 0, l = points.length; i < l; i++) {
+                position.setXYZ(points[i], _vector$a.x, _vector$a.y, _vector$a.z);
+            }
+        }
+    }
+
+    /**
+     * @author mrdoob / http://mrdoob.com/
+     * @author Mugen87 / http://github.com/Mugen87
+     */
+
+    var _box$3 = new Box3();
+
+    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.setAttribute('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 (object) {
+        if (object !== undefined) {
+            console.warn('THREE.BoxHelper: .update() has no longer arguments.');
+        }
+
+        if (this.object !== undefined) {
+            _box$3.setFromObject(this.object);
+        }
+
+        if (_box$3.isEmpty()) {
+            return;
+        }
+
+        var min = _box$3.min;
+        var max = _box$3.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;
+    };
+
+    BoxHelper.prototype.copy = function (source) {
+        LineSegments.prototype.copy.call(this, source);
+
+        this.object = source.object;
+
+        return this;
+    };
+
+    BoxHelper.prototype.clone = function () {
+        return new this.constructor().copy(this);
+    };
+
+    /**
+     * @author WestLangley / http://github.com/WestLangley
+     */
+
+    function Box3Helper(box, color) {
+        this.type = 'Box3Helper';
+
+        this.box = box;
+
+        color = 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 = [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.setAttribute('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.setAttribute('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.setAttribute('position', new Float32BufferAttribute(positions2, 3));
+        geometry2.computeBoundingSphere();
+
+        this.add(
+            new Mesh(
+                geometry2,
+                new MeshBasicMaterial({ color: color, opacity: 0.2, transparent: true, depthWrite: false })
+            )
+        );
+    }
+
+    PlaneHelper.prototype = Object.create(Line.prototype);
+    PlaneHelper.prototype.constructor = PlaneHelper;
+
+    PlaneHelper.prototype.updateMatrixWorld = function (force) {
+        var scale = -this.plane.constant;
+
+        if (Math.abs(scale) < 1e-8) {
+            scale = 1e-8;
+        } // sign does not matter
+
+        this.scale.set(0.5 * this.size, 0.5 * this.size, scale);
+
+        this.children[0].material.side = scale < 0 ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
+
+        this.lookAt(this.plane.normal);
+
+        Object3D.prototype.updateMatrixWorld.call(this, force);
+    };
+
+    /**
+     * @author WestLangley / http://github.com/WestLangley
+     * @author zz85 / http://github.com/zz85
+     * @author bhouston / http://clara.io
+     *
+     * Creates an arrow for visualizing directions
+     *
+     * Parameters:
+     *  dir - Vector3
+     *  origin - Vector3
+     *  length - Number
+     *  color - color in hex value
+     *  headLength - Number
+     *  headWidth - Number
+     */
+
+    var _axis = new Vector3();
+    var _lineGeometry, _coneGeometry;
+
+    function ArrowHelper(dir, origin, length, color, headLength, headWidth) {
+        // dir is assumed to be normalized
+
+        Object3D.call(this);
+
+        if (dir === undefined) {
+            dir = new Vector3(0, 0, 1);
+        }
+        if (origin === undefined) {
+            origin = new Vector3(0, 0, 0);
+        }
+        if (length === undefined) {
+            length = 1;
+        }
+        if (color === undefined) {
+            color = 0xffff00;
+        }
+        if (headLength === undefined) {
+            headLength = 0.2 * length;
+        }
+        if (headWidth === undefined) {
+            headWidth = 0.2 * headLength;
+        }
+
+        if (_lineGeometry === undefined) {
+            _lineGeometry = new BufferGeometry();
+            _lineGeometry.setAttribute('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 (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();
+
+            var 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(0.0001, length - headLength), 1); // see #17458
+        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.set(color);
+        this.cone.material.color.set(color);
+    };
+
+    ArrowHelper.prototype.copy = function (source) {
+        Object3D.prototype.copy.call(this, source, false);
+
+        this.line.copy(source.line);
+        this.cone.copy(source.cone);
+
+        return this;
+    };
+
+    ArrowHelper.prototype.clone = function () {
+        return new this.constructor().copy(this);
+    };
+
+    /**
+     * @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.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+        geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
+
+        var material = new LineBasicMaterial({ vertexColors: VertexColors });
+
+        LineSegments.call(this, geometry, material);
+    }
+
+    AxesHelper.prototype = Object.create(LineSegments.prototype);
+    AxesHelper.prototype.constructor = AxesHelper;
+
+    /**
+     * @author mrdoob / http://mrdoob.com/
+     */
+
+    function Face4(a, b, c, d, normal, color, materialIndex) {
+        console.warn('THREE.Face4 has been removed. A THREE.Face3 will be created instead.');
+        return new Face3(a, b, c, normal, color, materialIndex);
+    }
+
+    var LineStrip = 0;
+
+    var LinePieces = 1;
+
+    function MeshFaceMaterial(materials) {
+        console.warn('THREE.MeshFaceMaterial has been removed. Use an Array instead.');
+        return materials;
+    }
+
+    function MultiMaterial(materials) {
+        if (materials === undefined) {
+            materials = [];
+        }
+
+        console.warn('THREE.MultiMaterial has been removed. Use an Array instead.');
+        materials.isMultiMaterial = true;
+        materials.materials = materials;
+        materials.clone = function () {
+            return materials.slice();
+        };
+        return materials;
+    }
+
+    function PointCloud(geometry, material) {
+        console.warn('THREE.PointCloud has been renamed to THREE.Points.');
+        return new Points(geometry, material);
+    }
+
+    function Particle(material) {
+        console.warn('THREE.Particle has been renamed to THREE.Sprite.');
+        return new Sprite(material);
+    }
+
+    function ParticleSystem(geometry, material) {
+        console.warn('THREE.ParticleSystem has been renamed to THREE.Points.');
+        return new Points(geometry, material);
+    }
+
+    function PointCloudMaterial(parameters) {
+        console.warn('THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.');
+        return new PointsMaterial(parameters);
+    }
+
+    function ParticleBasicMaterial(parameters) {
+        console.warn('THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.');
+        return new PointsMaterial(parameters);
+    }
+
+    function ParticleSystemMaterial(parameters) {
+        console.warn('THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.');
+        return new PointsMaterial(parameters);
+    }
+
+    function Vertex(x, y, z) {
+        console.warn('THREE.Vertex has been removed. Use THREE.Vector3 instead.');
+        return new Vector3(x, y, z);
+    }
+
+    //
+
+    function DynamicBufferAttribute(array, itemSize) {
+        console.warn(
+            'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.'
+        );
+        return new BufferAttribute(array, itemSize).setDynamic(true);
+    }
+
+    function Int8Attribute(array, itemSize) {
+        console.warn('THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.');
+        return new Int8BufferAttribute(array, itemSize);
+    }
+
+    function Uint8Attribute(array, itemSize) {
+        console.warn('THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.');
+        return new Uint8BufferAttribute(array, itemSize);
+    }
+
+    function Uint8ClampedAttribute(array, itemSize) {
+        console.warn(
+            'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.'
+        );
+        return new Uint8ClampedBufferAttribute(array, itemSize);
+    }
+
+    function Int16Attribute(array, itemSize) {
+        console.warn('THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.');
+        return new Int16BufferAttribute(array, itemSize);
+    }
+
+    function Uint16Attribute(array, itemSize) {
+        console.warn('THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.');
+        return new Uint16BufferAttribute(array, itemSize);
+    }
+
+    function Int32Attribute(array, itemSize) {
+        console.warn('THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.');
+        return new Int32BufferAttribute(array, itemSize);
+    }
+
+    function Uint32Attribute(array, itemSize) {
+        console.warn('THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.');
+        return new Uint32BufferAttribute(array, itemSize);
+    }
+
+    function Float32Attribute(array, itemSize) {
+        console.warn('THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.');
+        return new Float32BufferAttribute(array, itemSize);
+    }
+
+    function Float64Attribute(array, itemSize) {
+        console.warn('THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.');
+        return new Float64BufferAttribute(array, itemSize);
+    }
+
+    //
+
+    Curve.create = function (construct, getPoint) {
+        console.log('THREE.Curve.create() has been deprecated');
+
+        construct.prototype = Object.create(Curve.prototype);
+        construct.prototype.constructor = construct;
+        construct.prototype.getPoint = getPoint;
+
+        return construct;
+    };
+
+    //
+
+    Object.assign(CurvePath.prototype, {
+        createPointsGeometry: function (divisions) {
+            console.warn(
+                'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.'
+            );
+
+            // generate geometry from path points (for Line or Points objects)
+
+            var pts = this.getPoints(divisions);
+            return this.createGeometry(pts);
+        },
+
+        createSpacedPointsGeometry: function (divisions) {
+            console.warn(
+                'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.'
+            );
+
+            // generate geometry from equidistant sampling along the path
+
+            var pts = this.getSpacedPoints(divisions);
+            return this.createGeometry(pts);
+        },
+
+        createGeometry: function (points) {
+            console.warn(
+                'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.'
+            );
+
+            var geometry = new Geometry();
+
+            for (var i = 0, l = points.length; i < l; i++) {
+                var point = points[i];
+                geometry.vertices.push(new Vector3(point.x, point.y, point.z || 0));
+            }
+
+            return geometry;
+        },
+    });
+
+    //
+
+    Object.assign(Path.prototype, {
+        fromPoints: function (points) {
+            console.warn('THREE.Path: .fromPoints() has been renamed to .setFromPoints().');
+            return this.setFromPoints(points);
+        },
+    });
+
+    //
+
+    function ClosedSplineCurve3(points) {
+        console.warn('THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.');
+
+        CatmullRomCurve3.call(this, points);
+        this.type = 'catmullrom';
+        this.closed = true;
+    }
+
+    ClosedSplineCurve3.prototype = Object.create(CatmullRomCurve3.prototype);
+
+    //
+
+    function SplineCurve3(points) {
+        console.warn('THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.');
+
+        CatmullRomCurve3.call(this, points);
+        this.type = 'catmullrom';
+    }
+
+    SplineCurve3.prototype = Object.create(CatmullRomCurve3.prototype);
+
+    //
+
+    function Spline(points) {
+        console.warn('THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.');
+
+        CatmullRomCurve3.call(this, points);
+        this.type = 'catmullrom';
+    }
+
+    Spline.prototype = Object.create(CatmullRomCurve3.prototype);
+
+    Object.assign(Spline.prototype, {
+        initFromArray: function (/* a */) {
+            console.error('THREE.Spline: .initFromArray() has been removed.');
+        },
+        getControlPointsArray: function (/* optionalTarget */) {
+            console.error('THREE.Spline: .getControlPointsArray() has been removed.');
+        },
+        reparametrizeByArcLength: function (/* samplingCoef */) {
+            console.error('THREE.Spline: .reparametrizeByArcLength() has been removed.');
+        },
+    });
+
+    //
+
+    function AxisHelper(size) {
+        console.warn('THREE.AxisHelper has been renamed to THREE.AxesHelper.');
+        return new AxesHelper(size);
+    }
+
+    function BoundingBoxHelper(object, color) {
+        console.warn('THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.');
+        return new BoxHelper(object, color);
+    }
+
+    function EdgesHelper(object, hex) {
+        console.warn('THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.');
+        return new LineSegments(
+            new EdgesGeometry(object.geometry),
+            new LineBasicMaterial({ color: hex !== undefined ? hex : 0xffffff })
+        );
+    }
+
+    GridHelper.prototype.setColors = function () {
+        console.error('THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.');
+    };
+
+    SkeletonHelper.prototype.update = function () {
+        console.error('THREE.SkeletonHelper: update() no longer needs to be called.');
+    };
+
+    function WireframeHelper(object, hex) {
+        console.warn('THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.');
+        return new LineSegments(
+            new WireframeGeometry(object.geometry),
+            new LineBasicMaterial({ color: hex !== undefined ? hex : 0xffffff })
+        );
+    }
+
+    //
+
+    Object.assign(Loader.prototype, {
+        extractUrlBase: function (url) {
+            console.warn(
+                'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.'
+            );
+            return LoaderUtils.extractUrlBase(url);
+        },
+    });
+
+    Loader.Handlers = {
+        add: function (/* regex, loader */) {
+            console.error('THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.');
+        },
+
+        get: function (/* file */) {
+            console.error('THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.');
+        },
+    };
+
+    function XHRLoader(manager) {
+        console.warn('THREE.XHRLoader has been renamed to THREE.FileLoader.');
+        return new FileLoader(manager);
+    }
+
+    function BinaryTextureLoader(manager) {
+        console.warn('THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.');
+        return new DataTextureLoader(manager);
+    }
+
+    Object.assign(ObjectLoader.prototype, {
+        setTexturePath: function (value) {
+            console.warn('THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().');
+            return this.setResourcePath(value);
+        },
+    });
+
+    //
+
+    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 () {
+            console.warn(
+                'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.'
+            );
+            return new Vector3().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.');
+        },
+    });
+
+    SkinnedMesh.prototype.initBones = function () {
+        console.error('THREE.SkinnedMesh: initBones() 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;
+            },
+        },
+        dynamic: {
+            get: function () {
+                console.warn('THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.');
+                return this.usage === DynamicDrawUsage;
+            },
+            set: function (/* value */) {
+                console.warn('THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.');
+                this.setUsage(DynamicDrawUsage);
+            },
+        },
+    });
+
+    Object.assign(BufferAttribute.prototype, {
+        setDynamic: function (value) {
+            console.warn('THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.');
+            this.setUsage(value === true ? DynamicDrawUsage : StaticDrawUsage);
+            return this;
+        },
+        copyIndicesArray: function (/* indices */) {
+            console.error('THREE.BufferAttribute: .copyIndicesArray() has been removed.');
+        },
+        setArray: function (/* array */) {
+            console.error(
+                'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers'
+            );
+        },
+    });
+
+    Object.assign(BufferGeometry.prototype, {
+        addIndex: function (index) {
+            console.warn('THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().');
+            this.setIndex(index);
+        },
+        addAttribute: function (name, attribute) {
+            console.warn('THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().');
+
+            if (!(attribute && attribute.isBufferAttribute) && !(attribute && attribute.isInterleavedBufferAttribute)) {
+                console.warn('THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).');
+
+                return this.setAttribute(name, new BufferAttribute(arguments[1], arguments[2]));
+            }
+
+            if (name === 'index') {
+                console.warn('THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.');
+                this.setIndex(attribute);
+
+                return this;
+            }
+
+            return this.setAttribute(name, attribute);
+        },
+        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.');
+        },
+        removeAttribute: function (name) {
+            console.warn('THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().');
+
+            return this.deleteAttribute(name);
+        },
+    });
+
+    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.defineProperties(InterleavedBuffer.prototype, {
+        dynamic: {
+            get: function () {
+                console.warn('THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.');
+                return this.usage === DynamicDrawUsage;
+            },
+            set: function (value) {
+                console.warn('THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.');
+                this.setUsage(value);
+            },
+        },
+    });
+
+    Object.assign(InterleavedBuffer.prototype, {
+        setDynamic: function (value) {
+            console.warn('THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.');
+            this.setUsage(value === true ? DynamicDrawUsage : StaticDrawUsage);
+            return this;
+        },
+        setArray: function (/* array */) {
+            console.error(
+                'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers'
+            );
+        },
+    });
+
+    //
+
+    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.');
+            },
+        },
+
+        overdraw: {
+            get: function () {
+                console.warn('THREE.Material: .overdraw has been removed.');
+            },
+            set: function () {
+                console.warn('THREE.Material: .overdraw has been removed.');
+            },
+        },
+
+        wrapRGB: {
+            get: function () {
+                console.warn('THREE.Material: .wrapRGB has been removed.');
+                return new Color();
+            },
+        },
+
+        shading: {
+            get: function () {
+                console.error(
+                    'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.'
+                );
+            },
+            set: function (value) {
+                console.warn(
+                    'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.'
+                );
+                this.flatShading = value === FlatShading;
+            },
+        },
+
+        stencilMask: {
+            get: function () {
+                console.warn('THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.');
+                return this.stencilFuncMask;
+            },
+            set: function (value) {
+                console.warn('THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.');
+                this.stencilFuncMask = value;
+            },
+        },
+    });
+
+    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, {
+        clearTarget: function (renderTarget, color, depth, stencil) {
+            console.warn(
+                'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.'
+            );
+            this.setRenderTarget(renderTarget);
+            this.clear(color, depth, stencil);
+        },
+        animate: function (callback) {
+            console.warn('THREE.WebGLRenderer: .animate() is now .setAnimationLoop().');
+            this.setAnimationLoop(callback);
+        },
+        getCurrentRenderTarget: function () {
+            console.warn('THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().');
+            return this.getRenderTarget();
+        },
+        getMaxAnisotropy: function () {
+            console.warn('THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().');
+            return this.capabilities.getMaxAnisotropy();
+        },
+        getPrecision: function () {
+            console.warn('THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.');
+            return this.capabilities.precision;
+        },
+        resetGLState: function () {
+            console.warn('THREE.WebGLRenderer: .resetGLState() is now .state.reset().');
+            return this.state.reset();
+        },
+        supportsFloatTextures: function () {
+            console.warn(
+                "THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( 'OES_texture_float' )."
+            );
+            return this.extensions.get('OES_texture_float');
+        },
+        supportsHalfFloatTextures: function () {
+            console.warn(
+                "THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( 'OES_texture_half_float' )."
+            );
+            return this.extensions.get('OES_texture_half_float');
+        },
+        supportsStandardDerivatives: function () {
+            console.warn(
+                "THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( 'OES_standard_derivatives' )."
+            );
+            return this.extensions.get('OES_standard_derivatives');
+        },
+        supportsCompressedTextureS3TC: function () {
+            console.warn(
+                "THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( 'WEBGL_compressed_texture_s3tc' )."
+            );
+            return this.extensions.get('WEBGL_compressed_texture_s3tc');
+        },
+        supportsCompressedTexturePVRTC: function () {
+            console.warn(
+                "THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( 'WEBGL_compressed_texture_pvrtc' )."
+            );
+            return this.extensions.get('WEBGL_compressed_texture_pvrtc');
+        },
+        supportsBlendMinMax: function () {
+            console.warn("THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( 'EXT_blend_minmax' ).");
+            return this.extensions.get('EXT_blend_minmax');
+        },
+        supportsVertexTextures: function () {
+            console.warn('THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.');
+            return this.capabilities.vertexTextures;
+        },
+        supportsInstancedArrays: function () {
+            console.warn(
+                "THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( 'ANGLE_instanced_arrays' )."
+            );
+            return this.extensions.get('ANGLE_instanced_arrays');
+        },
+        enableScissorTest: function (boolean) {
+            console.warn('THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().');
+            this.setScissorTest(boolean);
+        },
+        initMaterial: function () {
+            console.warn('THREE.WebGLRenderer: .initMaterial() has been removed.');
+        },
+        addPrePlugin: function () {
+            console.warn('THREE.WebGLRenderer: .addPrePlugin() has been removed.');
+        },
+        addPostPlugin: function () {
+            console.warn('THREE.WebGLRenderer: .addPostPlugin() has been removed.');
+        },
+        updateShadowMap: function () {
+            console.warn('THREE.WebGLRenderer: .updateShadowMap() has been removed.');
+        },
+        setFaceCulling: function () {
+            console.warn('THREE.WebGLRenderer: .setFaceCulling() has been removed.');
+        },
+        allocTextureUnit: function () {
+            console.warn('THREE.WebGLRenderer: .allocTextureUnit() has been removed.');
+        },
+        setTexture: function () {
+            console.warn('THREE.WebGLRenderer: .setTexture() has been removed.');
+        },
+        setTexture2D: function () {
+            console.warn('THREE.WebGLRenderer: .setTexture2D() has been removed.');
+        },
+        setTextureCube: function () {
+            console.warn('THREE.WebGLRenderer: .setTextureCube() has been removed.');
+        },
+        getActiveMipMapLevel: function () {
+            console.warn('THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().');
+            return this.getActiveMipmapLevel();
+        },
+    });
+
+    Object.defineProperties(WebGLRenderer.prototype, {
+        shadowMapEnabled: {
+            get: function () {
+                return this.shadowMap.enabled;
+            },
+            set: function (value) {
+                console.warn('THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.');
+                this.shadowMap.enabled = value;
+            },
+        },
+        shadowMapType: {
+            get: function () {
+                return this.shadowMap.type;
+            },
+            set: function (value) {
+                console.warn('THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.');
+                this.shadowMap.type = value;
+            },
+        },
+        shadowMapCullFace: {
+            get: function () {
+                console.warn(
+                    'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.'
+                );
+                return undefined;
+            },
+            set: function (/* value */) {
+                console.warn(
+                    'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.'
+                );
+            },
+        },
+        context: {
+            get: function () {
+                console.warn('THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.');
+                return this.getContext();
+            },
+        },
+    });
+
+    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(WebGLRenderTargetCube.prototype, {
+        activeCubeFace: {
+            set: function (/* value */) {
+                console.warn(
+                    'THREE.WebGLRenderTargetCube: .activeCubeFace has been removed. It is now the second parameter of WebGLRenderer.setRenderTarget().'
+                );
+            },
+        },
+        activeMipMapLevel: {
+            set: function (/* value */) {
+                console.warn(
+                    'THREE.WebGLRenderTargetCube: .activeMipMapLevel has been removed. It is now the third parameter of WebGLRenderer.setRenderTarget().'
+                );
+            },
+        },
+    });
+
+    //
+
+    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.');
+            },
+        },
+        userHeight: {
+            set: function (/* value */) {
+                console.warn('THREE.WebVRManager: .userHeight has been removed.');
+            },
+        },
+    });
+
+    //
+
+    Object.defineProperties(Audio.prototype, {
+        load: {
+            value: 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;
+            },
+        },
+        startTime: {
+            set: function () {
+                console.warn('THREE.Audio: .startTime is now .play( delay ).');
+            },
+        },
+    });
+
+    AudioAnalyser.prototype.getData = function () {
+        console.warn('THREE.AudioAnalyser: .getData() is now .getFrequencyData().');
+        return this.getFrequencyData();
+    };
+
+    //
+
+    CubeCamera.prototype.updateCubeMap = function (renderer, scene) {
+        console.warn('THREE.CubeCamera: .updateCubeMap() is now .update().');
+        return this.update(renderer, scene);
+    };
+
+    //
+
+    var GeometryUtils = {
+        merge: function (geometry1, geometry2, materialIndexOffset) {
+            console.warn(
+                'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.'
+            );
+            var matrix;
+
+            if (geometry2.isMesh) {
+                geometry2.matrixAutoUpdate && geometry2.updateMatrix();
+
+                matrix = geometry2.matrix;
+                geometry2 = geometry2.geometry;
+            }
+
+            geometry1.merge(geometry2, matrix, materialIndexOffset);
+        },
+
+        center: function (geometry) {
+            console.warn('THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.');
+            return geometry.center();
+        },
+    };
+
+    ImageUtils.crossOrigin = undefined;
+
+    ImageUtils.loadTexture = function (url, mapping, onLoad, onError) {
+        console.warn('THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.');
+
+        var loader = new TextureLoader();
+        loader.setCrossOrigin(this.crossOrigin);
+
+        var texture = loader.load(url, onLoad, undefined, onError);
+
+        if (mapping) {
+            texture.mapping = mapping;
+        }
+
+        return texture;
+    };
+
+    ImageUtils.loadTextureCube = function (urls, mapping, onLoad, onError) {
+        console.warn('THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.');
+
+        var loader = new CubeTextureLoader();
+        loader.setCrossOrigin(this.crossOrigin);
+
+        var texture = loader.load(urls, onLoad, undefined, onError);
+
+        if (mapping) {
+            texture.mapping = mapping;
+        }
+
+        return texture;
+    };
+
+    ImageUtils.loadCompressedTexture = function () {
+        console.error('THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.');
+    };
+
+    ImageUtils.loadCompressedTextureCube = function () {
+        console.error('THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.');
+    };
+
+    //
+
+    function CanvasRenderer() {
+        console.error('THREE.CanvasRenderer has been removed');
+    }
+
+    //
+
+    function JSONLoader() {
+        console.error('THREE.JSONLoader has been removed.');
+    }
+
+    //
+
+    var SceneUtils = {
+        createMultiMaterialObject: function (/* geometry, materials */) {
+            console.error('THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js');
+        },
+
+        detach: function (/* child, parent, scene */) {
+            console.error('THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js');
+        },
+
+        attach: function (/* child, scene, parent */) {
+            console.error('THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js');
+        },
+    };
+
+    //
+
+    function LensFlare() {
+        console.error('THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js');
+    }
+
+    if (typeof __THREE_DEVTOOLS__ !== 'undefined') {
+        /* eslint-disable no-undef */
+        __THREE_DEVTOOLS__.dispatchEvent(
+            new CustomEvent('register', {
+                detail: {
+                    revision: REVISION,
+                },
+            })
+        );
+        /* eslint-enable no-undef */
+    }
+
+    exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
+    exports.AddEquation = AddEquation;
+    exports.AddOperation = AddOperation;
+    exports.AdditiveBlending = AdditiveBlending;
+    exports.AlphaFormat = AlphaFormat;
+    exports.AlwaysDepth = AlwaysDepth;
+    exports.AlwaysStencilFunc = AlwaysStencilFunc;
+    exports.AmbientLight = AmbientLight;
+    exports.AmbientLightProbe = AmbientLightProbe;
+    exports.AnimationClip = AnimationClip;
+    exports.AnimationLoader = AnimationLoader;
+    exports.AnimationMixer = AnimationMixer;
+    exports.AnimationObjectGroup = AnimationObjectGroup;
+    exports.AnimationUtils = AnimationUtils;
+    exports.ArcCurve = ArcCurve;
+    exports.ArrayCamera = ArrayCamera;
+    exports.ArrowHelper = ArrowHelper;
+    exports.Audio = Audio;
+    exports.AudioAnalyser = AudioAnalyser;
+    exports.AudioContext = AudioContext;
+    exports.AudioListener = AudioListener;
+    exports.AudioLoader = AudioLoader;
+    exports.AxesHelper = AxesHelper;
+    exports.AxisHelper = AxisHelper;
+    exports.BackSide = BackSide;
+    exports.BasicDepthPacking = BasicDepthPacking;
+    exports.BasicShadowMap = BasicShadowMap;
+    exports.BinaryTextureLoader = BinaryTextureLoader;
+    exports.Bone = Bone;
+    exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
+    exports.BoundingBoxHelper = BoundingBoxHelper;
+    exports.Box2 = Box2;
+    exports.Box3 = Box3;
+    exports.Box3Helper = Box3Helper;
+    exports.BoxBufferGeometry = BoxBufferGeometry;
+    exports.BoxGeometry = BoxGeometry;
+    exports.BoxHelper = BoxHelper;
+    exports.BufferAttribute = BufferAttribute;
+    exports.BufferGeometry = BufferGeometry;
+    exports.BufferGeometryLoader = BufferGeometryLoader;
+    exports.ByteType = ByteType;
+    exports.Cache = Cache;
+    exports.Camera = Camera;
+    exports.CameraHelper = CameraHelper;
+    exports.CanvasRenderer = CanvasRenderer;
+    exports.CanvasTexture = CanvasTexture;
+    exports.CatmullRomCurve3 = CatmullRomCurve3;
+    exports.CineonToneMapping = CineonToneMapping;
+    exports.CircleBufferGeometry = CircleBufferGeometry;
+    exports.CircleGeometry = CircleGeometry;
+    exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
+    exports.Clock = Clock;
+    exports.ClosedSplineCurve3 = ClosedSplineCurve3;
+    exports.Color = Color;
+    exports.ColorKeyframeTrack = ColorKeyframeTrack;
+    exports.CompressedTexture = CompressedTexture;
+    exports.CompressedTextureLoader = CompressedTextureLoader;
+    exports.ConeBufferGeometry = ConeBufferGeometry;
+    exports.ConeGeometry = ConeGeometry;
+    exports.CubeCamera = CubeCamera;
+    exports.CubeGeometry = BoxGeometry;
+    exports.CubeReflectionMapping = CubeReflectionMapping;
+    exports.CubeRefractionMapping = CubeRefractionMapping;
+    exports.CubeTexture = CubeTexture;
+    exports.CubeTextureLoader = CubeTextureLoader;
+    exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
+    exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
+    exports.CubicBezierCurve = CubicBezierCurve;
+    exports.CubicBezierCurve3 = CubicBezierCurve3;
+    exports.CubicInterpolant = CubicInterpolant;
+    exports.CullFaceBack = CullFaceBack;
+    exports.CullFaceFront = CullFaceFront;
+    exports.CullFaceFrontBack = CullFaceFrontBack;
+    exports.CullFaceNone = CullFaceNone;
+    exports.Curve = Curve;
+    exports.CurvePath = CurvePath;
+    exports.CustomBlending = CustomBlending;
+    exports.CylinderBufferGeometry = CylinderBufferGeometry;
+    exports.CylinderGeometry = CylinderGeometry;
+    exports.Cylindrical = Cylindrical;
+    exports.DataTexture = DataTexture;
+    exports.DataTexture2DArray = DataTexture2DArray;
+    exports.DataTexture3D = DataTexture3D;
+    exports.DataTextureLoader = DataTextureLoader;
+    exports.DecrementStencilOp = DecrementStencilOp;
+    exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
+    exports.DefaultLoadingManager = DefaultLoadingManager;
+    exports.DepthFormat = DepthFormat;
+    exports.DepthStencilFormat = DepthStencilFormat;
+    exports.DepthTexture = DepthTexture;
+    exports.DirectionalLight = DirectionalLight;
+    exports.DirectionalLightHelper = DirectionalLightHelper;
+    exports.DirectionalLightShadow = DirectionalLightShadow;
+    exports.DiscreteInterpolant = DiscreteInterpolant;
+    exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
+    exports.DodecahedronGeometry = DodecahedronGeometry;
+    exports.DoubleSide = DoubleSide;
+    exports.DstAlphaFactor = DstAlphaFactor;
+    exports.DstColorFactor = DstColorFactor;
+    exports.DynamicBufferAttribute = DynamicBufferAttribute;
+    exports.DynamicCopyUsage = DynamicCopyUsage;
+    exports.DynamicDrawUsage = DynamicDrawUsage;
+    exports.DynamicReadUsage = DynamicReadUsage;
+    exports.EdgesGeometry = EdgesGeometry;
+    exports.EdgesHelper = EdgesHelper;
+    exports.EllipseCurve = EllipseCurve;
+    exports.EqualDepth = EqualDepth;
+    exports.EqualStencilFunc = EqualStencilFunc;
+    exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
+    exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
+    exports.Euler = Euler;
+    exports.EventDispatcher = EventDispatcher;
+    exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
+    exports.ExtrudeGeometry = ExtrudeGeometry;
+    exports.Face3 = Face3;
+    exports.Face4 = Face4;
+    exports.FaceColors = FaceColors;
+    exports.FaceNormalsHelper = FaceNormalsHelper;
+    exports.FileLoader = FileLoader;
+    exports.FlatShading = FlatShading;
+    exports.Float32Attribute = Float32Attribute;
+    exports.Float32BufferAttribute = Float32BufferAttribute;
+    exports.Float64Attribute = Float64Attribute;
+    exports.Float64BufferAttribute = Float64BufferAttribute;
+    exports.FloatType = FloatType;
+    exports.Fog = Fog;
+    exports.FogExp2 = FogExp2;
+    exports.Font = Font;
+    exports.FontLoader = FontLoader;
+    exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
+    exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
+    exports.FrontSide = FrontSide;
+    exports.Frustum = Frustum;
+    exports.GammaEncoding = GammaEncoding;
+    exports.Geometry = Geometry;
+    exports.GeometryUtils = GeometryUtils;
+    exports.GreaterDepth = GreaterDepth;
+    exports.GreaterEqualDepth = GreaterEqualDepth;
+    exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
+    exports.GreaterStencilFunc = GreaterStencilFunc;
+    exports.GridHelper = GridHelper;
+    exports.Group = Group;
+    exports.HalfFloatType = HalfFloatType;
+    exports.HemisphereLight = HemisphereLight;
+    exports.HemisphereLightHelper = HemisphereLightHelper;
+    exports.HemisphereLightProbe = HemisphereLightProbe;
+    exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
+    exports.IcosahedronGeometry = IcosahedronGeometry;
+    exports.ImageBitmapLoader = ImageBitmapLoader;
+    exports.ImageLoader = ImageLoader;
+    exports.ImageUtils = ImageUtils;
+    exports.ImmediateRenderObject = ImmediateRenderObject;
+    exports.IncrementStencilOp = IncrementStencilOp;
+    exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
+    exports.InstancedBufferAttribute = InstancedBufferAttribute;
+    exports.InstancedBufferGeometry = InstancedBufferGeometry;
+    exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
+    exports.InstancedMesh = InstancedMesh;
+    exports.Int16Attribute = Int16Attribute;
+    exports.Int16BufferAttribute = Int16BufferAttribute;
+    exports.Int32Attribute = Int32Attribute;
+    exports.Int32BufferAttribute = Int32BufferAttribute;
+    exports.Int8Attribute = Int8Attribute;
+    exports.Int8BufferAttribute = Int8BufferAttribute;
+    exports.IntType = IntType;
+    exports.InterleavedBuffer = InterleavedBuffer;
+    exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
+    exports.Interpolant = Interpolant;
+    exports.InterpolateDiscrete = InterpolateDiscrete;
+    exports.InterpolateLinear = InterpolateLinear;
+    exports.InterpolateSmooth = InterpolateSmooth;
+    exports.InvertStencilOp = InvertStencilOp;
+    exports.JSONLoader = JSONLoader;
+    exports.KeepStencilOp = KeepStencilOp;
+    exports.KeyframeTrack = KeyframeTrack;
+    exports.LOD = LOD;
+    exports.LatheBufferGeometry = LatheBufferGeometry;
+    exports.LatheGeometry = LatheGeometry;
+    exports.Layers = Layers;
+    exports.LensFlare = LensFlare;
+    exports.LessDepth = LessDepth;
+    exports.LessEqualDepth = LessEqualDepth;
+    exports.LessEqualStencilFunc = LessEqualStencilFunc;
+    exports.LessStencilFunc = LessStencilFunc;
+    exports.Light = Light;
+    exports.LightProbe = LightProbe;
+    exports.LightProbeHelper = LightProbeHelper;
+    exports.LightShadow = LightShadow;
+    exports.Line = Line;
+    exports.Line3 = Line3;
+    exports.LineBasicMaterial = LineBasicMaterial;
+    exports.LineCurve = LineCurve;
+    exports.LineCurve3 = LineCurve3;
+    exports.LineDashedMaterial = LineDashedMaterial;
+    exports.LineLoop = LineLoop;
+    exports.LinePieces = LinePieces;
+    exports.LineSegments = LineSegments;
+    exports.LineStrip = LineStrip;
+    exports.LinearEncoding = LinearEncoding;
+    exports.LinearFilter = LinearFilter;
+    exports.LinearInterpolant = LinearInterpolant;
+    exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
+    exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
+    exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
+    exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
+    exports.LinearToneMapping = LinearToneMapping;
+    exports.Loader = Loader;
+    exports.LoaderUtils = LoaderUtils;
+    exports.LoadingManager = LoadingManager;
+    exports.LogLuvEncoding = LogLuvEncoding;
+    exports.LoopOnce = LoopOnce;
+    exports.LoopPingPong = LoopPingPong;
+    exports.LoopRepeat = LoopRepeat;
+    exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
+    exports.LuminanceFormat = LuminanceFormat;
+    exports.MOUSE = MOUSE;
+    exports.Material = Material;
+    exports.MaterialLoader = MaterialLoader;
+    exports.Math = _Math;
+    exports.Matrix3 = Matrix3;
+    exports.Matrix4 = Matrix4;
+    exports.MaxEquation = MaxEquation;
+    exports.Mesh = Mesh;
+    exports.MeshBasicMaterial = MeshBasicMaterial;
+    exports.MeshDepthMaterial = MeshDepthMaterial;
+    exports.MeshDistanceMaterial = MeshDistanceMaterial;
+    exports.MeshFaceMaterial = MeshFaceMaterial;
+    exports.MeshLambertMaterial = MeshLambertMaterial;
+    exports.MeshMatcapMaterial = MeshMatcapMaterial;
+    exports.MeshNormalMaterial = MeshNormalMaterial;
+    exports.MeshPhongMaterial = MeshPhongMaterial;
+    exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
+    exports.MeshStandardMaterial = MeshStandardMaterial;
+    exports.MeshToonMaterial = MeshToonMaterial;
+    exports.MinEquation = MinEquation;
+    exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
+    exports.MixOperation = MixOperation;
+    exports.MultiMaterial = MultiMaterial;
+    exports.MultiplyBlending = MultiplyBlending;
+    exports.MultiplyOperation = MultiplyOperation;
+    exports.NearestFilter = NearestFilter;
+    exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
+    exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
+    exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
+    exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
+    exports.NeverDepth = NeverDepth;
+    exports.NeverStencilFunc = NeverStencilFunc;
+    exports.NoBlending = NoBlending;
+    exports.NoColors = NoColors;
+    exports.NoToneMapping = NoToneMapping;
+    exports.NormalBlending = NormalBlending;
+    exports.NotEqualDepth = NotEqualDepth;
+    exports.NotEqualStencilFunc = NotEqualStencilFunc;
+    exports.NumberKeyframeTrack = NumberKeyframeTrack;
+    exports.Object3D = Object3D;
+    exports.ObjectLoader = ObjectLoader;
+    exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
+    exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
+    exports.OctahedronGeometry = OctahedronGeometry;
+    exports.OneFactor = OneFactor;
+    exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
+    exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
+    exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
+    exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
+    exports.OrthographicCamera = OrthographicCamera;
+    exports.PCFShadowMap = PCFShadowMap;
+    exports.PCFSoftShadowMap = PCFSoftShadowMap;
+    exports.ParametricBufferGeometry = ParametricBufferGeometry;
+    exports.ParametricGeometry = ParametricGeometry;
+    exports.Particle = Particle;
+    exports.ParticleBasicMaterial = ParticleBasicMaterial;
+    exports.ParticleSystem = ParticleSystem;
+    exports.ParticleSystemMaterial = ParticleSystemMaterial;
+    exports.Path = Path;
+    exports.PerspectiveCamera = PerspectiveCamera;
+    exports.Plane = Plane;
+    exports.PlaneBufferGeometry = PlaneBufferGeometry;
+    exports.PlaneGeometry = PlaneGeometry;
+    exports.PlaneHelper = PlaneHelper;
+    exports.PointCloud = PointCloud;
+    exports.PointCloudMaterial = PointCloudMaterial;
+    exports.PointLight = PointLight;
+    exports.PointLightHelper = PointLightHelper;
+    exports.Points = Points;
+    exports.PointsMaterial = PointsMaterial;
+    exports.PolarGridHelper = PolarGridHelper;
+    exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
+    exports.PolyhedronGeometry = PolyhedronGeometry;
+    exports.PositionalAudio = PositionalAudio;
+    exports.PositionalAudioHelper = PositionalAudioHelper;
+    exports.PropertyBinding = PropertyBinding;
+    exports.PropertyMixer = PropertyMixer;
+    exports.QuadraticBezierCurve = QuadraticBezierCurve;
+    exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
+    exports.Quaternion = Quaternion;
+    exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
+    exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
+    exports.REVISION = REVISION;
+    exports.RGBADepthPacking = RGBADepthPacking;
+    exports.RGBAFormat = RGBAFormat;
+    exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
+    exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
+    exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
+    exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
+    exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
+    exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
+    exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
+    exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
+    exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
+    exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
+    exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
+    exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
+    exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
+    exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
+    exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
+    exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
+    exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
+    exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
+    exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
+    exports.RGBDEncoding = RGBDEncoding;
+    exports.RGBEEncoding = RGBEEncoding;
+    exports.RGBEFormat = RGBEFormat;
+    exports.RGBFormat = RGBFormat;
+    exports.RGBM16Encoding = RGBM16Encoding;
+    exports.RGBM7Encoding = RGBM7Encoding;
+    exports.RGB_ETC1_Format = RGB_ETC1_Format;
+    exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
+    exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
+    exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
+    exports.RawShaderMaterial = RawShaderMaterial;
+    exports.Ray = Ray;
+    exports.Raycaster = Raycaster;
+    exports.RectAreaLight = RectAreaLight;
+    exports.RectAreaLightHelper = RectAreaLightHelper;
+    exports.RedFormat = RedFormat;
+    exports.ReinhardToneMapping = ReinhardToneMapping;
+    exports.RepeatWrapping = RepeatWrapping;
+    exports.ReplaceStencilOp = ReplaceStencilOp;
+    exports.ReverseSubtractEquation = ReverseSubtractEquation;
+    exports.RingBufferGeometry = RingBufferGeometry;
+    exports.RingGeometry = RingGeometry;
+    exports.Scene = Scene;
+    exports.SceneUtils = SceneUtils;
+    exports.ShaderChunk = ShaderChunk;
+    exports.ShaderLib = ShaderLib;
+    exports.ShaderMaterial = ShaderMaterial;
+    exports.ShadowMaterial = ShadowMaterial;
+    exports.Shape = Shape;
+    exports.ShapeBufferGeometry = ShapeBufferGeometry;
+    exports.ShapeGeometry = ShapeGeometry;
+    exports.ShapePath = ShapePath;
+    exports.ShapeUtils = ShapeUtils;
+    exports.ShortType = ShortType;
+    exports.Skeleton = Skeleton;
+    exports.SkeletonHelper = SkeletonHelper;
+    exports.SkinnedMesh = SkinnedMesh;
+    exports.SmoothShading = SmoothShading;
+    exports.Sphere = Sphere;
+    exports.SphereBufferGeometry = SphereBufferGeometry;
+    exports.SphereGeometry = SphereGeometry;
+    exports.Spherical = Spherical;
+    exports.SphericalHarmonics3 = SphericalHarmonics3;
+    exports.SphericalReflectionMapping = SphericalReflectionMapping;
+    exports.Spline = Spline;
+    exports.SplineCurve = SplineCurve;
+    exports.SplineCurve3 = SplineCurve3;
+    exports.SpotLight = SpotLight;
+    exports.SpotLightHelper = SpotLightHelper;
+    exports.SpotLightShadow = SpotLightShadow;
+    exports.Sprite = Sprite;
+    exports.SpriteMaterial = SpriteMaterial;
+    exports.SrcAlphaFactor = SrcAlphaFactor;
+    exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
+    exports.SrcColorFactor = SrcColorFactor;
+    exports.StaticCopyUsage = StaticCopyUsage;
+    exports.StaticDrawUsage = StaticDrawUsage;
+    exports.StaticReadUsage = StaticReadUsage;
+    exports.StereoCamera = StereoCamera;
+    exports.StreamCopyUsage = StreamCopyUsage;
+    exports.StreamDrawUsage = StreamDrawUsage;
+    exports.StreamReadUsage = StreamReadUsage;
+    exports.StringKeyframeTrack = StringKeyframeTrack;
+    exports.SubtractEquation = SubtractEquation;
+    exports.SubtractiveBlending = SubtractiveBlending;
+    exports.TOUCH = TOUCH;
+    exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
+    exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
+    exports.TetrahedronGeometry = TetrahedronGeometry;
+    exports.TextBufferGeometry = TextBufferGeometry;
+    exports.TextGeometry = TextGeometry;
+    exports.Texture = Texture;
+    exports.TextureLoader = TextureLoader;
+    exports.TorusBufferGeometry = TorusBufferGeometry;
+    exports.TorusGeometry = TorusGeometry;
+    exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
+    exports.TorusKnotGeometry = TorusKnotGeometry;
+    exports.Triangle = Triangle;
+    exports.TriangleFanDrawMode = TriangleFanDrawMode;
+    exports.TriangleStripDrawMode = TriangleStripDrawMode;
+    exports.TrianglesDrawMode = TrianglesDrawMode;
+    exports.TubeBufferGeometry = TubeBufferGeometry;
+    exports.TubeGeometry = TubeGeometry;
+    exports.UVMapping = UVMapping;
+    exports.Uint16Attribute = Uint16Attribute;
+    exports.Uint16BufferAttribute = Uint16BufferAttribute;
+    exports.Uint32Attribute = Uint32Attribute;
+    exports.Uint32BufferAttribute = Uint32BufferAttribute;
+    exports.Uint8Attribute = Uint8Attribute;
+    exports.Uint8BufferAttribute = Uint8BufferAttribute;
+    exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
+    exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
+    exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
+    exports.Uniform = Uniform;
+    exports.UniformsLib = UniformsLib;
+    exports.UniformsUtils = UniformsUtils;
+    exports.UnsignedByteType = UnsignedByteType;
+    exports.UnsignedInt248Type = UnsignedInt248Type;
+    exports.UnsignedIntType = UnsignedIntType;
+    exports.UnsignedShort4444Type = UnsignedShort4444Type;
+    exports.UnsignedShort5551Type = UnsignedShort5551Type;
+    exports.UnsignedShort565Type = UnsignedShort565Type;
+    exports.UnsignedShortType = UnsignedShortType;
+    exports.VSMShadowMap = VSMShadowMap;
+    exports.Vector2 = Vector2;
+    exports.Vector3 = Vector3;
+    exports.Vector4 = Vector4;
+    exports.VectorKeyframeTrack = VectorKeyframeTrack;
+    exports.Vertex = Vertex;
+    exports.VertexColors = VertexColors;
+    exports.VertexNormalsHelper = VertexNormalsHelper;
+    exports.VideoTexture = VideoTexture;
+    exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
+    exports.WebGLRenderTarget = WebGLRenderTarget;
+    exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
+    exports.WebGLRenderer = WebGLRenderer;
+    exports.WebGLUtils = WebGLUtils;
+    exports.WireframeGeometry = WireframeGeometry;
+    exports.WireframeHelper = WireframeHelper;
+    exports.WrapAroundEnding = WrapAroundEnding;
+    exports.XHRLoader = XHRLoader;
+    exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
+    exports.ZeroFactor = ZeroFactor;
+    exports.ZeroSlopeEnding = ZeroSlopeEnding;
+    exports.ZeroStencilOp = ZeroStencilOp;
+    exports.sRGBEncoding = sRGBEncoding;
+
+    Object.defineProperty(exports, '__esModule', { value: true });
+});